Small images take too long to load on start (revision 11185)
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Small images take too long to load on start (revision 11185)
After I select "Campaign" at the main menu, data loads properly until laser.png starts to load. At this point, the loading process simply stops, leaving me with no (ingame) way to exit. At first I figured this was an out-of-memory issue, or that laser.png is just huge, but hard drive activity stops almost completely after the first few seconds, whereas I would expect significant hard drive activity with memory or image size problems.
I haven't yet found whether I can kill X during the freeze; knowing X, I would hazard a guess that the answer is "no". I'll try that next.
I would post stderr.txt and stdout.txt, but they were never generated anywhere, even though I compiled vegastrike with debug features enabled.
I haven't yet found whether I can kill X during the freeze; knowing X, I would hazard a guess that the answer is "no". I'll try that next.
I would post stderr.txt and stdout.txt, but they were never generated anywhere, even though I compiled vegastrike with debug features enabled.
Last edited by Miramor on Fri Aug 03, 2007 10:23 pm, edited 1 time in total.
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Okay, this is interesting. X is killable during the freeze; also, the music keeps playing until the end of the track. If X is killed, however, vegastrike does not exit, and will keep running until the process is killed. CPU usage is not anywhere near 100% while the process continues running, it just seems to have gotten itself... stuck.
(BTW, checked the memory size of laser.png... there are two images with that name, both are less than 20 KB.)
(BTW, checked the memory size of laser.png... there are two images with that name, both are less than 20 KB.)
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- The Shepherd
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you only get them if you run vegastrike from a terminal and redirect the output to file otherwise the output of stdout and stderr combine and stay in the terminal. the load time is long with a couple apparent freezes along the way especially the first time as it calculates the bsp tree try letting it run go make a coffee or somethingI would post stderr.txt and stdout.txt, but they were never generated anywhere, even though I compiled vegastrike with debug features enabled.
Enjoy the Choice
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Okay here's the output. It's all one file, hope it makes sense...
Code: Select all
Vega Strike
See http://www.gnu.org/copyleft/gpl.html for license details.
Using .vegastrike as the home directory
Found MODDIR = /home/proteus/VegaStrike/data4.x/mods
DATADIR - No datadir specified in config file, using ; /home/proteus/VegaStrike/data4.x
SIMULATION_ATOM: 0.08
['/usr/lib/python25.zip', '/usr/lib/python2.5', '/usr/lib/python2.4/site-packages', '/usr/lib/python2.5/plat-linux2', '/usr/lib/python2.5/lib-tk', '/usr/lib/python2.5/lib-dynload', '/usr/lib/python2.5/site-packages', '/usr/lib/python2.5/site-packages/Numeric', '/usr/lib/python2.5/site-packages/gtk-2.0']
['/home/proteus/VegaStrike/data4.x/modules/builtin', '/home/proteus/VegaStrike/data4.x/modules', '/home/proteus/VegaStrike/data4.x/bases']
Setting Screen to w 1024 h 768 and pitch of 4096 and 32 bpp 4 bytes per pix mode
0 joysticks were found.
The names of the joysticks are:
FactionXML:LoadXML factions.xml
Contents of star system:
<system name="Empty" background="backgrounds/black" nearstars="0" stars="0" starspread="0" y="0" z="0" x="0">
</system>
CREATING A LOCAL SHIP : dumbfire
Hi helper play 0
HereInitializing optimizer
pox 119990000000.000000 -9000000.000000 -109990000000.000000
WARNING: color Base_Text_Color_Background not defined, using default (hexcolor)
WARNING: color Base_Text_Color_Foreground not defined, using default (hexcolor)
WARNING: color FixerTextColor_Background not defined, using default (hexcolor)
WARNING: color Fixer_Text_Color_Foreground not defined, using default (hexcolor)
