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greywolf
(@greywolf)
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Joined: 10 years ago
Posts: 14
 

Thanks guys - fix works.

Regarding your questions and comments:

- Yes, I do download the builds from that link.

- Yes, the problem did not appear before alpha 23.

- I had updated my graphics drivers only about a couple of weeks ago. But, of course, you're right, I should have provided version number and date: It's 8.961.0.0, dated 4/5/12. Which makes me think: Could it be that the problem wasn't introduced by the alpha 23 builds but rather by updating my graphics drivers? It must have been at about the same time.

Thanks again, for the quick fix AND for the great game!


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Ziusudra
(@ziusudra)
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Joined: 11 years ago
Posts: 61
 

Yeah, it turned out to be a problem with recent ATI drivers. Other reports of the bug have come as long ago as alpha 20.

Edit:

Thanks for the report, follow up and confirmation.

Now for the thinkpad, could you please provide the stderr.txt, stdout.txt, and opengl.txt which are in the My Documents/Pioneer folder?


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greywolf
(@greywolf)
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Posts: 14
 

Here you go:

stderr.txt is empty

opengl.txt:

OpenGL version 1.3.3927 WinXP Release, running on ATI Technologies Inc. MOBILITY RADEON 7500 DDR x86/SSE2

Available extensions:

GL_ARB_multitexture

GL_EXT_texture_env_add

GL_EXT_compiled_vertex_array

GL_S3_s3tc

GL_ARB_texture_border_clamp

GL_ARB_texture_compression

GL_ARB_texture_cube_map

GL_ARB_texture_env_add

GL_ARB_texture_env_combine

GL_ARB_texture_env_crossbar

GL_ARB_texture_env_dot3

GL_ARB_texture_mirrored_repeat

GL_ARB_transpose_matrix

GL_ARB_vertex_blend

GL_ARB_vertex_buffer_object

GL_ARB_window_pos

GL_ATI_envmap_bumpmap

GL_ATI_map_object_buffer

GL_ATI_texture_env_combine3

GL_ATI_texture_mirror_once

GL_ATI_vertex_array_object

GL_ATI_vertex_streams

GL_ATIX_texture_env_combine3

GL_ATIX_texture_env_route

GL_EXT_abgr

GL_EXT_bgra

GL_EXT_clip_volume_hint

GL_EXT_draw_range_elements

GL_EXT_fog_coord

GL_EXT_multi_draw_arrays

GL_EXT_packed_pixels

GL_EXT_point_parameters

GL_EXT_rescale_normal

GL_EXT_secondary_color

GL_EXT_separate_specular_color

GL_EXT_stencil_wrap

GL_EXT_texgen_reflection

GL_EXT_texture3D

GL_EXT_texture_compression_s3tc

GL_EXT_texture_cube_map

GL_EXT_texture_edge_clamp

GL_EXT_texture_env_combine

GL_EXT_texture_env_dot3

GL_EXT_texture_filter_anisotropic

GL_EXT_texture_lod_bias

GL_EXT_texture_object

GL_EXT_texture_rectangle

GL_EXT_vertex_array

GL_HP_occlusion_test

GL_NV_texgen_reflection

GL_NV_blend_square

GL_NV_occlusion_query

GL_SGI_color_matrix

GL_SGIS_texture_edge_clamp

GL_SGIS_texture_border_clamp

GL_SGIS_texture_lod

GL_SGIS_generate_mipmap

GL_SGIS_multitexture

GL_SUN_multi_draw_arrays

GL_WIN_swap_hint

WGL_EXT_extensions_string

WGL_EXT_swap_control

stdout.txt:

SDL_GetVideoInfo says 32 bpp

Initialized Legacy renderer

Epsilon Eridani:

height fractal: Flat

colour fractal: StarK

seed: 3197673032

Icarus:

height fractal: MountainsVolcano

colour fractal: Desert

seed: 13

Atlantica:

height fractal: HillsNormal

colour fractal: TFPoor

seed: 8

New Hope:

height fractal: MountainsNormal

colour fractal: EarthLike

seed: 43

Hades:

height fractal: RuggedLava

colour fractal: Volcanic

seed: 191082

Hercules:

height fract


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Cody
 Cody
(@cody)
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Joined: 6 years ago
Posts: 1762
 

I had a long-running saga with my old ATI 3650 and OpenGL, then when AMD took over, bugs in drivers became a regular problem. Great GPUs generally, but their drivers often stink. I've since switched to nVidia, such is my devotion to OpenGL games - much goodness!

