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PostPosted: Sat Feb 22, 2014 9:46 pm 
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Mostly Harmless
Mostly Harmless

Joined: Sat Feb 22, 2014 6:39 pm
Posts: 3
Hi, I am completely new to oolite but played Elite on Commodore 64 many years ago. I have tried all versions of oolte including the latest dev version but still have a problem playing it. The problem is that the DOCKING STATION does not appear and neither does the green steady indicator show on the bottom navigation chart. Each time I play and witchspace to another planet I am unable to dock and can only exit the game. The beacon however does appear and it appears to be very far from the planet which also fills only a small portion of the screen, but sadly no docking station. I have 3 computers at home and have tried all versions on these computers but still experience this problem. the computers are:windows 7 Pro 64bit, corei7 processor. gtx660 nvidia ; windows 7 pro 32bit and Toshiba laptop windows 7 home premium core i7 processor. The versions I have tried are: 1.76, 1.77, and (1.79 32bit and 64bit.) Any help with this frustrating situation would be much appreciated.
John


Last edited by Jols on Sun Feb 23, 2014 9:58 pm, edited 1 time in total.

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PostPosted: Sat Feb 22, 2014 11:02 pm 
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Hi Jols, and welcome aboard. Perhaps you could post your Latest.log (found here: ~\Oolite\oolite.app\Logs).

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PostPosted: Sat Feb 22, 2014 11:29 pm 
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Mostly Harmless
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Hi Cody, thanks for your reply. Attached is log.pening log for Oolite development version 1.79.0.5648-140222-128f485 (x86-64 test release) under Windows 6.1.7601 Service Pack 1 64-bit at 2014-02-23 11:47:09 +1300.
8 processors detected.
Build options: OpenAL, new planets, 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.

