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PostPosted: Mon Jan 16, 2012 6:06 am 
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Commodore
Commodore
User avatar

Joined: Fri Feb 25, 2011 8:46 am
Posts: 1127
Location: UK South Coast.
Quote:
Might just be me but r4738 crashes to desktop if I try and set it to no shaders in game, and won't launch if I edit .GNUstepDefaults to say "shader-mode" = 1;

Will try a debug build in the morning.
It only crashes with a full set of OXPs installed. No crash with no OXPs and no crash with just Griffs and a few others installed.
I'll see if i can pinpoint an OXP cause.
Stderr is empty.

GDB Output
Quote:
Program received signal SIGSEGV, Segmentation fault.
0x0778a074 in ?? () from C:\Windows\SysWOW64\ig4icd32.dll
(gdb) Error: dll starting at 0x76d20000 not found.
Error: dll starting at 0x752d0000 not found.
Error: dll starting at 0x76d20000 not found.
Error: dll starting at 0x76e40000 not found.
bt
#0 0x0778a074 in ?? () from C:\Windows\SysWOW64\ig4icd32.dll
#1 0x21190020 in ?? ()
#2 0x33630000 in ?? ()
#3 0x0028ea18 in ?? ()
#4 0x21190020 in ?? ()
#5 0x0110c1e8 in ?? ()
#6 0x2d69b2f4 in ?? ()
#7 0x2d69b070 in ?? ()
#8 0x000002ff in ?? ()
#9 0x078a6124 in ig4icd32!DrvValidateVersion ()
from C:\Windows\SysWOW64\ig4icd32.dll
#10 0x00001000 in ?? ()
#11 0x00000400 in ?? ()
#12 0x33530000 in ?? ()
#13 0x05c71000 in ?? ()
#14 0x2d69b2f4 in ?? ()
#15 0x00001000 in ?? ()
#16 0x08162f9f in ig4icd32!DrvShareLists ()
from C:\Windows\SysWOW64\ig4icd32.dll
#17 0x0028ea34 in ?? ()
#18 0x00000000 in ?? ()
ig4icd32.dll is listed in device manager as part of the graphic driver package.
Quote:
05:55:40.978 [log.header]: Opening log for Oolite version 1.77 (x86-32 test release) under Windows at 2012-01-16 05:55:40 +0000.
4 processors detected.
Build options: spoken messages, mass/fuel pricing, JavaScript console support, OXP verifier, localization tools, debug GraphViz support, JavaScript profiling.

