Deneb & Venturestar
Deneb & Venturestar, both models lead to a crash, at least in the way how i run pioneer (201309.27) now.
what the exact reason is behind, i don't know (yet).
(further i have massive problems when starting a game at sol, but it seems to be a different issue)
any similar experiences?
hmm... both of my models... 😡
Dont think I have done anything strange or way out there in either model. I must download the latest version and give it a try.
They both work for me without problem (win7). It could be that libpng error Geraldine linked.
(I get the Sol crash too.)
the extreme slowdown (until it freezes) i noticed only at start on sol, if i start in a different system it's ok, also the error report is a bit different.
terminate called after throwing an instance of 'std::bad_alloc'
interesting, it looks like if i start at mars there is neither a problem to see when i engage the timeaccel, only at earth(?).
the libpng error i noticed for sure as well, but also i found it's deniable, it seems to have no effect.
about the two ships i'm not to sure, but both ships use a texture format (.dds) with mipmapping layers.
on the other hand the error didn't appears when you show the ship, it appears obviousely when a AI ship un/docks
(i guess that, since the timespan until it happens is random and the ship isn't on the screen, but only this two ships lead to this error).
Unhandled exception: divide by zero in 32-bit code (0x004cb1ec).
CS:0017 SS:001f DS:001f ES:001f FS:1007 GS:0037
EIP:004cb1ec ESP:0115f6e0 EBP:0231d190 EFLAGS:00210246( R- -- I Z- -P- )
EAX:00c33168 EBX:0231bf70 ECX:00000000 EDX:ffffffff
0x0115f6e0: 00000006 0231d190 0115f758 7bc3d421
0x0115f6f0: 00110060 008bcc00 02cfa698 00000018
0x0115f700: 7bc3e5f1 0115f838 60000000 4064d555
0x0115f710: 00000000 00000000 76c1bb81 3fefffff
0x0115f720: 405a3296 3fb1031b f9a2f312 bfded8d2
0x0115f730: 6e5ff356 411b58a0 01154011 0220c000
0200: sel=1007 base=7ffc0000 limit=00000fff 32-bit rw-
=>0 0x004cb1ec in pioneer (+0xcb1ec) (0x0231d190)
0x004cb1ec: fld %st(0)
Module Address Debug info Name (20 modules)
PE 400000- f5c000 Export pioneer
PE 41d90000-41d94000 Deferred advapi32
PE 43010000-43014000 Deferred gdi32
PE 47620000-47624000 Deferred msvcrt
PE 476c0000-476c4000 Deferred opengl32
PE 477d0000-478de000 Deferred shell32
PE 479c0000-479c4000 Deferred shlwapi
PE 47a40000-47a6e000 Deferred user32
PE 47b90000-47b94000 Deferred version
PE 47ba0000-47bc0000 Deferred comctl32
PE 47cb0000-47cbb000 Deferred winmm
PE 47d00000-47d08000 Deferred ole32
PE 47e40000-47e44000 Deferred rpcrt4
PE 47ed0000-47ed4000 Deferred msacm32
PE 47fb0000-47fb3000 Deferred winemac
PE 526a0000-526a4000 Deferred uxtheme
PE 526d0000-526d4000 Deferred ddraw
PE 52760000-52764000 Deferred wined3d
PE 7b810000-7b9ab000 Deferred kernel32
PE 7bc10000-7bc14000 Deferred ntdll
process tid prio (all id:s are in hex)
00000008 (D) C:Program Filespioneer-201309.27pioneer.exe
00000009 0 <==
first i expected a error in the ship specs, but there is nothing wrong to see.
.dds textures were a new addition to pioneer core code a month or 2 back but I think the pumkinseed and molamola use them as well, do you have issues with them?
I have a couple of different versions including the latest git build and cant replicate the issue 🙁
I notice the latest version includes GLEW 1.10, I am building with GLEW 1.9
i expect something else as the textures as reason,
to reproduce the error (if at all) remove all except Wave and one of the suspected ships.
this because i'm pretty sure it's when the ship get's called by the game,
it happens randomly and if many ships are available to select from it happens less often,
a high populated system will force it additionally.
though still the specifications are the first thing one will think of.
i didn't found anything so far only the fact that they crash the game.
I haven't experienced any crashes, but it starts up very slowly on a start from Earth. I haven't timed it but it takes a couple of minutes or so before Pioneer gets up to speed. I've only run the latest build with Scout+ G9 and my Hometowns installed, but I don't think that's the issue because it only took about 30 seconds before.
I'm using the Linux64 version on Ubuntu 13.04, dual core Intel and Nvidia 680i.
I also have 3GB of music files, but that's not the point. With all of that in the previous builds, Pioneer started up much faster than it does now on a start up from Earth. I saved the game at Torvalds Platform, restarted the next day and didn't experience the problem. I flew back to Earth in real time, so the terrain had plenty of time to generate. I have all the graphics settings at maximum.
I should also mention that the game now takes a long time to shut down too, and it seems to hold on to its memory, slowing down my computer. I reboot after playing it.
Notice the number of ships ( more than80) , the 3 higthmap. and also hometown in Genesia and that run perfectly in start from sol .
Always encounter problem of load in official pionner , also one in paragon , but these problem are solve since the last version of paragon , take a look on the update of paragon , maybe they found the soluce ?