*** Python Warning 1!
*** Python Warning 2!
+++ m/random_encounters.py:285: done loading rand enc
+++ m/random_encounters.py:46: init random enc
+++ m/random_encounters.py:64: end random enc
WARNING: color current_system not defined, using default (hexcolor)
WARNING: color destination_system not defined, using default (hexcolor)
WARNING: color selection_system not defined, using default (hexcolor)
WARNING: color path_system not defined, using default (hexcolor)
WARNING: color base_black not defined, using default (hexcolor)
WARNING: color base_white not defined, using default (hexcolor)
WARNING: color base_gray not defined, using default (hexcolor)
Force feedback support disabled when compiled
Loading completed, now network init
Loading active missions True
+++ m/random_encounters.py:27: init playRAAAND
+++ m/random_encounters.py:43: done playerdat
Launching bases for Special/Empty
Launching units for Special/Empty
conditioning
nonzeroing
finding quest
quest_drone
+++ m/random_encounters.py:102: resetting sigdist=8000.000000 detdist=40000.000000
WARNING: color base_mouse_passive not defined, using default (hexcolor)
WARNING: color base_mouse_over not defined, using default (hexcolor)
Found ship named : Llama.begin
Faction not found assigning default one : privateer !!!
Exiting ReadSavedPackets
Error: Cannot Open Unit Llama.begin from save file New_Game.
Contents of star system:
<system name="Cephid_17" background="backgrounds/green" nearstars="500" stars="1000" starspread="150" scalesystem="1000">
<Light>
<ambient red="0.000000" green="0.000000" blue="0.000000"/>
<diffuse red="0.866025" green="0.853710" blue="0.667231"/>
<specular red="1.000000" green="0.971760" blue="0.593597"/>
</Light>
<Light>
<ambient red="0.000000" green="0.000000" blue="0.000000"/>
<diffuse red="0.866025" green="0.455290" blue="0.345211"/>
<specular red="1.000000" green="0.276385" blue="0.158894"/>
</Light>
<Asteroid name="" file="AFieldJumpThin" ri="0.000000" rj="0.000000" rk="0.000000" si="0.000000" sj="0.000000" sk="0.000000" x="-81750376.000000" y="-30150176.000000" z="-70781912.000000" />
<Planet name="JumpTo17-ar" file="jump.png" ri="0.000000" rj="0.000000" rk="0.000000" si="0.000000" sj="0.000000" sk="0.000000" radius="2.00000000" x="-81750376.000000" y="-30150176.000000" z="-70781912.000000" alpha="ONE ONE" destination="Crucible/17-ar" faction="klkk" >
</Planet>
<Planet name="Cephid_17 A" file="stars/white_star.png" ri="0.000000" rj="0.000000" rk="0.000000" si="0.000000" sj="0.000000" sk="0.000000" radius="746000.000000" x="0" y="0" z="0" Red="0.950000" Green="0.928820" Blue="0.645198" ReflectNoLight="true" light="0">
<Planet name="Atlantis" file="planets/oceanBase.png|planets/ocean.png" ri="120000000" rj="-8436.0" rk="-110000000" si="-120000000.000000" sj="-150000.000000" sk="110000000.000000" radius="5000.00312500" x="120000000" y="-10000" z="-110000000" year= "8000000000" day="80000" >
<Atmosphere file="sol2/earthcloudmaptrans.png" alpha="SRCALPHA INVSRCALPHA" radius="5020.00481875"/>
<Fog>
<FogElement file="atmXhalo.xmesh" ScaleAtmosphereHeight="1.0" red="0.900000" blue="0.900000" green="1.000000" alpha="1.000000" dired="0.900000" diblue="0.900000" digreen="1.000000" dialpha="1.000000" concavity="1" focus=".6" minalpha="0" maxalpha="0.7"/>
</Fog>
<Planet name="Phillies" file="sol/deimos.png" ri="-468434.7" rj="-361541" rk="433559.750000" si="-412172.000000" sj="300463.5" sk="-498163.5" radius="1661.98062500" x="-468434" y="-361541" z="433559" year="80000000" day="498000.276794" >
