Expensive Vanilla Scripts
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- Posts: 2008
- Joined: Mon, 9. Jul 07, 23:33
Ok I had a few minutes to do some more testing. I copied the last 25 or so lines from the log. Here are 2 separate crashes from the same save.
The time it crashes seems to be random. In the case of these two crashes I destroyed all NPC ships in the game then ran it on SETA x10 while the ships respawned.
Crash 1:
Starting Cmd.Wing.Action: Xenon M -- Xenon Sector 598 -- null -- null
Starting Cmd.Wing.Action: Xenon M -- Xenon Sector 598 -- null -- null
Starting Cmd.Wing.Action: Xenon M -- Xenon Sector 598 -- null -- null
Starting Cmd.Wing.Action: Xenon LX -- Xenon Z -- null -- null
Starting Cmd.Wing.Action: Xenon LX -- Xenon Z -- null -- null
Starting Cmd.Wing.Action: Xenon LX -- Xenon Z -- null -- null
Starting Cmd.Wing.Action: Xenon M -- Xenon Sector 347 -- null -- null
Starting Cmd.Wing.Action: Xenon M -- Xenon Sector 347 -- null -- null
Starting Cmd.Wing.Action: Strong Arms Military Scorpion Sentinel -- Barren Shores -- null -- null
Starting Follow: Yaki Fujin Raider -- Yaki Advanced Chokaro -- Yaki Tenjin -- Ocracoke's Storm
Starting Follow: Yaki Fujin Sentinel -- Military Supply Transporter -- Yaki Susanowa Raider -- Weaver's Tempest
Startin Lead Monitor: Yaki Susanowa Raider -- Weaver's Tempest -- ARRAY ( Yaki Raijin Sentinel, Yaki Fujin Sentinel )
Starting Cmd.Wing.Action: Pirate Escort Harrier -- Pirate Syndicate Talon -- null -- null
Starting Cmd.Wing.Action: Pirate Escort Harrier -- Pirate Syndicate Talon -- null -- null
Starting Cmd.Wing.Action: Strong Arms Military Asp -- LooManckStrat's Legacy -- null -- null
Starting Cmd.Wing.Action: Strong Arms Military Scorpion -- LooManckStrat's Legacy -- null -- null
Starting Follow: Yaki Akurei -- Ocracoke's Storm -- Yaki Kariudo -- Ocracoke's Storm
Startin Lead Monitor: Yaki Kariudo -- Ocracoke's Storm -- ARRAY ( Yaki Akurei )
Starting Follow: Yaki Raijin Sentinel -- Yaki Advanced Chokaro -- Yaki Tenjin -- Savage Spur
Starting Follow: Yaki Fujin Sentinel -- Yaki Advanced Chokaro -- Yaki Susanowa -- Savage Spur
Starting Follow: Yaki Fujin -- Yaki Advanced Chokaro -- Yaki Tenjin -- Ocracoke's Storm
Starting Follow: Yaki Fujin Raider -- Military Supply Transporter -- Yaki Susanowa Raider -- Weaver's Tempest
Starting Follow: Yaki Raijin -- Yaki Battle Group Advanced Chokaro -- Yaki Susanowa -- Heretic's End
Starting Follow: Yaki Tenjin -- Yaki Battle Group Advanced Chokaro -- Yaki Battle Group Advanced Chokaro -- Earth
Starting Cmd.Wing.Action: Pirate Escort Kea -- Contorted Dominion -- null -- null
Starting Follow: Yaki Tonbo -- Yaki Advanced Chokaro -- Yaki Susanowa -- Ocracoke's Storm
Startin Lead Monitor: Yaki Susanowa -- Ocracoke's Storm -- ARRAY ( Yaki Raijin, Yaki Raijin, Yaki Tonbo )
Starting Follow: Yaki Raijin -- Yaki Advanced Chokaro -- Yaki Susanowa -- Ocracoke's Storm
Starting Follow: Yaki Raijin Sentinel -- Yaki Battle Group Advanced Chokaro -- Yaki Susanowa -- Aldrin
Starting Follow: Yaki Raijin -- Yaki Advanced Chokaro -- Yaki Susanowa -- Savage Spur
Startin Lead Monitor: Yaki Susanowa -- Savage Spur -- ARRAY ( Yaki Fujin Sentinel, Yaki Raijin )
Starting Follow: Yaki Raijin -- Yaki Advanced Chokaro -- Yaki Tenjin -- Savage Spur
Starting Follow: Yaki Senshi -- Savage Spur -- Yaki Akuma -- Savage Spur
Startin Lead Monitor: Yaki Akuma -- Savage Spur -- ARRAY ( Yaki Senshi )
Crash 2:
Starting Follow: Teladi Falcon Hauler -- Teladi Shipyard(Ianamus Zura) -- T. Medium Orbital Weapons Platform -- Teladi Shipyard(Ianamus Zura)
Startin Lead Monitor: T. Medium Orbital Weapons Platform -- Teladi Shipyard(Ianamus Zura) -- null
Starting Follow: Split Mamba -- Split Shipyard(Cho's Defeat) -- Split Medium Orbital Weapons Platform -- Split Shipyard(Cho's Defeat)
Startin Lead Monitor: Split Medium Orbital Weapons Platform -- Split Shipyard(Cho's Defeat) -- null
Starting Follow: Split Scorpion -- Split Shipyard(Cho's Defeat) -- Split Medium Orbital Weapons Platform -- Split Shipyard(Cho's Defeat)
Startin Lead Monitor: Split Medium Orbital Weapons Platform -- Split Shipyard(Cho's Defeat) -- null
Starting Follow: Split Mamba -- Split Shipyard(Cho's Defeat) -- Split Medium Orbital Weapons Platform -- Split Shipyard(Cho's Defeat)