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

05:55:41.315 [display.mode.list.native]: Windows native resolution detected: 1366 x 768
05:55:41.587 [joystick.init]: Number of joysticks detected: 0
05:55:41.812 [dataCache.rebuild.pathsChanged]: Cache is stale (search paths have changed). Rebuilding from scratch.
05:55:41.816 [searchPaths.dumpAll]: Unrestricted mode - resource paths:
Resources
../AddOns
../AddOns/Aquatics 2.26.oxp
../AddOns/Basic-debug.oxp
../AddOns/behemoth 2.6.oxp
../AddOns/BGS-A1.4.oxp
../AddOns/BigShips 1.02.oxp
../AddOns/BountyScannerv2.0.oxp
../AddOns/BountyStatus 1.00.oxp
../AddOns/Breakable_HUD_IFF_Scanner.oxp
../AddOns/Breakable_Shield_Generators.oxp
../AddOns/Breakable_TorusDrive.oxp
../AddOns/Breakable_WitchDrive.oxp
../AddOns/Cabal_Common_Library1.5.oxp
../AddOns/Coyote's Run.oxp
../AddOns/DeepSpacePirates 1.3.oxp
../AddOns/default_Jameson_ship_is_griff_scuffed_cobra3.oxp
../AddOns/Dredgers 2.4.5.oxp
../AddOns/Escape_Capsule_Locator_1.4_2011-12-18.oxp
../AddOns/Escort_Contracts_1.4.2._2011-11-20.oxp
../AddOns/Explorers'_Club_1.3.1oxpconfig_2012-02-02.oxp
../AddOns/Far_Arm_ships_v2.0.oxp
../AddOns/Flight Log 1.03.oxp
../AddOns/Fuel Station 1.32.oxp
../AddOns/Generation Ships.oxp
../AddOns/griff_alloys_and_wreckage.oxp
../AddOns/griff_boa_prototype_normalmapped.oxp
../AddOns/griff_cobraIII _(alt)_subent missiles_multidecal.oxp
../AddOns/griff_coriolis_normalmapped_alt_halfsize_textures.oxp
../AddOns/griff_krait_v1.1.oxp
../AddOns/griff_missile_normalmapped.oxp
../AddOns/griff_rock_hermit_fullsize_textures.oxp
../AddOns/griff_shipset_all_in_1.oxp
../AddOns/HyperCargo 1.04.oxp
../AddOns/Illegal_goods_tweak_1.5.oxp
../AddOns/Military Fuel Injectors 1.00.oxp
../AddOns/Naval Grid 1.00.oxp
../AddOns/neocaduceus.oxp
../AddOns/Ore_processor 1.58.oxp
../AddOns/OXPConfig2.0.5.oxp
../AddOns/Pirate_coves 1.3.oxp
../AddOns/Police_Scanner_Upgrade_1.3.1_2011-12-18.oxp
../AddOns/railgun.oxp
../AddOns/RandomHits1.4.12oxp.oxp
../AddOns/RepairBots 2.03.oxp
../AddOns/Rock_Hermit_Locator1.3.2.oxp
../AddOns/SaveAnywhere3.2.oxp
../AddOns/sell_equipment.oxp
../AddOns/ShieldEqualizer+Capacitors(v1.3).oxp
../AddOns/Snoopers2.2.1.oxp
../AddOns/staer9_chopped_cobraV1.1.oxp
../AddOns/star-jelly v1.1.oxp
../AddOns/Superhubv1.2.oxp
../AddOns/System_Redux.oxp
../AddOns/TalkativeCompass_1.0.3.oxp
../AddOns/Target Autolock Plus 1.12.oxp
../AddOns/Target Reticle 1.2.1.oxp
../AddOns/TCAT 1.10.oxp
../AddOns/thargoidcarrier.oxp
../AddOns/thargoid_wars 4.5.4.oxp
../AddOns/Thargorn_Threat 1.5.oxp
../AddOns/Tori2.01.oxp
../AddOns/Transports 2.52.oxp
../AddOns/UPS-courier v1.7.7.oxp
../AddOns/Vector1.6.oxp
../AddOns/Vortex 1.22.oxp
../AddOns/wormhole_restoration.oxp
../AddOns/YOUR_AD_HERE.oxp
../AddOns/YOUR_AD_HERE_set_A.oxp
../AddOns/YOUR_AD_HERE_set_A417_upd.oxp
../AddOns/YOUR_AD_HERE_set_B.oxp
../AddOns/YOUR_AD_HERE_set_B417_upd.oxp
../AddOns/YOUR_AD_HERE_set_C.oxp
../AddOns/YOUR_AD_HERE_set_C417_upd.oxp
../AddOns/YOUR_AD_HERE_set_D.oxp
../AddOns/YOUR_AD_HERE_set_D417_upd.oxp
../AddOns/YOUR_AD_HERE_set_E.oxp
../AddOns/YOUR_AD_HERE_set_E417_upd.oxp
../AddOns/YOUR_AD_HERE_set_F.oxp
../AddOns/YOUR_AD_HERE_set_F417_upd.oxp
../AddOns/YOUR_AD_HERE_set_G.oxp
../AddOns/Z_GrOovy_System_Stations.oxp
05:55:41.817 [rendering.opengl.version]: OpenGL renderer version: 3.1.0 ("3.1.0 - Build 8.15.10.2509"). Vendor: "Intel". Renderer: "Intel(R) HD Graphics Family".
05:55:41.817 [rendering.opengl.extensions]: OpenGL extensions (103):
GL_NV_primitive_restart, GL_ARB_texture_env_crossbar, GL_EXT_abgr, GL_ARB_shadow, GL_IBM_texture_mirrored_repeat, GL_EXT_separate_specular_color, GL_EXT_texture_edge_clamp, GL_EXT_blend_minmax, GL_EXT_draw_buffers2, GL_ARB_texture_env_add, GL_ARB_draw_elements_base_vertex, GL_ARB_sampler_objects, GL_EXT_framebuffer_blit, GL_EXT_transform_feedback, GL_ARB_texture_env_dot3, GL_EXT_framebuffer_object, GL_EXT_blend_subtract, GL_3DFX_texture_compression_FXT1, GL_NV_conditional_render, GL_ARB_vertex_array_bgra, GL_EXT_texture_snorm, GL_ARB_multitexture, GL_EXT_stencil_wrap, GL_ARB_texture_border_clamp, GL_ARB_framebuffer_sRGB, GL_ARB_texture_env_combine, GL_EXT_framebuffer_multisample, GL_EXT_texture_env_add, GL_EXT_packed_pixels, GL_SGIS_texture_edge_clamp, GL_ARB_depth_clamp, GL_INTEL_performance_queries, GL_ARB_uniform_buffer_object, GL_ARB_depth_texture, GL_SGIS_texture_lod, GL_ARB_occlusion_query, GL_ARB_transpose_matrix, GL_NV_texgen_reflection, GL_EXT_stencil_two_side, GL_ARB_seamless_cube_map, GL_ARB_fragment_program_shadow, GL_ARB_shading_language_100, GL_ARB_texture_compression_rgtc, GL_EXT_gpu_program_parameters, GL_EXT_texture_shared_exponent, GL_EXT_rescale_normal, GL_ARB_map_buffer_range, GL_ARB_pixel_buffer_object, GL_EXT_secondary_color, GL_ARB_copy_buffer, GL_ARB_half_float_pixel, GL_EXT_blend_equation_separate, GL_EXT_draw_range_elements, GL_EXT_texture_lod_bias, GL_EXT_texture_filter_anisotropic, GL_ARB_half_float_vertex, GL_EXT_texture_swizzle, GL_SGIS_generate_mipmap, GL_ARB_texture_rectangle, GL_ARB_texture_non_power_of_two, GL_ARB_point_sprite, GL_EXT_packed_depth_stencil, GL_ARB_vertex_shader, GL_EXT_texture_compression_s3tc, GL_EXT_texture_integer, GL_ARB_depth_buffer_float, GL_ARB_sync, GL_ARB_draw_instanced, GL_ARB_vertex_buffer_object, GL_WIN_swap_hint, GL_ARB_color_buffer_float, GL_ARB_shader_objects, GL_EXT_texture_array, GL_ATI_separate_stencil, GL_ARB_framebuffer_object, GL_EXT_packed_float, GL_ARB_compatibility, GL_EXT_texture_rectangle, GL_ARB_texture_rg, GL_ARB_fragment_shader, GL_EXT_fog_coord, GL_EXT_texture3D, GL_ARB_window_pos, GL_ARB_fragment_program, GL_ARB_vertex_program, GL_EXT_texture_env_combine, GL_ARB_point_parameters, GL_ARB_texture_cube_map, GL_EXT_bgra, GL_EXT_compiled_vertex_array, GL_ARB_multisample, GL_ARB_vertex_array_object, GL_ARB_draw_buffers, GL_ARB_texture_compression, GL_EXT_multi_draw_arrays, GL_ARB_fragment_coord_conventions, GL_ARB_texture_float, GL_EXT_blend_func_separate, GL_EXT_texture_sRGB, GL_EXT_shadow_funcs, GL_EXT_clip_volume_hint, GL_EXT_blend_color, GL_NV_blend_square
05:55:41.834 [rendering.opengl.shader.support]: Shaders are supported.
05:55:41.834 [speech.synthesis]: Spoken messages are off.
05:55:42.256 [shipData.load.begin]: Loading ship data.
05:56:09.270 [script.load.world.listAll]: Loaded 82 world scripts:
aquatics_equipment 1.1
aquatics_populator 2.24
behemoth 2.6
BGS-M 1.4
bigShips_populator 1.0.2
Bounty Scanner 2.0 2.00
Bounty Status Display 1.00
Breakable_HUD_IFF_Scanner 1.1
Breakable_Shield_Generators 1.0
Breakable_TorusDrive 1.0
Breakable_WitchDrive 1.1
Cabal_Common_Briefing 1.5
Cabal_Common_Comms 1.5
Cabal_Common_Functions 1.5
Cabal_Common_Keyboard 1.5
Cabal_Common_Music 1.5
Cabal_Common_OXPStrength 1.5
Cabal_Common_SpecialMarkets 1.5
Caduceus Damage Control Node 2.0
Coyote-Main 1.1.0
deep_space_dredger 2.4.5
deep_space_pirates 1.3
ecl_SAR_worldscript.js 1.4
ECM_jammerScript 1.00
escapePodLocator.js 1.4
Escort_Contracts 1.4.2
Escort_Contracts_Rep 1.4.2
explorer_club.js 1.3.1.oxpconfig
explorer_club_snapshot.js 1.3
FlightLog 1.02
FuelStation-Setup 1.31
Generation Ships 1.3
HyperCargo 1.04
illegal_goods_missions 1.5
illegal_goods_tweak 1.5
Manchi Populator 2.0
mil_injectors.js 1.00
oolite-cloaking-device 1.77
oolite-constrictor-hunt 1.77
oolite-nova 1.77
oolite-thargoid-plans 1.77
oolite-trumbles 1.77
oreProcessor 1.57
OXPConfig 2.0.5
PAGroove_superhubPopulator 1.1
Pi-Forty-Two Con stores 4.1.7
Pirate_Coves 1.3
Police_Scanner_Upgrade 1.3.1
railgun 1.3
Random_Hits 1.4.12
Repair system 2.03
reticle_target_sensitive 1.2.1
rockHermit_Locator 1.3.3
Save Anywhere OXP 3.2 3.2
sell_equipment 1.4
shieldequalizercapacitors 1.3
snoopers 2.2.1
System Redux 1.2.2
Talkative Space Compass 1.0.3
targetAutolock 1.11
TCAT_masterScript 1.0
TCAT_missionScript 1.0
Test
thargoid_wars 4.5.4
Thargorn_Witchspace_Battle 1.5
transportSchedule 2.52
ups_container 1.7.7
ups_docs 1.7.7
ups_parcel 1.7.7
ups_slaves 1.7.7
ups_sun 1.7.7
vector 1.6
vector_areidis 1.6
vector_cubes 1.6
vector_insp 1.6
vector_missionArn 1.6
vector_news 1.6
vector_pad 1.6
vector_updater 1.6
vortex_maelstrom.js 1.12
vortex_player.js 1.12
wormhole-restoration 1.1
05:56:23.588 [debugTCP.disconnect]: No connection to debug console: "Connection to debug console failed: 'No connection could be made because the target machine actively refused it.

