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Problem with the distress beacon

Posted: Sat May 08, 2010 12:40 am
by UK_Eliter
I can't easily tell who wrote the distress beacon code, or even which OXP it is in (sorry), but I have found a problem with it, I think (or perhaps with the way it interacts with other code). To wit: yellow blips - non-police ships - appear along with the police. And I shoot them - thinking they are the baddies I called the police to deal with - and then I get in trouble.

I am running trunk version 3300, with (among others) these OXPS: missiles & bombs (version 2.4); armoury (v. 1); Galcops; Hired Guns (v. 1.2); total patrol (modified to run on trunk).

Anyone else had this problem?

Posted: Sat May 08, 2010 1:25 pm
by Yrol_Denjeah
Throw all OXPs out and see, if it the problem is still there then.

If not, add one OXP after the other until the problem is there again.

In a way that at any time only one OXP is used.

While testing that, hold SHIFT pressed when you start Ooolite,
all the way pushing the key until the cobra appears and the message
"load previous commander? ( y/n )".

That way, Oolite will clear its cache and you can be sure that it
doesnt "grab" old values out of it.

~
How did you modify total patrol to run with trunk?

Posted: Sat May 08, 2010 2:16 pm
by Phantom Hoover
The distress beacon is from Missiles and Bombs, IIRC.

Posted: Sat May 08, 2010 2:34 pm
by UK_Eliter
Thanks guys - but I think the mistake might, in a way, be mine. Having done some testing, I think that I may have been shooting my own escorts (from Hirer Guns). They seem to figure now as yellow blebs, labelled in my targetting scanner as 'system vessels'. But hopefully I get around to doing some proper testing, and then I can really tell you what is what. (Sorry if I've messed you around.)

Posted: Sat May 08, 2010 2:38 pm
by Thargoid
Yes, in the 1.74 version of Hired Guns the ships are yellow, like any other ship in the game. Not sure why they're system vessels though, will have to check that.

Posted: Sat May 08, 2010 2:59 pm
by JazHaz
Thargoid wrote:
Yes, in the 1.74 version of Hired Guns the ships are yellow, like any other ship in the game. Not sure why they're system vessels though, will have to check that.
In previous versions they are white though. What version does UK-Eliter have?

Posted: Sat May 08, 2010 3:04 pm
by Thargoid
He says above, v1.2 (which is the Oolite 1.74 version).

Posted: Sat May 08, 2010 3:15 pm
by UK_Eliter
I should add that this is how I modified Total Patrol to run with trunk: I changed the 'requires.plist' file from

{"max_version" = "1.73.99"; version = "1.73"; }

to

{version = "1.73"; }

That doesn't remove any actual incompatibility (I am presuming there is none). All it does it to stop the OXP complaining about the version of Oolite - and aborting itself.

Posted: Sat May 08, 2010 4:20 pm
by Thargoid
Hmm, on my system (WinXP, trunk 3280) they don't have any rank (as it should be - no system vessel). So quite why yours are showing up as system vessels I don't know.

What OS and trunk version are you running?

Posted: Sat May 08, 2010 5:42 pm
by UK_Eliter
Hi Thargoid. I have WinXP and trunk 3300. And the escorts are definitely classed as system vessels (and if I hit one just once with my laster, I become a fugitive).

Posted: Sat May 08, 2010 5:55 pm
by Thargoid
That's something new in the latest trunk then.

Give the dev's a day or two to sort out the nightly build and I'll catch up and check it out.

But as the OXP readme and the dev's warning goes, if you're using Trunk then instabilities and weird stuff like this are quite possible. It's not designed (yet) for general gameplay.

Posted: Mon May 10, 2010 7:51 pm
by Thargoid
OK, just tried it with the latest XP trunk (3314) and I can't repeat what you are seeing - I just see "Hired Escorts" without any legal status (as it should be).

What other ship replacement OXPs are you running? I'm wondering if you've got something in there which is replacing the ships (which are trunk ships to ensure that they will always be present) and the new ones aren't set up quite right and so are causing Hired Guns some problems.

If you do have something like Neolite or Griff's stuff can you temporarily remove it and see if you still have the same issue then?