Startin Lead Monitor: Split Medium Orbital Weapons Platform -- Split Shipyard(Cho's Defeat) -- null
Starting Follow: Split Jaguar -- Split Shipyard(Cho's Defeat) -- Split Medium Orbital Weapons Platform -- Split Shipyard(Cho's Defeat)
Startin Lead Monitor: Split Medium Orbital Weapons Platform -- Split Shipyard(Cho's Defeat) -- null
Starting Follow: Split Jaguar -- Split Shipyard(Rhonkar's Trial) -- Split Small Orbital Weapons Platform -- Split Shipyard(Rhonkar's Trial)
Startin Lead Monitor: Split Small Orbital Weapons Platform -- Split Shipyard(Rhonkar's Trial) -- null
Starting Follow: Split Jaguar -- Split Shipyard(Rhonkar's Trial) -- Split Small Orbital Weapons Platform -- Split Shipyard(Rhonkar's Trial)
Startin Lead Monitor: Split Small Orbital Weapons Platform -- Split Shipyard(Rhonkar's Trial) -- null
Starting Follow: Split Jaguar -- Split Shipyard(Rhonkar's Trial) -- Split Small Orbital Weapons Platform -- Split Shipyard(Rhonkar's Trial)
Startin Lead Monitor: Split Small Orbital Weapons Platform -- Split Shipyard(Rhonkar's Trial) -- null
Starting Follow: Argon Buster MK1 -- Federal Argon Shipyard(Light of Heart) -- Argon Small Orbital Weapons Platform -- Federal Argon Shipyard(Light of Heart)
Startin Lead Monitor: Argon Small Orbital Weapons Platform -- Federal Argon Shipyard(Light of Heart) -- null
Starting Follow: Argon Discoverer MK1 -- Federal Argon Shipyard(Light of Heart) -- Argon Small Orbital Weapons Platform -- Federal Argon Shipyard(Light of Heart)
Startin Lead Monitor: Argon Small Orbital Weapons Platform -- Federal Argon Shipyard(Light of Heart) -- null
Starting Follow: Argon Buster Raider -- Federal Argon Shipyard(Light of Heart) -- Argon Small Orbital Weapons Platform -- Federal Argon Shipyard(Light of Heart)
Startin Lead Monitor: Argon Small Orbital Weapons Platform -- Federal Argon Shipyard(Light of Heart) -- null
Starting Follow: Argon Discoverer -- Federal Argon Shipyard(Light of Heart) -- Argon Small Orbital Weapons Platform -- Federal Argon Shipyard(Light of Heart)
Startin Lead Monitor: Argon Small Orbital Weapons Platform -- Federal Argon Shipyard(Light of Heart) -- null
Starting Follow: Argon Buster -- Federal Argon Shipyard(Light of Heart) -- Argon Small Orbital Weapons Platform -- Federal Argon Shipyard(Light of Heart)
Startin Lead Monitor: Argon Small Orbital Weapons Platform -- Federal Argon Shipyard(Light of Heart) -- null
Starting Follow: Split Scorpion -- Split Shipyard(Patriarch's Conclusion) -- Split Small Orbital Weapons Platform -- Split Shipyard(Patriarch's Conclusion)
Startin Lead Monitor: Split Small Orbital Weapons Platform -- Split Shipyard(Patriarch's Conclusion) -- null
Starting Follow: Split Mamba -- Split Shipyard(Patriarch's Conclusion) -- Split Small Orbital Weapons Platform -- Split Shipyard(Patriarch's Conclusion)
Startin Lead Monitor: Split Small Orbital Weapons Platform -- Split Shipyard(Patriarch's Conclusion) -- null
Starting Follow: Split Jaguar -- Split Shipyard(Patriarch's Conclusion) -- Split Small Orbital Weapons Platform -- Split Shipyard(Patriarch's Conclusion)
Startin Lead Monitor: Split Small Orbital Weapons Platform -- Split Shipyard(Patriarch's Conclusion) -- null
Starting Follow: Split Jaguar MK1 -- Split Shipyard(Patriarch's Conclusion) -- Split Small Orbital Weapons Platform -- Split Shipyard(Patriarch's Conclusion)
Startin Lead Monitor: Split Small Orbital Weapons Platform -- Split Shipyard(Patriarch's Conclusion) -- null
Starting Follow: Split Scorpion MK1 -- Split Shipyard(Patriarch's Conclusion) -- Split Small Orbital Weapons Platform -- Split Shipyard(Patriarch's Conclusion)
Startin Lead Monitor: Split Small Orbital Weapons Platform -- Split Shipyard(Patriarch's Conclusion) -- null
In case you think it may be related to destroying all NPC ships with a script, the original crashes I posted about earlier happened before deleting NPC ships.
Anyhow. Thats all I have time for today. Ill get back to some more soon.
-Joel
EDIT: When I get a chance I'll write up a list of every script and mod I use.
The time it crashes seems to be random. In the case of these two crashes I destroyed all NPC ships in the game then ran it on SETA x10 while the ships respawned.
