Bugs in 1.4.1pre1

Report bugs, bug fixes and workarounds here.
Avatar
selden
Developer
Posts: 10192
Joined: 04.09.2002
With us: 22 years 2 months
Location: NY, USA

Post #21by selden » 02.02.2006, 22:02

Daniel,

That is a known bug reported in another thread, I think.

Phoebe.cmod was accidentally left out of the pre1 kit.

You can
a) edit* solarsys.ssc and change
Mesh "phoebe.cmod"
to
Mesh "phoebe.3ds"

b) download phoebe.cmod from SourceForge

c) wait patiently for pre2.

____
* -- Of course, there's no need to actually edit solarsys.ssc. Here's an Addon SSC to fix it:

Code: Select all

Modify "Phoebe" "Sol/Saturn"
{
    Mesh "phoebe.3ds"
}
Last edited by selden on 02.02.2006, 22:12, edited 1 time in total.
Selden

Avatar
Jeam Tag M
Posts: 540
Joined: 01.04.2003
Age: 60
With us: 21 years 7 months
Location: Southern suburb, Paris, France

Post #22by Jeam Tag » 02.02.2006, 22:12

danielj wrote:But what about Phoebe?It is invisible in Celestia 1.4.1 pre1.The locations are shown,but not the moon.
If you have dwloaded the model, and replaced it correctly in the models folder (NO other manipulations!), it must work! That's working for me with my poor install at home, so...
Didn't you confused with the two avaible models (.cmod and .3ds) ?
Jeam
Last edited by Jeam Tag on 03.02.2006, 11:58, edited 1 time in total.
Catalogue des ajouts /Catalog for the Add-Ons in French
...PAGES LOSTS, SORRY

danielj
Posts: 1477
Joined: 15.08.2003
With us: 21 years 3 months

Post #23by danielj » 03.02.2006, 11:43

Strangely enough,the phobos.3ds model works;the mesh phobos.cmod don??t.


Jeam Tag wrote:
danielj wrote:But what about Phoebe?It is invisible in Celestia 1.4.1 pre1.The locations are shown,but not the moon.
If you have dwloaded the model, and replaced it correctly in the models folder (NO other manipulations!), it must work! That's working for me with my poor install at home, so...
Didn't you condused with the two avaible models (.cmod and .3ds) ?
Jeam

jdou
Posts: 137
Joined: 24.04.2004
With us: 20 years 6 months
Location: France

Post #24by jdou » 03.02.2006, 18:12

Very nice splash screen :D

But, no levels 11 and 12 ? :cry:
P4c 3.0Ghz, 1 Gb, XP sp1, GeForce FX5700u 128 Mb, NV 93.71, Celestia 1.5.0pre2, BMNG 64k

Avatar
PlutonianEmpire M
Posts: 1374
Joined: 09.09.2004
Age: 40
With us: 20 years 2 months
Location: MinneSNOWta
Contact:

Post #25by PlutonianEmpire » 03.02.2006, 20:48

I just found another bug, I think. I hit 'a' to accellerate, moved the view around a bit with my numberpad, then "F1" to stop altogether, only, it didn't stop, it simply kept slowing, and slowing, and slowing.... until Celestia simply went "poof!"--it disappeared on me completely.
Terraformed Pluto: Now with New Horizons maps! :D

GlobeMaker
Posts: 216
Joined: 30.10.2005
With us: 19 years

Post #26by GlobeMaker » 04.02.2006, 01:12

I also saw a crash like Plutonian Empire did on 1.4.1 pre from the .exe disti.
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. Windows XP

It ran for 10 minutes, watching planets for 400 years, zooming through star
clusters. Left the Galaxy, went to M31 and a distant galaxy. Back to Earth, out
to strange galaxies, zooming wildly with no problem. Back to Sun, out to M31,
visited distant, very bright galaxy, increased brightness, decreased, : poof !
No more Celestia 1.4.1 pre, just Windows wallpaper. Crashed Celestia,
no warning, sudden, bang dead.

Looks like a bug to me, sorry.
Your wish is my command line.

Avatar
selden
Developer
Posts: 10192
Joined: 04.09.2002
With us: 22 years 2 months
Location: NY, USA

Post #27by selden » 04.02.2006, 02:11

Hmmm. Yes...

F1 seems to do a Zeno until the speed display underflows.
Selden

Dollan
Posts: 1150
Joined: 18.12.2003
Age: 54
With us: 20 years 11 months
Location: Havre, Montana

Post #28by Dollan » 05.02.2006, 00:41

Hi guys...

I have no idea what is wrong, or how to find out what is wrong. But 9 out of 10 times that I start the program it crashes before the start up screen even materializes, and most of the rest of the time it crashes while I try to maneuver around planets, 3ds models, whatever.

It wasn't doing this initially, so I don't know what the problem might be....

I'm running a 1.0ghz PIII Gateway with nearly 400mb of RAM, and an Nvidia GeForce2 GTS with 32mb of memory.

...John...
"To make an apple pie from scratch, you must first create the universe..."
--Carl Sagan

Topic author
brokfn
Posts: 40
Joined: 11.11.2005
With us: 19 years
Location: Lannurvan

Post #29by brokfn » 05.02.2006, 12:38

Hi,

I just wanted to point out that the "K" bug (see second post on this thread) DID NOT happen with 1.4.0.
I also confirm there's no way to see levels 11 and 12 on virtual textures.

Bye,
Brokfn
to pa ri ti, gra pa ri tra

Avatar
dirkpitt
Developer
Posts: 674
Joined: 24.10.2004
With us: 20 years

Post #30by dirkpitt » 07.02.2006, 01:54

I made a patch that may fix the "K", "F1", and "Z" key issues:

...

Update: The patch has been committed to CVS. It should appear in the next release if no problems are found.

Vincent
Developer
Posts: 1356
Joined: 07.01.2005
With us: 19 years 10 months
Location: Nancy, France

Post #31by Vincent » 08.02.2006, 13:32

Vincent wrote: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.

dirkpitt wrote:If you can compile from CVS, please try this patch (cd celestia/src; patch -p0 <timerate.patch). Disclaimer: I whipped it up in less than an hour so YMMV.

DW,

Your "Timerate Display" patch has been integrated neither to 1.4.1pre1 nor to 1.4.1pre2. I read on the developpers Email Archive that Chris wants to fix this issue differently.

> Do you know if this issue will be fixed soon ?
> If not, can we use for now your patch without having problem while running Celestia ?

Thanks.
@+
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

Avatar
dirkpitt
Developer
Posts: 674
Joined: 24.10.2004
With us: 20 years

Post #32by dirkpitt » 09.02.2006, 01:05

Yes, a clean fix (i.e., a fix that's not a hack) for the timerate display not synching with scripts is turning out to be a bit difficult. Currently, the only "patch" integrated into 1.4.1 is a fix for overflows. The timerate sync patch probably doesn't apply cleanly any more and shouldn't be used.


Return to “Bugs”