Oolite Naval Attaché


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dymensia3d
(@dymensia3d)
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Joined: 10 years ago
Posts: 11
 

I'm experiencing some crash issues with the latest alpha24. Robn suggested I get the latest nightly build which I did and the crashes have gone away, that is until last night <img src="' http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gi f"' class='bbc_emoticon' alt=':)' />

I've tried many times this same process which I will describe as best I can.

I'm starting on earth and taking a nice slow trip all the way out to Pluto stopping at every orbital base along the way to practice manual maneuvering etc. Then on to the next planet, and so on.

I've had no crash issues until my last trip out to the last spaceport in SOL. It is a long way out, many AU and it seems there is a large cargo ship at the destination perhaps because the distance to it is also many AU. When I depart the station and set course and hit time acceleration it always crashes with this same message below:

http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gi f"' class='bbc_emoticon' alt=':)' />

Awesome work !

jt


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Ziusudra
(@ziusudra)
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Joined: 11 years ago
Posts: 61
 

Please submit a bug report to the GitHub project


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dymensia3d
(@dymensia3d)
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Joined: 10 years ago
Posts: 11
 

Roger that Ziusudra. . .


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Marcel
(@marcel)
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Joined: 6 years ago
Posts: 1188
 

I just landed on Phobos base in alpha 25. I was on autopilot and my hometowns for alpha 25 mod was installed, so it was a mushroom 2 station. The autopilot stopped 10 km above the base after rolling level and extending the undercarriage. The Eagle just rocked from side to side and wouldn't descend. I switched to speed control and attempted to gently set down but passed through the pad surface. Rising again and switching to manual, I was able to touch down normally. Has anyone else experienced this and do you think it's worth an issue report? The terrain of course is very rough. The bottom of the tower was mostly covered but the pads were well above ground. By the way, Phobos is looking great!


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Skodyn
(@skodyn)
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Joined: 10 years ago
Posts: 53
 

I had a similar crash on Deimos yesterday Marcel using the constrictor, will try Phobos and Deimos later with the eagle as well and get back to you. On memory I thought one of the towers was a bit too close to the pad

Edit: I had no problems at all, is this not similar to the Enki Catena problem, btw I did have your latest hometowns mod installed


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Marcel
(@marcel)
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Joined: 6 years ago
Posts: 1188
 

I didn't experience a crash. The autopilot simply refused to land. When I went through the surface of the pad, again I didn't crash, there was no collision detection. That was alpha 25. I'm now using build 9cbb4b-win32. I'll head off to Mars and see what happens.


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Skodyn
(@skodyn)
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Joined: 10 years ago
Posts: 53
 

Yes I knew that, I should have said I had that happen as well as crashing, when I could not land and the thrusters stopped working and the status said I had landed but the ship was just stuck there hovering above the pad. I was just suggesting maybe it's the same or a similar issue


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Overlord
(@overlord)
Master Chief Registered
Joined: 10 years ago
Posts: 138
 

Just thought I'd mention that there are two systems called "Inur". At 2,3,7 and 4,7,1. I very nearly missed my delivery deadline for 1400 notes cos the search box gave me the wrong one!


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Marcel
(@marcel)
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Joined: 6 years ago
Posts: 1188
 

I just landed on Phobos in build 9cbb4b-win32. I installed potsmoke's sport stations so this time the station was his sport_hostile. The Eagle did the same thing, rocking side to side above the pad, but this time it only lasted a few seconds then the ship landed normally. I wonder if the autopilot is having trouble because of the small radius and rough terrain. The height of the landing pads is different between the mushroom and the hostile stations, so that probably affects it too.