Crash 1:
Starting Cmd.Wing.Action: Xenon M -- Xenon Sector 598 -- null -- null
Starting Cmd.Wing.Action: Xenon M -- Xenon Sector 598 -- null -- null
Starting Cmd.Wing.Action: Xenon M -- Xenon Sector 598 -- null -- null
Starting Cmd.Wing.Action: Xenon LX -- Xenon Z -- null -- null
Starting Cmd.Wing.Action: Xenon LX -- Xenon Z -- null -- null
Starting Cmd.Wing.Action: Xenon LX -- Xenon Z -- null -- null
Starting Cmd.Wing.Action: Xenon M -- Xenon Sector 347 -- null -- null
Starting Cmd.Wing.Action: Xenon M -- Xenon Sector 347 -- null -- null
Starting Cmd.Wing.Action: Strong Arms Military Scorpion Sentinel -- Barren Shores -- null -- null
Starting Follow: Yaki Fujin Raider -- Yaki Advanced Chokaro -- Yaki Tenjin -- Ocracoke's Storm
Starting Follow: Yaki Fujin Sentinel -- Military Supply Transporter -- Yaki Susanowa Raider -- Weaver's Tempest
Startin Lead Monitor: Yaki Susanowa Raider -- Weaver's Tempest -- ARRAY ( Yaki Raijin Sentinel, Yaki Fujin Sentinel )
Starting Cmd.Wing.Action: Pirate Escort Harrier -- Pirate Syndicate Talon -- null -- null
Starting Cmd.Wing.Action: Pirate Escort Harrier -- Pirate Syndicate Talon -- null -- null
Starting Cmd.Wing.Action: Strong Arms Military Asp -- LooManckStrat's Legacy -- null -- null
Starting Cmd.Wing.Action: Strong Arms Military Scorpion -- LooManckStrat's Legacy -- null -- null
Starting Follow: Yaki Akurei -- Ocracoke's Storm -- Yaki Kariudo -- Ocracoke's Storm
Startin Lead Monitor: Yaki Kariudo -- Ocracoke's Storm -- ARRAY ( Yaki Akurei )
Starting Follow: Yaki Raijin Sentinel -- Yaki Advanced Chokaro -- Yaki Tenjin -- Savage Spur
Starting Follow: Yaki Fujin Sentinel -- Yaki Advanced Chokaro -- Yaki Susanowa -- Savage Spur
Starting Follow: Yaki Fujin -- Yaki Advanced Chokaro -- Yaki Tenjin -- Ocracoke's Storm
Starting Follow: Yaki Fujin Raider -- Military Supply Transporter -- Yaki Susanowa Raider -- Weaver's Tempest
Starting Follow: Yaki Raijin -- Yaki Battle Group Advanced Chokaro -- Yaki Susanowa -- Heretic's End
Starting Follow: Yaki Tenjin -- Yaki Battle Group Advanced Chokaro -- Yaki Battle Group Advanced Chokaro -- Earth
Starting Cmd.Wing.Action: Pirate Escort Kea -- Contorted Dominion -- null -- null
Starting Follow: Yaki Tonbo -- Yaki Advanced Chokaro -- Yaki Susanowa -- Ocracoke's Storm
Startin Lead Monitor: Yaki Susanowa -- Ocracoke's Storm -- ARRAY ( Yaki Raijin, Yaki Raijin, Yaki Tonbo )
Starting Follow: Yaki Raijin -- Yaki Advanced Chokaro -- Yaki Susanowa -- Ocracoke's Storm
Starting Follow: Yaki Raijin Sentinel -- Yaki Battle Group Advanced Chokaro -- Yaki Susanowa -- Aldrin
Starting Follow: Yaki Raijin -- Yaki Advanced Chokaro -- Yaki Susanowa -- Savage Spur
Startin Lead Monitor: Yaki Susanowa -- Savage Spur -- ARRAY ( Yaki Fujin Sentinel, Yaki Raijin )
Starting Follow: Yaki Raijin -- Yaki Advanced Chokaro -- Yaki Tenjin -- Savage Spur
Starting Follow: Yaki Senshi -- Savage Spur -- Yaki Akuma -- Savage Spur
Startin Lead Monitor: Yaki Akuma -- Savage Spur -- ARRAY ( Yaki Senshi )
Crash 2:
Starting Follow: Teladi Falcon Hauler -- Teladi Shipyard(Ianamus Zura) -- T. Medium Orbital Weapons Platform -- Teladi Shipyard(Ianamus Zura)
Startin Lead Monitor: T. Medium Orbital Weapons Platform -- Teladi Shipyard(Ianamus Zura) -- null
Starting Follow: Split Mamba -- Split Shipyard(Cho's Defeat) -- Split Medium Orbital Weapons Platform -- Split Shipyard(Cho's Defeat)
Startin Lead Monitor: Split Medium Orbital Weapons Platform -- Split Shipyard(Cho's Defeat) -- null
Starting Follow: Split Scorpion -- Split Shipyard(Cho's Defeat) -- Split Medium Orbital Weapons Platform -- Split Shipyard(Cho's Defeat)
Startin Lead Monitor: Split Medium Orbital Weapons Platform -- Split Shipyard(Cho's Defeat) -- null
Starting Follow: Split Mamba -- Split Shipyard(Cho's Defeat) -- Split Medium Orbital Weapons Platform -- Split Shipyard(Cho's Defeat)
Startin Lead Monitor: Split Medium Orbital Weapons Platform -- Split Shipyard(Cho's Defeat) -- null
