svn 11421 ghost lama

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whatch1
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svn 11421 ghost lama

Post by whatch1 »

Not quite sure what caused this
interesting image though

Bill
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Post by hellcatv »

does it look that way when you launch?
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whatch1
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11421 svn ghostlama

Post by whatch1 »

Cant seem to get a print in action

It appears to more of the same almost as if there is frame work over the image. where is the scrren capture folder in svn

sorry about double post some thing not functioning right on IE& a little funky on this site last night and today

STDERR

GOT SUBDIR ARG =
Found data in ..
Using C:\temp\mudbox\data 4 as data directory
USING HOMEDIR : C:\temp\mudbox\data 4/.vegastrike As the home directory
CONFIGFILE - No config found in home : C:\temp\mudbox\data 4/.vegastrike/vegastrike.config
CONFIGFILE - No home config file found, using datadir config file : C:\temp\mudbox\data 4/vegastrike.config
MISSION_NAME is empty using : main_menu.mission
'import site' failed; use -v for traceback
running import sys
print sys.path
sys.path = [r"C:\temp\mudbox\data 4/modules/builtin",r"C:\temp\mudbox\data 4/modules",r"C:\temp\mudbox\data 4/bases"]
testing VS randomrunning import sys
print sys.path
OpenGL Extensions supported: GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 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_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap 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 GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_timer_query GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
OpenGL::GL_EXT_compiled_vertex_array supported
OpenGL::Accurate Fog Distance supported
OpenGL::Generic Texture Compression supported
OpenGL::S3TC Texture Compression supported
OpenGL::Multitexture supported (4 units)
OpenGL::TextureCubeMapExt supported
OpenGL::S3TC Texture Clamp-to-Edge supported
OpenGL::S3TC Texture Clamp-to-Border supported
OpenGL::EXTColorTable unsupported



Failed to load song ../music/loading.ogg
Failed to load song ../music/loading.ogg
Failed to load song ../music/loading.ogg
Failed to load song ../music/loading.ogg
Failed to load song ../music/loading.ogg
Failed to load song ../music/loading.ogg
Min (0.000000, 0.000000, 0.000000) Max(0.000000, 0.000000, 0.000000) MinLumin 1.000000, MaxLumin 1.000000Read In Star Count 0 used: 2000
Min (0.000000, 0.000000, 0.000000) Max(0.000000, 0.000000, 0.000000) MinLumin 1.000000, MaxLumin 1.000000Read In Star Count 0 used: 38
Loading a starsystem
Loading Star System Special/EmptyFOUND MODIFICATION = player FOR PLAYER #0
Min (0.000000, 0.000000, 0.000000) Max(0.000000, 0.000000, 0.000000) MinLumin 1.000000, MaxLumin 1.000000Read In Star Count 0 used: 2000
Min (0.000000, 0.000000, 0.000000) Max(0.000000, 0.000000, 0.000000) MinLumin 1.000000, MaxLumin 1.000000Read In Star Count 0 used: 38
Loading a starsystem
Loading Star System Crucible/Cephid_17
Next To: Crucible/17-ar
Next To: Crucible/Cardell
Next To: Crucible/Cephid_17
Next To: Crucible/Enyo
Next To: Crucible/Cephid_17
Next To: Crucible/Oldzieydot 0.203891dot 0.998277Asking to undock
Asking to undock
Asking to undock


Stdout

Windows version 5 1
Vega Strike
See http://www.gnu.org/copyleft/gpl.html for license details.

Using .vegastrike as the home directory
Found MODDIR = C:\temp\mudbox\data 4/mods
DATADIR - No datadir specified in config file, using ; C:\temp\mudbox\data 4
SIMULATION_ATOM: 0.05
['C:\\temp\\mudbox\\data 4\\bin\\python24.zip', '.\\DLLs', '.\\lib', '.\\lib\\plat-win', '.\\lib\\lib-tk', 'C:\\temp\\mudbox\\data 4\\bin']
['C:\\temp\\mudbox\\data 4/modules/builtin', 'C:\\temp\\mudbox\\data 4/modules', 'C:\\temp\\mudbox\\data 4/bases']
Setting Screen to w 1024 h 768 and pitch of 4096 and 32 bpp 4 bytes per pix mode
1 joysticks were found.

