S-Type!

COmpatability mode crashed Java.

This is the report genrated:

Date/Time: 2003-11-28 22:39:19 -0800
OS Version: 10.3.1 (Build 7C107)

Command: java (/System/Library/Frameworks/JavaVM.framework/Versions/1.4.2/Home/bin/java)
PID: 762
Thread: Unknown

Link (dyld) error:

dyld: /System/Library/Frameworks/JavaVM.framework/Versions/1.4.2/Home/bin/java can’t open library: /System/Library/Frameworks/JavaVM.framework/Versions/1.4.1/Libraries/libjawt.dylib (No such file or directory, errno = 2)

Okay.

Something was causing it to try to find its libraries in the 1.4.1 directory. I made a sym link from 1.4.1 (which didnt exist) to 1.4.2.

Now it runs :slight_smile:

Jeff, I had that symlink in place already to deal with some other things. You should report this problem on the Apple java-seed list… it may have to do with their code. At least file a bug report with Apple.
And be careful what you post about the Apple DP outside of the java-seed list. They are picky about that stuff.

Not sure if you know about this, but the collision detection with the walls doesn’t seem to be quite right.

Just to the right of the starting point I managed to push my way through the ceiling.

Kev

Aye, getting the collision is a total pain. Whats there at the moment is pretty good for the most part, but a determined person can still break it :stuck_out_tongue:

Some more careful level design usually fixes problems, but that level wasn’t tested too much for things like that. I’d like to go back and fix the algorithm, but i just don’t have the time since what i’ve got at the moment works ‘good enough’.

Deadlines. Bah. :-[

zparticle: Hmm… oddity.

Error 1, according to the GL spec says “count was a negative value.”. Which is impossible because its only ever set to 0 or incremented. I wonder if this is (yet another) bug in DebugGL. As usual, what graphics card and whats the log file look like?

Error 2, I’ve only just uploaded the V-Script files, and it hangs for me as well :frowning: Works fine locally so I’ll take a look at my webstart script.

Card - Intel 82845G/GL

This post edited to save space.

This post edited to save space.

Actually I meant the log file generated, not the console output (first post has the info about it). But I think I managed to find the bug anyway, could you give it another go please?


