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nr77vd
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Post #61by nr77vd » 03.07.2005, 05:08

thank you
i edited the cfg file and now it works fine

thank you again

terristrail finder
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Location: columbus, indiana

Post #62by terristrail finder » 27.07.2005, 04:31

every time venus goes into a earth-like state, becomes its orginal itself each time, man! :x

terristrail finder
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Post #63by terristrail finder » 27.07.2005, 15:23

can somebody please me help on how to create a solar without bugs. :(
i need some advice on how to do this man. :cry:

Siterath
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Post #64by Siterath » 31.07.2005, 22:49

Hey all ... I'm not sure if Add On bugs go here as well, but I'll try it and you all can scream at me later :lol:

Firstly I am on XP and I am unsure about the graphic card, however it is only about a year old PC, so its should be a somewhat decent card.

http://www.celestiamotherlode.net/catal ... don_id=293

I downloaded each of those and tried installing each various section SEPERATLY. The only exception being the texture which was present each time as that link requests. The problem is that when I have it go to that ISS it zooms in, but does isn't there ... its blank space ...

Any help getting those different stages to work would be GREATLY appreciated

Also another issue ....

Some of my things, 2 I've seen so far, end up to be painful texture balls ... one was one I downloaded one was the Cassini spacecraft that actually comes with the program ... both end up looking like this example of the shuttle, the one I dloaded

Image

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selden
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Post #65by selden » 31.07.2005, 23:02

Please read the "Preliminary User's FAQ." It's a "sticky" that's near the top of the Celestia Users Forum. Follow the instructions in the first several Q/As.

Unfortunately, you really need to know and specify exactly what kind of graphics card you have, if any. I suspect you need to update your graphics drivers to the current version. The graphics vendors usually update them several times a year.
Selden

Siterath
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Post #66by Siterath » 31.07.2005, 23:08

I have read through the FAQ and I am still stumped ....

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selden
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Post #67by selden » 31.07.2005, 23:18

Now you need to follow its instructions:
1. What graphics card do you have?
2. What version of graphics drivers is it running?
3. What version of graphics drivers are available on the Web site of the vendor?
Selden

Siterath
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Post #68by Siterath » 31.07.2005, 23:29

Ok I think I found what I have ...

NVIDIA GeForce FX 5200

Now I'll check around for the rest of the stuff

Siterath
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Post #69by Siterath » 01.08.2005, 01:13

Well I updated so my photo problem is gone, but certain things like the ISS link I provide as well as other certain sats don't appear ... and I don't think its the time thing because I've been trying the dates listed in a readme (although the readme is in French)

bdm
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Location: Australia

Post #70by bdm » 01.08.2005, 01:39

Ring shadows on planets are drawn at incorrect angles, sometimes the ring shadows don't appear at all, and sometimes the hemisphere of a ringed planet will be darkened. This group of closely-related bugs is discussed here:

http://www.celestiaproject.net/forum/viewtopic.php?t=7681

bojan
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Location: Australia

Post #71by bojan » 15.08.2005, 01:50

Hi,
I tried Celestia 1.4 some time ago, and I noticed couple of things....
The screen update is very slow with new vesion compared with 1.3.2. (which is very smooth on the same computer (NEC Versa P520) and responsive to commands such as closer or further (crtl left_button_mouse up or down).
Also, the orbit of binary stars are not visible (for instance Sirius A, B - it is obvious that Sirius B orbits A component when the time is set to 100000 or faster, but there is no orbit).

Also, the version number in help menu is still 1.3.2... should be 1.4 Smile

Most likely that was noticed by others, but still I decided to tell you about it.. Smile
My best regards, Bojan

bdm
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Orbit rendering for small bodies

Post #72by bdm » 11.10.2005, 01:58

Celestia 1.4.0pre6:

When a small body like an asteroid has a moon, there are problems when the orbit of the moon is rendered. The orbit is often drawn in the wrong location, and has a visible jitter. Sometimes only half the orbit is drawn, and sometimes the orbit is not drawn at all.

bdm
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Post #73by bdm » 12.10.2005, 06:08

Celestia 1.4.0pre6:

Objects with mesh models don't cast shadows, nor can objects with mesh models have shadows cast upon them.

linuxbeak
Posts: 1
Joined: 31.10.2005
With us: 19 years

Post #74by linuxbeak » 31.10.2005, 16:14

Celestia crashes on startup. Recompile doesn't fix problem.