11:47:09.630 [dataCache.notFound]: No data cache found, starting from scratch.
11:47:09.630 [paths.debug]: (Resources, "C:\\Oolite-Trunk/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns", ../AddOns)
11:47:09.630 [paths.debug]: (Resources, "C:\\Oolite-Trunk/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns", ../AddOns)
11:47:09.678 [display.mode.list.native]: Windows native resolution detected: 1920 x 1080
11:47:10.229 [joystick.init]: Number of joysticks detected: 0
11:47:10.230 [rendering.opengl.version]: OpenGL renderer version: 4.4.0 ("4.4.0"). Vendor: "NVIDIA Corporation". Renderer: "GeForce GTX 660/PCIe/SSE2".
11:47:10.230 [rendering.opengl.extensions]: OpenGL extensions (294):
GL_ARB_draw_instanced, GL_NV_float_buffer, GL_NV_vertex_attrib_integer_64bit, GL_ARB_occlusion_query, GL_EXT_texture_env_add, GL_ARB_texture_storage, GL_ARB_texture_env_dot3, GL_ARB_sync, GL_EXTX_framebuffer_mixed_formats, GL_ARB_texture_multisample, GL_ARB_buffer_storage, GL_ARB_explicit_uniform_location, GL_NV_texture_env_combine4, GL_NV_bindless_multi_draw_indirect, GL_ARB_compute_variable_group_size, GL_ARB_point_parameters, GL_ARB_vertex_array_object, GL_NVX_gpu_memory_info, GL_NV_vertex_buffer_unified_memory, GL_ARB_blend_func_extended, GL_NV_explicit_multisample, GL_EXT_provoking_vertex, GL_ARB_seamless_cubemap_per_texture, GL_NV_texture_shader2, GL_EXT_blend_equation_separate, GL_ARB_compressed_texture_pixel_storage, GL_NV_texture_shader3, GL_ARB_texture_stencil8, GL_ARB_texture_non_power_of_two, GL_ARB_texture_mirrored_repeat, GL_ARB_debug_output, GL_EXT_multi_draw_arrays, GL_NV_fence, GL_ARB_timer_query, GL_ARB_texture_buffer_object, GL_ARB_texture_buffer_range, GL_NV_occlusion_query, GL_EXT_abgr, GL_ARB_vertex_program, GL_NV_shader_buffer_load, GL_ATI_texture_float, GL_ARB_draw_buffers_blend, GL_NV_shader_storage_buffer_object, GL_ARB_viewport_array, GL_KTX_buffer_region, GL_ARB_shadow, GL_NV_light_max_exponent, GL_EXT_texture_cube_map, GL_EXT_texture_compression_dxt1, GL_ARB_shader_atomic_counters, GL_NV_texture_multisample, GL_NV_primitive_restart, GL_EXT_framebuffer_object, GL_EXT_texture_sRGB, GL_ARB_shader_storage_buffer_object, GL_ARB_conservative_depth, GL_ARB_get_program_binary, GL_NV_shader_atomic_float, GL_ARB_multitexture, GL_ARB_clear_texture, GL_NV_half_float, GL_NV_copy_image, GL_NV_path_rendering, GL_AMD_seamless_cubemap_per_texture, GL_NV_register_combiners, GL_ARB_shader_image_size, GL_ARB_sparse_texture, GL_NV_compute_program5, GL_NV_draw_texture, GL_EXT_texture_compression_rgtc, GL_ARB_shader_objects, GL_EXT_blend_func_separate, GL_EXT_bgra, GL_ARB_pixel_buffer_object, GL_ARB_vertex_attrib_64bit, GL_NV_fragment_program2, GL_EXT_Cg_shader, GL_ARB_draw_buffers, GL_EXT_separate_shader_objects, GL_NV_texgen_reflection, GL_ARB_texture_env_crossbar, GL_ARB_fragment_shader, GL_EXT_texture_swizzle, GL_EXT_fog_coord, GL_EXT_vertex_array_bgra, GL_EXT_framebuffer_blit, GL_ARB_shader_draw_parameters, GL_NV_copy_depth_to_color, GL_ARB_texture_compression_rgtc, GL_ARB_sample_shading, GL_NV_vertex_program1_1, GL_ARB_seamless_cube_map, GL_WIN_swap_hint, GL_EXT_texture_shared_exponent, GL_ARB_shading_language_420pack, GL_ARB_shader_subroutine, GL_EXT_geometry_shader4, GL_NVX_shader_thread_group, GL_EXT_direct_state_access, GL_EXT_compiled_vertex_array, GL_NV_parameter_buffer_object