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CTD - Error Log Posted

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Phoenix4
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CTD - Error Log Posted

Post by Phoenix4 »

Hi guys,

Continuing the problems I've been experiencing with Oolite 1.73.4 for PC, I'm adding one OXP at a time to see what is causing the issues. Once again I've had another CTD but now I have the log file 'eb2f_appcompat.txt' - the contents are shown further down. The current list of OXP's are:

adcks_bulk_haulers_v1.4.oxp
Amen Bricks Megaships.oxp
Anarchies2.3.oxp
Aquatics 2.11.oxp
Assassins.oxp
AsteroidStorm 3.55.oxp
Baakili_Far_Trader_v1.2.oxp
behemoth 2.5.4.oxp
BehemothSpacewar 1.2.3.oxp
BigShips 1.02.oxp
DeepspaceHud.oxp
Thargorn_Threat 1.3.1.oxp
Zzzz_Realistic_Shipyards_V3.02b.oxp

Anyone know why I get a CTD when exiting a space station or when arriving in a new system?

Thanks all!
Px4

The contents of the log file:

<?xml version="1.0" encoding="UTF-16"?>
<DATABASE>
<EXE NAME="oolite.exe" FILTER="GRABMI_FILTER_PRIVACY">
<MATCHING_FILE NAME="gnustep-base-1_15.dll" SIZE="3940352" CHECKSUM="0xE4AD136F" MODULE_TYPE="WIN32" PE_CHECKSUM="0x3C5275" LINKER_VERSION="0x10000" LINK_DATE="04/12/2009 11:15:50" UPTO_LINK_DATE="04/12/2009 11:15:50" />
<MATCHING_FILE NAME="js32.dll" SIZE="858592" CHECKSUM="0x4D7886F6" BIN_FILE_VERSION="4.0.0.0" BIN_PRODUCT_VERSION="4.0.0.0" PRODUCT_VERSION="4.0" FILE_DESCRIPTION="Netscape 32-bit JavaScript Module" COMPANY_NAME="Netscape Communications Corporation" PRODUCT_NAME="NETSCAPE" FILE_VERSION="4.0" ORIGINAL_FILENAME="js3240.dll" INTERNAL_NAME="JS3240" LEGAL_COPYRIGHT="Copyright Netscape Communications. 1994-96" VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x10004" VERFILETYPE="0x2" MODULE_TYPE="WIN32" PE_CHECKSUM="0xD7FEA" LINKER_VERSION="0x10000" UPTO_BIN_FILE_VERSION="4.0.0.0" UPTO_BIN_PRODUCT_VERSION="4.0.0.0" LINK_DATE="09/06/2007 14:13:29" UPTO_LINK_DATE="09/06/2007 14:13:29" VER_LANGUAGE="English (United States) [0x409]" />
<MATCHING_FILE NAME="libiconv-2.dll" SIZE="922112" CHECKSUM="0x4DBD2CBA" MODULE_TYPE="WIN32" PE_CHECKSUM="0xE3D7C" LINKER_VERSION="0x10000" LINK_DATE="12/10/2006 18:13:13" UPTO_LINK_DATE="12/10/2006 18:13:13" />
<MATCHING_FILE NAME="libpng12.dll" SIZE="263168" CHECKSUM="0x1C8267B6" MODULE_TYPE="WIN32" PE_CHECKSUM="0x45C60" LINKER_VERSION="0x10000" LINK_DATE="01/04/2009 19:59:14" UPTO_LINK_DATE="01/04/2009 19:59:14" />
<MATCHING_FILE NAME="libxml2-2.dll" SIZE="1082908" CHECKSUM="0xC2F1AA72" MODULE_TYPE="WIN32" PE_CHECKSUM="0x109AD2" LINKER_VERSION="0x10000" LINK_DATE="04/08/2006 11:57:22" UPTO_LINK_DATE="04/08/2006 11:57:22" />
<MATCHING_FILE NAME="objc-1.dll" SIZE="68608" CHECKSUM="0xF9031CC4" MODULE_TYPE="WIN32" PE_CHECKSUM="0x1842C" LINKER_VERSION="0x10000" LINK_DATE="10/31/2008 19:35:31" UPTO_LINK_DATE="10/31/2008 19:35:31" />
<MATCHING_FILE NAME="oolite.exe" SIZE="2415616" CHECKSUM="0xBE59B771" MODULE_TYPE="WIN32" PE_CHECKSUM="0x25BA02" LINKER_VERSION="0x10000" LINK_DATE="09/22/2009 16:38:20" UPTO_LINK_DATE="09/22/2009 16:38:20" />
