Aurora 4x

C# Aurora => C# Bug Reports => Topic started by: Steve Walmsley on April 13, 2020, 11:54:45 AM

Title: v1.10 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 11:54:45 AM
Please post bugs in this thread for v1.1.

Please check the Known Issues post before posting so see if the problem has already been identified. 'Me too' posts for unresolved bugs are fine as it shows they are affecting more than one person. Any extra information you can provide in 'me too' posts is very welcome.

When you post, please post as much information as possible, including the function number, the complete error text, the window affected, what you were doing at the time, if this was a conventional start and if this was a random stars game. Also if the bug is easy to reproduce, intermittent or a one-off. If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well.
Title: Re: v1.10 Bugs Thread
Post by: hadi on April 13, 2020, 12:06:02 PM
Steve, sorry for the double post,
The 28 buttons in the map that  launches different   windows, saves the game, game menu, and auto turn button are all unlabeled to the screen readers.
This is sort of the only major issue that we're having, I sort of  randomly press buttons till the window i want is opened lol
Sorry for posting this again, i know you're dealing with major major bugs right now
Title: Re: v1.10 Bugs Thread
Post by: Resand on April 13, 2020, 12:12:09 PM
Any bugs mentioned in the 1.0 thread that's not in the know list. If we see it in 1.1 to.
Mention it here or no need?
Title: Re: v1.10 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 12:13:29 PM
Any bugs mentioned in the 1.0 thread that's not in the know list. If we see it in 1.1 to.
Mention it here or no need?

Mention if you still have the same bug and I don't list it as known.
Title: Re: v1.10 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 12:14:13 PM
Steve, sorry for the double post,
The 28 buttons in the map that  launches different   windows, saves the game, game menu, and auto turn button are all unlabeled to the screen readers.
This is sort of the only major issue that we're having, I sort of  randomly press buttons till the window i want is opened lol
Sorry for posting this again, i know you're dealing with major major bugs right now

Do you know how I can label them for screen readers? Do they need text on them?
Title: Re: v1.10 Bugs Thread
Post by: Gladaed on April 13, 2020, 12:14:17 PM
LG Infrastructure ndoes not work.
I tried colonizing Schaumasse and have more than enough infrastructure, yet the political stability sunk to 1%.  This happened in 1. 00 but in 1. 10 this bug still persists as in the stability is still not rising.
Title: Re: v1.10 Bugs Thread
Post by: Ektor on April 13, 2020, 12:15:05 PM
I'm just starting a custom game, I added in the first race as "SM Race" with 0 installations and population, etc... I was going to open the system window to delete Sol and create a new system. When I open the system window, without doing anything, it displays "Function #1621: Object reference not set to an instance of an object." This error message persists and I have to close Aurora via the task manager.
Title: Re: v1.10 Bugs Thread
Post by: Kiks on April 13, 2020, 12:20:10 PM
Attempting to create an NPR in the home system still generates a "Function #1512: Object reference not set to an instance of an object."

It runs through the NPR generation but when you try to skip forward any amount of time it gives that error. Saving and closing the game gets rid of the error but the NPR still isn't there.

Also, minor bug. When you have Spacemaster on and you create a new game the light stays on but Spacemaster is off. Clicking it keeps the light on but actually turns Spacemaster on.
Title: Re: v1.10 Bugs Thread
Post by: Inglonias on April 13, 2020, 12:22:56 PM
Steve, sorry for the double post,
The 28 buttons in the map that  launches different   windows, saves the game, game menu, and auto turn button are all unlabeled to the screen readers.
This is sort of the only major issue that we're having, I sort of  randomly press buttons till the window i want is opened lol
Sorry for posting this again, i know you're dealing with major major bugs right now

Do you know how I can label them for screen readers? Do they need text on them?

https://docs.microsoft.com/en-us/dotnet/framework/winforms/controls/providing-accessibility-information-for-controls-on-a-windows-form