Posted: Mon May 10, 2010 9:19 pm
by UK_Eliter
Dear Thargoid

I just tried it with no oxps installed excepted Hired Guns v. 1.20, and a version of trunk that's only a few hours old, and the escorts were still labelled system vessels.

Here's the log.

--- start of log ---

[log.header]: Opening log for Oolite version 1.74 (x86-32 test release) under Windows at 2010-05-10 22:17:27 +0100.
2 processors detected.
Oolite options: procedural planet textures, docking clearance, wormhole scanner, target incoming missiles, spoken messages, JavaScript console support, OXP verifier, localization tools, debug GraphViz support.

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: 1920 x 1200
[rendering.opengl.version]: OpenGL renderer version: 3.2.0 ("3.2.0")
Vendor: NVIDIA Corporation
Renderer: GeForce 8600 GT/PCI/SSE2
[rendering.opengl.extensions]: OpenGL extensions (180):
GL_ATI_texture_mirror_once, GL_ARB_framebuffer_sRGB, GL_NV_texture_shader2, GL_NV_texture_shader3, GL_NV_gpu_program4, GL_ARB_depth_texture, GL_ARB_texture_env_add, GL_NV_texture_barrier, GL_EXT_pixel_buffer_object, GL_NV_vertex_array_range, GL_EXT_depth_bounds_test, GL_ARB_draw_instanced, GL_EXT_texture_compression_rgtc, GL_ARB_half_float_vertex, GL_NV_vertex_program2, GL_EXT_texture3D, GL_NV_vertex_program3, GL_EXT_compiled_vertex_array, GL_NV_vertex_program1_1, GL_EXT_texture_shared_exponent, GL_EXT_separate_specular_color, GL_ARB_framebuffer_object, GL_EXT_shadow_funcs, GL_NV_vertex_buffer_unified_memory, GL_NV_copy_image, GL_EXT_texture_cube_map, GL_EXT_rescale_normal, GL_ATI_draw_buffers, GL_ARB_transpose_matrix, GL_EXT_stencil_two_side, GL_ARB_texture_compression_rgtc, GL_ARB_texture_border_clamp, GL_ARB_multisample, GL_ARB_half_float_pixel, GL_NV_fog_distance, GL_ARB_texture_non_power_of_two, GL_EXT_bgra, GL_ARB_sync, GL_EXT_texture_env_dot3, GL_EXT_direct_state_access, GL_NV_light_max_exponent, GL_EXT_provoking_vertex, GL_ARB_compatibility, GL_ARB_vertex_shader, GL_ARB_shader_objects, GL_ARB_map_buffer_range, GL_SGIX_depth_texture, GL_NV_texgen_reflection, GL_EXT_multi_draw_arrays, GL_IBM_rasterpos_clip, GL_EXT_texture_object, GL_ARB_vertex_program, GL_NV_framebuffer_multisample_coverage, GL_KTX_buffer_region, GL_EXT_framebuffer_sRGB, GL_NV_texture_env_combine4, GL_ARB_texture_float, GL_ARB_imaging, GL_NV_register_combiners, GL_ARB_fragment_coord_conventions, GL_NV_multisample_filter_hint, GL_EXT_stencil_wrap, GL_EXT_bindable_uniform, GL_EXT_texture_swizzle, GL_NV_primitive_restart, GL_EXT_framebuffer_blit, GL_ARB_uniform_buffer_object, GL_ARB_vertex_array_bgra, GL_NV_packed_depth_stencil, GL_NV_multisample_coverage, GL_ARB_texture_compression, GL_EXT_blend_color, GL_ARB_vertex_array_object, GL_EXT_blend_minmax, GL_NV_register_combiners2, GL_EXT_texture_integer, GL_EXT_gpu_shader4, GL_SUN_slice_accum, GL_EXT_texture_lod, GL_EXT_texture_compression_s3tc, GL_ARB_point_sprite, GL_ARB_depth_clamp, GL_NV_parameter_buffer_object, GL_NV_texture_shader, GL_NV_depth_clamp, GL_EXT_vertex_array, GL_EXT_abgr, GL_NV_transform_feedback, GL_NV_blend_square, GL_ARB_vertex_buffer_object, GL_EXT_framebuffer_multisample, GL_NV_texture_rectangle, GL_NV_conditional_render, GL_ARB_multitexture, GL_EXT_vertex_array_bgra, GL_ARB_seamless_cube_map, GL_ARB_copy_buffer, GL_NV_depth_buffer_float, GL_ARB_draw_elements_base_vertex, GL_ARB_geometry_shader4, GL_ARB_shadow, GL_EXT_draw_instanced, GL_EXT_blend_subtract, GL_EXT_separate_shader_objects, GL_ARB_fragment_program_shadow, GL_NV_fragment_program_option, GL_ARB_window_pos, GL_NV_fence, GL_IBM_texture_mirrored_repeat, GL_EXT_texture_lod_bias, GL_ARB_texture_multisample, WGL_EXT_swap_control, GL_ARB_texture_env_crossbar, GL_ARB_point_parameters, GL_NV_fragment_program2, GL_ARB_depth_buffer_float, GL_NV_float_buffer, GL_EXT_timer_query, GL_EXT_texture_edge_clamp, GL_ARB_texture_rg, GL_EXT_texture_sRGB, GL_ARB_texture_env_combine, GL_WIN_swap_hint, GL_ARB_fragment_program, GL_EXT_packed_float, GL_SGIX_shadow, GL_EXT_texture_filter_anisotropic, GL_NV_vertex_program2_option, GL_NV_vertex_array_range2, GL_EXT_draw_range_elements, GL_ARB_pixel_buffer_object, GL_EXT_texture_buffer_object, GL_NV_pixel_data_range, GL_EXT_packed_depth_stencil, GL_ARB_texture_rectangle, GL_NVX_gpu_memory_info, GL_EXT_geometry_shader4, GL_EXT_fog_coord, GL_NV_half_float, GL_NV_geometry_shader4, GL_SGIS_texture_lod, GL_EXT_gpu_program_parameters, GL_NV_parameter_buffer_object2, GL_ARB_fragment_shader, GL_ARB_shading_language_100, GL_EXT_secondary_color, GL_NV_occlusion_query, GL_EXT_point_parameters, GL_EXT_Cg_shader, GL_NV_vertex_program, GL_ARB_draw_buffers, GL_SGIS_generate_mipmap, GL_NV_copy_depth_to_color, GL_EXT_draw_buffers2, GL_NVX_conditional_render, GL_NV_texture_compression_vtc, GL_NV_explicit_multisample, GL_EXT_blend_func_separate, GL_NV_fragment_program, GL_ARB_texture_cube_map, GL_ARB_texture_buffer_object, GL_EXT_texture_array, GL_S3_s3tc, GL_NV_point_sprite, GL_ARB_occlusion_query, GL_EXT_texture_mirror_clamp, GL_EXTX_framebuffer_mixed_formats, GL_EXT_packed_pixels, GL_EXT_framebuffer_object, GL_ARB_texture_mirrored_repeat, GL_ARB_texture_env_dot3, GL_EXT_texture_compression_latc, GL_ARB_provoking_vertex, GL_EXT_blend_equation_separate, GL_NV_texture_expand_normal, GL_ATI_texture_float, GL_ARB_color_buffer_float, GL_EXT_texture_env_add, GL_EXT_texture_env_combine, GL_NV_shader_buffer_load
[rendering.opengl.shader.support]: Shaders are supported.
[searchPaths.dumpAll]: ---> OXP search paths found:
../AddOns
../AddOns/Hired Guns 1.20.oxp
[dataCache.rebuild.pathsChanged]: Cache is stale (search paths have changed). Rebuilding from scratch.
[rendering.opengl.shader.mode]: Shader mode set to SHADERS_SIMPLE.
[rendering.reset.start]: Resetting graphics state.
[shipData.load.begin]: Loading ship data...
[script.load.world.listAll]: Loaded 6 world scripts:
hiredGuns_system 1.0
oolite-cloaking-device 1.74
oolite-constrictor-hunt 1.74
oolite-nova 1.74
oolite-thargoid-plans 1.74
oolite-trumbles 1.74
[loading.complete]: ========== Loading complete. ==========
[script.load.world.listAll]: Loaded 6 world scripts:
hiredGuns_system 1.0
oolite-cloaking-device 1.74
oolite-constrictor-hunt 1.74
oolite-nova 1.74
oolite-thargoid-plans 1.74
oolite-trumbles 1.74
[gameController.exitApp]: .GNUstepDefaults synchronized.