<MATCHING_FILE NAME="SDL.dll" SIZE="320000" CHECKSUM="0xCDF0963B" BIN_FILE_VERSION="1.2.13.0" BIN_PRODUCT_VERSION="1.2.13.0" PRODUCT_VERSION="1, 2, 13, 0" FILE_DESCRIPTION="SDL" COMPANY_NAME="" PRODUCT_NAME="Simple DirectMedia Layer" FILE_VERSION="1, 2, 13, 0" ORIGINAL_FILENAME="SDL.dll" INTERNAL_NAME="SDL" LEGAL_COPYRIGHT="Copyright © 2007 Sam Lantinga" VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x40004" VERFILETYPE="0x2" MODULE_TYPE="WIN32" PE_CHECKSUM="0x58E63" LINKER_VERSION="0x10000" UPTO_BIN_FILE_VERSION="1.2.13.0" UPTO_BIN_PRODUCT_VERSION="1.2.13.0" LINK_DATE="03/07/2009 21:06:45" UPTO_LINK_DATE="03/07/2009 21:06:45" VER_LANGUAGE="English (United States) [0x409]" />
<MATCHING_FILE NAME="SDL_mixer.dll" SIZE="315392" CHECKSUM="0x9BF648D3" BIN_FILE_VERSION="1.2.6.0" BIN_PRODUCT_VERSION="1.2.6.0" PRODUCT_VERSION="1, 2, 6, 0" FILE_DESCRIPTION="SDL_mixer" COMPANY_NAME="" PRODUCT_NAME="Simple DirectMedia Layer" FILE_VERSION="1, 2, 6, 0" ORIGINAL_FILENAME="SDL_mixer.dll" INTERNAL_NAME="SDL_mixer" LEGAL_COPYRIGHT="Copyright © 2002 Sam Lantinga" VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x40004" VERFILETYPE="0x2" MODULE_TYPE="WIN32" PE_CHECKSUM="0x0" LINKER_VERSION="0x0" UPTO_BIN_FILE_VERSION="1.2.6.0" UPTO_BIN_PRODUCT_VERSION="1.2.6.0" LINK_DATE="11/15/2004 22:18:12" UPTO_LINK_DATE="11/15/2004 22:18:12" VER_LANGUAGE="English (United States) [0x409]" />
<MATCHING_FILE NAME="zlib1.dll" SIZE="55808" CHECKSUM="0x3FA94B99" BIN_FILE_VERSION="1.2.1.0" BIN_PRODUCT_VERSION="1.2.1.0" PRODUCT_VERSION="1.2.1" FILE_DESCRIPTION="zlib data compression library" PRODUCT_NAME="zlib" FILE_VERSION="1.2.1" ORIGINAL_FILENAME="zlib1.dll" INTERNAL_NAME="zlib1.dll" LEGAL_COPYRIGHT="(C) 1995-2003 Jean-loup Gailly & Mark Adler" VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x10004" VERFILETYPE="0x2" MODULE_TYPE="WIN32" PE_CHECKSUM="0x17753" LINKER_VERSION="0x0" UPTO_BIN_FILE_VERSION="1.2.1.0" UPTO_BIN_PRODUCT_VERSION="1.2.1.0" LINK_DATE="11/18/2003 00:29:04" UPTO_LINK_DATE="11/18/2003 00:29:04" VER_LANGUAGE="English (United States) [0x409]" />
</EXE>
<EXE NAME="kernel32.dll" FILTER="GRABMI_FILTER_THISFILEONLY">
<MATCHING_FILE NAME="kernel32.dll" SIZE="989696" CHECKSUM="0x2D998938" BIN_FILE_VERSION="5.1.2600.5781" BIN_PRODUCT_VERSION="5.1.2600.5781" PRODUCT_VERSION="5.1.2600.5781" FILE_DESCRIPTION="Windows NT BASE API Client DLL" COMPANY_NAME="Microsoft Corporation" PRODUCT_NAME="Microsoft® Windows® Operating System" FILE_VERSION="5.1.2600.5781 (xpsp_sp3_gdr.090321-1317)" ORIGINAL_FILENAME="kernel32" INTERNAL_NAME="kernel32" LEGAL_COPYRIGHT="© Microsoft Corporation. All rights reserved." VERFILEDATEHI="0x0" VERFILEDATELO="0x0" VERFILEOS="0x40004" VERFILETYPE="0x2" MODULE_TYPE="WIN32" PE_CHECKSUM="0xFE572" LINKER_VERSION="0x50001" UPTO_BIN_FILE_VERSION="5.1.2600.5781" UPTO_BIN_PRODUCT_VERSION="5.1.2600.5781" LINK_DATE="03/21/2009 14:06:58" UPTO_LINK_DATE="03/21/2009 14:06:58" VER_LANGUAGE="English (United States) [0x409]" />
</EXE>
</DATABASE>
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Post by Commander McLane »