2, GL_KHR_debug, GL_ARB_copy_image, GL_ARB_shader_image_load_store, GL_NV_vertex_array_range2, GL_ARB_shading_language_include, GL_EXT_texture_storage, GL_EXT_shader_image_load_store, GL_EXT_separate_specular_color, GL_ARB_vertex_type_2_10_10_10_rev, GL_ARB_bindless_texture, GL_EXT_vertex_array, GL_ARB_shading_language_100, GL_EXT_framebuffer_multisample_blit_scaled, GL_EXT_rescale_normal, GL_ARB_texture_float, GL_NVX_shader_thread_shuffle, GL_EXT_packed_depth_stencil, GL_EXT_bindable_uniform, GL_ARB_texture_swizzle, GL_ARB_half_float_pixel, GL_EXT_texture_compression_s3tc, GL_EXT_draw_instanced, GL_NV_blend_equation_advanced, GL_ARB_occlusion_query2, GL_NV_transform_feedback, GL_NV_bindless_texture, GL_NV_texture_compression_vtc, GL_ARB_texture_rgb10_a2ui, GL_SGIS_texture_lod, WGL_EXT_swap_control, GL_ARB_geometry_shader4, GL_NV_point_sprite, GL_ARB_framebuffer_object, GL_NV_conditional_render, GL_EXT_stencil_two_side, GL_ARB_texture_rg, GL_NV_texture_expand_normal, GL_ARB_color_buffer_float, GL_NV_gpu_program4_1, GL_NV_framebuffer_multisample_coverage, GL_EXT_blend_color, GL_NV_packed_depth_stencil, GL_NV_geometry_shader4, GL_NV_texture_rectangle, GL_ARB_vertex_array_bgra, GL_EXT_texture_integer, GL_EXT_texture_array, GL_ARB_base_instance, GL_EXT_import_sync_object, GL_ARB_shading_language_packing, GL_ARB_fragment_program_shadow, GL_ARB_fragment_layer_viewport, GL_NV_gpu_program4, GL_EXT_texture_buffer_object, GL_NV_vertex_program2_option, GL_NV_gpu_program5, GL_ARB_map_buffer_range, GL_ARB_fragment_program, GL_ARB_copy_buffer, GL_ARB_tessellation_shader, GL_NV_gpu_shader5, GL_S3_s3tc, GL_NV_depth_clamp, GL_EXT_texture_lod_bias, GL_EXT_texture_filter_anisotropic, GL_EXT_draw_buffers2, GL_NV_fragment_program, GL_EXT_secondary_color, GL_ARB_transform_feedback2, GL_ARB_transform_feedback3, GL_ARB_ES3_compatibility, GL_EXT_framebuffer_multisample, GL_ARB_window_pos, GL_IBM_rasterpos_clip, GL_EXT_texture_env_combine, GL_ARB_vertex_shader, GL_ARB_texture_compression_bptc, GL_SGIS_generate_mipmap, GL_ARB_compatibility, GL_ATI_texture_mirror_once, GL_EXT_packed_float, GL_ARB_texture_border_clamp, GL_ARB_explicit_attrib_location, GL_NV_blend_square, GL_ARB_internalformat_query, GL_EXT_texture3D, GL_ARB_arrays_of_arrays, GL_SUN_slice_accum, GL_ARB_robust_buffer_access_behavior, GL_NV_vertex_array_range, GL_ARB_ES2_compatibility, GL_NV_vertex_program, GL_ARB_texture_query_lod, GL_NV_multisample_filter_hint, GL_ARB_invalidate_subdata, GL_EXT_texture_mirror_clamp, GL_EXT_texture_sRGB_decode, GL_ARB_texture_compression, GL_NV_vertex_program2, GL_NV_multisample_coverage, GL_ARB_texture_env_add, GL_ARB_imaging, GL_NV_vertex_program3, GL_ARB_provoking_vertex, GL_ARB_framebuffer_no_attachments, GL_EXT_gpu_shader4, GL_ARB_texture_rectangle, GL_EXT_texture_edge_clamp, GL_NV_transform_feedback2, GL_ARB_multi_draw_indirect, GL_ARB_draw_elements_base_vertex, GL_ARB_fragment_coord_conventions, GL_NV_gpu_program5_mem_extended, GL_ARB_separate_shader_objects, GL_SGIX_shadow, GL_ARB_texture_cube_map, GL_NV_ES1_1_compatibility, GL_EXT_transform_feedback2, GL_ARB_vertex_attrib_binding, GL_EXT_framebuffer_sRGB, GL_ARB_clear_buffer_object, GL_NV_fragment_program_option, GL_ARB_query_buffer_object, GL_EXT_texture_compression_latc, GL_ARB_vertex_type_10f_11f_11f_rev, GL_ARB_robustness, GL_ARB_point_sprite, GL_ARB_texture_gather, GL_ARB_texture_buffer_object_rgb32, GL_ARB_internalformat_query2, GL_NV_depth_buffer_float, GL_ARB_depth_texture, GL_EXT_texture_object, GL_EXT_depth_bounds_test, GL_NV_fog_distance, GL_ARB_instanced_arrays, GL_EXT_blend_minmax, GL_ARB_compute_shader, GL_SGIX_depth_texture, GL_ATI_draw_buffers, GL_ARB_enhanced_layouts, GL_ARB_multi_bind, GL_ARB_framebuffer_sRGB, GL_EXT_shader_integer_mix, GL_EXT_blend_subtract, GL_NV_register_combiners2, GL_EXT_packed_pixels, GL_IBM_texture_mirrored_repeat, GL_NV_texture_shader, GL_EXT_draw_range_elements, GL_ARB_texture_mirror_clamp_to_edge, GL_ARB_texture_cube_map_array, GL_ARB_sampler_objects, GL_ARB_half_float_vertex, GL_ARB_shader_precision, GL_ARB_gpu_shader5, GL_ARB_depth_clamp, GL_ARB_texture_storage_multisample, GL_ARB_transpose_matrix, GL_NV_parameter_buffer_object, GL_ARB_vertex_buffer_object, GL_ARB_texture_query_levels, GL_ARB_draw_indirect, GL_AMD_multi_draw_indirect, GL_EXT_pixel_buffer_object, GL_EXT_vertex_attrib_64bit, GL_ARB_transform_feedback_instanced, GL_ARB_texture_view, GL_NVX_conditional_render, GL_ARB_texture_env_combine, GL_ARB_shader_group_vote, GL_ARB_indirect_parameters, GL_ARB_shader_bit_encoding, GL_EXT_timer_query, GL_EXT_gpu_program_parameters, GL_ARB_shader_texture_lod, GL_ARB_program_interface_query, GL_ARB_uniform_buffer_object, GL_ARB_multisample, GL_EXT_texture_env_dot3, GL_NV_shader_atomic_counters, GL_EXT_shadow_funcs, GL_ARB_stencil_texturing, GL_EXT_texture_lod, GL_ARB_depth_buffer_float, GL_NV_pixel_data_range, GL_ARB_map_buffer_alignment, GL_ARB_gpu_shader_fp64, GL_EXT_stencil_wrap, GL_EXT_point_parameters, GL_NVX_nvenc_interop, GL_NV_texture_barrier, GL_NV_gpu_program_fp64
11:47:10.236 [rendering.opengl.shader.support]: Shaders are supported.
11:47:10.236 [dataCache.notFound]: No data cache found, starting from scratch.
11:47:10.236 [searchPaths.dumpAll]: Unrestricted mode - resource paths:
Resources
../AddOns
../AddOns/Basic-debug.oxp
11:47:10.401 [shipData.load.begin]: Loading ship data.
11:47:10.544 [script.load.world.listAll]: Loaded 14 world scripts:
oolite-cloaking-device 1.79
oolite-constrictor-hunt 1.79
oolite-contracts-cargo 1.79
oolite-contracts-helpers 1.79
oolite-contracts-parcels 1.79
oolite-contracts-passengers 1.79
oolite-libPriorityAI 1.79
oolite-nova 1.79
oolite-populator 1.79
oolite-primable-equipment-register 1.79
oolite-registership 1.79
oolite-thargoid-plans 1.79
oolite-trumbles 1.79
oolite-tutorial 1.79
11:47:11.781 [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)."
11:47:11.782 [debugTCP.send.warning]: Error sending packet header, retrying.
11:47:11.806 [debugTCP.send.error]: The following packet could not be sent: {"Oolite version" = 1.79; "packet type" = "Request Connection"; "protocol version" = 65792; }
11:47:11.810 [debugTCP.disconnect]: No connection to debug console: "Connection to debug console failed: 'bad stream.' (outStream status: 0, inStream status: 0)."
11:47:11.810 [debugTCP.connect.failed]: Failed to connect to debug console at address 127.0.0.1:8563.
11:47:12.828 [startup.complete]: ========== Loading complete in 3.19 seconds. ==========
11:47:27.148 [exit.context]: Exiting: SDL_QUIT event received.
11:47:27.150 [gnustep]: 2014-02-23 11:47:27.150 oolite[5596] Defaults path 'C:\Oolite-Trunk/oolite.app/GNUstep/Defaults' did not exist - created it