Just tried to land on Deimos. The moon is a total hedgehog, completely covered with tall spikes. The port was potsmoke's outdoor pad, down at the bottom of a deep hole. I managed to get close enough to the pad to see that there were spikes poking through it. Totally unlandable. Tomm isn't going to get any unwanted visitors in this build, that's for sure!


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Overlord
(@overlord)
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Joined: 10 years ago
Posts: 138
 

I just tried landing on Venus and have had some difficulty even getting to the surface. I was using the set speed function and >> stardreamer speed and the ship was moving towards then away while facing directly at the surface. When I managed to reach the surface, I hovered at 30 metres and tried to use set speed again to fly along and the ship was flying in all directions on its own. It wasn't turning, just a combination of forwards, backwards and side strafing. It was as if Venus was moving around me!

I'm a bit daunted by the git thing so thought I'd post here to begin with in case someone else wants to check it first. Am on stock alpha 25, windows32.


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walterar
(@walterar)
Commander Registered
Joined: 6 years ago
Posts: 980
 

Overlord The A25 is a bug, get the new here. http://sourceforge.net/projects/pioneerspacesim/files/nightly/pioneer-d90d5d8-win32.7z/download

Marcel, you complain? Look what happened to my beautiful new ship.

[media]


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Brianetta
(@brianetta)
Commander Registered
Joined: 11 years ago
Posts: 863
 
'Overlord' wrote:

Just thought I'd mention that there are two systems called "Inur". At 2,3,7 and 4,7,1. I very nearly missed my delivery deadline for 1400 notes cos the search box gave me the wrong one!

There are probably a million or so stars with names in the galaxy, and only thousands of possible names. Duplication will inevitably happen, especially with the two-syllable names. Your contact on the bulletin board will have told you which Inur he meant, by giving you the sector coordinates. The search function only looks around the nearest few sectors. The number varies, but it's not very far. The best thing to do is move the map to the sector in question, and use the search if you're still having trouble spotting your destination.


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Potsmoke66
(@potsmoke66)
Captain Registered
Joined: 6 years ago
Posts: 1815
 

@walterar,

ok, that looks common to me (except for the planet, this seems to be a exceptional place)

yeah, that happens often, hey you had a tiny spot of landing pad visible, throw the autopilot overboard and land carefuly on that little patch <img src="' http://spacesimcentral.com/forum/public/style_emoticons//wink3.gi f"' class='bbc_emoticon' alt=';)' /> that works.

cruel is also when the surface of the planet has nearly the same level, you will never dock it use to "suck" you on the planets surface, but you can launch then and the docking sequence probably gets engaged then.

hmm, how high we should make a landing pad?

really i know this problem well, but i didn't take it hard.

in such a case like yours, hmm... if there wouldn't be a tiny spot of landing pad visible, i would even try to land manually and see that i can get under the surface, should work probably.

---

all just a matter of will <img src="' http://spacesimcentral.com/forum/public/style_emoticons//wink3.gi f"' class='bbc_emoticon' alt=';)' />

no, perhaps one fine day we have at least a slightly flattened terrain around the spaceport, even if i dislike the idea of complete flattened ground for the whole city.

another experiment i started once, but it's more a "mindgame", i tried to figure out that you can/could build city tiles, large city tiles, this comes close to, i guess it was greoxydes idea.

be warned walterar my new spaceport is even lower in level (30m above surface, but i made it easy to change height therefore, right on top of the script you can enter the position of the spaceport, so it's not bound to 30m above surface, you can give it easy any height desired) but therefore far larger (300x300m), works halfaways with the above described method, land manually on the visible part of the landingpad.

not to tell what happens if you unfortunately have to mess with the "microspaceport", i guess the "imperial interceptor" has no chance to land there <img src="' http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gi f"' class='bbc_emoticon' alt=':)' />

no matter which terrain level. but since the "microspaceport" is centered on it's sole landing pad, the landing pad will be mostly rake out of the ground, even when it's levelled relatively low.

what can be done and it was once on my mind, i can alter the "archology" (that giant mushroom thing) to a spaceport, with two or three landing pads raking out of the top section, this will be always high enough. two different ideas i have to that.