Problem: Celestia crashes on startup.
System: Toshiba Tecra A4, 512MB RAM 1.6GHz Centrino, Gentoo Linux, kernel 2.6.14
Graphics: 64 MB DDR SDRAM, ATI Mobility Radeon X600 , Driver 8.16.20, unknown OpenGL information
Program: Celestia v1.3.2
Backtrace:
(no debugging symbols found)
Using host libthread_db library "/lib/libthread_db.so.1".
(no debugging symbols found)
`system-supplied DSO at 0xffffe000' has disappeared; keeping its symbols.
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
(no debugging symbols found)
[Thread debugging using libthread_db enabled]
[New Thread 16384 (LWP 7109)]
[KCrash handler]
#5 0xb6940f4b in strtof_l () from /lib/libc.so.6
#6 0xb693e527 in __strtod_internal () from /lib/libc.so.6
#7 0xb6ccd5ce in closestFit () from /usr/X11R6/lib/libGLU.so.1
#8 0xb6cd0098 in gluBuild2DMipmaps () from /usr/X11R6/lib/libGLU.so.1
#9 0x0811e7fa in Observer::Observer ()
#10 0x00000003 in ?? ()
#11 0x00000040 in ?? ()
#12 0x00000040 in ?? ()
#13 0x00001907 in ?? ()
#14 0x00001401 in ?? ()
#15 0x088f86a8 in ?? ()
#16 0x088fb5e8 in ?? ()
#17 0x00000003 in ?? ()
#18 0x008de110 in ?? ()
#19 0x088ddc30 in ?? ()
#20 0x088ddc30 in ?? ()
#21 0x00000040 in ?? ()
#22 0x088de110 in ?? ()
#23 0x00000040 in ?? ()
#24 0x08120472 in Observer::Observer ()
#25 0x088de110 in ?? ()
#26 0x00000002 in ?? ()
#27 0x00000000 in ?? ()
#28 0x00000001 in ?? ()
#29 0x00000210 in ?? ()
#30 0xbfb9f738 in ?? ()
#31 0x0813bb4c in Tokenizer::nextToken ()
#32 0xbfb9f5a0 in ?? ()
#33 0x08383b48 in ?? ()
#34 0x0831d698 in ?? ()
#35 0xbfb9f738 in ?? ()
#36 0x080f2952 in Observer::Observer ()
#37 0x00000040 in ?? ()
#38 0x00001907 in ?? ()
#39 0x080f21a4 in Observer::Observer ()
#40 0x00000000 in ?? ()
#41 0x00000001 in ?? ()
#42 0xbfb9f494 in ?? ()
#43 0xbfb9f498 in ?? ()
#44 0xb6e11b54 in ?? ()
from /usr/lib/gcc-lib/i686-pc-linux-gnu/3.3.6/libstdc++.so.5
#45 0x0001f4d8 in ?? ()
#46 0x0000000a in ?? ()
#47 0x08367230 in ?? ()
#48 0x00000001 in ?? ()
#49 0x00000001 in ?? ()
#50 0xb6e11b54 in ?? ()
from /usr/lib/gcc-lib/i686-pc-linux-gnu/3.3.6/libstdc++.so.5
#51 0xb6e15a60 in __gnu_cxx::locale_cache_np_w ()
from /usr/lib/gcc-lib/i686-pc-linux-gnu/3.3.6/libstdc++.so.5
#52 0x0000000a in ?? ()
#53 0xbfb9f4c8 in ?? ()
#54 0xb6da7950 in std::basic_filebuf<char, std::char_traits<char> >::overflow
() from /usr/lib/gcc-lib/i686-pc-linux-gnu/3.3.6/libstdc++.so.5

What I see on my console:
aschenck@celeborn ~ 1$ celestia
nStars: 112524
render path: 0
celestia: ERROR: Communication problem with celestia, it probably crashed.
aschenck@celeborn ~ 255$ KCrash: Application 'celestia' crashing...

markus
Posts: 2
Joined: 05.11.2005
With us: 19 years

Post #75by markus » 05.11.2005, 17:14

When I travel from Earth to Phobos, Celestia 1.4 pre7 always crashes when it passes Mars. I get the following system message (translated):
>The instruction "0x095e4ae9" refers to memory location "0x0a0a5014". The statement "read" could not be executed.<
When I first travel e.g. to Deimos and then to Phobos, I don't get this error. I think is has something to do with the display of Mars when I pass it by.

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selden
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Post #76by selden » 06.11.2005, 12:37

Markus,

Please read the "Preliminary User's FAQ", which is a sticky near the top of the Celestia Users Forum.

Your symptom sounds to me like bugs in the vertex shaders of the driver for your 3D graphics hardware. Mars has a bumpmap, the Earth doesn't. Celestia uses OpenGL vertex shader routines to draw bumpmaps.

Q/A #1 discusses this: obsolete and buggy drivers are the most common causes of problems with displaying 3D objects.
Selden

GlobeMaker
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With us: 19 years

Post #77by GlobeMaker » 05.01.2006, 04:10

Rectilinear gaps without stars.