Closing log at 2010-05-10 22:17:51 +0100.

-- end of log ---

Posted: Mon May 10, 2010 9:36 pm
by Thargoid
Hmm, I'm now a confused Alien as I've just done exactly the same thing (although I kept debug OXP in also so I could inspect the ship with the JS console) and mine aren't ranked at all:

Image

Code: Select all

[log.header]: Opening log for Oolite development version 1.74.0.3314 (x86-32 test release) under Windows at 2010-05-10 22:32:44 +0100.
1 processor detected.
Oolite options: procedural planet textures, docking clearance, wormhole scanner, target incoming missiles, spoken messages, JavaScript console support, OXP verifier, localization tools, debug GraphViz support.

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: 1152 x 864
[rendering.opengl.version]: OpenGL renderer version: 2.1.2 ("2.1.2")
Vendor: NVIDIA Corporation
Renderer: GeForce FX 5200/AGP/SSE/3DNOW!
[rendering.opengl.extensions]: OpenGL extensions (113):
GL_NV_primitive_restart, GL_EXT_abgr, GL_S3_s3tc, GL_ARB_shadow, GL_IBM_texture_mirrored_repeat, GL_EXT_texture_edge_clamp, GL_EXT_separate_specular_color, GL_EXT_blend_minmax, GL_EXT_texture_object, GL_ARB_texture_env_add, GL_EXT_timer_query, GL_NV_texture_env_combine4, GL_EXT_texture_cube_map, GL_SGIX_depth_texture, GL_EXT_texture_env_dot3, GL_IBM_rasterpos_clip, GL_EXT_framebuffer_blit, GL_ARB_texture_env_dot3, GL_NV_light_max_exponent, GL_EXT_framebuffer_object, GL_EXT_blend_subtract, GL_ARB_multitexture, GL_NV_register_combiners, GL_NV_framebuffer_multisample_coverage, GL_EXT_stencil_wrap, GL_ARB_texture_border_clamp, GL_NV_depth_clamp, GL_NV_vertex_program, GL_NV_occlusion_query, GL_NV_fragment_program, GL_ARB_texture_env_combine, GL_NV_fog_distance, GL_EXT_framebuffer_multisample, GL_SUN_slice_accum, GL_EXT_packed_pixels, GL_EXT_texture_env_add, GL_SGIS_texture_lod, GL_ARB_depth_texture, GL_ARB_transpose_matrix, GL_ARB_occlusion_query, GL_NV_texgen_reflection, GL_NV_packed_depth_stencil, GL_EXT_stencil_two_side, GL_ARB_shading_language_100, GL_ARB_fragment_program_shadow, GL_EXT_rescale_normal, GL_EXT_gpu_program_parameters, GL_NV_multisample_filter_hint, GL_ARB_pixel_buffer_object, GL_NV_fragment_program_option, GL_EXT_secondary_color, GL_EXT_paletted_texture, GL_ARB_texture_mirrored_repeat, GL_NV_fence, GL_EXT_draw_range_elements, GL_ARB_half_float_pixel, GL_NV_texture_compression_vtc, GL_NV_register_combiners2, GL_EXT_texture_lod_bias, GL_EXT_texture_filter_anisotropic, GL_NV_vertex_program2, WGL_EXT_swap_control, GL_SGIS_