[attachment=1458:PICT1251.JPG]

while the "dock similar to a spacestation" i feel is a interesting variation to a spaceport. instead of landing you will have to approach this like a spacestation.

oh, i had i new idea, it could look also like... hmm how should i say... a giant sandwich or a wedding cake, if you can follow this idea.

pads would be in center of the building, so it's granted they will be above the surface, instead to have pads arranged around the tower, the pads will build the tower.


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Potsmoke66
(@potsmoke66)
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Joined: 6 years ago
Posts: 1815
 

@marcel, landing pads have no collision detection due to the geomflag setting for the pad, they work only to detect landing.

actually i altered my new spaceports to have a "real" collision detection, but this solves nothing of course, it makes it only harder and i mean HARDER to land.

in other words, if you land with the autopilot you receive always a slight damage.

now i like such, but i'm not sure if everybody will like it.

the reason for above older issues is not to clear to me, also it never accured to me, further does such persist? any experiences?


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greywolf
(@greywolf)
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Joined: 10 years ago
Posts: 14
 

Alpha 28 Problem:

When trying to launch Pioneer Alpha 28 I get this error message:

"Assertion failed!

Program pioneer.exe

File ./../SmartPtr.h

Line 28

Expression m_ptr"

While I'm at it: I couldn't get Alpha 27 to run, too, but for a different reason (Alpha 26 works fine):

When trying to lauch Alpha 27 a red screen comes up displaying this message:

"Error: [string "modules/pioneer brian.lua"]attempt to index global 'EventQueue' (a nil value)

stack traceback:

[C]: in function '__index'

[string "modules/pioneer brian.lua"]in main chunk"

There is an OK button, but when I press it there is the normal Windows message, something like "pioneer.exe doesn't work anymore and must be closed".

I didn't report it because I was hoping it would be resolved with the next release - also because I didn't have time to play anyway.

As there isn't a problem with Alpha 26, it looks like software-related problems. On the other hand, I'm surprised that I seem to be the only one having these problems.


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Brianetta
(@brianetta)
Commander Registered
Joined: 11 years ago
Posts: 863
 

Looks like you have some scripts in your data directory that you added later. Try remving them. If problems persist, an issue tracker is now available.


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greywolf
(@greywolf)
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Joined: 10 years ago
Posts: 14
 

Thanks Brianette. Both Alpha 27 and 28 appear to be ok now.

The problem was caused by the file brian.zip in the pioneer folder within documents. I don't know (or remember) how this file got there. The file date is 5/14/2012. Within this ZIP there is only one file "modulespioneer brian.lua", dated 5/13/2012. Is brian.zip required for anything?

(I haven't really played Alpha 28 today, but I could launch it and start from Earth.)


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Brianetta
(@brianetta)
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Joined: 11 years ago
Posts: 863
 

Ah, I wondered why my name was involved. I just published that as a gist on gist.github.com, so it didn't have a name as such.

Yes, many parts of the API have changed over the months, and an updated script would be necessary. I'd update it, but I know that things might change again soon.


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greywolf
(@greywolf)
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Posts: 14
 

I remember now. <img src="' http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gi f"' class='bbc_emoticon' alt=':-)' />

Yes, I did use this cheat, to get around a little bit more.

I like to play as an explorer rather than as a trader or fighter - and there are so many things to explore in Pioneer! It would be nice to be able to travel like, say, in Noctis where you can fuel up in "S06" systems. It shouldn't be too easy to travel around, but possible.


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Stas
 Stas
(@stas)
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Joined: 9 years ago
Posts: 17
 

In last alpha - natrix ship is not sale in shipyards


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Vuzz
 Vuzz
(@vuzz)
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Joined: 5 years ago
Posts: 491
 

due to his non equip with atmoshield, you can find the natrix only in space stations


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