Crashes after jump + entering the shipyard

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Corny
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Crashes after jump + entering the shipyard

Post by Corny »

So, I already had that with r3417 - after jumping from Inxexeat to Cezaa (Tech Level 6 Anarchy) and shooting some ships, the game would crash.
I was given the advice to wait for the next trunk since the bug couldn't be reproduced elsewhere and it seemed that the dev team fixed the problem I had.
I just tried the new trunk (r3482) today and it got worse: Now it crashes reliably just after the jump. Also, when I want to access the shipyard, it also crashes every time.
Here are the logs. If I didn't mix it up, here are the ones of the crashes when visiting the shipyard:
http://dl.dropbox.com/u/5747615/Crashlo ... alya.crash
http://dl.dropbox.com/u/5747615/Crashlo ... alya.crash
http://dl.dropbox.com/u/5747615/Crashlo ... alya.crash

And these two should be the ones of the crashes after jumping:
http://dl.dropbox.com/u/5747615/Crashlo ... alya.crash
http://dl.dropbox.com/u/5747615/Crashlo ... alya.crash

Edit: Problem persists with r3486.
Last edited by Corny on Tue Jun 08, 2010 12:09 pm, edited 3 times in total.
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Corny
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Post by Corny »

Nobody requested this, but since nobody reacted, either... Here's my savefile, since at least the shipyard-crash doesn't happen with a new save file.
http://dl.dropbox.com/u/5747615/Crashlo ... olite-save


Edit:
I played around with my savefile, deleting stuff. The resulting savegame doesn't crash when entering the shipyard anymore.
http://dl.dropbox.com/u/5747615/Crashlo ... olite-save
However, jumping still results in a direct crash after completing the tunnel-sequence.
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Corny
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Post by Corny »

Hooray for the triplepost, but I wanted that you see that there's new info...
I narrowed down what OXP it could be. Results so far:
Hired Guns 1.10 is related to the crash in the shipyard,
Fuel Collector V0.0.6 and Rock Hermit Locator 1.3.1 are related to the crash after jumping.
I didn't know that Rock Hermit Locator 1.3.2 was out. No problem with that version.
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Post by NorthenderPNE »

Hired guns is at 1.20c if i remember right! That's what i have in my addons list! :wink:
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Eric Walch
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Post by Eric Walch »

Corny wrote:
.... and Rock Hermit Locator 1.3.1 are related to the crash after jumping.
I didn't know that Rock Hermit Locator 1.3.2 was out. No problem with that version.
Strange, as the only change is replacing "hasEquipment(foo)" by "equipmentStatus(foo) === 'EQUIPMENT_OK'". But hasEquipment() should still work in 1.74. Only there is than a deprecation message in the log.
But all your crashes occurred shortly after writing the deprecation message to the log. This still can be unrelated because you now always have those messages in the log.
Last edited by Eric Walch on Tue Jun 08, 2010 1:27 pm, edited 1 time in total.
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Corny
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Post by Corny »

Eric Walch wrote:
Corny wrote:
.... and Rock Hermit Locator 1.3.1 are related to the crash after jumping.
I didn't know that Rock Hermit Locator 1.3.2 was out. No problem with that version.
Strange, as the only change is replacing "hasEquipment(foo)" by "equipmentStatus(foo) === 'EQUIPMENT_OK'". But hasEquipment() should still work in 1.74. Only there is than a deprecation message in the log.
Well, I still can't install it, but at least it doesn't cause crashes :)
NorthenderPNE wrote:
Hired guns is at 1.20c if i remember right! That's what i have in my addons list! :wink:
I see. It isn't mentioned on the wiki page of the OXP...
It's at 1.20d, though :P
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Post by NorthenderPNE »

I see. It isn't mentioned on the wiki page of the OXP... It's at 1.20d, though :P
LOL! Guess i'd better download it then. :D
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Re: Crashes after jump + entering the shipyard

Post by Eric Walch »

Corny wrote:
Edit: Problem persists with r3486.
Try to look into the latest log. Best thing is to install the debug.oxp that comes along with each nightly build. Than type cmd-L to open the latest log (saves you from looking for it and this shortcut only works for macs with the debug.oxp installed). It could be that it opens two logs, the sysytem log and the latest Oolite log.

The current nightly builds do much extra work to be able to catch a bug in the java script part and write it out on a crash. (At the cost of a considerable performance hit :cry: )
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Post by Kaks »

Corny, thanks for the report & save files(the latter much, much appreciated). Hopefully we'll figure out what's going wrong in a fairly short time! :)
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
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Post by Thargoid »

NorthenderPNE wrote:
I see. It isn't mentioned on the wiki page of the OXP... It's at 1.20d, though :P
LOL! Guess i'd better download it then. :D
The wiki OXP page by design lists 1.10, as that's the current full release of the OXP and is designed for 1.73.4 (which is the current play release of the game).

As I've said all along (and in the 1.74-beta documentation and log messages) the 1.74 versions are only beta's while 1.74 itself is still a trunk WIP and debug version. Once 1.74 is finalised and released, then the OXPs will be officially updated, as will the wiki pages.

Hence also why the various beta's are changing quite regularly (in some cases), as they're keeping up with the currently moving target that is 1.74 itself.

That said the only real differences between 1.10 and 1.20d are the equipment JS commands (twice), the scanner lollipop colouring and the use of scan_class rather than scanClass to get around a bug that the use highlighted in trunk (which has now been resolved anyway).

The commonality if there is one does seem to be JS equipment though.
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