The above links assumes you're using standard windows forms for Aurora's UI. If not, this may still be enough to get you started. Good luck.
Title: Re: v1.10 Bugs Thread
Post by: SpaceMarine on April 13, 2020, 12:24:22 PM
Am getting a function error in my new game, its a conventional start its intermittent but not constantly just occasionally, I have only justed starting the campaign attached below is the screenshot of the error.
Title: Re: v1.10 Bugs Thread
Post by: Caplin on April 13, 2020, 12:25:07 PM
Steve, sorry for the double post,
The 28 buttons in the map that  launches different   windows, saves the game, game menu, and auto turn button are all unlabeled to the screen readers.
This is sort of the only major issue that we're having, I sort of  randomly press buttons till the window i want is opened lol
Sorry for posting this again, i know you're dealing with major major bugs right now

Do you know how I can label them for screen readers? Do they need text on them?

https://docs.microsoft.com/en-us/dotnet/framework/winforms/controls/providing-accessibility-information-for-controls-on-a-windows-form

Pretty much what they said. The tab order bugs are similarly easy to fix, as documented at https://docs.microsoft.com/en-us/dotnet/framework/winforms/controls/how-to-set-the-tab-order-on-windows-forms.
Title: Re: v1.10 Bugs Thread
Post by: Kristover on April 13, 2020, 12:25:41 PM
LG Infrastructure ndoes not work.
I tried colonizing Schaumasse and have more than enough infrastructure, yet the political stability sunk to 1%.  This happened in 1. 00 but in 1. 10 this bug still persists as in the stability is still not rising.

Do you start over or were you attempting to reuse the same save from 1.00?  My understanding is the 1.10 breaks 1.00 saves.
Title: Re: v1.10 Bugs Thread
Post by: Inglonias on April 13, 2020, 12:25:58 PM
Am getting a function error in my new game, its a conventional start its intermittent but not constantly just occasionally, I have only justed starting the campaign attached below is the screenshot of the error.

I'm seeing this error too on occasion. Easiest way I've found to reproduce it is to just increment time 30 days on the Federated Nations game for a while. You'll see it eventually.
Title: Re: v1.10 Bugs Thread
Post by: Desdinova on April 13, 2020, 12:26:02 PM
When you click 'new' to create a new formation template, clicking cancel does not cancel creating a formation template.
Title: Re: v1.10 Bugs Thread
Post by: Taino2 on April 13, 2020, 12:26:30 PM
I am consistently getting a "function #1414: object reference not set to an instance of an object" closing the report brings it up repeatedly until I have no choice but to close aurora using task manager
I just started a new campaign after the patch and it happens 2 months in (saved beforehand).
Was also happening before patch but only a couple years in.
Title: Re: v1.10 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 12:26:54 PM
LG Infrastructure ndoes not work.
I tried colonizing Schaumasse and have more than enough infrastructure, yet the political stability sunk to 1%.  This happened in 1. 00 but in 1. 10 this bug still persists as in the stability is still not rising.

Are you are that isn't due to the population capacity rather than the infrastructure? How much pop do you have and what is the max for that body?
Title: Re: v1.10 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 12:28:59 PM
Am getting a function error in my new game, its a conventional start its intermittent but not constantly just occasionally, I have only justed starting the campaign attached below is the screenshot of the error.

Its related to shipbuilding. Do you have some form of shipbuilding task without a destination fleet?
Title: Re: v1.10 Bugs Thread
Post by: hadi on April 13, 2020, 12:29:54 PM
Steve, sorry for the double post,
The 28 buttons in the map that  launches different   windows, saves the game, game menu, and auto turn button are all unlabeled to the screen readers.
This is sort of the only major issue that we're having, I sort of  randomly press buttons till the window i want is opened lol
Sorry for posting this again, i know you're dealing with major major bugs right now

Do you know how I can label them for screen readers? Do they need text on them?

https://docs.microsoft.com/en-us/dotnet/framework/winforms/controls/providing-accessibility-information-for-controls-on-a-windows-form

Pretty much what they said. The tab order bugs are similarly easy to fix, as documented at https://docs.microsoft.com/en-us/dotnet/framework/winforms/controls/how-to-set-the-tab-order-on-windows-forms.
This also means that there won't be any need for visual text labels on the icons, so visually they'll be icons still but behind the scenes they'll announce a text set for them!
Title: Re: v1.10 Bugs Thread
Post by: SpaceMarine on April 13, 2020, 12:30:43 PM
I am Building two Survey vessels and their destination is the starting shipyard fleet, the only difference i see is that I cant see the starting fleets on the tactical map but they are there in the naval organisation.
Title: Re: v1.10 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 12:31:49 PM
I am Building two Survey vessels and their destination is the starting shipyard fleet, the only difference i see is that I cant see the starting fleets on the tactical map but they are there in the naval organisation.