</Planet>
<Planet name="JumpToEnyo" file="jump.png" ri="234340.000000" rj="103060.007812" rk="920958.875000" si="471364.750000" sj="-517154.250000" sk="-62067.574219" radius="0.95771751" x="-1312920.250000" y="-717132.625000" z="1060315.625000" year= "80000000.750000" day="303.621857" alpha="ONE ONE" destination="Crucible/Enyo" faction="klkk" >
</Planet>
<Planet name="JumpToCardell" file="jump.png" ri="-254216.593750" rj="-423678.437500" rk="-372411.875000" si="-455824.562500" sj="479803.437500" sk="-234697.656250" radius="1.30477371" x="997000.562500" y="-455441.750000" z="753232.687500" year= "80000000.500000" day="761.770081" alpha="ONE ONE" destination="Crucible/Cardell" faction="klkk" >
</Planet>
<Unit name="Ataraxia" file="fighter_barracks" rj="-40000.593750" ri="-42.437500" rk="-47000.875000" sj="40000.562500" sk="47000" si="42" radius="130.477371" x="-42" y="-40000" z="-47000" year= "4381063.5" day="761" faction="klkk" >
</Unit>
</Planet>
<Planet name="JumpToOldziey" file="jump.png" ri="141807924.000000" rj="43125792.000000" rk="10400903.000000" si="-3642116.500000" sj="-5128123.000000" sk="-141807924.000000" radius="2.63800079" year= "7057770400.000000" day="536.628845" alpha="ONE ONE" destination="Crucible/Oldziey" faction="klkk" >
<Unit name="Plainfield" file="relay" ri="25000" rj="25000" rk="0.0" si="-26000" sj="-24000" sk="0.00" x="25000" y="25000" z="0.0" year= "8000000" faction="klkk">
</Unit>
</Planet>
<Planet name="JumpToEverett" file="jump.png" ri="-20080682.000000" rj="42690276.000000" rk="157634672.000000" si="72114176.000000" sj="-61331199.000000" sk="-96111560.000000" radius="3.11738037" year= "7778511200.000000" day="431.547974" alpha="ONE ONE" destination="Crucible/Everett" faction="klkk" >
</Planet>
<Planet name="JumpToStirling" file="jump.png" ri="-182282287.000000" rj="-15947974.000000" rk="-23532624.000000" si="-31423934.000000" sj="94449516.000000" sk="-168381.671875" radius="2.10078888" x="77007976.000000" y="-28267140.000000" z="-51236048.000000" year= "3688542800.000000" day="212.563385" alpha="ONE ONE" destination="Crucible/Stirling" faction="klkk" >
</Planet>
<Planet name="Cephid_17 B" file="stars/red_star.png" ri="0.000000" rj="7500000000.000000" rk="1500000000.000000" si="-1500000000.000000" sj="0.000000" sk="0.000000" radius="102620.000000" x="0" y="0" z="0" Red="0.950000" Green="0.207289" Blue="0.119170" ReflectNoLight="true" light="1">
<Planet name="Wiley" file="sol/deimos.png" ri="-65226760.000000" rj="19793218.000000" rk="30020006.000000" si="23492010.000000" sj="-254089232.000000" sk="-116486856.000000" radius="3564.39250000" year= "9138671360.000000" day="721.044067" >
<Unit name="Serenity" file="MiningBase" rj="-25421.593750" ri="-22367.437500" rk="-27241.875000" sj="-25582.562500" sk="27980.437500" si="-23469.656250" radius="130.477371" x="997000.562500" y="-455441.750000" z="753232.687500" year= "93000000.500000" day="761.770081" faction="klkk" >
</Unit>
</Planet>
<Planet name="Broadway" file="sol2/ganymede.jpg" ri="30215382.000000" rj="18258252.000000" rk="-30780302.000000" si="-52761992.000000" sj="-133019048.000000" sk="-130697848.000000" radius="4305.06218750" x="-37981648.000000" y="187513920.000000" z="42497932.000000" year= "7862598400.000000" day="652.678345" >
</Planet>
</Planet>
</Planet>
</system>
Loading active missions True
+++ m/generate_dyn_universe.py:230: Purging...