Running in release mode
Level: FINEST Class: com.vscript.util.logging.LogSubsystem Method: startup When: Wed Mar 03 15:13:16 MST 2004 
Thread ID: 10 Logger: com.vscript.util.logging.LogSubsystem 
Starting V-Script - version: 0.5 build: 23
Level: INFO Class: com.vscript.core.VScript Method: When: Wed Mar 03 15:13:16 MST 2004 
Thread ID: 10 Logger: com.vscript.core.VScript 
Parameters: 
0.5 
23 
Importing preferences from C:\Documents and Settings\ME/.vscript/config.xml
Level: CONFIG Class: com.vscript.core.VScript Method: importPreferences When: Wed Mar 03 15:13:16 MST 2004 
Thread ID: 10 Logger: com.vscript.core.VScript 
Parameters: 
C:\Documents and Settings\ME 
.vscript 
config.xml 
Setting Kunststoff look and feel.
Level: CONFIG Class: com.vscript.core.VScript Method: When: Wed Mar 03 15:13:16 MST 2004 
Thread ID: 10 Logger: com.vscript.core.VScript 
Starting with command line: scene=Data/Scenes/sType_TestWorld03.scene -renderEditorMode -useSimpleFramebuffer +useScissorTest +useHardwareColouredLighting -showWireframe 
Level: INFO Class: com.vscript.core.VScript Method: main When: Wed Mar 03 15:13:16 MST 2004 
Thread ID: 10 Logger: com.vscript.core.VScript 
Parameters: 
scene=Data/Scenes/sType_TestWorld03.scene 
-renderEditorMode 
-useSimpleFramebuffer 
+useScissorTest 
+useHardwareColouredLighting 
-showWireframe 
Startup filename: Data/Scenes/sType_TestWorld03.scene
Level: FINE Class: com.vscript.core.VScript Method: main When: Wed Mar 03 15:13:16 MST 2004 
Thread ID: 10 Logger: com.vscript.core.VScript 
Parameters: 
Data/Scenes/sType_TestWorld03.scene 
Creating OpenGL canvas
Level: FINE Class: com.vscript.core.VScript Method: createDisplay When: Wed Mar 03 15:13:16 MST 2004 
Thread ID: 10 Logger: com.vscript.core.VScript 
Using DebugGL.
Level: INFO Class: com.vscript.core.VScript Method: createDisplay When: Wed Mar 03 15:13:16 MST 2004 
Thread ID: 10 Logger: com.vscript.core.VScript 
Creating mouse input handler.
Level: FINE Class: com.vscript.core.VScript Method: createDisplay When: Wed Mar 03 15:13:16 MST 2004 
Thread ID: 10 Logger: com.vscript.core.VScript 
OpenGL Vender: Intel
Level: CONFIG Class: com.vscript.core.VScript Method: init When: Wed Mar 03 15:13:17 MST 2004 
Thread ID: 10 Logger: com.vscript.core.VScript 
Parameters: 
Intel 
OpenGL Renderer: Intel Brookdale-G
Level: CONFIG Class: com.vscript.core.VScript Method: init When: Wed Mar 03 15:13:17 MST 2004 
Thread ID: 10 Logger: com.vscript.core.VScript 
Parameters: 
Intel Brookdale-G 
OpenGL Version: 1.3.0 - Build 4.13.01.3069
Level: CONFIG Class: com.vscript.core.VScript Method: init When: Wed Mar 03 15:13:17 MST 2004 
Thread ID: 10 Logger: com.vscript.core.VScript 
Parameters: 
1.3.0 - Build 4.13.01.3069 
Avalible Extensions: (Expand)
Level: CONFIG Class: com.vscript.core.VScript Method: init When: Wed Mar 03 15:13:17 MST 2004 
Thread ID: 10 Logger: com.vscript.core.VScript 
Parameters: 
GL_ARB_multitexture 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_env_crossbar GL_ARB_transpose_matrix GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_EXT_cull_vertex GL_EXT_fog_coord GL_EXT_packed_pixels GL_EXT_packed_pixels_12 GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_stencil_wrap GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_filter_anisotropic GL_3DFX_texture_compression_FXT1 GL_IBM_texture_mirrored_repeat GL_NV_texgen_reflection GL_WIN_swap_hint 
Framebuffer created: R8 G8 B8 A8 S8
Level: FINE Class: com.vscript.core.VScript Method: init When: Wed Mar 03 15:13:17 MST 2004 
Thread ID: 10 Logger: com.vscript.core.VScript 
Parameters: 
8 
8 
8 
8 
8 
Framebuffer has an accurate alpha component. Graphics should render correctly.
Level: FINE Class: com.vscript.core.VScript Method: init When: Wed Mar 03 15:13:17 MST 2004 
Thread ID: 10 Logger: com.vscript.core.VScript 
Depth buffer created with 24bits of precision.
Level: FINE Class: com.vscript.core.VScript Method: init When: Wed Mar 03 15:13:17 MST 2004 
Thread ID: 10 Logger: com.vscript.core.VScript 
Parameters: 
24 
Generating font texture for font java.awt.Font[family=Serif,name=Serif,style=plain,size=50]
Level: INFO Class: com.vscript.util.TextGenerator Method: When: Wed Mar 03 15:13:19 MST 2004 
Thread ID: 10 Logger: com.vscript.util.TextGenerator 
Parameters: 
java.awt.Font[family=Serif,name=Serif,style=plain,size=50] 
Drawing font glyphs...
Level: FINE Class: com.vscript.util.TextGenerator Method: When: Wed Mar 03 15:13:19 MST 2004 
Thread ID: 10 Logger: com.vscript.util.TextGenerator 
Processing font image...
Level: FINE Class: com.vscript.util.TextGenerator Method: When: Wed Mar 03 15:13:19 MST 2004 
Thread ID: 10 Logger: com.vscript.util.TextGenerator 
Creating font texture...
Level: FINE Class: com.vscript.util.TextGenerator 