Thanks. I can't recreate yet, but I'll see if more people report it.
Title: Re: v1.10 Bugs Thread
Post by: Desdinova on April 13, 2020, 12:32:46 PM
The starting colony name is always "Home World" even if you enter something else in race creation.
Title: Re: v1.10 Bugs Thread
Post by: SpaceMarine on April 13, 2020, 12:38:24 PM
I am Building two Survey vessels and their destination is the starting shipyard fleet, the only difference i see is that I cant see the starting fleets on the tactical map but they are there in the naval organisation.

Thanks. I can't recreate yet, but I'll see if more people report it.

So update, Its still happening even though I am not doing anything with any shipyard which makes me think it has something to do with the starting fleets or something akin to that
Title: Re: v1.10 Bugs Thread
Post by: kks on April 13, 2020, 12:38:35 PM
When two empires with the same homeworld (maybe just colonies on the same body) go hostile to each other and have ground forces, before any combat happens, the following message shows (an infinite time, not able to click all away): Function #1927: Object reference not set to an instance of an object.
I originally found this bug in an testgame, where I wanted to try the new ground combat. So I started a game with another race SM'ed to Earth. First I did this in an conventional, real stars game, then reproduced it with a new game (just infantry with PWL against infantry with CAP + HQs) using all standard settings for generating the races. Reproduced it in V1.10 with the already loaded game, just adding a race, letting it run a few days, then switching to hostile. Both instantbuilding, as well as recruiting the formations reproduced the error.
I have only the tactical map, and sometimes the event window open.

Also, Thank You alot for the release. Great work! :)
Title: Re: v1.10 Bugs Thread
Post by: DFNewb on April 13, 2020, 12:38:53 PM
With Luna colonized and civvie ships on, I get constant divide by 0 errors.
Title: Re: v1.10 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 12:44:13 PM
With Luna colonized and civvie ships on, I get constant divide by 0 errors.

What is the error number. Is this conventional or TN start?
Title: Re: v1.10 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 12:46:09 PM
When two empires with the same homeworld (maybe just colonies on the same body) go hostile to each other and have ground forces, before any combat happens, the following message shows (an infinite time, not able to click all away): Function #1927: Object reference not set to an instance of an object.
I originally found this bug in an testgame, where I wanted to try the new ground combat. So I started a game with another race SM'ed to Earth. First I did this in an conventional, real stars game, then reproduced it with a new game (just infantry with PWL against infantry with CAP + HQs) using all standard settings for generating the races. Reproduced it in V1.10 with the already loaded game, just adding a race, letting it run a few days, then switching to hostile. Both instantbuilding, as well as recruiting the formations reproduced the error.
I have only the tactical map, and sometimes the event window open.

Also, Thank You alot for the release. Great work! :)

This is going to sound like a weird question but can they detect each other?
Title: Re: v1.10 Bugs Thread
Post by: Kristover on April 13, 2020, 12:48:20 PM
I think this was a 1.00 and 1.10 bug but currently cannot see the sensor rings for Deep Space Tracking Systems on planets.  I have constructed 10 on Earth and SM'ed several tech advances to check and they never showed up.  They do for ships.  I have checked the sensor boxes on the display tab (all the passives vs. and the active and FCR ones) but no rings.  Also prepared to accept I'm missing something obvious as I work my way through and it isn't a bug.

