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Work progress and public beta test - 0.9.7.4
parameciumkidDate: Saturday, 26.09.2015, 23:17 | Message # 511
Explorer
Group: Users
United States
Messages: 277
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I appreciate your efforts to make this software prettier and more functional, but my hype about Patch 6 is dampened by once again being unable to run it.

SE.log

Once again, the problem is a "BEX" (or occasionally "AppCrash") in module "StackHash_0a9e" with exception code "c0000005":



Through tedious googling, I've come up with a new guess as to what's wrong. If you have time, please have a look at these pages:
http://serverfault.com/questio....2008-r2
https://technet.microsoft.com/en-us/library/cc738483%28v=WS.10%29.aspx
https://msdn.microsoft.com/en-us/library/8dbf701c.aspx
Apparently, either a "/GS" or "Buffer Overflow" is occurring and raising an exception that's being misleadingly flagged as a DEP exception, or the program runs code from a memory location that was not specifically marked as executable when it was compiled. There seems to be a setting in Visual Studio (presumably this is relevant) that tells the linker whether the compiled program is to be "NX-compatible" or not, which in turn determines whether DEP ends up stepping in when it runs.
My guess is it's more likely the first error: some variable's getting initialized or modified somewhere and overflowing somewhere it shouldn't. Since the problem arose between patches 4 and 5, I recommend having a look at whatever was changed in between those versions.

The symptoms are as follows, and fairly similar to how it was before:
- The splash screen opens normally
- In Patch 6, the "compiling shaders first time" phase never occurs, even if I delete the cache folder and remove the hardware data of the previous launch. I can't tell for sure if this is a bug or not.
- When the splash screen is finished, the SE window appears, but fails to display a menu and instead simply shows a solid gray background and immediately crashes with the above error message.
- SE.log doesn't show any fatal errors and appears to run perfectly until it abruptly cuts off during the shader loading phase.





Intel HD Graphics 4000 ;P
 
Donatelo200Date: Sunday, 27.09.2015, 00:39 | Message # 512
Explorer
Group: Users
United States
Messages: 261
Status: Offline
Yep reversed Z-buffer causes an instant crash on intel. However with it turned off I am still getting the frequent crashes that plagued patch 5. Here is my log.
Attachments: 6396828.log (104.9 Kb)





CPU: Intel Core i7-4790K
GPU: Nvidia GTX 1080
SSD: Samsung 850 Evo 250GB
HDD: Toshiba DT01ACA200 2TB
HDD: WD Blue 1TB (2012)
RAM: Unknown 16G-D3-1600-MR 2x8GB
MBD: MSI Z97S SLI Krait Edition (MS-7922)
 
sinsforealDate: Sunday, 27.09.2015, 01:02 | Message # 513
Space Pilot
Group: Users
United States
Messages: 129
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Quote SpaceEngineer ()
Patch 06 (11 Mb)

Mirror 1
Mirror 2

Changes:
Docking functionality for space ships
Ship editor is updated to support docking ports
Added ship's autopilot command "fly to" (normal space mode)
Improved quality and performance of the logarithmic z-buffer
Implemented reversed floating point z-buffer:
-- Rendering orbital paths with proper order with planets and ships
-- Fixed z-fighting issues on water and clouds
-- Allowed to place camera up to few centimeters to planet surface or space ship

Bugfixes:
Fixed inability to change ship's hyperfactor if engines are off
Fixed autopilot warp to stars
Fixed "rotate to ship" command
Fixed ship's gravity acceleration display
Fixed procedural stars generation in dwarf galaxies

Notes:
New z-buffer is enabled by default. It may not work on Intel. To switch back to normal z-buffer, set DepthBufferMode 0 in main.cfg
Only default ships are updated to use new docking function. DoctorOfSpace is working on his addons now.


Great patch space engineer! Keep up the great work! 10/10 would download again.





"Man once looked up at the stars and wondered, Now all we do is look at our hands and hesitate"
 
DeathStarDate: Sunday, 27.09.2015, 01:17 | Message # 514
Pioneer
Group: Users
Croatia
Messages: 515
Status: Offline
Really hyped because of the new Z-buffer. By the way, orbits aren't working for me again, can anybody else confirm?
 