Method: When: Wed Mar 03 15:13:19 MST 2004 
Thread ID: 10 Logger: com.vscript.util.TextGenerator 
Loading scene file. (Data/Scenes/sType_TestWorld03.scene)
Level: FINE Class: com.vscript.core.VScript Method: loadQueuedScene When: Wed Mar 03 15:13:20 MST 2004 
Thread ID: 11 Logger: com.vscript.core.VScript 
Parameters: 
Data/Scenes/sType_TestWorld03.scene 
File version: 0.1
Level: INFO Class: com.vscript.core.VScript Method: readFileHeader When: Wed Mar 03 15:13:20 MST 2004 
Thread ID: 11 Logger: com.vscript.core.VScript 
Parameters: 
0.1 
Next GUID: 3781
Level: INFO Class: com.vscript.core.VScript Method: readFileHeader When: Wed Mar 03 15:13:20 MST 2004 
Thread ID: 11 Logger: com.vscript.core.VScript 
Parameters: 
3781 
Could not find link target
Level: WARNING Class: com.vscript.core.scripting.TriggerLink Method: postLoad When: Wed Mar 03 15:13:20 MST 2004 
Thread ID: 11 Logger: com.vscript.editor.GlobalControls 
Parameters: 
AttachPointName:null 
ParentId:null 
Could not find link target
Level: WARNING Class: com.vscript.core.scripting.TriggerLink Method: postLoad When: Wed Mar 03 15:13:20 MST 2004 
Thread ID: 11 Logger: com.vscript.editor.GlobalControls 
Parameters: 
AttachPointName:null 
ParentId:null 
Load completed. (Data/Scenes/sType_TestWorld03.scene)
Level: FINE Class: com.vscript.core.VScript Method: loadQueuedScene When: Wed Mar 03 15:13:20 MST 2004 
Thread ID: 11 Logger: com.vscript.core.VScript 
Parameters: 
Data/Scenes/sType_TestWorld03.scene 
Updating game logic.
Level: INFO Class: com.vscript.core.VScript Method: update When: Wed Mar 03 15:13:20 MST 2004 
Thread ID: 11 Logger: com.vscript.core.VScript 
Game logic update finished.
Level: FINE Class: com.vscript.core.VScript Method: update When: Wed Mar 03 15:13:20 MST 2004 
Thread ID: 11 Logger: com.vscript.core.VScript 
Display method finished.
Level: INFO Class: com.vscript.core.VScript Method: display When: Wed Mar 03 15:13:20 MST 2004 
Thread ID: 11 Logger: com.vscript.core.VScript 
Creating animator...
Level: FINE Class: com.vscript.core.VScript Method: run When: Wed Mar 03 15:13:20 MST 2004 
Thread ID: 10 Logger: com.vscript.core.VScript 
Game loop started.
Level: FINE Class: com.vscript.core.VScript Method: run When: Wed Mar 03 15:13:20 MST 2004 
Thread ID: 10 Logger: com.vscript.core.VScript 
Performing rendering for first time. Mode: GameRendering
Level: INFO Class: com.vscript.core.VScript Method: display When: Wed Mar 03 15:13:20 MST 2004 
Thread ID: 12 Logger: com.vscript.core.VScript 
Parameters: 
GameRendering 
Loading penumbra texture from Data/Textures/Core/Penumbra.png
Level: FINE Class: com.vscript.core.renderer.GameRenderer Method: render When: Wed Mar 03 15:13:20 MST 2004 
Thread ID: 12 Logger: com.vscript.core.renderer.GameRenderer 
Parameters: 
Data/Textures/Core/Penumbra.png 