generate_mipmap, GL_NV_texture_rectangle, GL_ARB_texture_rectangle, GL_ARB_point_sprite, GL_EXT_texture_lod, GL_EXT_texture_compression_s3tc, GL_EXT_packed_depth_stencil, GL_ARB_vertex_shader, GL_ARB_vertex_buffer_object, GL_WIN_swap_hint, GL_NV_vertex_program2_option, GL_NV_float_buffer, GL_ARB_shader_objects, GL_ARB_imaging, GL_NV_texture_shader2, GL_EXT_Cg_shader, GL_NV_vertex_array_range, GL_NV_texture_shader3, GL_NV_point_sprite, GL_NV_pixel_data_range, GL_NV_texture_shader, GL_SGIX_shadow, GL_NV_vertex_array_range2, GL_ARB_fragment_shader, GL_KTX_buffer_region, GL_EXT_texture3D, GL_EXT_fog_coord, GL_ARB_window_pos, GL_EXT_point_parameters, GL_ARB_fragment_program, GL_EXT_texture_env_combine, GL_ARB_vertex_program, GL_EXT_shared_texture_palette, GL_EXT_compiled_vertex_array, GL_EXT_bgra, GL_ARB_texture_cube_map, GL_ARB_point_parameters, GL_EXT_vertex_array, GL_ARB_multisample, GL_EXT_multi_draw_arrays, GL_ARB_texture_compression, GL_NV_copy_depth_to_color, GL_NV_texture_expand_normal, GL_EXT_blend_func_separate, GL_NV_half_float, GL_EXT_texture_sRGB, GL_EXT_shadow_funcs, GL_EXT_blend_color, GL_NV_vertex_program1_1, GL_NV_blend_square, GL_EXT_pixel_buffer_object
[rendering.opengl.shader.support]: Shaders are supported.
[oxp.message]: ../AddOns/Hired Guns 1.20.oxp: This is a beta-test version of the Hired Guns OXP for evaluation under 1.74 trunk. Once 1.74 is released, a final version of Hired Guns will be launched and should be used instead of this version.
[searchPaths.dumpAll]: ---> OXP search paths found:
    ../AddOns
    ../AddOns/Hired Guns 1.20.oxp
    ../AddOns/Debug.oxp
[dataCache.rebuild.explicitFlush]: Cache explicitly flushed with shift key. Rebuilding from scratch.
[rendering.opengl.shader.mode]: Shader mode set to SHADERS_SIMPLE.
[rendering.reset.start]: Resetting graphics state.
[shipData.load.begin]: Loading ship data...
[script.load.world.listAll]: Loaded 6 world scripts:
    hiredGuns_system 1.0
    oolite-cloaking-device 1.74
    oolite-constrictor-hunt 1.74
    oolite-nova 1.74
    oolite-thargoid-plans 1.74
    oolite-trumbles 1.74
[loading.complete]: ========== Loading complete. ==========
[debugTCP.connected]: Connected to external debug console "DebugConsole".
[script.load.world.listAll]: Loaded 6 world scripts:
    hiredGuns_system 1.0
    oolite-cloaking-device 1.74
    oolite-constrictor-hunt 1.74
    oolite-nova 1.74
    oolite-thargoid-plans 1.74
    oolite-trumbles 1.74
[gameController.exitApp]: .GNUstepDefaults synchronized.

