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Author Topic: Logging...  (Read 5129 times)

White_Cat

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Logging...
« on: August 30, 2009, 02:42:29 am »
When the game just decides to unload itself without giving an error, its rather hard to file a bug report (since I do not even know why the game decided to disappear on me...). I know the console supposed to do just this but unfortunately it unloads with the game so it ends up being useless at what its designed for...

I am not complaining about a specific bug here but of a lack of a method for me to report crash related bugs...

Offline criusmac

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Re: Logging...
« Reply #1 on: August 30, 2009, 03:03:41 am »
The console file should still be there.

http://ufoai.ninex.info/wiki/index.php/Bugs contains the information on where to find the ufoconsole.log file.

I think this is what you were requesting.. Let me know if I'm mistaken.

White_Cat

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Re: Logging...
« Reply #2 on: August 31, 2009, 09:18:56 am »
The console file should still be there.

http://ufoai.ninex.info/wiki/index.php/Bugs contains the information on where to find the ufoconsole.log file.

I think this is what you were requesting.. Let me know if I'm mistaken.

Doesn't help. My game just unloads itself. No errors or anything. The log file you mention doesn't show anything.... Here: I'll post it below... I have been playing for like an hour. This seems to happen to me whenever I try to play a second mission (after completing one). In order to play the mission I would have to quit the game and relaunch it.

Log:

----- network initialization -------
libcurl/7.16.4 zlib/1.2.2 initialized.
------ server initialization -------
added 7 maps to the mapcycle
----- console initialization -------
Console initialized.
------- video initialization -------
SDL version: 1.2.13
I: desktop depth: 32bpp
I: video memory: 0
I: video driver: windib
I: setting mode 6:I: set swap control to 0
 1024x768 (fullscreen: no)
I: got 8 bits of stencil
I: got 24 bits of depth buffer
I: got double buffer
I: got 8 bits for red
I: got 8 bits for green
I: got 8 bits for blue
I: got 0 bits for alpha
I: got 0 multisample buffers
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce 9800 GT/PCI/SSE2
GL_VERSION: 3.0.0
GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_depth_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_framebuffer_object GL_ARB_geometry_shader4 GL_ARB_imaging GL_ARB_map_buffer_range 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_buffer_object 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_texture_rg GL_ARB_transpose_matrix GL_ARB_vertex_array_object 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_bindable_uniform GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float 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_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc 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_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_texture_shared_exponent GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra 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_buffer_float GL_NV_conditional_render GL_NV_depth_clamp GL_NV_explicit_multisample 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_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object 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_transform_feedback 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
max texture units: 4
max texture size: detected 8192
R_LoadProgram: 'world' loaded.
R_LoadProgram: 'mesh' loaded.
R_LoadProgram: 'warp' loaded.
SDL_ttf version 2.0.9 - we need at least 2.0.7
------- sound initialization -------
SDL_mixer version: 1.2.8
... driver: 'dsound'
... audio rate: 48000
... audio channels: 2

Offline Mattn

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Re: Logging...
« Reply #3 on: August 31, 2009, 09:34:52 am »
start it from a terminal - maybe you get more output there.

Offline Kildor

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Re: Logging...
« Reply #4 on: August 31, 2009, 09:44:55 am »
and if you compile game yourself, try to run it from gdb (gdb ufo.exe)

White_Cat

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Re: Logging...
« Reply #5 on: August 31, 2009, 10:04:23 am »
and if you compile game yourself, try to run it from gdb (gdb ufo.exe)

gbd?

Offline Gunner

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Re: Logging...
« Reply #6 on: August 31, 2009, 01:03:59 pm »

White_Cat

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Re: Logging...
« Reply #7 on: August 31, 2009, 01:11:24 pm »
GNU DeBugger

Oh you want me to launch the game through codeblock? Could you tell me the best way to do that (so that I generate the most detailed log). Compilers disable some options...

Offline Gunner

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Re: Logging...
« Reply #8 on: August 31, 2009, 01:16:33 pm »
Oh you want me to launch the game through codeblock? Could you tell me the best way to do that (so that I generate the most detailed log). Compilers disable some options...

you compile the code then at the command prompt type "gdb ufo.exe" might need to add directories.

unfortunately my C days are a few years behind me now i'm a OO programmer

White_Cat

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Re: Logging...
« Reply #9 on: August 31, 2009, 08:17:18 pm »
you compile the code then at the command prompt type "gdb ufo.exe" might need to add directories.

unfortunately my C days are a few years behind me now i'm a OO programmer

What do I do in code::blocks?

Offline Gunner

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Re: Logging...
« Reply #10 on: August 31, 2009, 08:24:29 pm »
What do I do in code::blocks?

you need to build the code, the code::block IDE is new to me as well

Ctrl + F9 the build command, that should instruct code::blocks to create the exe file, however F8 should have a similar effect