' (outStream status: 7, inStream status: 7)."
05:56:23.588 [debugTCP.disconnect]: No connection to debug console: "Connection to debug console failed: 'unknown error.' (outStream status: 0, inStream status: 0)."
05:56:23.588 [debugTCP.connect.failed]: Failed to connect to debug console at address 127.0.0.1:8563.
05:56:23.633 [Flightlog]: Kills Store set to player score
05:56:23.636 [escapePodLocator.js]: Range in normal space modifier: default. Range in interstellar space modifier: default.
05:56:23.636 [Save Anywhere OXP 3.2]: initialising Save Anywhere OXP 3.2
05:56:24.636 [loading.complete]: ========== Loading complete. ==========
05:56:30.355 [shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method.
05:56:59.768 [rendering.opengl.shader.mode]: Shader mode set to SHADERS_SIMPLE.
05:56:59.769 [rendering.reset.start]: Resetting graphics state.
05:56:59.769 [rendering.opengl.version]: OpenGL renderer version: 3.1.0 ("3.1.0 - Build 8.15.10.2509"). Vendor: "Intel". Renderer: "Intel(R) HD Graphics Family".
05:56:59.770 [rendering.opengl.extensions]: OpenGL extensions (103):
GL_NV_primitive_restart, GL_ARB_texture_env_crossbar, GL_EXT_abgr, GL_ARB_shadow, GL_IBM_texture_mirrored_repeat, GL_EXT_separate_specular_color, GL_EXT_texture_edge_clamp, GL_EXT_blend_minmax, GL_EXT_draw_buffers2, GL_ARB_texture_env_add, GL_ARB_draw_elements_base_vertex, GL_ARB_sampler_objects, GL_EXT_framebuffer_blit, GL_EXT_transform_feedback, GL_ARB_texture_env_dot3, GL_EXT_framebuffer_object, GL_EXT_blend_subtract, GL_3DFX_texture_compression_FXT1, GL_NV_conditional_render, GL_ARB_vertex_array_bgra, GL_EXT_texture_snorm, GL_ARB_multitexture, GL_EXT_stencil_wrap, GL_ARB_texture_border_clamp, GL_ARB_framebuffer_sRGB, GL_ARB_texture_env_combine, GL_EXT_framebuffer_multisample, GL_EXT_texture_env_add, GL_EXT_packed_pixels, GL_SGIS_texture_edge_clamp, GL_ARB_depth_clamp, GL_INTEL_performance_queries, GL_ARB_uniform_buffer_object, GL_ARB_depth_texture, GL_SGIS_texture_lod, GL_ARB_occlusion_query, GL_ARB_transpose_matrix, GL_NV_texgen_reflection, GL_EXT_stencil_two_side, GL_ARB_seamless_cube_map, GL_ARB_fragment_program_shadow, GL_ARB_shading_language_100, GL_ARB_texture_compression_rgtc, GL_EXT_gpu_program_parameters, GL_EXT_texture_shared_exponent, GL_EXT_rescale_normal, GL_ARB_map_buffer_range, GL_ARB_pixel_buffer_object, GL_EXT_secondary_color, GL_ARB_copy_buffer, GL_ARB_half_float_pixel, GL_EXT_blend_equation_separate, GL_EXT_draw_range_elements, GL_EXT_texture_lod_bias, GL_EXT_texture_filter_anisotropic, GL_ARB_half_float_vertex, GL_EXT_texture_swizzle, GL_SGIS_generate_mipmap, GL_ARB_texture_rectangle, GL_ARB_texture_non_power_of_two, GL_ARB_point_sprite, GL_EXT_packed_depth_stencil, GL_ARB_vertex_shader, GL_EXT_texture_compression_s3tc, GL_EXT_texture_integer, GL_ARB_depth_buffer_float, GL_ARB_sync, GL_ARB_draw_instanced, GL_ARB_vertex_buffer_object, GL_WIN_swap_hint, GL_ARB_color_buffer_float, GL_ARB_shader_objects, GL_EXT_texture_array, GL_ATI_separate_stencil, GL_ARB_framebuffer_object, GL_EXT_packed_float, GL_ARB_compatibility, GL_EXT_texture_rectangle, GL_ARB_texture_rg, GL_ARB_fragment_shader, GL_EXT_fog_coord, GL_EXT_texture3D, GL_ARB_window_pos, GL_ARB_fragment_program, GL_ARB_vertex_program, GL_EXT_texture_env_combine, GL_ARB_point_parameters, GL_ARB_texture_cube_map, GL_EXT_bgra, GL_EXT_compiled_vertex_array, GL_ARB_multisample, GL_ARB_vertex_array_object, GL_ARB_draw_buffers, GL_ARB_texture_compression, GL_EXT_multi_draw_arrays, GL_ARB_fragment_coord_conventions, GL_ARB_texture_float, GL_EXT_blend_func_separate, GL_EXT_texture_sRGB, GL_EXT_shadow_funcs, GL_EXT_clip_volume_hint, GL_EXT_blend_color, GL_NV_blend_square
05:56:59.773 [rendering.opengl.shader.support]: Shaders are supported.
05:57:01.798 [rendering.opengl.shader.mode]: Shader mode set to SHADERS_OFF.
05:57:01.799 [rendering.reset.start]: Resetting graphics state.
05:57:01.800 [rendering.opengl.version]: OpenGL renderer version: 3.1.0 ("3.1.0 - Build 8.15.10.2509"). Vendor: "Intel". Renderer: "Intel(R) HD Graphics Family".
05:57:01.801 [rendering.opengl.extensions]: OpenGL extensions (103):
GL_NV_primitive_restart, GL_ARB_texture_env_crossbar, GL_EXT_abgr, GL_ARB_shadow, GL_IBM_texture_mirrored_repeat, GL_EXT_separate_specular_color, GL_EXT_texture_edge_clamp, GL_EXT_blend_minmax, GL_EXT_draw_buffers2, GL_ARB_texture_env_add, GL_ARB_draw_elements_base_vertex, GL_ARB_sampler_objects, GL_EXT_framebuffer_blit, GL_EXT_transform_feedback, GL_ARB_texture_env_dot3, GL_EXT_framebuffer_object, GL_EXT_blend_subtract, GL_3DFX_texture_compression_FXT1, GL_NV_conditional_render, GL_ARB_vertex_array_bgra, GL_EXT_texture_snorm, GL_ARB_multitexture, GL_EXT_stencil_wrap, GL_ARB_texture_border_clamp, GL_ARB_framebuffer_sRGB, GL_ARB_texture_env_combine, GL_EXT_framebuffer_multisample, GL_EXT_texture_env_add, GL_EXT_packed_pixels, GL_SGIS_texture_edge_clamp, GL_ARB_depth_clamp, GL_INTEL_performance_queries, GL_ARB_uniform_buffer_object, GL_ARB_depth_texture, GL_SGIS_texture_lod, GL_ARB_occlusion_query, GL_ARB_transpose_matrix, GL_NV_texgen_reflection, GL_EXT_stencil_two_side, GL_ARB_seamless_cube_map, GL_ARB_fragment_program_shadow, GL_ARB_shading_language_100, GL_ARB_texture_compression_rgtc, GL_EXT_gpu_program_parameters, GL_EXT_texture_shared_exponent, GL_EXT_rescale_normal, GL_ARB_map_buffer_range, GL_ARB_pixel_buffer_object, GL_EXT_secondary_color, GL_ARB_copy_buffer, GL_ARB_half_float_pixel, GL_EXT_blend_equation_separate, GL_EXT_draw_range_elements, GL_EXT_texture_lod_bias, GL_EXT_texture_filter_anisotropic, GL_ARB_half_float_vertex, GL_EXT_texture_swizzle, GL_SGIS_generate_mipmap, GL_ARB_texture_rectangle, GL_ARB_texture_non_power_of_two, GL_ARB_point_sprite, GL_EXT_packed_depth_stencil, GL_ARB_vertex_shader, GL_EXT_texture_compression_s3tc, GL_EXT_texture_integer, GL_ARB_depth_buffer_float, GL_ARB_sync, GL_ARB_draw_instanced, GL_ARB_vertex_buffer_object, GL_WIN_swap_hint, GL_ARB_color_buffer_float, GL_ARB_shader_objects, GL_EXT_texture_array, GL_ATI_separate_stencil, GL_ARB_framebuffer_object, GL_EXT_packed_float, GL_ARB_compatibility, GL_EXT_texture_rectangle, GL_ARB_texture_rg, GL_ARB_fragment_shader, GL_EXT_fog_coord, GL_EXT_texture3D, GL_ARB_window_pos, GL_ARB_fragment_program, GL_ARB_vertex_program, GL_EXT_texture_env_combine, GL_ARB_point_parameters, GL_ARB_texture_cube_map, GL_EXT_bgra, GL_EXT_compiled_vertex_array, GL_ARB_multisample, GL_ARB_vertex_array_object, GL_ARB_draw_buffers, GL_ARB_texture_compression, GL_EXT_multi_draw_arrays, GL_ARB_fragment_coord_conventions, GL_ARB_texture_float, GL_EXT_blend_func_separate, GL_EXT_texture_sRGB, GL_EXT_shadow_funcs, GL_EXT_clip_volume_hint, GL_EXT_blend_color, GL_NV_blend_square
05:57:01.804 [rendering.opengl.shader.support]: Shaders are supported.

