Project OBSP Development Thread

I installed the dlls and bug isn't fixed.
On every explosion my orbiter crashes.:compbash:
Thanks for testing.

Does it crash with all weapons? Have you tried the missile? Try turning damage to FALSE in Config/Combat.cfg
 
Bug is with all weapons inclueding the missile.

---------- Post added at 07:10 PM ---------- Previous post was at 07:07 PM ----------

I set damage to false...
Bug didn't disappears
 
These bugs seem to differ between computers. Some of the bugs RisingFury has mentioned don't happen on my PC. Which can be a sign of a program requiring certain DLLs etc. If someone could download these DLLs, drop into C:/windows/System32 , try out OBSP for bugs again, tell me if you find any. Thank you :)


msvcr71.dll

msvcp71.dll


Already have these two so that's not the problem.
 
I tested it with BOINC paused (before I had it processing and at low priority so Orbiter run at high FPS) and the performance was better, but still not perfect. Still crashing when I dropped bombs and missiles, but at least this time the meshes showed up in other scenarios. That means faster computers will experience less bugs. But you can't rely on everyone having the latest computer... obviously some of us don't...

If I had to guess, the slowest part of spawning the new explosion is making the mesh because it has to be read from the hard drive. I recommend you move the mesh-caching up the priority chain and let's see if caching makes a difference.
 
But my computer is a good one.
I never had problems with performance.
 
I can't even get the MFD to apear in the list, I have it activated in modules, but it does not appear. Does the same on a clean install too.
 
I tested it with BOINC paused (before I had it processing and at low priority so Orbiter run at high FPS) and the performance was better, but still not perfect. Still crashing when I dropped bombs and missiles, but at least this time the meshes showed up in other scenarios. That means faster computers will experience less bugs. But you can't rely on everyone having the latest computer... obviously some of us don't...

If I had to guess, the slowest part of spawning the new explosion is making the mesh because it has to be read from the hard drive. I recommend you move the mesh-caching up the priority chain and let's see if caching makes a difference.

The latest version already preloads meshes.

Is anyone good with debugging? The VC++2008 debugger is giving me this when orbiter crashes:

Code:
 ecx,dword ptr [ecx+4Ch]

EDIT: Could people post their system specs, (particularly your OS) and what bugs you've been having?
 
My specs:
Dual core 2,4GHz
Ram 2GB
Gforce 8800 gt 512mb

---------- Post added at 08:16 PM ---------- Previous post was at 08:14 PM ----------

I have only the bug with the explosion crash.

---------- Post added at 12:38 PM ---------- Previous post was Yesterday at 08:16 PM ----------

Weird.:huh:
I tried the old version of orbiter combat 090402.
There I have no crash with explosions...
 
My specs:
Dual core 2,4GHz
Ram 2GB
Gforce 8800 gt 512mb

---------- Post added at 08:16 PM ---------- Previous post was at 08:14 PM ----------

I have only the bug with the explosion crash.

---------- Post added at 12:38 PM ---------- Previous post was Yesterday at 08:16 PM ----------

Weird.:huh:
I tried the old version of orbiter combat 090402.
There I have no crash with explosions...

That is weird. The only thing that the new version does to make any difference is that pausing thing. If you had this turned off, that's a known bug.

Try this:
1 ) Reinstall the new version.
2 ) Open /Config/Combat.cfg
3 ) Make sure that PauseOnDeath looks like this:
PauseOnDeath=TRUE

If it still crashes, it has to be the preloading meshes. I will make this optional if you want.
 
This is all fine, folks, but who is going to build a package to let me shoot satellites out of the sky with my Nodongs? Whoever does it, they should model the shrapnel pieces (varying masses and velocities) with some sort of stats on how many other satellites over time they take out with each hit. :P
 
New Release

OBSP Release 090409

New In This Version:
-Liber's nuke mesh.
-Fixed most bugs, I hope.
-Mesh caching is now optional.
-A new challenge scenario.

Why was it buggy? When a weapon explodes, it spawns the explosion mesh + deletes itself. Every timestep, OBSP checks for weapons that are below GroundExplodeAlt - but if they're already exploded, they've been deleted, and therefore the VESSEL handle isn't valid.

The new version checks with oapiIsVessel before callling GetAltitude, meaning no CTD. :)
 
Why was it buggy? When a weapon explodes, it spawns the explosion mesh + deletes itself. Every timestep, OBSP checks for weapons that are below GroundExplodeAlt - but if they're already exploded, they've been deleted, and therefore the VESSEL handle isn't valid.
I hate to say "I told you so" but... ;)
 
When did you tell me that? here?
http://www.orbiter-forum.com/showthread.php?t=7273

Should have listened :P

Yeah, I feel a little stupid :embarrassed:. I thought it was something much more complex, but no, all I needed was oapiIsVessel.
Hehe, don't feel stupid--the only reason that I knew that doing it that way could cause problems is because i did it that way myself once, so you are no less intelligent than I on that matter.

Live and learn!
 
escapetomsfate could you upload your current latest version,now and I got orbiter crash every time when bomb hit the ground.
 
escapetomsfate could you upload your current latest version,now and I got orbiter crash every time when bomb hit the ground.

Sorry, I had uploaded but I forgot to link it. Just click link at start of thread or in my signature.
 
Wow! That's a nice improvement!

No more crashing and good performance.

Only new bug I notices was that even with the limited ammo, I could fire unlimited amount of shells, missiles,... and the number on the MFD would get negative.

Also noticed that "faulty bomb" bug is still there. 1/3 missiles or bombs will not detonate.
 
Wow! That's a nice improvement!

No more crashing and good performance.
All from adding one line of code. I was expecting to change all of it tbh. :coffee:

Only new bug I notices was that even with the limited ammo, I could fire unlimited amount of shells, missiles,... and the number on the MFD would get negative.

Also noticed that "faulty bomb" bug is still there. 1/3 missiles or bombs will not detonate.

Both fixed, hopefully. The first bug is definitely fixed, and I think that the second is all done. I set the touchdown points a metre higher, which should work, if not make them detonate earlier. Links are updated; just download again.

Thanks for testing all my releases. It helps to know how different computers run OBSP (or any software). Would you like the "Official" title of OBSP beta tester? :P
 
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