Loading light falloff texture from Data/Textures/Core/ExponentialFalloff.png
Level: FINE Class: com.vscript.core.renderer.GameRenderer Method: render When: Wed Mar 03 15:13:20 MST 2004 
Thread ID: 12 Logger: com.vscript.core.renderer.GameRenderer 
Parameters: 
Data/Textures/Core/ExponentialFalloff.png 
Setting OpenGL rendering state
Level: FINE Class: com.vscript.core.renderer.GameRenderer Method: render When: Wed Mar 03 15:13:21 MST 2004 
Thread ID: 12 Logger: com.vscript.core.renderer.GameRenderer 
Setting camera matricies
Level: FINE Class: com.vscript.core.renderer.GameRenderer Method: render When: Wed Mar 03 15:13:21 MST 2004 
Thread ID: 12 Logger: com.vscript.core.renderer.GameRenderer 
Filling Z-Buffer
Level: FINE Class: com.vscript.core.renderer.GameRenderer Method: render When: Wed Mar 03 15:13:21 MST 2004 
Thread ID: 12 Logger: com.vscript.core.renderer.GameRenderer 
Starting light rendering loop. 4 visible lights.
Level: FINE Class: com.vscript.core.renderer.GameRenderer Method: render When: Wed Mar 03 15:13:21 MST 2004 
Thread ID: 12 Logger: com.vscript.core.renderer.GameRenderer 
Parameters: 
4 
Using hardware coloured lighting.
Level: FINE Class: com.vscript.core.renderer.GameRenderer Method: drawGeometryPass When: Wed Mar 03 15:13:21 MST 2004 
Thread ID: 12 Logger: com.vscript.core.renderer.GameRenderer 
Finished light rendering loop.
Level: FINE Class: com.vscript.core.renderer.GameRenderer Method: render When: Wed Mar 03 15:13:21 MST 2004 
Thread ID: 12 Logger: com.vscript.core.renderer.GameRenderer 
Scene rendering finished. No overlay present - skipping.
Level: FINE Class: com.vscript.core.renderer.GameRenderer Method: render When: Wed Mar 03 15:13:21 MST 2004 
Thread ID: 12 Logger: com.vscript.core.renderer.GameRenderer 
Rendering finished first frame.
Level: INFO Class: com.vscript.core.VScript Method: display When: Wed Mar 03 15:13:21 MST 2004 
Thread ID: 12 Logger: com.vscript.core.VScript 
First game loop processed sucessfully, continuing...
Level: FINE Class: com.vscript.core.VScript Method: display When: Wed Mar 03 15:13:21 MST 2004 
Thread ID: 12 Logger: com.vscript.core.VScript 
Shutting down engine.
Level: INFO Class: com.vscript.core.VScript Method: shutdown When: Wed Mar 03 15:16:42 MST 2004 
Thread ID: 11 Logger: com.vscript.core.VScript 
Exporting preferences to file C:\Documents and Settings\ME/.vscript/config.xml
Level: CONFIG Class: com.vscript.core.VScript Method: exportPreferences When: Wed Mar 03 15:16:42 MST 2004 
Thread ID: 11 Logger: com.vscript.core.VScript 
Parameters: 
C:\Documents and Settings\ME 
.vscript 
config.xml 
Log file closed at 3/3/04 3:16 PM.
Level: FINE Class: com.vscript.util.logging.LogSubsystem Method: shutdown When: Wed Mar 03 15:16:42 MST 2004 
Thread ID: 11 Logger: com.vscript.util.logging.LogSubsystem 
Parameters: 
Wed Mar 03 15:16:42 MST 2004 