Hi, Phoenix4!

I think you posted the wrong logfile. As far as I can see nothing in it has anything to do with Oolite.

Can you find a file named "latest.log" on your system? Or probably a "crash.log"?
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Post by JazHaz »

Commander McLane wrote:
As far as I can see nothing in it has anything to do with Oolite.
What about this bit?

Code: Select all

<MATCHING_FILE NAME="oolite.exe" SIZE="2415616" CHECKSUM="0xBE59B771" MODULE_TYPE="WIN32" PE_CHECKSUM="0x25BA02" LINKER_VERSION="0x10000" LINK_DATE="09/22/2009 16:38:20" UPTO_LINK_DATE="09/22/2009 16:38:20" /> 
Not sure what the file is though?
JazHaz

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drew wrote:
£4,500 though! :shock: <Faints>
Cheers,
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Maybe you could start a Kickstarter Campaign to found your £4500 pledge. 8)
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Post by Commander McLane »

Yes, I saw this too after I had posted. But still, it definitely isn't a game log, nor does it look like a crash log. I guess Windows keeps all sorts of logs laying around (Mac OS does, for sure), and I think he accidentally ended up in the wrong one.
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Post by Diziet Sma »

JazHaz wrote:
Not sure what the file is though?
"eb2f_appcompat.txt" doesn't sound like any kind of log-file I've ever heard of.. do you have some other kind of monitoring program running, Phoenix4?
Commander McLane wrote:
I guess Windows keeps all sorts of logs laying around (Mac OS does, for sure), and I think he accidentally ended up in the wrong one.
Windows crash-logs tend to have .log extensions, though..
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
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Post by Kaks »

The log we expected to see was Latest.log, which, in windows, can be found inside
C:\Oolite\oolite.app\Logs\

Hope this helps! :)
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
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Post by Phoenix4 »

Thanks for the replies guys!

Sorry I haven't replied earlier but I've been away on business for a few days.

The log file I attached is created when I get one of those 'Windows has experienced a serious error...' messages (or words to that effect). When I next play Oolite I'll wait for the crash and then upload the correct log file for you to see.

Thanks again! :D

Px4
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Post by Phoenix4 »

Hi guys,

OK, I just played Oolite and as before I was adding OXP's one-by-one when I got another one of those app compatibility error messages.

Below is the contents of the Latest.log file. Glad you can make sense of it. :D

The error appeared, causing the CTD after I had jumped into another system.

Cheers,
Px4

[log.header]: Opening log for Oolite version 1.73.4 (x86-32 test release) under Windows at 2010-05-06 18:13:30 +0100.
2 processors detected.
Oolite Options: [Procedural Planets] [Docking Clearance] [Wormhole Scanner] [Target Incoming Missiles]

Note that the contents of the log file can be adjusted by editing logcontrol.plist.