+++ m/generate_dyn_universe.py:234: StartSystemCount
+++ m/generate_dyn_universe.py:237: He's got SOL
+++ m/generate_dyn_universe.py:240: {'pirates': 31, 'uln_citizen': 0, 'forsaken': 20, 'rlaan': 771, 'ISO': 15, 'rlaan_citizen': 0, 'upgrades': 0, 'homeland-security': 0, 'dgn_citizen': 0, 'merchant_guild_citizen': 0, 'unknown': 111, 'shmrn_citizen': 0, 'klkk': 17, 'merchant_guild': 1, 'forsaken_citizen': 0, 'unadorned': 37, 'mechanist': 29, 'LIHW': 159, 'privateer': 0, 'planets': 0, 'shaper_citizen': 0, 'aera': 705, 'andolian_citizen': 0, 'dgn': 1, 'luddites': 19, 'hunter': 0, 'andolian': 149, 'rlaan_briin': 0, 'neutral': 0, 'highborn_citizen': 0, 'mechanist_citizen': 0, 'confed': 18, 'highborn': 23, 'LIHW_citizen': 0, 'purist': 199, 'aeran_merchant_marine': 0, 'shaper': 98, 'shmrn': 6, 'uln': 26, 'klkk_citizen': 0, 'unadorned_citizen': 0, 'purist_citizen': 0}
+++ m/generate_dyn_universe.py:241: EndSystemCount
+++ m/generate_dyn_universe.py:246: reflist is []
+++ m/generate_dyn_universe.py:247: curfaclist is ['neutral', 'confed', 'aera', 'rlaan', 'merchant_guild', 'luddites', 'pirates', 'hunter', 'homeland-security', 'ISO', 'unknown', 'andolian', 'highborn', 'shaper', 'unadorned', 'purist', 'forsaken', 'LIHW', 'uln', 'dgn', 'klkk', 'mechanist', 'shmrn', 'rlaan_briin', 'privateer', 'aeran_merchant_marine', 'rlaan_citizen', 'merchant_guild_citizen', 'andolian_citizen', 'highborn_citizen', 'shaper_citizen', 'unadorned_citizen', 'purist_citizen', 'forsaken_citizen', 'LIHW_citizen', 'uln_citizen', 'dgn_citizen', 'klkk_citizen', 'mechanist_citizen', 'shmrn_citizen', 'upgrades', 'planets']
+++ m/generate_dyn_universe.py:250: generating ships... ... ...
+++ m/fg_util.py:49: reading base names confed
+++ m/fg_util.py:49: reading base names aera
+++ m/fg_util.py:49: reading base names rlaan
+++ m/fg_util.py:49: reading base names merchant_guild
+++ m/fg_util.py:49: reading base names luddites
+++ m/fg_util.py:49: reading base names pirates
+++ m/fg_util.py:49: reading base names hunter
+++ m/fg_util.py:49: reading base names homeland-security
+++ m/fg_util.py:49: reading base names ISO
+++ m/fg_util.py:49: reading base names unknown
+++ m/fg_util.py:49: reading base names andolian
+++ m/fg_util.py:49: reading base names highborn
+++ m/fg_util.py:49: reading base names shaper
+++ m/fg_util.py:49: reading base names unadorned
+++ m/fg_util.py:49: reading base names purist
+++ m/fg_util.py:49: reading base names forsaken
+++ m/fg_util.py:49: reading base names LIHW
+++ m/fg_util.py:49: reading base names uln
+++ m/fg_util.py:49: reading base names dgn
+++ m/fg_util.py:49: reading base names klkk
+++ m/fg_util.py:49: reading base names mechanist
+++ m/fg_util.py:49: reading base names shmrn
+++ m/fg_util.py:49: reading base names rlaan_briin
+++ m/fg_util.py:49: reading base names aeran_merchant_marine
+++ m/fg_util.py:49: reading base names rlaan_citizen
+++ m/fg_util.py:49: reading base names merchant_guild_citizen
+++ m/fg_util.py:49: reading base names andolian_citizen
+++ m/fg_util.py:49: reading base names highborn_citizen
+++ m/fg_util.py:49: reading base names shaper_citizen
+++ m/fg_util.py:49: reading base names unadorned_citizen
+++ m/fg_util.py:49: reading base names purist_citizen
+++ m/fg_util.py:49: reading base names forsaken_citizen
+++ m/fg_util.py:49: reading base names LIHW_citizen
+++ m/fg_util.py:49: reading base names uln_citizen
+++ m/fg_util.py:49: reading base names dgn_citizen
+++ m/fg_util.py:49: reading base names klkk_citizen
+++ m/fg_util.py:49: reading base names mechanist_citizen
+++ m/fg_util.py:49: reading base names shmrn_citizen
+++ m/generate_dyn_universe.py:252: placing ships... ... ...
