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RE: Issue tracker now available

Posted: Wed Jun 08, 2011 10:28 am
by s2odan

Quote:
Is there a way we could arrange that priority be given to generating the terrain immediately under the player?
Hey, sorry I thought I replied to this. Short of having dynamically changing values which control the terrain loading I don't know how that could be done.In Geosphere.cpp at the top are the values I am referring to. Hmm yes I think if : #define GEOPATCH_SUBDIVIDE_AT_CAMDIST 5.0 could be a dynamic value set to about 0.1 on load and scale upwards to 5.0, then it would do something like this. But I'm pretty sure that if you change any of those settings there that the whole terrain would simply have to be rebuilt from scratch, just like if you changed detail levels which defeats the purpose of that :(Basically what that value means is how far away from the ship/camera the land will be before we load up the next level of quality. So a really low number like 0.1 would mean that we strongly concentrate on loading up what is right next to us, and the quality falls off very quickly with range from camera.

RE: Issue tracker now available

Posted: Wed Jun 08, 2011 4:47 pm
by robn
Yeah, I don't imagine for a moment that it would be a simple tweak. I'll put it away somewhere near the back of my head for later pondering.

RE: Issue tracker now available

Posted: Wed Jun 08, 2011 4:49 pm
by tomm
You can play with lower detail level, but basically the terrain fractals should have a CPU budget. Some of the terrain fractals are probably using way too many octaves of perlin noise. Maybe not all of them are necessary to create the same effect

RE: Issue tracker now available

Posted: Sun Aug 21, 2011 11:57 pm
by CreepyStepdad
Has anyone else had trouble landing large ships? So far I have tried to land two large ships on autopilot, and both times they decided to kill themselves.

RE: Issue tracker now available

Posted: Mon Aug 22, 2011 1:05 am
by robn
Yes, actually. I'm finding they struggle on massive planets, usually descending too fast. I haven't tested thoroughly though. Please open an issue for this so with a ship and planet that you can reproduce this at. We can then get on with some serious testing and determine a course of action. Thanks!

RE: Issue tracker now available

Posted: Mon Aug 22, 2011 7:35 am
by Brianetta
Some ships might not have the thrust to mass ration needed to land safely on all planets. Some might not have enough to take off at all. These things are possible; they have to obey our laws of physics, after all.Perhaps the autopilot can do some checking first. If you ask it to land at a surface starport, it could check the mass and radius of the planet to determine the surface gravity, and then loudly inform the player if that gravity force exceeds that of the ventral thruster (the one underneath, that does the landing and takeoff).

RE: Issue tracker now available

Posted: Mon Aug 22, 2011 2:17 pm
by CreepyStepdad

robn wrote:
Yes, actually. I'm finding they struggle on massive planets, usually descending too fast. I haven't tested thoroughly though. Please open an issue for this so with a ship and planet that you can reproduce this at. We can then get on with some serious testing and determine a course of action. Thanks!
Oh, so it's reality that's the problem. Damn you, reality! :evil: I'll try to give concrete examples of ship and planet combo soon if still needed. Thanks.

RE: Issue tracker now available

Posted: Sun Sep 11, 2011 3:58 pm
by Marcel
Brianetta, I went to close issue #46 a few days ago and noticed that you already did. Thanks for that and all you do. I haven't encountered the problem for a few alphas, until now. Unfortunately alpha 14 crashed with the message;Error: space station model airport_1 does not specify valid ship_dock_anim positions.I assumed it was caused by the system clock vs. game clock issue, but now I'm not sure. I was flying from Eugene to Gates on autopilot in real time. I'm not sure How long it ran before the game crashed. I went and did some chores and found the red screen when I returned. GitHub says I don't have permission to reopen the issue.

RE: Issue tracker now available

Posted: Sun Sep 11, 2011 7:39 pm
by Brianetta
Thanks, Marcel. The issue has been re-opened, as promised.

RE: Issue tracker now available

Posted: Fri Jan 06, 2012 4:05 pm
by SubV
The autopilot, when used on Natrix ship isn't working properly (PSS a17). It keeps crashing me, especially when I try to dock with space station.I'll open an issue if needed.

RE: Issue tracker now available

Posted: Fri Jan 06, 2012 5:34 pm
by robn

SubV wrote:
The autopilot, when used on Natrix ship isn't working properly (PSS a17). It keeps crashing me, especially when I try to dock with space station.
Reported in #856. Fixed in latest nightly and in alpha 18 (releasing next week).

RE: Issue tracker now available

Posted: Thu Mar 08, 2012 10:23 am
by whisper979
I hope this is the right place to post this. I am using alpha 19. I have never been able to save a game. Actually, that's not true. I can save all I want but when I load a game, the game either crashes or the game loads but my ship won't move in any way. What information do you need about my OS or system? I really don't have a problem with not being able to load a saved game because I find Pioneer entertaining even when I have to start from scratch every time. I thought that I should report it though in case this is an issue with the game on certain hardware/os combinations.

RE: Issue tracker now available

Posted: Thu Mar 08, 2012 11:10 am
by Luomu

whisper979 wrote:
or the game loads but my ship won't move in any way

The game is paused when the game loads, make sure you haven't missed that. Also, saves between alpha releases aren't guaranteed to be compatible, so this can account for some crashes.

RE: Issue tracker now available

Posted: Thu Mar 08, 2012 2:05 pm
by whisper979

Luomu wrote:
The game is paused when the game loads, make sure you haven't missed that.
*hangs head in shame*I hope that's not my issue :oops:

RE: Issue tracker now available

Posted: Sat Mar 10, 2012 9:26 pm
by whisper979
With Alpha 19 and 20. If you start a new game and fly directly to Enki Catena, then use auto-pilot to land, you will crash on the spaceport every time. I love this game! Keep up the good work!

RE: Issue tracker now available

Posted: Sun Mar 11, 2012 1:02 pm
by pazuzu
Alpha 20, on Win 7 Ultimate 64bit: opening the 3d starmap crashes the game, all the time.Thanks to all the devs, I've been waiting for this for as long as I can remember!

RE: Issue tracker now available

Posted: Sun Mar 11, 2012 1:51 pm
by Brianetta
As the thread's title hints, there is an issue tracker. Please do take the time to describe the problem on the issue tracker. Include the contents of your opengl.txt file, and describe exactly what you did to make the crash happen. Bear in mind that (since we wouldn't have released alpha 20 if we knew it crashed so obviously) the dev team are unaware of this, and have not seen it happen at all.Also include details of any modifications you have made to the game, such as additional data files, models or Marcel's home towns.We do know about Enki Catena. We're ignoring it for the time being; an asteroid's no place for a city anyway.

RE: Issue tracker now available

Posted: Sun Mar 11, 2012 2:31 pm
by pazuzu
You are right, will do when I manage to find opengl.exe, where is the file location?

RE: Issue tracker now available

Posted: Sun Mar 11, 2012 2:37 pm
by pazuzu
nvm, found it

RE: Issue tracker now available

Posted: Sun Mar 11, 2012 11:54 pm
by Marcel
Fwiw, I just flew to Enki Catina from La with my hometowns and my wip spacestations installed. The crash wasn't fatal, but here's what I saw when I landed.[attachment=1095:Enki Catina.jpg]Yeah, It's no place for a city, but a small mining base would be appropriate.