I am getting this issue on my Windows build. Seems to be a Windows issue and it has recently been logged on github https://github.com/pioneerspacesim/pioneer/issues/2405
The bad_alloc exception could be the bug described in https://github.com/pioneerspacesim/pioneer/issues/2405 which is supposed to be fixed with https://github.com/pioneerspacesim/pioneer/pull/2418
From the description, the bug lead to heightmaps being allocated again and again possibly leading to lots of memory being wasted. bad_alloc means out of memory, so that would fit. That bug should only happen when being in the neighbourhood of a custom planet with a heightmap attached, such as Earth or (Earth) Moon, not on randomly generated planets, I guess.
That patch is merged in now, worth trying it out and seeing if it's all fixed 🙂
I have only had a very quick test but last nights build appears to work OK for me now. Although it seems very slow (I do have a ton of stuff running on my PC though).
I'll get a proper test at lunch time.
Yes! Fluffyfreak seems to have GLEW'd it back together. Thanks!
@lwho, that's what i expected 🙂 (for the slowdown)
unfortunately, i still can't run the mac release, but i will give it a try to compile it myself
again, "magically" apple updated my OSX and "X" is present now, which absence has hindered some programs from running.
but actually i'm up to convert some old models...
i feel we waste a lot of power with the postprocessing, but i guess i'm not asked...
pumpkinseed and molamola use them as well
not in the builds which i have downloaded (201309.27 & 201309.33, latter doesn't runs, i only grabbed it to see if it runs on my mac and "27 win release" i run with the "wine" wrapper, it leaks in power but at least i can check my models).
BUT, it really makes no sense to me as well to see the textures as reason, since a ship undocking somewhere in the system won't get drawed. i guess i will have to make it proof on my pc, when i return to "ulisbach" (further i tried of course to convert the textures, even re-exported the models, nothing has helped, neither i see much errors in the ship-specs, some little ("min_atmoshield =", i don't know if it works this way, usually it's "max_atmoshield ="), but it has no influence on the described error.
i can make a clip to show how i "invoke" this error (but it won't help to find the reason i guess).
but apart from all that i really like your rational ship design.
you said "but actually i'm up to convert some old models..."
Please take a look on the lmr's models of Genesia to convert : i've work on a lot of these for improve , so it's be sad if i make that for nothing ... 😉
Ho ... and nice to see you back here ^^
uh, dark grey is hard to read (on a dark blue background)
can you point this out more precisely?
you like to get them to SGM?
should i just take a look at them, to see what has changed?
and no, you don't make anything for nothing as long as it pleases you (yourself), at least that's what i tell myself often: "don't mind if anyone likes it as long as i like it".
(probably answer in "space oddity", it's a topicless thread)
I mean , i've made me a reason :
I 've think a long time LMR was better than SGM , but ...
Due to the lack i have in source , I begun to consider Genesia as a sort of archive and dream of a conversion of all these release in SGM to continue in future ! ?
could get periculous for some models, starts with ships like the courier and ends with "unanimated" spacestations.
i convert what is possible and if you like i can convert some of yours for the SGM.
but i do it mainly for those who probably like my ships or buildings, personally i won't go along wioth that in future.
i told you once that i like to restart at the very beginning, because i feel we missed alot important things.
and stil the LMR is unique, you won't find much as this, i can't see much model formats which are able to
interact with the game in this amount.
if you think about that, well the LMR offered all this, either very rough, or a interested modeller could setup naming conventions, flags and also animation helper routines himself (i'm not very good in maths but i can imagine it well, probably not true that i'm not good in it, i thought so until i made a few years ago a "idiots test" which has resulted in "Visual Mathematician". it seems i underestimate myself to much. i never expected it, it's common to me what is in my "Chili Sauce", but since then i know why my teacher was so angry about my lazyness and disinterest in geometry, he told me that i would have it easy, but first i didn't belived him and most of all i'm LAZY).
proper would be also sections and naming convention even for the collision mesh, e.g. R/L WING, FUSELAGE, FRONT, REAR, ACTOR (or guns whatever it is thst sticks out) only such would allow a good damage model with visual damages on the named sections, even if that's just some soot.
of course naming conventions are possible in any models format and we have already some, which i feel is the (only) direction to go with SGM.
geometry flags you can set only in a specific format, which could be a derivate of a existing free one.
but mostly it depends on the will of the developers and not on the wish of the modeler and i can't see that there's much interest if already "transparent parts" (cockpits)
and whatsoever makes a simple sphere to a ship aren't welcome. i find it hard to work with the heavy conventions we have now and i told it already, there are commercial games which offer more freedom in modelling as pioneer does actually*.
that's why i will hang on the LMR even if the world tumbles down!
the conversions to SGM are a goodie, not more.
* and more, think of old old SW-XWA, 3D cockpits with all-round view already back in '99 and we have restrictions for windows and pilots?
where am i?
damned, Han Solo has EYES and you can see Chewies TEETH (that's to much, but it's GREAT), you can see the color of his eyes, goddammit 1999!!!
to me the ships are toys, just like the cars i owned as a child (~300) and the best toys was those who offered something to do with them, open doors,
bonnet and motor inside. of course one could guess to push the car over the carpet this isn't needed but exactly this makes a enourmous difference in your imagination as a child.
and uh, the very very best ones came from GB, they came along with some figures, builders, farmers, cops, depending on the model, unfortunately they was far to expensive, but i DREAMED of them a lot.
and yes later we buid "dioramas", rather simple ones if i remember, but the pupose wasn't to put them in a glass casket, the purpose was to destroy them in a bombing or whatever destructive action 🙂 (my sister lost her dollhouse in a attack from space)
PLAY not SHOW
destroy to rebuild, my favorite game, nothing has lasted, everything was made to destroy it later.
it could have taken us days and it was bombed in minutes.
yeah, it was cool to see the Batmobile burning... even if that works only for once.
(i also often burned my eyebrows)