[joystickHandler.init]: Number of joysticks detected: 0
[display.mode.list.native]: Windows native resolution detected: 1680 x 1050
[rendering.opengl.version]: OpenGL renderer version: 2.1.2 ("2.1.2")
Vendor: NVIDIA Corporation
Renderer: GeForce Go 7950 GTX/PCI/SSE2
[rendering.opengl.extensions]: OpenGL extensions (125):
GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_timer_query GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
[searchPaths.dumpAll]: ---> OXP search paths:
(Resources, ../AddOns, ../AddOns/adcks_bulk_haulers_v1.4.oxp, "../AddOns/Amen Bricks Megaships.oxp", ../AddOns/Anarchies2.3.oxp, "../AddOns/Aquatics 2.11.oxp", ../AddOns/Assassins.oxp, "../AddOns/AsteroidStorm 3.55.oxp", ../AddOns/Baakili_Far_Trader_v1.2.oxp, "../AddOns/behemoth 2.5.4.oxp", "../AddOns/BehemothSpacewar 1.2.3.oxp", "../AddOns/BigShips 1.02.oxp", ../AddOns/black_baron.oxp, "../AddOns/BlOomberg Markets v2.0.oxp", ../AddOns/buoyRepair1.02.5.oxp, "../AddOns/Captured Thargons 1.00.oxp", "../AddOns/Cargo_wrecks_teaser 1.6.0.oxp", ../AddOns/Commies.oxp, ../AddOns/custsounds.oxp, ../AddOns/DeepspaceHud.oxp, ../AddOns/DeepspaceShip.oxp, "../AddOns/Dictators v1.3.oxp", "../AddOns/Dredgers 2.4.2.oxp", "../AddOns/Drones 1.11.oxp", "../AddOns/Thargorn_Threat 1.3.1.oxp", "../AddOns/Zz-Oo-Haul.oxp", ../AddOns/Zzzz_Realistic_Shipyards_V3.02b.oxp)
[dataCache.rebuild.explicitFlush]: Cache explicitly flushed with shift key. Rebuilding from scratch.
[shipData.load.begin]: Loading ship data...
[shipData.load.error.badSubentity]: ***** ERROR: the shipdata.plist entry "velocity96-sub" has a broken subentity definition "velocity96-sub" (should have 8 tokens, has 1).
[shipData.load.error.badSubentity]: ***** ERROR: subentity declaration for ship velocity96-sub specifies no subentity_key.
[shipData.load.error]: ***** ERROR: the shipdata.plist entry "abBattleship" specifies no roles.
[shipData.load.error]: ***** ERROR: the shipdata.plist entry "thargoid-player" specifies no roles.
[shipData.load.shipyard.unknown]: ----- WARNING: the shipyard.plist entry "thargoid-player" does not have a corresponding shipdata.plist entry, ignoring.
[shipData.load.shipyard.unknown]: ----- WARNING: the shipyard.plist entry "Assassin-player" does not have a corresponding shipdata.plist entry, ignoring.
[shipData.load.shipyard.unknown]: ----- WARNING: the shipyard.plist entry "Scoundrel-player" does not have a corresponding shipdata.plist entry, ignoring.
[shipData.load.shipyard.unknown]: ----- WARNING: the shipyard.plist entry "sv_ship_vector_player" does not have a corresponding shipdata.plist entry, ignoring.
[shipData.load.shipyard.unknown]: ----- WARNING: the shipyard.plist entry "redback-player" does not have a corresponding shipdata.plist entry, ignoring.
[shipData.load.shipyard.unknown]: ----- WARNING: the shipyard.plist entry "huntsman-player" does not have a corresponding shipdata.plist entry, ignoring.
[shipData.load.shipyard.unknown]: ----- WARNING: the shipyard.plist entry "Mugger-player" does not have a corresponding shipdata.plist entry, ignoring.
[shipData.load.shipyard.unknown]: ----- WARNING: the shipyard.plist entry "krait-xr1-player" does not have a corresponding shipdata.plist entry, ignoring.