Note:  Is the new sensor model not show us rings for DSTS passives and just assumes it operates out at range?
Title: Re: v1.10 Bugs Thread
Post by: firsal on April 13, 2020, 12:57:25 PM
Not sure if it's a bug, or intended, but when zooming in on planets, moons, comets and asteroids, the bodies' size on screen doesn't change (unlike when one zooms in at Sol, the bright circle representing the star gets larger on screen)

Also, minimum zoom scale is, weirdly, 0k km. Maybe put in a limit to minimum and maximum zoom level?
Title: Re: v1.10 Bugs Thread
Post by: Desdinova on April 13, 2020, 01:08:19 PM
My current test game is getting repeated Function 3196 object reference not set errors with every production cycle.
Title: Re: v1.10 Bugs Thread
Post by: Resand on April 13, 2020, 01:10:30 PM
I am Building two Survey vessels and their destination is the starting shipyard fleet, the only difference i see is that I cant see the starting fleets on the tactical map but they are there in the naval organisation.

Thanks. I can't recreate yet, but I'll see if more people report it.

Getting the same error "3196 Object reference not set to an instance of an object". No shipbuilding started, as I'm still discovering TN tech.
I just changed the name of my Home World pop to Earth and Earth Academy to Earth University.

Other than that I've messed around with the starting fleets and added some admin commands, but that was a few months ago in game.
Title: Re: v1.10 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 01:12:51 PM
Is it definitely 3196? That function is only called when creating a shipyard task.
Title: Re: v1.10 Bugs Thread
Post by: DFNewb on April 13, 2020, 01:13:59 PM
I am Building two Survey vessels and their destination is the starting shipyard fleet, the only difference i see is that I cant see the starting fleets on the tactical map but they are there in the naval organisation.

Thanks. I can't recreate yet, but I'll see if more people report it.

Getting the same error "3196 Object reference not set to an instance of an object". No shipbuilding started, as I'm still discovering TN tech.
I just changed the name of my Home World pop to Earth and Earth Academy to Earth University.

Other than that I've messed around with the starting fleets and added some admin commands, but that was a few months ago in game.

My current test game is getting repeated Function 3196 object reference not set errors with every production cycle.

I too am getting these. I think it has to do with civvie ships not sure. Seems very similar to the divide by  0 error ( think it was function 4) I was getting before. I was trying to reproduce that when I started getting the 3196 errors that I did not get in 1.0.
Title: Re: v1.10 Bugs Thread
Post by: DFNewb on April 13, 2020, 01:14:39 PM
Is it definitely 3196? That function is only called when creating a shipyard task.

I haven't touched my shipyards and only SM'ed in some ships to drop colonists on luna and am getting this. 99 percent sure it's related to civvies (which are up and active and making more ships)
Title: Re: v1.10 Bugs Thread
Post by: Resand on April 13, 2020, 01:17:01 PM
Is it definitely 3196? That function is only called when creating a shipyard task.

For me yes. 100%
But when you mention it, the starting N shipyard did finish continual upgrade maybe 2 -3 cycles ago.
I didn't start a new one. Maybe something there?

It's not every cycle, maybe gets them a couple times in a row every 60 days or so

Edit: Someone mentioned NPR further down. I got two in my game to
Title: Re: v1.10 Bugs Thread
Post by: Ancalagon on April 13, 2020, 01:19:43 PM
It seems part of the ship design tonnage bug was fixed, but there is still another tonnage bug remaining.     When you click "Update Armor" (even with no new armor tech to upgrade to), it erroneously changes the armor amount and ship tonnage.     When you select a different ship design and then click back, the armor values are reset to their "true values".   

Also, when you add components to a ship and remove them, the ship again miscalculates its tonnage.     Fixed again by selecting some other ship design, and then going back to the one you were working on.   

Example: My test ship with 10 armor layers is 2,312 tons.  I add 1x "cargo hold standard".  Ship is now 37,950 tons.  I then remove the "cargo hold standard".  Ship is now shown as 2,339 tons, somehow.

Definite bug, easily reproducible.   It was like this in 1.  0, as well.   Seems related to armor calculations.   
Title: Re: v1.10 Bugs Thread
Post by: Resand on April 13, 2020, 01:21:41 PM
Is it definitely 3196? That function is only called when creating a shipyard task.