Starting Follow: Split Jaguar -- Split Shipyard(Cho's Defeat) -- Split Medium Orbital Weapons Platform -- Split Shipyard(Cho's Defeat)
Startin Lead Monitor: Split Medium Orbital Weapons Platform -- Split Shipyard(Cho's Defeat) -- null
Starting Follow: Split Jaguar -- Split Shipyard(Rhonkar's Trial) -- Split Small Orbital Weapons Platform -- Split Shipyard(Rhonkar's Trial)
Startin Lead Monitor: Split Small Orbital Weapons Platform -- Split Shipyard(Rhonkar's Trial) -- null
Starting Follow: Split Jaguar -- Split Shipyard(Rhonkar's Trial) -- Split Small Orbital Weapons Platform -- Split Shipyard(Rhonkar's Trial)
Startin Lead Monitor: Split Small Orbital Weapons Platform -- Split Shipyard(Rhonkar's Trial) -- null
Starting Follow: Split Jaguar -- Split Shipyard(Rhonkar's Trial) -- Split Small Orbital Weapons Platform -- Split Shipyard(Rhonkar's Trial)
Startin Lead Monitor: Split Small Orbital Weapons Platform -- Split Shipyard(Rhonkar's Trial) -- null
Starting Follow: Argon Buster MK1 -- Federal Argon Shipyard(Light of Heart) -- Argon Small Orbital Weapons Platform -- Federal Argon Shipyard(Light of Heart)
Startin Lead Monitor: Argon Small Orbital Weapons Platform -- Federal Argon Shipyard(Light of Heart) -- null
Starting Follow: Argon Discoverer MK1 -- Federal Argon Shipyard(Light of Heart) -- Argon Small Orbital Weapons Platform -- Federal Argon Shipyard(Light of Heart)
Startin Lead Monitor: Argon Small Orbital Weapons Platform -- Federal Argon Shipyard(Light of Heart) -- null
Starting Follow: Argon Buster Raider -- Federal Argon Shipyard(Light of Heart) -- Argon Small Orbital Weapons Platform -- Federal Argon Shipyard(Light of Heart)
Startin Lead Monitor: Argon Small Orbital Weapons Platform -- Federal Argon Shipyard(Light of Heart) -- null
Starting Follow: Argon Discoverer -- Federal Argon Shipyard(Light of Heart) -- Argon Small Orbital Weapons Platform -- Federal Argon Shipyard(Light of Heart)
Startin Lead Monitor: Argon Small Orbital Weapons Platform -- Federal Argon Shipyard(Light of Heart) -- null
Starting Follow: Argon Buster -- Federal Argon Shipyard(Light of Heart) -- Argon Small Orbital Weapons Platform -- Federal Argon Shipyard(Light of Heart)
Startin Lead Monitor: Argon Small Orbital Weapons Platform -- Federal Argon Shipyard(Light of Heart) -- null
Starting Follow: Split Scorpion -- Split Shipyard(Patriarch's Conclusion) -- Split Small Orbital Weapons Platform -- Split Shipyard(Patriarch's Conclusion)
Startin Lead Monitor: Split Small Orbital Weapons Platform -- Split Shipyard(Patriarch's Conclusion) -- null
Starting Follow: Split Mamba -- Split Shipyard(Patriarch's Conclusion) -- Split Small Orbital Weapons Platform -- Split Shipyard(Patriarch's Conclusion)
Startin Lead Monitor: Split Small Orbital Weapons Platform -- Split Shipyard(Patriarch's Conclusion) -- null
Starting Follow: Split Jaguar -- Split Shipyard(Patriarch's Conclusion) -- Split Small Orbital Weapons Platform -- Split Shipyard(Patriarch's Conclusion)
Startin Lead Monitor: Split Small Orbital Weapons Platform -- Split Shipyard(Patriarch's Conclusion) -- null
Starting Follow: Split Jaguar MK1 -- Split Shipyard(Patriarch's Conclusion) -- Split Small Orbital Weapons Platform -- Split Shipyard(Patriarch's Conclusion)
Startin Lead Monitor: Split Small Orbital Weapons Platform -- Split Shipyard(Patriarch's Conclusion) -- null
Starting Follow: Split Scorpion MK1 -- Split Shipyard(Patriarch's Conclusion) -- Split Small Orbital Weapons Platform -- Split Shipyard(Patriarch's Conclusion)
Startin Lead Monitor: Split Small Orbital Weapons Platform -- Split Shipyard(Patriarch's Conclusion) -- null
In case you think it may be related to destroying all NPC ships with a script, the original crashes I posted about earlier happened before deleting NPC ships.
Anyhow. Thats all I have time for today. Ill get back to some more soon.
-Joel
EDIT: When I get a chance I'll write up a list of every script and mod I use.