There is a possible bug in Celestia when viewing the whole star cluster shown below.
This star cluster includes all stars in the Galaxy. There are rectilinear gaps between
sectors of space. It seems the octree algorithm is putting empty gaps between
regions. The linear gaps outline solid brick shaped regions where stars are, but
with visible gaps with no stars. The empty gaps are exactly aligned with the
equatorial coordinate system. If you put the celestial grid's north pole in the star
cluster at Sol, the gaps are seen to be exactly aligned with the pole.

Your viewing position must be from 2k parsecs to 10k parsecs from
Sol. Center Sol and follow Sol. Use 5kpc and maximum star brightness.
Adjust field of view to begin to saturate a white zone. A checkerboard
pattern appears. The picture, below, shows how it looks on low
end graphics hardware. The same problem is seen on my NVIDIA hardware.
I used Windows XP and Celestia versions 1.4.0 and 1.4.1 and 1.3.2 FT 1.2.
They all showed the checkerboard of gaps between stars.

The low powered Graphics Controller was an Intel 82810 Adapter with 32 Meg of RAM
The NVIDIA adapter has 64 Meg RAM. It is a GeForce 4 MX . It is used on my
AMD Athelon at 2.21 G Hz with 2 Gig of RAM. Both showed the same checkerboard
of gaps between stars.

Versions 1.4.0 and 1.4.1 use star magnitudes up to 15.
Version 1.3.2 FT 1.2. only goes up to magnitude 12, but the gaps
are still visible as a checkerboard pattern. But this version 1.3.2 FT 1.2 needs to be
zoomed in to saturate to white. The 1.4.* versions need to be zoomed out to
saturate to white.

Use this procedure to see the bug quickly. Start Celestia. keys : h c f to
follow Sol. Display the celestia grid. Rotate to center one pole of the celestial
grid on Sol. (Display constellation borders ).

F7 q a to travel away from Sol to a distance of 4.7kpc. Use maximum star
brightness. Remove the display of the celestial grid. Adjust field of view until
the stars saturate to whiteness. Look at the checkerboard pattern. It is a bug.

Travel farther away to see octree adjustments occur in the checkerboard pattern.
The exact alignment of Sol to the pole of the celestial grid is critical and
very sensitive to deviations. Most users will not see the bug because of the
exact alignment needed. I found it because I was looking for gaps with exact
alignments, hopefully due to dust lanes. But dust lanes don't form rectilinear
grids in three dimensions.

Here is one picture with low end hardware and version 1.4.0 :

Image
Your wish is my command line.

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selden
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Post #78by selden » 05.01.2006, 11:44

GM,

Can you provide the Cel:// URL of such a viewpoint? That'd make it much easier to reproduce the problem.

When you're at a viewpoint that shows the problem, type a Ctrl-C (or Ctrl-Insert) to write the URL to the clipboard. Then use Ctrl-V (or Right-Mouse-Button menu-Paste) to write it to a document or to the Forum.
Selden

GlobeMaker
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Post #79by GlobeMaker » 05.01.2006, 12:14

Your wish is my command line.

Vincent
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Location: Nancy, France

Post #80by Vincent » 29.01.2006, 11:41

This is a copy of my previous (unanswered) post in the "Bugs in 1.4.0 final" topic. In case you didn't see it. :wink:

1. When you change the Timerate from a script command, Celestia still displays <Real Time> on the top right hand corner, whereas it displays the right Timerate when you change it from the <J>/<L> keys.

2. When you change the Timerate from a script command, and then pause the script, and resume it, Celestia reset the Timerate to <Realtime> whereas it should keep the previous value set by the script command.

Here's a script you can use as an example to show this bug:

Code: Select all

{
timerate { rate 1 }
print { origin "bottomleft"  row -5  column 3  duration 8 text "Timerate set to [Real time]." }
wait { duration 8 }

timerate { rate 1e4 }
print { origin "bottomleft"  row -5  column 3  duration 8 text "Timerate set to [10000x faster].\nCelestia still displays <Real time>." }
wait { duration 8 }

print { origin "bottomleft"  row -5  column 3  duration 8 text "Press the Space bar twice to pause and resume the script...." }
wait { duration 8 }
wait { duration 4 }

print { origin "bottomleft"  row -5  column 3  duration 8 text "Timerate has been reset to [Real Time] whereas\nit should have remained on [10000x faster]." }
wait { duration 8 }
}
@+
Vincent

Celestia Qt4 SVN / Celestia 1.6.1 + Lua Edu Tools v1.2
GeForce 8600 GT 1024MB / AMD Athlon 64 Dual Core / 4Go DDR2 / XP SP3


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