I haven't touched my shipyards and only SM'ed in some ships to drop colonists on luna and am getting this. 99 percent sure it's related to civvies (which are up and active and making more ships)

No civvies yet in my game
Title: Re: v1.10 Bugs Thread
Post by: Desdinova on April 13, 2020, 01:26:41 PM
My 3196 errors are within two years of the beginning of a conventional start game with 6 NPRs, no civilians or ships built yet.
Title: Re: v1.10 Bugs Thread
Post by: Tikigod on April 13, 2020, 01:37:03 PM
I am Building two Survey vessels and their destination is the starting shipyard fleet, the only difference i see is that I cant see the starting fleets on the tactical map but they are there in the naval organisation.

Thanks. I can't recreate yet, but I'll see if more people report it.

Potentially related, doing a TN start with 1.1 and the base default fleets show up in Naval Organization but don't exist on the system map like they did in 1.0.
Title: Re: v1.10 Bugs Thread
Post by: DFNewb on April 13, 2020, 01:37:16 PM
Ok I guess second guess would be NPR's
Title: Re: v1.10 Bugs Thread
Post by: Ektor on April 13, 2020, 01:39:41 PM
I'm still messing with crafting systems, and it seems to me that every time I edit a body, after I close the modify window, I get an error "Function #2504: Object reference not set to an instance of an object."
Title: Re: v1.10 Bugs Thread
Post by: LuciusSulla on April 13, 2020, 01:40:37 PM
When creating a GU formation, there is a change rank button.  When clicked, a new window appears.
On the new window, there is a check box with no text associated to it.
Title: Re: v1.10 Bugs Thread
Post by: Aloymetal on April 13, 2020, 01:42:25 PM
My antivirus says aurora. exe is unsafe and deletes it.
Title: Re: v1.10 Bugs Thread
Post by: Ancalagon on April 13, 2020, 01:44:54 PM
For some reason, on v1. 0 and now on v1. 1, at some point during the very first opening turns of a new game where I set up my research and start planning my first survey ships, I gain the technology component "Compressed Fuel Storage System - Small".  I am not using auto-allocate tech or any of the other auto-setup tools at game start.

I definitely did not instant-research compressed fuel storage, so I don't know why that component was unlocked for my ship designs.
Title: Re: v1.10 Bugs Thread
Post by: Bubbaisagod on April 13, 2020, 01:45:47 PM
Quote from: Steve Walmsley link=topic=10668. msg121838#msg121838 date=1586799109
Quote from: wren link=topic=10668. msg121837#msg121837 date=1586799043
I am Building two Survey vessels and their destination is the starting shipyard fleet, the only difference i see is that I cant see the starting fleets on the tactical map but they are there in the naval organisation.

Thanks.  I can't recreate yet, but I'll see if more people report it.

I'm getting the same error when a commander gets a promotion.
No ships and only 2 years in game.
Title: Re: v1.10 Bugs Thread
Post by: Gnoman on April 13, 2020, 01:46:35 PM
Still getting Function 1512 errors when SM creating a NPR "New Race" in Sol.
Title: Re: v1.10 Bugs Thread
Post by: Tikigod on April 13, 2020, 01:47:58 PM
For some reason, on v1. 0 and now on v1. 1, at some point during the very first opening turns of a new game where I set up my research and start planning my first survey ships, I gain the technology component "Compressed Fuel Storage System - Small".  I am not using auto-allocate tech or any of the other auto-setup tools at game start.

I definitely did not instant-research compressed fuel storage, so I don't know why that component was unlocked for my ship designs.

You actually start off with the tech. think it's a bug but definitely one that was reported in 1.0. Can confirm it's still a thing as I started with it unlocked as a component before progressing any time with a TN player race start.
Title: Re: v1.10 Bugs Thread
Post by: Tikigod on April 13, 2020, 01:51:09 PM
Version 1.1

Related to: Events Window.

Whenever you start a new game the event window now defaults to Event Days: 0. Max Events: 0.

This gives the false impression that the events window isn't working, when actually it's just set to never display anything by default.
Title: Re: v1.10 Bugs Thread
Post by: SpaceMarine on April 13, 2020, 01:53:10 PM
Is it definitely 3196? That function is only called when creating a shipyard task.

Yes it is, the screenshot i sent you is 3196, I do not know what is causing it and I am not even producing things, I think again it has something to do with my active fleets
Title: Re: v1.10 Bugs Thread
Post by: Resand on April 13, 2020, 01:59:40 PM
Admin commands has no effect in this version either.
Still only getting survey bonuses from ship commander and scientist.