*** Python Warning 3!
+++ m/generate_dyn_universe.py:70: Generating capital (('tesla', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('Clydesdale', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('Corvette', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('Ox', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('Ox', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('shundi', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('shundi', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('huldra', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('Clydesdale', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('yavok', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('vark', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('watson', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('vitik', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('yrilan', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('vark', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('yrilan', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('yrilan', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('yrilan', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('yavok', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('vark', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('vark', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('vitik', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('vark', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('vark', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('yrilan', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('vark', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('vark', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('vitik', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('vitik', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('vitik', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('vark', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('vitik', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('vark', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('yrilan', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('vitik', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('shundi', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('huldra', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('shundi', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('shundi', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('huldra', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('shundi', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('shundi', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('shundi', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('huldra', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('shundi', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('shundi', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('huldra', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('huldra', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('shundi', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('huldra', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('huldra', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('shundi', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('shundi', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('shundi', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('huldra', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('shundi', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('shundi', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('shundi', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('shundi', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('huldra', 1),)
+++ m/generate_dyn_universe.py:70: Generating capital (('huldra', 1),)
++
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- The Shepherd
- Posts: 5841
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from that output it looks like it is not loading the new game so copy New_Game and Llama.begin.csv from data4.x to the hidden .vegastrike folder that should get you into the llama cockpit Also now that you have stdout the last 20 or so lines are usually enough.
Enjoy the Choice
Enjoy the Choice
my box::HP Envy i5-6400 @2Q70GHzx4 8 Gb ram/1 Tb(Win10 64)/3 Tb Mint 19.2/GTX745 4Gb acer S243HL K222HQL
Q8200/Asus P5QDLX/8 Gb ram/WD 2Tb 2-500 G HD/GF GT640 2Gb Mint 17.3 64 bit Win 10 32 bit acer and Lenovo ideapad 320-15ARB Win 10/Mint 19.2
Q8200/Asus P5QDLX/8 Gb ram/WD 2Tb 2-500 G HD/GF GT640 2Gb Mint 17.3 64 bit Win 10 32 bit acer and Lenovo ideapad 320-15ARB Win 10/Mint 19.2
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- The Shepherd
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The output from stderr is mixed in with stdout in the terminal if you want to separate them then try this
that will redirect the output to two files vsstdout and vsstderr or you can write a wrapper script that does the same thing saves on the typing or backing through your terminal history.
Enjoy the Choice
Code: Select all
vegastrike 1> vsstdout 2> vsstderr
Enjoy the Choice
my box::HP Envy i5-6400 @2Q70GHzx4 8 Gb ram/1 Tb(Win10 64)/3 Tb Mint 19.2/GTX745 4Gb acer S243HL K222HQL
Q8200/Asus P5QDLX/8 Gb ram/WD 2Tb 2-500 G HD/GF GT640 2Gb Mint 17.3 64 bit Win 10 32 bit acer and Lenovo ideapad 320-15ARB Win 10/Mint 19.2
Q8200/Asus P5QDLX/8 Gb ram/WD 2Tb 2-500 G HD/GF GT640 2Gb Mint 17.3 64 bit Win 10 32 bit acer and Lenovo ideapad 320-15ARB Win 10/Mint 19.2
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Hmm. Starting it by clicking on the simlink in Nautilus always has it loading slowly from the start. Running it from a terminal, or doing so with output going to two files, is always fast. Running it from a terminal with output going to one file is always slow.
After selecting a game on the main menu it always slows down though.
After selecting a game on the main menu it always slows down though.
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If you start out with a "new game" from the menu it will regenerate all the cap ships...every time.
IF you start out with load game from the menu, and load a saved game, it'll used the cap ships you generated when you started that game.
Do not specify a mission file, just run vegastrike from the data4.x directory.
Remember, whenever you update data4.x dir, delete your hidden ~/.vegastrike directory.
IF you start out with load game from the menu, and load a saved game, it'll used the cap ships you generated when you started that game.
Do not specify a mission file, just run vegastrike from the data4.x directory.
Remember, whenever you update data4.x dir, delete your hidden ~/.vegastrike directory.
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Oh dear. Friday (Aug 3) was the third anniversary of my current .vegastrike directory.