Closing log at 2010-05-10 22:35:09 +0100.
Now I look in detail you don't have the very latest version of Hired Guns (you're missing the log message for a start) - try downloading it again and see if the new installation cures your problem? I don't think I did anything that would cause it (aside from the scanner coloration and the log message this OXP is largely unchanged) but who knows?!

When you do so hold down shift when you restart the game to make sure the cache is cleared out (you'll see it in the log, like it says in mine above if you do it correctly).

Posted: Mon May 10, 2010 11:50 pm
by UK_Eliter
Moderator: mind the giant images.

Oh dear! The problem seems to persist under the latest trunk and with the latest Hired Guns. See log and screenshot. I might add though that the problem does seem intermittent.

http://najoll.files.wordpress.com/2010/05/screen.jpg

log.header]: Opening log for Oolite version 1.74 (x86-32 test release) under Windows at 2010-05-11 00:35:41 +0100.
2 processors detected.
Oolite options: procedural planet textures, docking clearance, wormhole scanner, target incoming missiles, spoken messages, JavaScript console support, OXP verifier, localization tools, debug GraphViz support.

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: 1920 x 1200
[rendering.opengl.version]: OpenGL renderer version: 3.2.0 ("3.2.0")
Vendor: NVIDIA Corporation
Renderer: GeForce 8600 GT/PCI/SSE2
[rendering.opengl.extensions]: OpenGL extensions (180):
GL_ATI_texture_mirror_once, GL_ARB_framebuffer_sRGB, GL_NV_texture_shader2, GL_NV_texture_shader3, GL_NV_gpu_program4, GL_ARB_depth_texture, GL_ARB_texture_env_add, GL_NV_texture_barrier, GL_EXT_pixel_buffer_object, GL_NV_vertex_array_range, GL_EXT_depth_bounds_test, GL_ARB_draw_instanced, GL_EXT_texture_compression_rgtc, GL_ARB_half_float_vertex, GL_NV_vertex_program2, GL_EXT_texture3D, GL_NV_vertex_program3, GL_EXT_compiled_vertex_array, GL_NV_vertex_program1_1, GL_EXT_texture_shared_exponent, GL_EXT_separate_specular_color, GL_ARB_framebuffer_object, GL_EXT_shadow_funcs, GL_NV_vertex_buffer_unified_memory, GL_NV_copy_image, GL_EXT_texture_cube_map, GL_EXT_rescale_normal, GL_ATI_draw_buffers, GL_ARB_transpose_matrix, GL_EXT_stencil_two_side, GL_ARB_texture_compression_rgtc, GL_ARB_texture_border_clamp, GL_ARB_multisample, GL_ARB_half_float_pixel, GL_NV_fog_distance, GL_ARB_texture_non_power_of_two, GL_EXT_bgra, GL_ARB_sync, GL_EXT_texture_env_dot3, GL_EXT_direct_state_access, GL_NV_light_max_exponent, GL_EXT_provoking_vertex, GL_ARB_compatibility, GL_ARB_vertex_shader, GL_ARB_shader_objects, GL_ARB_map_buffer_range, GL_SGIX_depth_texture, GL_NV_texgen_reflection, GL_EXT_multi_draw_arrays, GL_IBM_rasterpos_clip, GL_EXT_texture_object, GL_ARB_vertex_program, GL_NV_framebuffer_multisample_coverage, GL_KTX_buffer_region, GL_EXT_framebuffer_sRGB, GL_NV_texture_env_combine4, GL_ARB_texture_float, GL_ARB_imaging, GL_NV_register_combiners, GL_ARB_fragment_coord_conventions, GL_NV_multisample_filter_hint, GL_EXT_stencil_wrap, GL_EXT_bindable_uniform, GL_EXT_texture_swizzle, GL_NV_primitive_restart, GL_EXT_framebuffer_blit, GL_ARB_uniform_buffer_object, GL_ARB_vertex_array_bgra, GL_NV_packed_depth_stencil, GL_NV_multisample_coverage, GL_ARB_texture_compression, GL_EXT_blend_color, GL_ARB_vertex_array_object, GL_EXT_blend_minmax, GL_NV_register_combiners2, GL_EXT_texture_integer, GL_EXT_gpu_shader4, GL_SUN_slice_accum, GL_EXT_texture_lod, GL_EXT_texture_compression_s3tc, GL_ARB_point_sprite, GL_ARB_depth_clamp, GL_NV_parameter_buffer_object, GL_NV_texture_shader, GL_NV_depth_clamp, GL_EXT_vertex_array, GL_EXT_abgr, GL_NV_transform_feedback, GL_NV_blend_square, GL_ARB_vertex_buffer_object, GL_EXT_framebuffer