None of the command levels are adding to it.
Title: Re: v1.10 Bugs Thread
Post by: GhostIsGone on April 13, 2020, 02:00:27 PM
So, I know that events are not available in the system view, but no events show up in the events screen either.  .  .   Since no one has mentioned having this problem AFAIK, I'm probably missing some settings to enable events to be displayed on the events screen? New game, non-NT start, mostly default game settings.   Help? Playing without seeing any events whatsoever is kinda hard :-D

EDIT: tested with the save provided in the install, events run just fine, created another new game, made sure I use all default settings, still no events for some reason. . .  What am I doing wrong here?
Title: Re: v1.10 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 02:00:57 PM
The 3196 is an NPR bug. I will put out a new patch to sort this out in the next hour or so.
Title: Re: v1.10 Bugs Thread
Post by: Ancalagon on April 13, 2020, 02:02:29 PM
Quote from: Resand link=topic=10668. msg121885#msg121885 date=1586804380
Admin commands has no effect in this version either.
Still only getting survey bonuses from ship commander and scientist. 

None of the command levels are adding to it.
Did you manually Assign a commander to each admin command? Are your ships operating within range of your constructed HQ level?
Title: Re: v1.10 Bugs Thread
Post by: Resand on April 13, 2020, 02:03:49 PM
Quote from: Resand link=topic=10668. msg121885#msg121885 date=1586804380
Admin commands has no effect in this version either.
Still only getting survey bonuses from ship commander and scientist. 

None of the command levels are adding to it.
Did you manually Assign a commander to each admin command? Are your ships operating within range of your constructed HQ level?

yes, and made sure that they go up by one level pr admin command. Still in Sol
Title: Re: v1.10 Bugs Thread
Post by: Inglonias on April 13, 2020, 02:04:26 PM
So, I know that events are not available in the system view, but no events show up in the events screen either. . .  Since no one has mentioned having this problem AFAIK, I'm probably missing some settings to enable events to be displayed on the events screen? New game, non-NT start, mostly default game settings.  Help? Playing without seeing any events whatsoever is kinda hard :-D

For some reason, the default max events number and max days is set to zero. At the top of the events window are two text boxes that determine how many days of prior events get shown and how many events are show maximum. Make sure those are not set to zero.
Title: Re: v1.10 Bugs Thread
Post by: GhostIsGone on April 13, 2020, 02:06:22 PM
Quote from: Inglonias link=topic=10668. msg121891#msg121891 date=1586804666
Quote from: CatchItGamer link=topic=10668. msg121886#msg121886 date=1586804427
So, I know that events are not available in the system view, but no events show up in the events screen either.  .  .   Since no one has mentioned having this problem AFAIK, I'm probably missing some settings to enable events to be displayed on the events screen? New game, non-NT start, mostly default game settings.   Help? Playing without seeing any events whatsoever is kinda hard :-D

For some reason, the default max events number and max days is set to zero.  At the top of the events window are two text boxes that determine how many days of prior events get shown and how many events are show maximum.  Make sure those are not set to zero.

Oh boy, yeah, that did it, thanks!
Title: Re: v1.10 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 02:09:55 PM
So, I know that events are not available in the system view, but no events show up in the events screen either. . .  Since no one has mentioned having this problem AFAIK, I'm probably missing some settings to enable events to be displayed on the events screen? New game, non-NT start, mostly default game settings.  Help? Playing without seeing any events whatsoever is kinda hard :-D

For some reason, the default max events number and max days is set to zero. At the top of the events window are two text boxes that determine how many days of prior events get shown and how many events are show maximum. Make sure those are not set to zero.