The names of the joysticks are:
Microsoft SideWinder Force Feedback 2
axes: 4 buttons: 8 hats: 1
FactionXML:LoadXML factions.xml
Compiling python module modules/dj.py
+++ C/modules\dj_lib.py:127: SITUATION IS 1 force change 1 bool 1
+++ C/modules\dj_lib.py:129: SITUATION IS RESET TO 1
+++ C/modules\dj_lib.py:139: Ppeace
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)
+++ C/modules\random_encounters.py:285: done loading rand enc
+++ C/modules\random_encounters.py:46: init random enc
+++ C/modules\random_encounters.py:64: end random enc
OpenAL Error in alGenBuffers: 0
WARNING: color current_system not defined, using default (hexcolor)


klkk
OpenAL Error in alGenBuffers: 0
+++ C/modules\dj_lib.py:127: SITUATION IS 2 force change 1 bool 1
+++ C/modules\dj_lib.py:129: SITUATION IS RESET TO 2
+++ C/modules\dj_lib.py:177: peace-around-significant klkk
OpenAL Error in alGenBuffers: 0
+++ C/modules\dj_lib.py:127: SITUATION IS 2 force change 1 bool 1
+++ C/modules\dj_lib.py:129: SITUATION IS RESET TO 2
+++ C/modules\dj_lib.py:177: peace-around-significant klkk
OpenAL Error in alGenBuffers: 0
+++ C/modules\dj_lib.py:127: SITUATION IS 2 force change 1 bool 1
+++ C/modules\dj_lib.py:129: SITUATION IS RESET TO 2
+++ C/modules\dj_lib.py:177: peace-around-significant klkk
OpenAL Error in alGenBuffers: 0
+++ C/modules\dj_lib.py:127: SITUATION IS 2 force change 1 bool 1
+++ C/modules\dj_lib.py:129: SITUATION IS RESET TO 2
+++ C/modules\dj_lib.py:177: peace-around-significant klkk
OpenAL Error in alGenBuffers: 0
+++ C/modules\dj_lib.py:127: SITUATION IS 2 force change 1 bool 1
+++ C/modules\dj_lib.py:129: SITUATION IS RESET TO 2
+++ C/modules\dj_lib.py:177: peace-around-significant klkk
OpenAL Error in alGenBuffers: 0
+++ C/modules\dj_lib.py:127: SITUATION IS 2 force change 1 bool 1
+++ C/modules\dj_lib.py:129: SITUATION IS RESET TO 2
+++ C/modules\dj_lib.py:177: peace-around-significant klkk
+++ C/modules\trading.py:113: Removing one Water
OpenAL Error in alGenBuffers: 0
+++ C/modules\dj_lib.py:127: SITUATION IS 2 force change 1 bool 1
+++ C/modules\dj_lib.py:129: SITUATION IS RESET TO 2
+++ C/modules\dj_lib.py:177: peace-around-significant klkk
+++ C/modules\trading.py:102: Adding 10000 of Rubber cargo for 1.03807068817


first and last 20 lines for stderr and stdout
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loki1950
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Post by loki1950 »

The screen shot should be in .vegastrike\textures the funky behavior of the site should be fixed by now.

Enjoy the Choice :)
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Post by hellcatv »

I need the full stderr...you said that's only the first and last lines? the error may be in the middle....can you e-mail it to hellcatv@hotmail.com if it's difficult to put the full thing here...

if that's the whole stderr.txt then that's bizzare because I have the same card and no problems like this--and also no errors
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whatch1
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ghostlama

Post by whatch1 »

I'm fairly sure new driver update will fix problem as long as it plays nice with xp

how do i get it to go over 120 m/s L5 overdrive with L8 reactor only goes 125 not the 450m/s in the info file
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Post by hellcatv »

maybe you need an afterburner? anyone?

yes nvidia is good about supporting XP
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loki1950
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Post by loki1950 »

@whatch1 450m/s are you sure if i remember the info files have not been updated and still are 450 k/hr not meters/sec.