[shipData.load.shipyard.unknown]: ----- WARNING: the shipyard.plist entry "grimcobra1-player" does not have a corresponding shipdata.plist entry, ignoring.
[shipData.load.shipyard.unknown]: ----- WARNING: the shipyard.plist entry "whitetail-player" does not have a corresponding shipdata.plist entry, ignoring.
[shipData.load.shipyard.unknown]: ----- WARNING: the shipyard.plist entry "raceradder-player" does not have a corresponding shipdata.plist entry, ignoring.
[shipData.load.shipyard.unknown]: ----- WARNING: the shipyard.plist entry "strut-player" does not have a corresponding shipdata.plist entry, ignoring.
[shipData.load.shipyard.unknown]: ----- WARNING: the shipyard.plist entry "Spiv-player" does not have a corresponding shipdata.plist entry, ignoring.
[shipData.load.shipyard.unknown]: ----- WARNING: the shipyard.plist entry "Hoodlum-player" does not have a corresponding shipdata.plist entry, ignoring.
[script.debug.syntax.badComparison]: ***** SCRIPT ERROR: in assassins, unknown comparison operator 'less', will return NO.
[script.debug.syntax.badComparison]: ***** SCRIPT ERROR: in assassins, unknown comparison operator 'less', will return NO.
[script.load.world.listAll]: Loaded 48 world scripts: "Anarchies" 2.3, "aquatics_equipment" 1.1, "aquatics_populator" 1.0, "assassins", "AsteroidStorm" 3.55, "Baakili Populator" 1.2, "behemoth" 2.5.4, "behemoth-spacewar" 1.2.1, "bigShips_populator" 1.0.2, "blackbaron" 1.70, "buoyRepair" 1.02.5, "Cargo_Wreck_Teaser" 1.5.4, "clipperschedule", "communist_population" 2.09, "CT_Script" 1.0, "deep_space_dredger" 2.4.2, "dictatorship_population", "dredger_appearance", "ExecutiveFlightSchedule", "frog_show", "hatchling_show", "missionaries", "OO-Haul Escort", "oolite-cloaking-device" 1.73.4, "oolite-constrictor-hunt" 1.73.4, "oolite-nova" 1.73.4, "oolite-thargoid-plans" 1.73.4, "oolite-trumbles" 1.73.4, "OSE Script" 0.1, "SalezaPatrol", "SE-main-script.js" 1.0, "SIRFYardStation0", "SIRFYardStation1", "SIRFYardStation10", "SIRFYardStation11", "SIRFYardStation12", "SIRFYardStation13", "SIRFYardStation14", "SIRFYardStation2", "SIRFYardStation3", "SIRFYardStation4", "SIRFYardStation5", "SIRFYardStation6", "SIRFYardStation7", "SIRFYardStation8", "SIRFYardStation9", "supercobra_placement", "Thargorn_Witchspace_Battle" 1.3.1
[dataCache.willWrite]: About to write data cache.
[dataCache.write.success]: Wrote data cache.
[load.failed.missileNotFound]: ----- WARNING: couldn't find missile with role 'EQ_RMB_INTERCEPT_MISSILE' while trying [PlayerEntity setCommanderDataFromDictionary:], missile entry discarded. -----
[shipEntity.setupEscorts.escortShipCircularReference]: ----- WARNING: Ship <ShipEntity 0x4b4f010>{"Purple Haze" ID: 147 position: (-773.44, 4368.32, 387759) scanClass: CLASS_NEUTRAL status: STATUS_IN_FLIGHT} requested escorts, when it is an escort ship itself. Avoiding possible circular reference overflow by ignoring escort setup.
[shader.compile.fragment.failure]: ***** GLSL fragment shader compilation failed for anarchies-salvager-tunnel.fragment:
>>>>> GLSL log:
0(19) : error C0105: Syntax error in #define