Fixed.
Title: Re: v1.10 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 02:10:35 PM
Training Fuel Use and No Maintenance both fixed.
Title: Re: v1.10 Bugs Thread
Post by: hadi on April 13, 2020, 02:10:47 PM
Steve, sorry for the double post,
The 28 buttons in the map that  launches different   windows, saves the game, game menu, and auto turn button are all unlabeled to the screen readers.
This is sort of the only major issue that we're having, I sort of  randomly press buttons till the window i want is opened lol
Sorry for posting this again, i know you're dealing with major major bugs right now

Do you know how I can label them for screen readers? Do they need text on them?
I think i should have just given you the exact example, to avoid confusion
AccessibleName Property
AccessibleName Property
This is the name of a control reported to accessibility aids. It may be set in the Properties window, or in code as follows:
C#
code example:
Button1.AccessibleName = "industry"
Title: Re: v1.10 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 02:11:20 PM
It seems part of the ship design tonnage bug was fixed, but there is still another tonnage bug remaining.     When you click "Update Armor" (even with no new armor tech to upgrade to), it erroneously changes the armor amount and ship tonnage.     When you select a different ship design and then click back, the armor values are reset to their "true values".   

Also, when you add components to a ship and remove them, the ship again miscalculates its tonnage.     Fixed again by selecting some other ship design, and then going back to the one you were working on.   

Example: My test ship with 10 armor layers is 2,312 tons.  I add 1x "cargo hold standard".  Ship is now 37,950 tons.  I then remove the "cargo hold standard".  Ship is now shown as 2,339 tons, somehow.

Definite bug, easily reproducible.   It was like this in 1.  0, as well.   Seems related to armor calculations.   

This seems to be working fine for me. This is definitely v1.1?
Title: Re: v1.10 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 02:13:07 PM
Still getting Function 1512 errors when SM creating a NPR "New Race" in Sol.

1512 is a sequence of play error. What is the error text? Is this conventional game?
Title: Re: v1.10 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 02:13:50 PM
Admin commands has no effect in this version either.
Still only getting survey bonuses from ship commander and scientist.

None of the command levels are adding to it.

The Admin command bonus isn't shown on the fleet window.
Title: Re: v1.10 Bugs Thread
Post by: Ektor on April 13, 2020, 02:14:11 PM
When trying to open the system window with the original race in a custom start, I get a bug related to Function #3038. The same type I've had before.
Title: Re: v1.10 Bugs Thread
Post by: Resand on April 13, 2020, 02:14:19 PM
It seems part of the ship design tonnage bug was fixed, but there is still another tonnage bug remaining.     When you click "Update Armor" (even with no new armor tech to upgrade to), it erroneously changes the armor amount and ship tonnage.     When you select a different ship design and then click back, the armor values are reset to their "true values".   

Also, when you add components to a ship and remove them, the ship again miscalculates its tonnage.     Fixed again by selecting some other ship design, and then going back to the one you were working on.   

Example: My test ship with 10 armor layers is 2,312 tons.  I add 1x "cargo hold standard".  Ship is now 37,950 tons.  I then remove the "cargo hold standard".  Ship is now shown as 2,339 tons, somehow.

Definite bug, easily reproducible.   It was like this in 1.  0, as well.   Seems related to armor calculations.   

This seems to be working fine for me. This is definitely v1.1?

Can reproduce in 1.1 to, but only if I got several lairs of armor
Title: Re: v1.10 Bugs Thread
Post by: Elysium43 on April 13, 2020, 02:14:47 PM
I don't know if it's a bug or not but the galactic map has to be closed and reopened to refresh Jump points, the refresh button only causes the new system to appear but doesn't show the links it has.
Title: Re: v1.10 Bugs Thread
Post by: Garfunkel on April 13, 2020, 02:15:18 PM
Powered Infantry Armour is still in 1.10 available to Conventional powers without any additional research.
Title: Re: v1.10 Bugs Thread
Post by: Resand on April 13, 2020, 02:15:36 PM
Admin commands has no effect in this version either.
Still only getting survey bonuses from ship commander and scientist.

None of the command levels are adding to it.

The Admin command bonus isn't shown on the fleet window.

So beside seeing if the ships work faster we got no way to actually check if they have an effect then?
Title: Re: v1.10 Bugs Thread
Post by: Ancalagon on April 13, 2020, 02:16:35 PM
Tonnage bug reproduction instructions:

Here are the precise instructions from a fresh v1. 0 + v1. 1 installation using the default campaign that loads.   