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- Posts: 2008
- Joined: Mon, 9. Jul 07, 23:33
Ok here is one more. Happened again while starting a new game. Only thing I managed to do was turn on the SRM AL options (not suggesting a relationship). Here is the log:
Starting Cmd.Wing.Action: Kha'ak Advanced Fighter -- Kha'ak Military Transport -- null -- null
Starting Cmd.Wing.Action: Kha'ak Advanced Fighter -- Kha'ak Military Transport -- null -- null
Starting Cmd.Wing.Action: Kha'ak Advanced Fighter -- Kha'ak Military Transport -- null -- null
Starting Cmd.Wing.Action: Yaki Tonbo -- Unknown Sector 423 -- null -- null
Starting Cmd.Wing.Action: Yaki Fujin Sentinel -- Unknown Sector 423 -- null -- null
Starting Cmd.Wing.Action: Yaki Fujin -- Unknown Sector 423 -- null -- null
Starting Cmd.Wing.Action: Yaki Tonbo -- Unknown Sector 423 -- null -- null
Starting Cmd.Wing.Action: Yaki Fujin -- Unknown Sector 423 -- null -- null
Starting Cmd.Wing.Action: Argon Customs Discoverer -- Cloudbase South West -- null -- null
Starting Cmd.Wing.Action: Yaki Raijin Raider -- Unknown Sector 234 -- null -- null
Starting Cmd.Wing.Action: Yaki Raijin -- Unknown Sector 234 -- null -- null
Starting Cmd.Wing.Action: OTAS Escort Eurus -- Belt of Aguilar -- null -- null
Starting Cmd.Wing.Action: Yaki Fujin Sentinel -- Unknown Sector 234 -- null -- null
Starting Cmd.Wing.Action: Yaki Fujin -- Unknown Sector 234 -- null -- null
Starting Follow: Kha'ak Scout -- Unknown Sector 423 -- Kha'ak Fighter -- Unknown Sector 423
Startin Lead Monitor: Kha'ak Fighter -- Unknown Sector 423 -- null
Starting Follow: Kha'ak Scout -- Unknown Sector 423 -- Kha'ak Fighter -- Unknown Sector 423
Startin Lead Monitor: Kha'ak Fighter -- Unknown Sector 423 -- null
Starting Follow: Kha'ak Scout -- Unknown Sector 423 -- Kha'ak Fighter -- Unknown Sector 423
Startin Lead Monitor: Kha'ak Fighter -- Unknown Sector 423 -- null
Starting Follow: Kha'ak Scout -- Unknown Sector 423 -- Kha'ak Fighter -- Unknown Sector 423
Startin Lead Monitor: Kha'ak Fighter -- Unknown Sector 423 -- null
Starting Follow: Kha'ak Scout -- Unknown Sector 423 -- Kha'ak Fighter -- Unknown Sector 423
Startin Lead Monitor: Kha'ak Fighter -- Unknown Sector 423 -- null
Starting Follow: Kha'ak Scout -- Unknown Sector 423 -- Kha'ak Fighter -- Unknown Sector 423
Startin Lead Monitor: Kha'ak Fighter -- Unknown Sector 423 -- null
Starting Follow: Kha'ak Scout -- Unknown Sector 423 -- Kha'ak Fighter -- Unknown Sector 423
Startin Lead Monitor: Kha'ak Fighter -- Unknown Sector 423 -- null
Starting Follow: Kha'ak Scout -- Unknown Sector 423 -- Kha'ak Fighter -- Unknown Sector 423
Startin Lead Monitor: Kha'ak Fighter -- Unknown Sector 423 -- null
Starting Follow: Kha'ak Scout -- Unknown Sector 423 -- Kha'ak Fighter -- Unknown Sector 423
Startin Lead Monitor: Kha'ak Fighter -- Unknown Sector 423 -- null
Starting Follow: Kha'ak Scout -- Unknown Sector 423 -- Kha'ak Fighter -- Unknown Sector 423
Startin Lead Monitor: Kha'ak Fighter -- Unknown Sector 423 -- null
Starting Follow: Kha'ak Scout -- Unknown Sector 423 -- Kha'ak Fighter -- Unknown Sector 423
Startin Lead Monitor: Kha'ak Fighter -- Unknown Sector 423 -- null
Starting Follow: Kha'ak Scout -- Unknown Sector 423 -- Kha'ak Fighter -- Unknown Sector 423
Startin Lead Monitor: Kha'ak Fighter -- Unknown Sector 423 -- null
Starting Follow: Kha'ak Scout -- Unknown Sector 423 -- Kha'ak Fighter -- Unknown Sector 423
Startin Lead Monitor: Kha'ak Fighter -- Unknown Sector 423 -- null
Also im not sure why MK1 ships are showing up in game. I have those disabled in the SRM. Most likely unrelated.