[shader.compile.fragment.failure]: ***** GLSL fragment shader compilation failed for anarchies-salvager-tunnel-pipes.fragment:
>>>>> GLSL log:
0(20) : error C0105: Syntax error in #define


[shipEntity.setupEscorts.escortShipCircularReference]: ----- WARNING: Ship <ShipEntity 0x6b674b0>{"Purple Haze" ID: 308 position: (3382.98, -2177.12, 233124) scanClass: CLASS_NEUTRAL status: STATUS_IN_FLIGHT} requested escorts, when it is an escort ship itself. Avoiding possible circular reference overflow by ignoring escort setup.
[ship.escortSetup.wtf]: Pending escort count for <StationEntity 0x68ce010>{"Navy Constitution" "Navy Constitution" ID: 313 position: (-4167.87, 10870.1, 381422) scanClass: CLASS_NEUTRAL status: STATUS_ACTIVE} is 5, expected 0. This is an internal error, please report it.
[shader.compile.fragment.failure]: ***** GLSL fragment shader compilation failed for anarchies-salvager-tunnel.fragment:
>>>>> GLSL log:
0(19) : error C0105: Syntax error in #define


[shader.compile.fragment.failure]: ***** GLSL fragment shader compilation failed for anarchies-salvager-tunnel-pipes.fragment:
>>>>> GLSL log:
0(20) : error C0105: Syntax error in #define
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Post by Commander McLane »

Hmmm. There are some bugs from OXPs. Most of them from Realistic Shipyards, one from Amen Brick's Megaships, one from Assassins, and a faulty shader from Anarchies. You also have de-installed Missiles&Bombs while still having a missile from it installed on your ship. So Oolite doesn't know that missile anymore.

But... as far as it is logged, none of this is fatal, and none of it should produce a CTD.

Does anybody know whether the OXP-versions on his system are known to crash?

Also after a crash there should be a crash.log somewhere around your Oolite, if I'm not mistaken. Knowing its content surely wouldn't hurt.
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Post by Phoenix4 »

Hi Commander McLane, thanks for the reply.

I've been doing some testing in the meantime and found something interesting...

I removed all OXP's from the Addons folder and ran Oolite by itself - no problems there. I then added the latest Commies OXP only and launched Oolite holding Shift. I said No to loading a Commander, then used the left and right arrow keys to view the ships. Just as it the 'Collective ZGF' appeared in the distance I had one of those Windows errors encountered before, followed by a CTD!

My shader settings are set to Full. I lowered it to None and viewed the ships again - this time the 'Collective ZGF' appeared OK and was rotating in my HUD.

To confirm it I removed the Commies OXP and replaced it with the 'griff_shipset_dizzy's_all_in_1.oxp'. Again Oolite was launched with Shift held down and, as before, I viewed all ships in the HUD with no problems. I then turned shaders to Full expecting it to error. It didn't! :shock:

I was able to view these ships in glorious "shader-vision". :D

So, there is something wrong with the 'Collective ZGF' shader setting perhaps? :?:

It just seems odd that between those 2 OXP's I get a CTD viewing one of the Commies ships...

Below I've posted the contents of the Latest.log file after the Commies OXP CTD. I can't see anything as serious as the previous log I posted. All very strange... :wink: By the way, I can't locate anything resembling a 'Crash.log' file. :?

Hope you can advise me on this. I'm beginning to wonder how many other ships are affected in various OXP's on my system.

Cheers all!

Px4


Contents of Latest.log file with only the Commies OXP insalled.
------------------------------------------------------------------------

[log.header]: Opening log for Oolite version 1.73.4 (x86-32 test release) under Windows at 2010-05-07 10:37:26 +0100.
2 processors detected.
Oolite Options: [Procedural Planets] [Docking Clearance] [Wormhole Scanner] [Target Incoming Missiles]

Note that the contents of the log file can be adjusted by editing logcontrol.plist.