_________________
[EliteWiki] Capt. Murphy's OXPs
External JavaScript resources - W3Schools & Mozilla Developer Network
Win 7 64bit, Intel Core i5 with HD3000 (driver rev. 8.15.10.2696 - March 2012), Oolite 1.76.1


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PostPosted: Tue Jan 17, 2012 7:17 am 
Offline
Commodore
Commodore
User avatar

Joined: Fri Feb 25, 2011 8:46 am
Posts: 1127
Location: UK South Coast.
A small update - using r4738 I also suffered some CTD's in flight - seemingly random cause. I noted from Win7's resource Manager that around the time of the crashes free physical memory was approaching 0. Oolte also seems to be using vast amounts of memory, which only seems to increase with play, never goes down on docking or hyperspace. I've noted 1.7GB used by Oolite (the machine has 6GB with a set 6GB pagefile).

As an experiment I did an svn co -r 4679, added the tweak committed by Ahruman for 4738 and compiled this as a 1.76 test version. This will also sometimes crash on trying to set shaders to off, and can crash at random in game - I've noted the same seemingly excessive memory usage. All of this is with the current openGL3.1 driver.

Finally still one graphical anomaly with Ahrumans tweak with planet texturing - both with and without System Redux installed.

Image
Image

edit to add - I've just done a quick test having rolled back to the openGL 3.0 drivers again.....this fixes the planet rendering, and the memory usage looks a lot better - will test more throughly later - have to go to work now.

_________________
[EliteWiki] Capt. Murphy's OXPs
External JavaScript resources - W3Schools & Mozilla Developer Network
Win 7 64bit, Intel Core i5 with HD3000 (driver rev. 8.15.10.2696 - March 2012), Oolite 1.76.1


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PostPosted: Sat Jan 21, 2012 9:32 am 
Offline
Commodore
Commodore
User avatar

Joined: Fri Feb 25, 2011 8:46 am
Posts: 1127
Location: UK South Coast.
Update on stability with r. 4679 (tweaked with r4738 changes), r. 4738 and r. 4747.