11:47:27.152 [gnustep]: 2014-02-23 11:47:27.152 oolite[5596] Creating empty user defaults database

11:47:27.165 [gameController.exitApp]: .GNUstepDefaults synchronized.

Closing log at 2014-02-23 11:47:27 +1300.


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PostPosted: Sun Feb 23, 2014 1:20 am 
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Hi Jols, welcome in this forum!

The following code can check if there is a main station in the system at all. Please make a script,js file into your AddOns/Basic-debug.oxp folder and put into these lines with any text editor except notepad (which break scripts):
Code:
this.name = "logms";
this.shipExitedWitchspace = function()
  log("logms", system.mainStation + system.planets);
After you jumped into another system you should get a similar line in your Latest.log:
Code:
02:14:32.031 [logms] GlobalLog (OOJSGlobal.m:256): [Station "Coriolis Station" "Coriolis Station" position: (-58966.1, 8143.57, 353965) scanClass: CLASS_STATION status: STATUS_ACTIVE][Planet position: (0, 0, 370200) radius: 30850 m]
In this case the main station is exist and we can discuss how to find it, else we will continue the bug hunting.

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PostPosted: Sun Feb 23, 2014 9:08 am 
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Hello Jols,

I might be at total loss here, but it sounds like the buoy you are seeing is the witch space buoy that marks the entry point to the system. Also the fact that you're seeing a small planet suggests that. If this is the case, then you have to fly towards the planet and when you're close enough the navigational compass changes to point the main station you're looking for.


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PostPosted: Sun Feb 23, 2014 11:26 am 
Online
Quite Grand Sub-Admiral
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Joined: Wed Feb 28, 2007 7:54 am
Posts: 4898
Jols: You can be sure whether a main station is generated or not by doing this simple test in an unmodified game, which seems to be what you are currently running and is much less technically oriented to what Norby proposes:
- Hyperspace to your target system.
- Pause the game.
- Press '0' (key zero). This will dump all current universe entities to the log.
- Exit the game.

Now if you open your Latest.log file, hopefully you should be able to see an entry like this contained in it:
Code:
12:18:01.188 [universe.objectDump]: Ent: 116  StationEntity "Coriolis Station" "Coriolis Station" position: (45815.1, 75975.6, 699518) scanClass: CLASS_STATION status: STATUS_ACTIVE range: 712002 (visible: yes) mass 4.56439e+008 AI: stationAI.plist:IDLE
If you have this or a similar one about a Dodecahedron or Icosahedron station, then stations are generated correctly.

Your earlier log shows that all is basically OK from what I can see, so I would imagine spara is right about this being possibly a misunderstanding about how the game is supposed to play.


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PostPosted: Sun Feb 23, 2014 11:30 am 
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Quote:
Hello Jols,

I might be at total loss here, but it sounds like the buoy you are seeing is the witch space buoy that marks the entry point to the system. Also the fact that you're seeing a small planet suggests that. If this is the case, then you have to fly towards the planet and when you're close enough the navigational compass changes to point the main station you're looking for.
I am strongly with spara. From the description it definitely sounds like what you're (correctly!) seeing is the witchspace buoy. But that's only where you begin your journey, not where it ends. Just like in Elite, you have to fly to the planet (and that's where all the fun happens).

So, enjoy your flight, Jols, and welcome to the boards! :D

_________________
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PostPosted: Sun Feb 23, 2014 7:42 pm 
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Mostly Harmless
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Joined: Sat Feb 22, 2014 6:39 pm
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Hi, Thanks for all your help, I went online and viewed youtube videos and learnt how to locate buoy and station, a tad more difficult than commodore 64 version. However thanks and I apologize for generating this silly problem.Consider the request closed. Again thanks for your prompt and helpful replies.

John


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PostPosted: Sun Feb 23, 2014 8:24 pm 
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You're welcome! :D

And you can precede the topic title with a "[Solved] " by editing the subject line in your original post, if you like. Then everybody knows that you're happy now.

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