Yes, my oldest files are:
Actually, most of it is 2006-2007... it seems to stay up-to-date just fine.
Yes, my oldest files are:
Code: Select all
-rw-r--r-- 1 patrick patrick 154627 Aug 3 2004 textures/backgrounds/darkgreen_light.bmp
drwxr-xr-t 2 patrick patrick 4096 Aug 3 2004 sounds
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technically, if the data4.x dir has been altered, your savegame's shouldn't really be valid anyway. The alterations could have effected things that the save game references.
Now this probably isn't the case most of the time but if someone changed the llama ship significantly and you happen to be using it and you load up your save game, you're definitely not reloading the same game you saved.
Now this probably isn't the case most of the time but if someone changed the llama ship significantly and you happen to be using it and you load up your save game, you're definitely not reloading the same game you saved.
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Well, what's important to keep consistent for save games across versions?
1. Your location
2. Your fleet
3. What upgrades/cargo you have
4. Your status (damage to parts or cargo)
5. Cash, faction relations, etc.
6. Mission progress if applicable (for storyline)
In between versions I think it would be fine to discard all other information (flightgroups and crap especially.) If someone were to write an updater script of some kind.
The only thing I see as really being problematic would be upgrades/damage, as those are likely to change or be restructured a lot, especially between releases. you get a copy of your ship's custom csv line in the serialized_xml folder, but this is not likely to mesh well with whatever changes have been made to how upgrades work as a whole.
Also, storyline progress if someone ever creates a proper campaign.
1. Your location
2. Your fleet
3. What upgrades/cargo you have
4. Your status (damage to parts or cargo)
5. Cash, faction relations, etc.
6. Mission progress if applicable (for storyline)
In between versions I think it would be fine to discard all other information (flightgroups and crap especially.) If someone were to write an updater script of some kind.
The only thing I see as really being problematic would be upgrades/damage, as those are likely to change or be restructured a lot, especially between releases. you get a copy of your ship's custom csv line in the serialized_xml folder, but this is not likely to mesh well with whatever changes have been made to how upgrades work as a whole.
Also, storyline progress if someone ever creates a proper campaign.
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One shouldn't expect to be able to keep save games across releases. what other game does that? none (outside of bugfixes).
I think we should basically hash up a string to indicate revision of data4.x. When we add units or planets or bases, this revision string stays the same. When we alter modules or missions or pre-existing units, then we need to change this revision string. Upon loading a save game, the revision string in the file is checked against the revision in the data4.x module and a nice little message is displayed warning the user that continuing to use this outdated savegame could result in undefined behavior. That's all. Let them continue to use it if they want, it's on them if everything is all screwed up.
We should just make sure to not include updates to the python that would change the revision string when not needed. Tag such changes under a new rev tag and we'll merge into head for a major release. This should allow users to recieve new unit and base updates frequently, and alterations to the actual gameplay less frequently so they dont potentially lose their savegame's every minor release
I think we should basically hash up a string to indicate revision of data4.x. When we add units or planets or bases, this revision string stays the same. When we alter modules or missions or pre-existing units, then we need to change this revision string. Upon loading a save game, the revision string in the file is checked against the revision in the data4.x module and a nice little message is displayed warning the user that continuing to use this outdated savegame could result in undefined behavior. That's all. Let them continue to use it if they want, it's on them if everything is all screwed up.
We should just make sure to not include updates to the python that would change the revision string when not needed. Tag such changes under a new rev tag and we'll merge into head for a major release. This should allow users to recieve new unit and base updates frequently, and alterations to the actual gameplay less frequently so they dont potentially lose their savegame's every minor release
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Well that changes the directory we are looking at for savegames, this has the sideeffect of creating multiple .vegastrike directories in a home dir and then not knowing which one the user last used prior to a version change in data4.x.
We need to be pointed to the same dir so we can hit the same old save game dir and provide the list of savegames to the user to load. This way we dont have to guess what the last vegastrike dir was called. So the version information has to be encoded into the savegame files individually. I was checking out the code for it but ran out of time today.
We need to be pointed to the same dir so we can hit the same old save game dir and provide the list of savegames to the user to load. This way we dont have to guess what the last vegastrike dir was called. So the version information has to be encoded into the savegame files individually. I was checking out the code for it but ran out of time today.