With the openGL 3.0 driver all can sometimes crash if I try and set no shaders in game. It's not 100% reproducible but happens more often than not.

Setting my GPU preferences via it's control panel to 3D 'Quality' rather than 'Balanced' or 'Performance', all 3 revisions can crash in play. However it seems to be stable if I set it to 'Balanced' (played for a few hours with no problems). Memory use is much much lower at this setting.

I did a quick test with r.4747 and the openGL 3.1 drivers and still have the same poor rendering on planet textures.

_________________
[EliteWiki] Capt. Murphy's OXPs
External JavaScript resources - W3Schools & Mozilla Developer Network
Win 7 64bit, Intel Core i5 with HD3000 (driver rev. 8.15.10.2696 - March 2012), Oolite 1.76.1


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PostPosted: Mon Jan 30, 2012 6:51 pm 
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---- E L I T E ----
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It seems to be a problem with the depth buffer resolution. To my surprise, the Windows and Linux builds seem to be requesting a minimum of a 16-bit depth buffer and 15-bit colour – a configuration so old-fashioned it may not be tested much by driver developers – although I may be missing something.

I’ve temporarily raised the requirements to see if this fixes the problem. Try the next nightly build (r4738 or later).
This has fixed the "issue" for me too (Geforce 2 GTS graphics, from almost last century)
(I have always used it as a "feature" - the more I am in perfect line with the docking bay, the more the ring-thingy would show. Being perfectly in line with the docking bay would result in perfectly displayed ring-thingy. :D )


But now it is back - though in slightly different shape ? :(
Quote:
------------------------------------------------------------------------
r4746 | ahruman | 2012-01-21 00:10:02 +0100 (Sa, 21 Jan 2012) | 1 line

Attempted workaround for breakage in r4738 - see http://www.aegidian.org/bb/viewtopic.ph ... 01#p162601 . Untested.
------------------------------------------------------------------------
r4747 | ahruman | 2012-01-21 00:44:11 +0100 (Sa, 21 Jan 2012) | 1 line

Fix to previous fix.
white lines on edges of docking bay or station are from oversharpening the screenshots, not from Oolite.

Oolite 1.76
Image

Trunk 3739
(sadly, I compiled v3752 over v3739, and have no good screenshots from the 3739 version)
Image

Trunk 3752
Image


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PostPosted: Mon Jan 30, 2012 7:03 pm 
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I hope your revision numbers are off by a thousand. :-)

The change in r4746/r4747 shouldn’t affect you if the previous revisions were working, because it will only accept a 16-bit context after setting up a 32-bit context fails.

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PostPosted: Mon Jan 30, 2012 7:44 pm 
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I hope your revision numbers are off by a thousand. :-)
Oops, yes so, luckily.
Quote:
The change in r4746/r4747 shouldn’t affect you if the previous revisions were working, because it will only accept a 16-bit context after setting up a 32-bit context fails.
Ah, ok, so it probably was just faulty perception on my side, I played very little with the 4738 version.


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PostPosted: Wed Mar 28, 2012 4:36 am 
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The current Intel Driver - 8.15.10.2656 - OpenGL3.1 -released 22/2/12 - http://downloadcenter.intel.com/SearchR ... Drivers%0A - appears to have fixed the problem with planet rendering.

No crashes so far in general play with it installed at it's default settings. It can still occasionally crash on switching to no shaders.

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PostPosted: Wed Apr 11, 2012 5:45 am 
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Crashes on switching Shaders to off, and occasional in game crashes have been tracked down to a problem with the graphics driver's memory allocation when running a standard build of Oolite. It appears to fail to recognise that a 32 bit app is limited to 2GB of memory. Reported to Intel as a bug, but can also be worked around by compiling Oolite as LARGEADDRESSAWARE, which in effect raises that memory limit to 4GB. This cures both remaining crashes. See http://www.aegidian.org/bb/viewtopic.ph ... 15#p168146

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PostPosted: Wed Apr 11, 2012 6:48 am 
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Crashes on switching Shaders to off, and occasional in game crashes have been tracked down to a problem with the graphics driver's memory allocation when running a standard build of Oolite. It appears to fail to recognise that a 32 bit app is limited to 2GB of memory. Reported to Intel as a bug, but can also be worked around by compiling Oolite as LARGEADDRESSAWARE, which in effect raises that memory limit to 4GB. This cures both remaining crashes. See http://www.aegidian.org/bb/viewtopic.ph ... 15#p168146
Out of curiosity, is there any reason why Olite shulden't use this option by default? Does this build option have any impact on lower memory systems?

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PostPosted: Wed Apr 11, 2012 8:30 am 
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Quote:
Quote:
Crashes on switching Shaders to off, and occasional in game crashes have been tracked down to a problem with the graphics driver's memory allocation when running a standard build of Oolite. It appears to fail to recognise that a 32 bit app is limited to 2GB of memory. Reported to Intel as a bug, but can also be worked around by compiling Oolite as LARGEADDRESSAWARE, which in effect raises that memory limit to 4GB. This cures both remaining crashes. See http://www.aegidian.org/bb/viewtopic.ph ... 15#p168146
Out of curiosity, is there any reason why Olite shulden't use this option by default? Does this build option have any impact on lower memory systems?
The only reason I can see so far for not having it included is that I cannot commit anything from my development laptop atm and nobody else apart from Capt. Murphy seems to have had a chance to test it. As soon as I can get internet access on the laptop, and if no one has submitted the makefile change by the time this happens, we will make LARGEADDRESSAWARE a default build switch on the Windows port.


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PostPosted: Wed Apr 11, 2012 10:35 am 
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I’ve checked in the change for les nightlies.

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PostPosted: Tue Apr 17, 2012 1:11 pm 
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I have also been having problems, I think with this same bit of gaphics hardware - memory size grows and grows, stations rendered a "bit funny", planets also "rendered a bit funny" and loads of shader link errors that I do not understand.
Forgive me for being a bit rubbish, and am pretty new to oolite, so an just gently muddling along trying to work a few things out. The point is that on reading this thread I thought I would try the latest nightly build (1.77.0.4856), which I have installed, but when I run it the game does not quite start up. Instead the memory usage grows rapidly, and the log gets filled up with lots of these:
Quote:
12:58:52.592 [shader.load.fullModeFailed]: ----- WARNING: Could not build shader <synthesized>/<synthesized> in full complexity mode, trying simple mode.
12:58:52.596 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for <synthesized>/<synthesized>:
>>>>> GLSL log:
(1.76 does start up and run but with many of the issues mentioned in this thread)
Can anyone make a suggestion as to what I can do next to work out what is going on?

Cheers

phill


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PostPosted: Tue Apr 17, 2012 2:38 pm 
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Hi codepoet... just a 'welcome aboard' I'm afraid, as I have no input on this problem.

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PostPosted: Tue Apr 17, 2012 6:55 pm 
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Quote:
I have also been having problems, I think with this same bit of gaphics hardware - memory size grows and grows, stations rendered a "bit funny", planets also "rendered a bit funny" and loads of shader link errors that I do not understand.
Forgive me for being a bit rubbish, and am pretty new to oolite, so an just gently muddling along trying to work a few things out. The point is that on reading this thread I thought I would try the latest nightly build (1.77.0.4856), which I have installed, but when I run it the game does not quite start up. Instead the memory usage grows rapidly, and the log gets filled up with lots of these:
Quote:
12:58:52.592 [shader.load.fullModeFailed]: ----- WARNING: Could not build shader <synthesized>/<synthesized> in full complexity mode, trying simple mode.
12:58:52.596 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for <synthesized>/<synthesized>:
>>>>> GLSL log:
(1.76 does start up and run but with many of the issues mentioned in this thread)
Can anyone make a suggestion as to what I can do next to work out what is going on?

Cheers

phill
Hi, can you post the whole log? Worth double checking what driver revision you are running, plus your OXP load.

I'll try current trunk tomorrow. Although I played with a trunk build from late last week and it was fine.

To the development team - pending a maintenance release or new test release could I make an installer for a LARGE ADDRESS AWARE 1.76.1 release available to players with equivalent hardware via request for a download link by PM?

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PostPosted: Tue Apr 17, 2012 10:51 pm 
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Sorry, here is the full startup for the log file - obviously as you can see it just keeps on trucking in a loop:
Quote:
23:44:09.108 [log.header]: Opening log for Oolite development version 1.77.0.4856 (x86-32 test release) under Windows at 2012-04-17 23:44:09 +0100.
2 processors detected.
Build options: new planets, spoken messages, mass/fuel pricing, JavaScript console support, OXP verifier, localization tools, debug GraphViz support, JavaScript profiling.