Enjoy the Choice :)
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whatch1
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many thanks all

Post by whatch1 »

is the fighter base now orbiting atlantis?

sorry loki had topunch a couple of numbers into the calculator 125m/s = 450 km/h it just feels like a crawl 0.4.3 stuff still in head easier to cleal calculator than faulty memory
Bill
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Post by hellcatv »

for the ghost llama--my suspicion is the files in textures/backgrounds aren't png or jpeg files... and that the generation of .vegastrike/textures/backgrounds/*_sphere.bmp is corrupt
can you confirm or deny?
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safemode
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Post by safemode »

i did not change any background textures ....not at the time his problem was reported anyway. I will be today.

all i changed were textures in /textures only the top level dir, and stuff in animation.
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Post by hellcatv »

how do you expect to change the background textures without changing the environment map code? or did you change that?
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Post by safemode »

what i meant was i _may_ change those textures :) if it turns out to be too much of a hassle i wont commit them.

if they are bitmaps, then I'm definitely not updating them today, only png and jpg's.
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11421 svn ghostlama

Post by whatch1 »

all the files i saw in \textures\ background directoy are bitmaps
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Post by ace123 »

No they aren't.

Do a "file *" and you will see.

The only ones that are bitmaps are:
patrick@quad:~/vegastrike/data4.x$ find . | command grep -v '\.svn' | xargs file | command grep bitm
./sprites/mouse.alp: PC bitmap data, Windows 3.x format, 64 x 64 x 8
./sprites/selectbox.alp: PC bitmap data, Windows 3.x format, 32 x 32 x 8
./sprites/selectbox.bmp: PC bitmap data, Windows 3.x format, 32 x 32 x 24
./sprites/mouse.bmp: PC bitmap data, Windows 3.x format, 64 x 64 x 24
./units/factions/aera/fighter_barracks/station.bmp: PC bitmap data, Windows 3.x format, 256 x 256 x 8
./units/factions/aera/starfortress/hull1.bmp: PC bitmap data, Windows 3.x format, 64 x 128 x 24
./units/factions/aera/starfortress/hull2.bmp: PC bitmap data, Windows 3.x format, 32 x 64 x 24
./units/factions/aera/AsteroidFighterBase/station.bmp: PC bitmap data, Windows 3.x format, 256 x 256 x 8
./units/factions/neutral/nebula/neb128.alp: PC bitmap data, Windows 3.x format, 128 x 128 x 8
./units/factions/neutral/nebula/neb128.bmp: PC bitmap data, Windows 3.x format, 128 x 128 x 24
./vega.ico: PC bitmap data, Windows 3.x format, 64 x 64 x 24
./textures/white.bmp: PC bitmap data, Windows 3.x format, 1 x 1 x 24
./textures/blue.bmp: PC bitmap data, Windows 3.x format, 1 x 1 x 24
./textures/backgrounds/plasma_galaxy_left.bmp: PC bitmap data, Windows 3.x format, 1 x 1 x 24
./textures/backgrounds/plasma_galaxy_up.bmp: PC bitmap data, Windows 3.x format, 1 x 1 x 24
./textures/backgrounds/plasma_galaxy_front.bmp: PC bitmap data, Windows 3.x format, 1 x 1 x 24
./textures/backgrounds/plasma_galaxy_down.bmp: PC bitmap data, Windows 3.x format, 1 x 1 x 24
./textures/backgrounds/plasma_galaxy_right.bmp: PC bitmap data, Windows 3.x format, 1 x 1 x 24
./textures/backgrounds/plasma_galaxy_back.bmp: PC bitmap data, Windows 3.x format, 1 x 1 x 24
./animations/locationselect_up.ani/locationselect_up.alp: PC bitmap data, Windows 3.x format, 32 x 32 x 8
./animations/locationselect_up.ani/locationselect_up.bmp: PC bitmap data, Windows 3.x format, 32 x 32 x 24
./animations/locationselect.ani/locationselect.bmp: PC bitmap data, Windows 3.x format, 32 x 32 x 24
./animations/locationselect.ani/locationselect.alp: PC bitmap data, Windows 3.x format, 32 x 32 x 8
./animations/mass_driver.ani/mass_driver.alp: PC bitmap data, Windows 3.x format, 64 x 64 x 8
Most of those are just empty bitmaps because an empty BMP is the smallest at only 58 bytes on disk.

Not sure about those units directory textures though... those ought to be at least converted to .png.
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