Everything looks normal in there, so does it work now?

Opps accidentally deleted the part that sadi it still doesn’t work. I get a dark background with a white rectangle in the middle. The rectanlge is filled with a lighter color which extends beyond the rectangle to the right side of the window.

http://www.scottshaver2000.com/temp/scap.gif

Well thats weird. According to the log it should be all up and running, yet it clearly isn’t actually displaying anything. Do other Jogl apps work? How about updating your graphics card drivers?

Also, could you try the compatability mode? http://co-project.lboro.ac.uk/users/cojc5/Webstart/SType_CompatabilityRenderer.jnlp

Edit: and I think i’ve fixed the V-Script hangups now, seems JTree.rebuildUI() causes the whole thing to hang if run via webstart (fine stand-alone though).

Shortly before you posted that, I happend to try it on XP (1.4.2) and it looked great displayed OK but ignored all keyboard and mouse input.

Just tried again from linux 1.4.2, and I got:


et.java.games.jogl.GLException: Error making context current
      at net.java.games.jogl.impl.x11.X11GLContext.makeCurrent(X11GLContext.java:141)
      at net.java.games.jogl.impl.x11.X11OnscreenGLContext.makeCurrent(X11OnscreenGLContext.java:111)
      at net.java.games.jogl.impl.GLContext.invokeGL(GLContext.java:162)
      at net.java.games.jogl.GLCanvas.displayImpl(GLCanvas.java:182)
      at net.java.games.jogl.GLCanvas.display(GLCanvas.java:82)
      at com.vscript.core.VScript.updateProgressBar(VScript.java:633)
      at com.vscript.core.VScript.initialise(VScript.java:333)
      at com.vscript.core.VScript.main(VScript.java:408)
      at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
      at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
      at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
      at java.lang.reflect.Method.invoke(Method.java:324)
      at com.sun.javaws.Launcher.executeApplication(Launcher.java:837)
      at com.sun.javaws.Launcher.executeMainClass(Launcher.java:797)
      at com.sun.javaws.Launcher.continueLaunch(Launcher.java:675)
      at com.sun.javaws.Launcher.handleApplicationDesc(Launcher.java:390)
      at com.sun.javaws.Launcher.handleLaunchFile(Launcher.java:199)
      at com.sun.javaws.Launcher.run(Launcher.java:167)
      at java.lang.Thread.run(Thread.java:534)

PS Strangely my JWS seems to have permanently inherited the Ocean (or whatever it’s called) LaF from 1.5.x, which I ran once on my machine - although I’ve checked and it’s definitely using the 1.4.2 JVM.

I doubt it makes any difference, but it does make JWS look a lot nicer :).

I need to get a FAQ for this, I seem to keep answering the same questions…
The linux crash is almost certainly the no-framebuffer-alpha-on-linux problem that blights all Jogl apps. Again, theres a fix posted a little while back in the Jogl forum but I lack a linux box to compile it myself. And after much nagging no one on the Jogl team ever gets around to adding it to a formal build.
Current workaround is to use the compatability renderer for linux (looks weird but works).

For the inert windows one, try clicking on the display so it can grab keyboard focus. I think i need a .requestFocus in there somewhere so this isn’t needed.

Sorry, I should have been more specific - in windows, clicking on the window had no effect whatsoever. In fact, clicking on it didn’t even bring it to foreground (only alt-tab and clicking on the taskbar icon for the app would do that). there was also a 5-15 second pause for redrawing any obscrued part of the window (i.e. with the standard java default of rendering the clip region grey until the redraw came through).

Damn, thats somewhat more fatal. Ususal question, can I have a look at the log file generated?
why is it i keep having to ask that… I spend the effort adding a log to try and narrow problems down and I just keep being told ‘it doesn’t work’.

[quote]why is it i keep having to ask that… I spend the effort adding a log to try and narrow problems down and I just keep being told ‘it doesn’t work’.
[/quote]
You want a list? ;D

[] How the heck is a user supposed to know there is a logfile, unless they carefully read everyone else’s problems in this thread
[
] Where the heck is it, especially with webstart?
[] webstart actually has it’s own logfile, but you have to turn it on globally so you keep it off all the time until you need it, then turn it on for one run
[
] …and, on the specific occasion above, I was only at the machine for 15 minutes, and didn’t have a net connection until I’d left the machine :slight_smile:

NB: item no.1 is no criticism (except of the users, who tend to be lazy and not look). But the expectation of users is that a given game doesn’t have a logfile (because most don’t), so they don’t even think of it. Or, like with me, it goes in one ear and out the other without me noticing.

The sad reality is that if you want everyone to send you the logfile, especially with a JWS game, you have to popup a message which says “if it breaks, send file: … to me along with a description of the problem”.