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

23:44:09.699 [display.mode.list.native]: Windows native resolution detected: 1366 x 768
23:44:09.883 [joystick.init]: Number of joysticks detected: 0
23:44:09.900 [dataCache.notFound]: No data cache found, starting from scratch.
23:44:09.900 [rendering.opengl.version]: OpenGL renderer version: 3.1.0 ("3.1.0 - Build 8.15.10.2622"). Vendor: "Intel". Renderer: "Intel(R) HD Graphics Family".
23:44:09.901 [rendering.opengl.extensions]: OpenGL extensions (103):
GL_NV_primitive_restart, GL_ARB_texture_env_crossbar, GL_EXT_abgr, GL_ARB_shadow, GL_IBM_texture_mirrored_repeat, GL_EXT_separate_specular_color, GL_EXT_texture_edge_clamp, GL_EXT_blend_minmax, GL_EXT_draw_buffers2, GL_ARB_texture_env_add, GL_ARB_draw_elements_base_vertex, GL_ARB_sampler_objects, GL_EXT_framebuffer_blit, GL_EXT_transform_feedback, GL_ARB_texture_env_dot3, GL_EXT_framebuffer_object, GL_EXT_blend_subtract, GL_3DFX_texture_compression_FXT1, GL_NV_conditional_render, GL_ARB_vertex_array_bgra, GL_EXT_texture_snorm, GL_ARB_multitexture, GL_EXT_stencil_wrap, GL_ARB_texture_border_clamp, GL_ARB_framebuffer_sRGB, GL_ARB_texture_env_combine, GL_EXT_framebuffer_multisample, GL_EXT_texture_env_add, GL_EXT_packed_pixels, GL_SGIS_texture_edge_clamp, GL_ARB_depth_clamp, GL_INTEL_performance_queries, GL_ARB_uniform_buffer_object, GL_ARB_depth_texture, GL_SGIS_texture_lod, GL_ARB_occlusion_query, GL_ARB_transpose_matrix, GL_NV_texgen_reflection, GL_EXT_stencil_two_side, GL_ARB_seamless_cube_map, GL_ARB_fragment_program_shadow, GL_ARB_shading_language_100, GL_ARB_texture_compression_rgtc, GL_EXT_gpu_program_parameters, GL_EXT_texture_shared_exponent, GL_EXT_rescale_normal, GL_ARB_map_buffer_range, GL_ARB_pixel_buffer_object, GL_EXT_secondary_color, GL_ARB_copy_buffer, GL_ARB_half_float_pixel, GL_EXT_blend_equation_separate, GL_EXT_draw_range_elements, GL_EXT_texture_lod_bias, GL_EXT_texture_filter_anisotropic, GL_ARB_half_float_vertex, GL_EXT_texture_swizzle, GL_SGIS_generate_mipmap, GL_ARB_texture_rectangle, GL_ARB_texture_non_power_of_two, GL_ARB_point_sprite, GL_EXT_packed_depth_stencil, GL_ARB_vertex_shader, GL_EXT_texture_compression_s3tc, GL_EXT_texture_integer, GL_ARB_depth_buffer_float, GL_ARB_sync, GL_ARB_draw_instanced, GL_ARB_vertex_buffer_object, GL_WIN_swap_hint, GL_ARB_color_buffer_float, GL_ARB_shader_objects, GL_EXT_texture_array, GL_ATI_separate_stencil, GL_ARB_framebuffer_object, GL_EXT_packed_float, GL_ARB_compatibility, GL_EXT_texture_rectangle, GL_ARB_texture_rg, GL_ARB_fragment_shader, GL_EXT_fog_coord, GL_EXT_texture3D, GL_ARB_window_pos, GL_ARB_fragment_program, GL_ARB_vertex_program, GL_EXT_texture_env_combine, GL_ARB_point_parameters, GL_ARB_texture_cube_map, GL_EXT_bgra, GL_EXT_compiled_vertex_array, GL_ARB_multisample, GL_ARB_vertex_array_object, GL_ARB_draw_buffers, GL_ARB_texture_compression, GL_EXT_multi_draw_arrays, GL_ARB_fragment_coord_conventions, GL_ARB_texture_float, GL_EXT_blend_func_separate, GL_EXT_texture_sRGB, GL_EXT_shadow_funcs, GL_EXT_clip_volume_hint, GL_EXT_blend_color, GL_NV_blend_square
23:44:09.916 [rendering.opengl.shader.support]: Shaders are supported.
23:44:09.916 [speech.synthesis]: Spoken messages are off.
23:44:09.917 [dataCache.notFound]: No data cache found, starting from scratch.
23:44:09.918 [searchPaths.dumpAll]: Unrestricted mode - resource paths:
Resources
../AddOns
../AddOns/Basic-debug.oxp
23:44:10.457 [shipData.load.begin]: Loading ship data.
23:44:10.976 [script.load.world.listAll]: Loaded 5 world scripts:
oolite-cloaking-device 1.77
oolite-constrictor-hunt 1.77
oolite-nova 1.77
oolite-thargoid-plans 1.77
oolite-trumbles 1.77
23:44:11.775 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for <synthesized>/<synthesized>:
>>>>> GLSL log:


23:44:11.775 [shader.load.fullModeFailed]: ----- WARNING: Could not build shader <synthesized>/<synthesized> in full complexity mode, trying simple mode.
23:44:11.779 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for <synthesized>/<synthesized>:
>>>>> GLSL log:


23:44:11.780 [shader.load.failed]: ***** ERROR: Could not build shader <synthesized>/<synthesized>.
23:44:11.785 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for <synthesized>/<synthesized>:
>>>>> GLSL log:


23:44:11.786 [shader.load.fullModeFailed]: ----- WARNING: Could not build shader <synthesized>/<synthesized> in full complexity mode, trying simple mode.
23:44:11.790 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for <synthesized>/<synthesized>:
>>>>> GLSL log:


23:44:11.791 [shader.load.failed]: ***** ERROR: Could not build shader <synthesized>/<synthesized>.
23:44:11.797 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for <synthesized>/<synthesized>:
>>>>> GLSL log:


23:44:11.797 [shader.load.fullModeFailed]: ----- WARNING: Could not build shader <synthesized>/<synthesized> in full complexity mode, trying simple mode.
23:44:11.801 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for <synthesized>/<synthesized>:
>>>>> GLSL log:


23:44:11.801 [shader.load.failed]: ***** ERROR: Could not build shader <synthesized>/<synthesized>.
23:44:11.806 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for <synthesized>/<synthesized>:
>>>>> GLSL log:


23:44:11.807 [shader.load.fullModeFailed]: ----- WARNING: Could not build shader <synthesized>/<synthesized> in full complexity mode, trying simple mode.
23:44:11.811 [shader.link.failure]: ***** ERROR: GLSL shader program linking failed for <synthesized>/<synthesized>:
>>>>> GLSL log:



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