_multisample, GL_NV_texture_rectangle, GL_NV_conditional_render, GL_ARB_multitexture, GL_EXT_vertex_array_bgra, GL_ARB_seamless_cube_map, GL_ARB_copy_buffer, GL_NV_depth_buffer_float, GL_ARB_draw_elements_base_vertex, GL_ARB_geometry_shader4, GL_ARB_shadow, GL_EXT_draw_instanced, GL_EXT_blend_subtract, GL_EXT_separate_shader_objects, GL_ARB_fragment_program_shadow, GL_NV_fragment_program_option, GL_ARB_window_pos, GL_NV_fence, GL_IBM_texture_mirrored_repeat, GL_EXT_texture_lod_bias, GL_ARB_texture_multisample, WGL_EXT_swap_control, GL_ARB_texture_env_crossbar, GL_ARB_point_parameters, GL_NV_fragment_program2, GL_ARB_depth_buffer_float, GL_NV_float_buffer, GL_EXT_timer_query, GL_EXT_texture_edge_clamp, GL_ARB_texture_rg, GL_EXT_texture_sRGB, GL_ARB_texture_env_combine, GL_WIN_swap_hint, GL_ARB_fragment_program, GL_EXT_packed_float, GL_SGIX_shadow, GL_EXT_texture_filter_anisotropic, GL_NV_vertex_program2_option, GL_NV_vertex_array_range2, GL_EXT_draw_range_elements, GL_ARB_pixel_buffer_object, GL_EXT_texture_buffer_object, GL_NV_pixel_data_range, GL_EXT_packed_depth_stencil, GL_ARB_texture_rectangle, GL_NVX_gpu_memory_info, GL_EXT_geometry_shader4, GL_EXT_fog_coord, GL_NV_half_float, GL_NV_geometry_shader4, GL_SGIS_texture_lod, GL_EXT_gpu_program_parameters, GL_NV_parameter_buffer_object2, GL_ARB_fragment_shader, GL_ARB_shading_language_100, GL_EXT_secondary_color, GL_NV_occlusion_query, GL_EXT_point_parameters, GL_EXT_Cg_shader, GL_NV_vertex_program, GL_ARB_draw_buffers, GL_SGIS_generate_mipmap, GL_NV_copy_depth_to_color, GL_EXT_draw_buffers2, GL_NVX_conditional_render, GL_NV_texture_compression_vtc, GL_NV_explicit_multisample, GL_EXT_blend_func_separate, GL_NV_fragment_program, GL_ARB_texture_cube_map, GL_ARB_texture_buffer_object, GL_EXT_texture_array, GL_S3_s3tc, GL_NV_point_sprite, GL_ARB_occlusion_query, GL_EXT_texture_mirror_clamp, GL_EXTX_framebuffer_mixed_formats, GL_EXT_packed_pixels, GL_EXT_framebuffer_object, GL_ARB_texture_mirrored_repeat, GL_ARB_texture_env_dot3, GL_EXT_texture_compression_latc, GL_ARB_provoking_vertex, GL_EXT_blend_equation_separate, GL_NV_texture_expand_normal, GL_ATI_texture_float, GL_ARB_color_buffer_float, GL_EXT_texture_env_add, GL_EXT_texture_env_combine, GL_NV_shader_buffer_load
[rendering.opengl.shader.support]: Shaders are supported.
[oxp.message]: ../AddOns/Hired Guns 1.20.oxp: This is a beta-test version of the Hired Guns OXP for evaluation under 1.74 trunk. Once 1.74 is released, a final version of Hired Guns will be launched and should be used instead of this version.
[searchPaths.dumpAll]: ---> OXP search paths found:
../AddOns
../AddOns/Hired Guns 1.20.oxp
[dataCache.rebuild.datesChanged]: Cache is stale (modification dates have changed). Rebuilding from scratch.
[rendering.opengl.shader.mode]: Shader mode set to SHADERS_SIMPLE.
[rendering.reset.start]: Resetting graphics state.
[shipData.load.begin]: Loading ship data...
[script.load.world.listAll]: Loaded 6 world scripts:
hiredGuns_system 1.0
oolite-cloaking-device 1.74
oolite-constrictor-hunt 1.74
oolite-nova 1.74
oolite-thargoid-plans 1.74
oolite-trumbles 1.74
[loading.complete]: ========== Loading complete. ==========
[load.failed]: ***** Failed to load saved game "NJ.oolite-save": Could not find ship type “caduceus-omega-player” - please reinstall the appropriate OXP.
[script.load.world.listAll]: Loaded 6 world scripts:
hiredGuns_system 1.0
oolite-cloaking-device 1.74
oolite-constrictor-hunt 1.74
oolite-nova 1.74
oolite-thargoid-plans 1.74
oolite-trumbles 1.74
[script.load.world.listAll]: Loaded 6 world scripts:
hiredGuns_system 1.0
oolite-cloaking-device 1.74
oolite-constrictor-hunt 1.74
oolite-nova 1.74
oolite-thargoid-plans 1.74
oolite-trumbles 1.74