Starting Cmd.Wing.Action: Kha'ak Advanced Fighter -- Kha'ak Military Transport -- null -- null
Starting Cmd.Wing.Action: Kha'ak Advanced Fighter -- Kha'ak Military Transport -- null -- null
Starting Cmd.Wing.Action: Kha'ak Advanced Fighter -- Kha'ak Military Transport -- null -- null
Starting Cmd.Wing.Action: Yaki Tonbo -- Unknown Sector 423 -- null -- null
Starting Cmd.Wing.Action: Yaki Fujin Sentinel -- Unknown Sector 423 -- null -- null
Starting Cmd.Wing.Action: Yaki Fujin -- Unknown Sector 423 -- null -- null
Starting Cmd.Wing.Action: Yaki Tonbo -- Unknown Sector 423 -- null -- null
Starting Cmd.Wing.Action: Yaki Fujin -- Unknown Sector 423 -- null -- null
Starting Cmd.Wing.Action: Argon Customs Discoverer -- Cloudbase South West -- null -- null
Starting Cmd.Wing.Action: Yaki Raijin Raider -- Unknown Sector 234 -- null -- null
Starting Cmd.Wing.Action: Yaki Raijin -- Unknown Sector 234 -- null -- null
Starting Cmd.Wing.Action: OTAS Escort Eurus -- Belt of Aguilar -- null -- null
Starting Cmd.Wing.Action: Yaki Fujin Sentinel -- Unknown Sector 234 -- null -- null
Starting Cmd.Wing.Action: Yaki Fujin -- Unknown Sector 234 -- null -- null
Starting Follow: Kha'ak Scout -- Unknown Sector 423 -- Kha'ak Fighter -- Unknown Sector 423
Startin Lead Monitor: Kha'ak Fighter -- Unknown Sector 423 -- null
Starting Follow: Kha'ak Scout -- Unknown Sector 423 -- Kha'ak Fighter -- Unknown Sector 423
Startin Lead Monitor: Kha'ak Fighter -- Unknown Sector 423 -- null
Starting Follow: Kha'ak Scout -- Unknown Sector 423 -- Kha'ak Fighter -- Unknown Sector 423
Startin Lead Monitor: Kha'ak Fighter -- Unknown Sector 423 -- null
Starting Follow: Kha'ak Scout -- Unknown Sector 423 -- Kha'ak Fighter -- Unknown Sector 423
Startin Lead Monitor: Kha'ak Fighter -- Unknown Sector 423 -- null
Starting Follow: Kha'ak Scout -- Unknown Sector 423 -- Kha'ak Fighter -- Unknown Sector 423
Startin Lead Monitor: Kha'ak Fighter -- Unknown Sector 423 -- null
Starting Follow: Kha'ak Scout -- Unknown Sector 423 -- Kha'ak Fighter -- Unknown Sector 423
Startin Lead Monitor: Kha'ak Fighter -- Unknown Sector 423 -- null
Starting Follow: Kha'ak Scout -- Unknown Sector 423 -- Kha'ak Fighter -- Unknown Sector 423
Startin Lead Monitor: Kha'ak Fighter -- Unknown Sector 423 -- null
Starting Follow: Kha'ak Scout -- Unknown Sector 423 -- Kha'ak Fighter -- Unknown Sector 423
Startin Lead Monitor: Kha'ak Fighter -- Unknown Sector 423 -- null
Starting Follow: Kha'ak Scout -- Unknown Sector 423 -- Kha'ak Fighter -- Unknown Sector 423
Startin Lead Monitor: Kha'ak Fighter -- Unknown Sector 423 -- null
Starting Follow: Kha'ak Scout -- Unknown Sector 423 -- Kha'ak Fighter -- Unknown Sector 423
Startin Lead Monitor: Kha'ak Fighter -- Unknown Sector 423 -- null
Starting Follow: Kha'ak Scout -- Unknown Sector 423 -- Kha'ak Fighter -- Unknown Sector 423
Startin Lead Monitor: Kha'ak Fighter -- Unknown Sector 423 -- null
Starting Follow: Kha'ak Scout -- Unknown Sector 423 -- Kha'ak Fighter -- Unknown Sector 423
Startin Lead Monitor: Kha'ak Fighter -- Unknown Sector 423 -- null
Starting Follow: Kha'ak Scout -- Unknown Sector 423 -- Kha'ak Fighter -- Unknown Sector 423
Startin Lead Monitor: Kha'ak Fighter -- Unknown Sector 423 -- null
Also im not sure why MK1 ships are showing up in game. I have those disabled in the SRM. Most likely unrelated.
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- Posts: 2008
- Joined: Mon, 9. Jul 07, 23:33
TrixX wrote:IR is spawning them. It like Mk1's for some reason...
Have you tried with a totally clean vanilla install, instead of trying with this save?
Litcube wrote:For starters, some mod in your game is spawning orbital weapons platforms inside of shipyards.
That's a big no no. Still, the follow script should be compatible.
I'd still like to see an unmodded game result.
Vanilla is next. Clearly there is some script or mod conflict. I only have the freeze issue when running the test scripts. All other games I have played have been with my existing set-up so I dont see where the issue could be. Either way I will give it a shot with a clean vanilla game.
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Vanilla 3.1 game, Argon Prime, getting between 40-70FPS on average with stock scripts, oh and Core 4 is maxxed out at 100% most of the time 
Usually about 1600 AttackSame and WingProtect's running, with about 2000 Freetrader.
Avg script amount running 8200.
Running SETA 10x and will run for a few more hours
Then will run with your scripts in place.
End of a few hours at SETA 10x and had about 1400 AttackSame, 1500 WingProtects and close to 2100 Freetraders. Total scripts running was 8000ish. FPS had no noticable change.

Usually about 1600 AttackSame and WingProtect's running, with about 2000 Freetrader.
Avg script amount running 8200.
Running SETA 10x and will run for a few more hours

Then will run with your scripts in place.
End of a few hours at SETA 10x and had about 1400 AttackSame, 1500 WingProtects and close to 2100 Freetraders. Total scripts running was 8000ish. FPS had no noticable change.
Last edited by TrixX on Tue, 31. May 11, 13:03, edited 1 time in total.
"If you’re not prepared to be wrong, you’ll never come up with anything original."
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hi Litcube,Litcube wrote:You'll probably need to start a new game to see the effects. Take a bench mark for me, Joel, see if it makes a difference in your game. Also, if there weren't many follows in your jobs file to begin with, you won't notice much difference.joelR wrote:Wow litcube. Cant tell you how much im looking forward to this. Include me if you need a tester.