PlutonianEmpireDate: Sunday, 27.09.2015, 06:05 | Message # 515
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Group: Users
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Hmm. I noticed something interesting. When first starting up the new Patch, I never got the "compiling shaders first time" message. When the game finished loading. everything was empty except the galaxies and the star sprites. I looked through the SE.log, and sure enough it was giving errors saying it was unable to find the shaders. Following SpaceEngineer's, recommendation, I switched the DepthBufferMode to 0. It fixed the shader errors, but unfortunately, nothing still shows up on screen except the stars and the galaxies. Only a single planet loaded in the start up system, in the planet finder (F2).

I did delete my cache folder before installing the patch.

Here is my last se.log. I spaced out on saving the earlier ones though. sad

EDIT: Curiously, when first installing the patch, I noticed that in the user.cfg, and even after I ran SE with the new patch, user.cfg did not update the graphics card info. It retained the initial info that came with the install package, even after SE was executed, ran, and closed. Changing the DepthBufferMode to 0 fixed the issue, and user.cfg updated to my Intel Card.

Also, an in-game screenshot after running it just now.


Attachments: 5310964.log (532.6 Kb) · 6923620.jpg (269.9 Kb)





Specs: Dell Inspiron 5547 (Laptop); 8 gigabytes of RAM; Processor: Intel® Core™ i5-4210U CPU @ 1.70GHz (4 CPUs), ~2.4GHz; Operating System: Windows 7 Home Premium 64-bit; Graphics: Intel® HD Graphics 4400 (That's all there is :( )

Edited by PlutonianEmpire - Sunday, 27.09.2015, 06:13
 
VilfateDate: Sunday, 27.09.2015, 06:46 | Message # 516
Astronaut
Group: Users
China
Messages: 49
Status: Offline
Edit 4 Oct
Reinstlled and every error here are gone... Found out that my catalog was damaged during the installation of previous versions, sorry


Attachments: 5925428.jpg (112.2 Kb) · 0052706.jpg (167.2 Kb) · 6238523.log (43.2 Kb) · 6529506.jpg (284.9 Kb) · 1824915.jpg (192.5 Kb) · 6255906.jpg (158.4 Kb)







Edited by Vilfate - Sunday, 04.10.2015, 00:02
 
JackDoleDate: Sunday, 27.09.2015, 07:31 | Message # 517
Star Engineer
Group: Local Moderators
Germany
Messages: 1742
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Maybe this is a bug?

With DepthBufferMode 1 I can see the star behind the black hole through the black hole:



with DepthBufferMode 0 it is ok.



Added (27.09.2015, 07:31)
---------------------------------------------
Vilfate,

maybe something is wrong with your Space Engine installation. It looks like you've got twice the star catalog.
Look at the picture with Ross 128. This are only two stars, not four.


Attachments: 2177699.jpg (184.3 Kb) · 8352277.jpg (180.3 Kb) · 5117076.log (53.8 Kb) · 1100401.jpg (89.0 Kb)





Don't forget to look here.



Edited by JackDole - Sunday, 27.09.2015, 07:34
 
Destructor1701Date: Sunday, 27.09.2015, 10:57 | Message # 518
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Group: Users
Ireland
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JackDole, DoctorOfSpace was showing me this build yesterday shortly before SE released it, and he had that star-rendering-beyond-black-hole issue too.




 
DoctorOfSpaceDate: Sunday, 27.09.2015, 15:53 | Message # 519
Galaxy Architect
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Quote Destructor1701 ()
he had that star-rendering-beyond-black-hole issue too.


It isn't just stars rendering through black holes, they seem to have issues with most things still.

Here is a black hole inside of a star -RS 0-2-35-690-21650-0-0-477 B- viewed from slightly different angles



The same things also apply to the ship warp effect, will render behind rings/planets/stars/sprites/orbit trails from different angles.