[joystickHandler.init]: Number of joysticks detected: 0
[display.mode.list.native]: Windows native resolution detected: 1680 x 1050
[rendering.opengl.version]: OpenGL renderer version: 2.1.2 ("2.1.2")
Vendor: NVIDIA Corporation
Renderer: GeForce Go 7950 GTX/PCI/SSE2
[rendering.opengl.extensions]: OpenGL extensions (125):
GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_timer_query GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
[searchPaths.dumpAll]: ---> OXP search paths:
(Resources, ../AddOns, ../AddOns/Commies.oxp)
[dataCache.rebuild.pathsChanged]: Cache is stale (search paths have changed). Rebuilding from scratch.
[shipData.load.begin]: Loading ship data...
[script.load.world.listAll]: Loaded 6 world scripts: "communist_population" 2.09, "oolite-cloaking-device" 1.73.4, "oolite-constrictor-hunt" 1.73.4, "oolite-nova" 1.73.4, "oolite-thargoid-plans" 1.73.4, "oolite-trumbles" 1.73.4
[dataCache.willWrite]: About to write data cache.
[dataCache.write.success]: Wrote data cache.
[script.load.world.listAll]: Loaded 6 world scripts: "communist_population" 2.09, "oolite-cloaking-device" 1.73.4, "oolite-constrictor-hunt" 1.73.4, "oolite-nova" 1.73.4, "oolite-thargoid-plans" 1.73.4, "oolite-trumbles" 1.73.4
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Commander McLane
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Post by Commander McLane »

As you have narrowed it down to Commies.oxp, it rang a bell.

Have a read through the last page of the Commies thread on the Expansion Pack forum, specifically this post. It mentions crashes related to old graphics drivers and shader mode in connection with the Collective ZGFs.

From there the suggestion is: try to update your graphics driver.

For more details you could try to find Garrett's posts shortly before Oct 18th... Okay, I already did that for you, you find the whole thread under the title Crash at Esusti. Towards its end you should find information about how to resolve the problem. :)

Oh, and Commies is currently in version 2.10, which contains another bugfix. Download from the Wiki.
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Svengali
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Post by Svengali »

Forget the crash.log (not that there would be such a thing).

Windows dumps are not really helpful for debugging a third-party app and I don't think that the devs want to go through 30MB files (full dump - has to be configured before). The mini-dump usually contains only rough infos (as seen above) plus some stackpointers and registers (not seen above!). So the posted log above looks more like a eventviewer log.

Oh, and it seems you're using 8.6.14.11.7948 (latest for this card). Just out of interest - is it a Core2Duo?
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Post by Phoenix4 »

Hi guys, thanks for the replies.

Following your advice I've tried updating the graphics driver, but nVidia tells me I'm already on the latest one.

My system is a Dell XPS M1710 laptop with a Nvidia GeForce 7950 GTX 512MB graphics card. Believe me, not the easiest card to get drivers for! :D

I'm running Windows XP Home - 32bit with 4GB memory installed, but only 3GB recognised.

The graphics driver is dated 30/01/2009 - version 6.14.11.7948 or 179.48. When I use the update feature at nVidia there isn't anything better available. :x

To Svengali, yes this is indeed an Intel Dual-Core system.

I've seen numerous websites that highlight the problem of updating laptop graphic drivers - I didn't expect them to be so true! :?

Px4
Last edited by Phoenix4 on Fri May 07, 2010 12:37 pm, edited 3 times in total.
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Eric Walch
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Post by Eric Walch »

Commander McLane wrote:
As you have narrowed it down to Commies.oxp, it rang a bell.

Have a read through the last page of the Commies thread on the Expansion Pack forum, specifically this post. It mentions crashes related to old graphics drivers and shader mode in connection with the Collective ZGFs.
Also the read-me of this version of commies writes:

Code: Select all

***** Known problems ******
Some combination of graphics card drivers and ships are crashing Oolite in shader mode, even when no shaders are used at all. When having crashes in shader mode but no crashes when turned off, it is a good sign you should update your drivers. 
(a nVidia GeForce 7950GT 512Mb PCI-E graphics card, with the 64-bit drivers version 178.13 is known to crash with commies and other oxps while driver version 191.07 works okay)
But a read-me document is hardly read these days, specially when this info is at the last lines of it.

I still wonder which part of the station is responsible for the crash. This is an old oxp and when it was released, those old drivers must have been state of the art and did not give problems then. So it must be something new that was not used during the original realease. The only think I can think of is shaders. But no idea what makes this particular model so special.
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Post by Phoenix4 »

Hi Eric,

Yes I read those lines but have just tested the Commies.OXP version 2.10 by itself and I can now see the 'Collective ZGF' rotating in the HUD with full shaders enabled...

All very strange. :shock:

I'll add a few more OXP's to the mix and see what happens.

I'll report back soon.

Cheers all!

Px4
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