Total beta disclaimer, etc.
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When you're done dumping these in /scripts, rename the !move.follow.template.pck to something else as a back up. If you don't the engine will still use the original.
I've been working on a vanilla performance problem and it has striking similarities with you're working on, only you're looking at it at a lower level. The thing I originally noticed was a continual increase in CPU overload (and resulting framerate decrease) each time I entered a new sector. I posted in the tech support forum and Xenon_Slayer worked out pretty quickly that the problem was caused by the spawning of groups of escort ships, potentially to be used in generic mission types of the escort ship type. So I patched (by appending either "*0" or "*1) some 23 lines in "13.cat/director/3.01 Generic Missions.pck" in order to determine that indeed generic missions L2M119 and L2M127 were triggering the problem, with L2M119 having 2 to 3 times the effect of L2M127. By disabling all generic mission types except L2M119, I was able to reduce framerate from 140fps to 4fps after passing only 8 gates from a fresh gamestart. After just one sector change, the framerate halved.
So, if we are actually onto the same problem then the hacks I've been doing to the above file may make benchmarking and testing of the fix you're working towards easier and faster. If you agree we're onto the same issue I'd like to assist your efforts rather than continue to work towards my (less generalised) fix.
Here's the patched files (dump into /director) that I've used so far:
http://www.glenmcd.com/3.01_Generic_Missions.zip
The "3.01 Generic Missions_ideal.xml" simply disables the two offending generic missions, resulting in the maintaining of a high framerate regardless of how many gates you fly through over whatever time period. I virtually never create wings and this is the only thing that makes me think that maybe you're working on a seperate issue.
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No, not in Argon Prime. You won't see any changes in FPS when it comes to scripts if the scene has something to render. You need something more sensitive. A blank empty sector.TrixX wrote:FPS had no noticable change.
@glen,
I believe we're working toward the same goal, but in entirely different ways. I'm only working on the follow scripts right now, and you're working on generic convoy protect missions.
Sounds interesting, though. Why don't you start a new thread and post some science on your findings, fixes, and results?
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- Posts: 2008
- Joined: Mon, 9. Jul 07, 23:33
Ok litcube I tried it on a vanilla game and as you might expect it did not crash. Im going to reintroduce all the scripts and mods I had and see what result I get. This wont happen till tomorrow so maybe late afternoon (PST usa) I can have some better info.
God knows what sorts of stuff I had lurking in my scripts and t folders.....
-Joel
God knows what sorts of stuff I had lurking in my scripts and t folders.....
-Joel
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I cant give you any actual numbers, but i can tell you my game has been running a hell of a lot smoother then it has been... And i haven't had a single crash/lockup (err, other then the ones i caused myself
)
Good work
EDIT: Scratch that i can give you some numbers, when i first installed it i noticed about a 50 FPS increase (200 to 250) in a relatively empty sector staring at the sky box

Good work

EDIT: Scratch that i can give you some numbers, when i first installed it i noticed about a 50 FPS increase (200 to 250) in a relatively empty sector staring at the sky box
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"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
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Awesome. Thanks, Jack. The no crashes thing is a sweet bonus.Jack08 wrote:EDIT: Scratch that i can give you some numbers, when i first installed it i noticed about a 50 FPS increase (200 to 250) in a relatively empty sector staring at the sky box
The catch 22 here is that while I need the follow script to be compatible and seamless with any installation, the more checks and balances I implement for sloppy code to whoever is making packages in this forum, the more I move away from the goal of performance.
I think the reason why vanilla scripts are slow slow, is that the coders are protecting the Universe from us, the inexperienced modders. These Vanilla Rewrites remove some of that protection.
In summary, I don't think I'll be implementing much checking beyond what I'm doing. I'm hoping Joel's issues can be tracked down, but if not, and only *if* I release the package, it will come with the disclaimer that if it doesn't work for you, look elsewhere. Sucks, but true. Optimization & Wide Interfaces are almost always mutually exclusive items.
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Just offer the disclaimer that the user is installing the scripts at their own risk, and you'll neither support the script nor accept liability for any damage caused to an existing game universe or X3 installation.
In bold. Colored red.
Then sit back and wait for people to not actually read the disclaimer. :3
In bold. Colored red.
Then sit back and wait for people to not actually read the disclaimer. :3
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I think modders should be wary of directly calling move.follow.template in any case, there are plenty of interfaces for this - directly calling move.template i found out was not the best idea, and now - its potentially fatalLitcube wrote:Awesome. Thanks, Jack. The no crashes thing is a sweet bonus.Jack08 wrote:EDIT: Scratch that i can give you some numbers, when i first installed it i noticed about a 50 FPS increase (200 to 250) in a relatively empty sector staring at the sky box
The catch 22 here is that while I need the follow script to be compatible and seamless with any installation, the more checks and balances I implement for sloppy code to whoever is making packages in this forum, the more I move away from the goal of performance.
I think the reason why vanilla scripts are slow slow, is that the coders are protecting the Universe from us, the inexperienced modders. These Vanilla Rewrites remove some of that protection.
In summary, I don't think I'll be implementing much checking beyond what I'm doing. I'm hoping Joel's issues can be tracked down, but if not, and only *if* I release the package, it will come with the disclaimer that if it doesn't work for you, look elsewhere. Sucks, but true. Optimization & Wide Interfaces are almost always mutually exclusive items.