Intel Core i7-5820K 4.2GHz 6-Core Processor
G.Skill Ripjaws V Series 32GB (4 x 8GB) DDR4-2400 Memory
EVGA GTX 980 Ti SC 6GB
 
AlekDate: Sunday, 27.09.2015, 16:41 | Message # 520
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Group: Users
United States
Messages: 326
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Quote Alek ()
Quote SpaceEngineer ()

Patch 06 (11 Mb)

Mirror 1
Mirror 2

Changes:
Docking functionality for space ships
Ship editor is updated to support docking ports
Added ship's autopilot command "fly to" (normal space mode)
Improved quality and performance of the logarithmic z-buffer
Implemented reversed floating point z-buffer:
-- Rendering orbital paths with proper order with planets and ships
-- Fixed z-fighting issues on water and clouds
-- Allowed to place camera up to few centimeters to planet surface or space ship

Bugfixes:
Fixed inability to change ship's hyperfactor if engines are off
Fixed autopilot warp to stars
Fixed "rotate to ship" command
Fixed ship's gravity acceleration display
Fixed procedural stars generation in dwarf galaxies

Notes:
New z-buffer is enabled by default. It may not work on Intel. To switch back to normal z-buffer, set DepthBufferMode 0 in main.cfg
Only default ships are updated to use new docking function. DoctorOfSpace is working on his addons now.


Can I just download this into the Space Engine folder or do I need to download the other patches first? Never done this before, that's why I'm asking...






Living among the stars, I find my way. I grow in strength through knowledge of the space I occupy, until I become the ruler of my own interstellar empire of sorts. Though The world was made for the day, I was made for the night, and thus, the universe itself is within my destiny.
 
DoctorOfSpaceDate: Sunday, 27.09.2015, 16:44 | Message # 521
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Quote Alek ()
Can I just download this into the Space Engine folder or do I need to download the other patches first? Never done this before, that's why I'm asking...


You only need the latest patch if you are just starting. Download 0.9.7.2, patch it to 0.9.7.3, then download the beta patch and patch it to 0.9.7.4.





Intel Core i7-5820K 4.2GHz 6-Core Processor
G.Skill Ripjaws V Series 32GB (4 x 8GB) DDR4-2400 Memory
EVGA GTX 980 Ti SC 6GB
 
AlekDate: Sunday, 27.09.2015, 17:04 | Message # 522
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United States
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I downloaded the first 0.9.7.4 patch, I think, because I have 0.9.7.4 but I've had it since it first came out, so all I need to do is patch it onto the .4 I have?




Living among the stars, I find my way. I grow in strength through knowledge of the space I occupy, until I become the ruler of my own interstellar empire of sorts. Though The world was made for the day, I was made for the night, and thus, the universe itself is within my destiny.
 
DoctorOfSpaceDate: Sunday, 27.09.2015, 17:11 | Message # 523
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Quote Alek ()
so all I need to do is patch it onto the .4 I have?


That should work





Intel Core i7-5820K 4.2GHz 6-Core Processor
G.Skill Ripjaws V Series 32GB (4 x 8GB) DDR4-2400 Memory
EVGA GTX 980 Ti SC 6GB
 
Thomas988Date: Sunday, 27.09.2015, 17:15 | Message # 524
Space Pilot
Group: Users
United States
Messages: 125
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I'm confused on how I'm supposed to use he Hyperdrive for spacecraft now. There is a "Hyperjump" button, and then there's a "Go To button. However "Go To" doesn't do anything put point my spacecraft retrograde and activate Sync Velocity. Am I missing something?

EDIT: Whoops, I just solved my own problem!





All you need in life are space games and typhlosions.

Edited by Thomas988 - Sunday, 27.09.2015, 17:16
 
the_nerervarineDate: Sunday, 27.09.2015, 17:17 | Message # 525
Space Pilot
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United States
Messages: 106
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I found this minor glitch with rings that seems very small and might have to do with the new z buffer. I have no idea though as I am far from an expert on these matters.

*Edit* Forgot to say but once again you really out did yourself Space Engineer. Fantastic work as always smile

Attachments: 6352853.jpg (262.6 Kb)





AMD FX-8320 8 core @4.0ghz , AMD R9 290 4GB, 8GB DDR3 @1866mhz, 1TB Hard Drive

Edited by the_nerervarine - Sunday, 27.09.2015, 17:19
 
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