[ external image ]
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
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- Joined: Fri, 20. Oct 06, 19:02
Yeah, exactly. It's not called directly in a vanilla environment. It should be wrapped with adding the ship to the formation, and finally what to do when it's finished, like all the job scripts do.Jack08 wrote:I think modders should be wary of directly calling move.follow.template in any case, there are plenty of interfaces for this - directly calling move.template i found out was not the best idea, and now - its potentially fatal
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Litcube,
Is destroying all NPC ships effectively the same as starting a new game in the case of these script changes? In other words do your changes effect newly jobs spawned ships? I just loaded an old save with my older TC game folder and the scripts work fine. No freeze. I destroyed all NPC ships and let them re spawn and I haven't had a freeze yet.
I still intend to do a clean reinstall of all mods and scripts when I can sit down in front of the computer for more than 20 minutes but in the mean time I was just curious.
If the answer to my question is yes then that might help in understanding why a new modified game might freeze?
Is destroying all NPC ships effectively the same as starting a new game in the case of these script changes? In other words do your changes effect newly jobs spawned ships? I just loaded an old save with my older TC game folder and the scripts work fine. No freeze. I destroyed all NPC ships and let them re spawn and I haven't had a freeze yet.
I still intend to do a clean reinstall of all mods and scripts when I can sit down in front of the computer for more than 20 minutes but in the mean time I was just curious.
If the answer to my question is yes then that might help in understanding why a new modified game might freeze?
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I can add numbers too, 190 avg with 3.1 stock and 220 avg with 3.1 + just the test scripts above. Dunno why I'm getting such poor performance, but I have a feeling it's got something to do with Mr AMD...
He needs a slap and be forced to run harder...
He needs a slap and be forced to run harder...
"If you’re not prepared to be wrong, you’ll never come up with anything original."
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Litcube, I couldn't get your first group of scripts working but 0.20b run okay. The only real issue is that between flying times ten seconds and twenty seconds (precisely), framerate drops from 150 to 4 fps, and less then 1 fps on SETAx10. So with your mod working I was able to do a set of benchmarks, which looks like it proves that there we are pursuing two seperate bottlenecks with only minor overlap due to use of follow scripts.glenmcd wrote:So, if we are actually onto the same problem then the hacks I've been doing to the above file may make benchmarking and testing of the fix you're working towards easier and faster. If you agree we're onto the same issue I'd like to assist your efforts rather than continue to work towards my (less generalised) fix.
Setup for benchmarks: Steam TC 3.1 from 520MB/sec Revodrive on Intel i7-950@3.06GHz, 2 x GT460 video, 12GB triple channel DDR3 CL7 @1600Mhz, Win 7 Ultimate 64-bit. A new "Argon Patriot" gamestart used for each test. Generic missions enabling/disabling was done via edits to "13.cat/director/3.01 Generic Missions.pck". All measurements are in frames per second using "fraps".
TEST1 = Standard follow scripts, only generic mission enabled is protect convoy
TEST2 = Litcube follow scripts, only generic mission enabled is protect convoy
TEST3 = Standard follow scripts, all generic missions disabled
TEST4 = Litcube follow scripts, all generic missions disabled
TEST5 = Vanilla
TEST6 = Litcube follow scripts otherwise vanilla
TEST1 TEST2 TEST3 TEST4 TEST5 TEST6
Game start
157 160 158 124 156 160
docked at Shipyard Omicron Lyrae.
134 97 125 115 103 111
Very close to West gate looking through it
159 141 168 144 175 142
1 gate pass (into Nyanas Hideout)
62 75 89 109 113 105
3 gate passes (back into OL then NH)
56 64 93 106 97 94
5 gate passes
39 58 85 115 83 92
7 gate passes
35 48 90 104 82 85
9 gate passes
31 45 84 104 79 76
11 gate passes
29 39 90 104 84 72
13 gate passes
27 35 87 100 79 69
15 gate passes
24 32 87 106 73 68
17 gate passes
22 29 89 115 78 70
19 gate passes
21 27 87 109 74 66
Looking at sky Nyanas Hideout no seta, 19 gate passes
19 24 255 258 99 95
SETAx10 looking at sky Nyanas Hideout, 19 gate passes
2 2.5 168 189 55 55
51 gate passes
6 6 86 97 48 45
Looking at sky Nyanas Hideout no seta, 51 gate passes
6 6 201 249 66 74
SETAx2 looking at sky Nyanas Hideout, 51 gate passes
3 3.2 192 240 62 68
SETAx3 looking at sky Nyanas Hideout, 51 gate passes
2 2.2 187 225 57 62
SETAx4 looking at sky Nyanas Hideout, 51 gate passes
1.8 2 181 215 52 59
SETAx5 looking at sky Nyanas Hideout, 51 gate passes
1.5 1.5 168 203 48 57
SETAx7 looking at sky Nyanas Hideout, 51 gate passes
1 1 145 190 37 51
SETAx10 looking at sky Nyanas Hideout, 51 gate passes
<1 <1 132 182 23 48
It kinda looks like with your 0.20 beta there's an initial framerate penalty, but an overall plus once the number of active follows gets up a bit. The last set of figures (51 gate passes, SETAx10) shows more than a doubling of framerate due to your follow scripts on an otherwise vanilla install.
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