1) Open ship design.     
2) Make new design.     
3) Change armor to 10 armor rating.     
4) Note tonnage is 4187.     
5) Add a component like "standard cargo hold".     
6) Remove the component "standard cargo hold".     
7) Note tonnage is now 4359, despite being same as before.     
8 ) Switch to default "Magellan" geo design.     
9) Switch back to the new design.     
10) Note tonnage is now an entirely different value, 4278!
11) Switch to Magellan and switch back again.     
12) Note tonnage is now 4277. 
Title: Re: v1.10 Bugs Thread
Post by: Zhatelier on April 13, 2020, 02:19:12 PM
Apparently moving the JP's around doesn't work. The distance and bearing get updated in the system view window, but the JP seems to stay in its location on the tactical map even after saving the game and rebooting or refreshing the map. I also encountered a bug where moving a planet set its bearing to 0 each time I tried to modify it, but on another planet, it worked fine.

I do get the "Function # 1558: Object reference not set to an instance of an object" whenever exploring a JP.
(Random starts, Conventional start, SM mode on, Win 10.)
Title: Re: v1.10 Bugs Thread
Post by: xenoscepter on April 13, 2020, 02:19:42 PM
Something to look into from v 1.00:

(Screenshots are a pain in the nutz, so I'll just describe it as best I can)

 - After making some Ground Units, I proceeded to create some Ground Unit Formations. All is fine, nothing weird. (To me at least.)

 - After assembling them into a Hierarchy I check the Total force to see how much they weigh.

 - EGAD it's 6,400 Tons! It was then that I realized that the size shown in the design windows are not actually tons. (I'm guessing it's HS equivalent)

(Much tweaking and ree-ing ensued)

 - Change things around, everything is cool at 14,000 Tons. (It's a full company, so... it's big.)

 - I was unsure if I need HQ of 400 or 300 to command a 100 size formation and three 100 size sub-ordinate formations.

 - I decided, screw it, better safe then sorry and I'll ask around a bit later if it isn't posted elsewhere.

 - Changed the HQ 300s to HQ 400s, both of which are actually size ten. (Infantry Light HQs, btw)

 - Now the formation is 15,200!!! Everything else is EXACTLY the same size, only the HQs changed.

 - Why though?

Oh... well uh.

This would explain it:
(See Attachment)

Seems the DB is saving formations that I told it to delete using the "Delete formations" button. Or am I deleting things wrong?

(These formations did NOT show up before I exited and reloaded the game.)

Steps to Reproduce:

1 - Start a new game

2 - Make some ground units

3 - make some templates

4 - build a few formations. (I insta built them)

5 - delete formations using the delete formations button.

6 - make some new formations

7 - save

8 - close down aurora

9 - restart the game, load up your save and viola! you now have all of them back!
Title: Re: v1.10 Bugs Thread
Post by: GhostIsGone on April 13, 2020, 02:20:16 PM
Deleting a game that is currently loaded results in me being able to continue playing on the deleted save file, reeks of undefined behaviour :-)

Also, saving the deleted game takes longer than saving a normal game, freezes the strategic map for a couple of seconds, but works without throwing any errors, although the "saved deleted game" is nowhere to find when looking at the lists of saved games. 
Title: Re: v1.10 Bugs Thread
Post by: Hungaricus on April 13, 2020, 02:20:54 PM
I have an issue with the events window.  I read that I cannot see the events in the main window thanks to time constrains which is okay.
My problem is now with 1. 10 I cannot even see them in the event window.  It's completely empty.  I tried to hit show all refresh but still empty.  Any ideas how to fix it?
Title: Re: v1.10 Bugs Thread
Post by: Inglonias on April 13, 2020, 02:21:26 PM
I have an issue with the events window.  I read that I cannot see the events in the main window thanks to time constrains which is okay.
My problem is now with 1. 10 I cannot even see them in the event window.  It's completely empty.  I tried to hit show all refresh but still empty.  Any ideas how to fix it?

check the text boxes at the top of the event window. They are set to zero by default for some reason. Make them not zero.
Title: Re: v1.10 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 02:22:13 PM
All Jump Points stable is fixed.
Title: Re: v1.10 Bugs Thread
Post by: L0ckAndL0ad on April 13, 2020, 02:24:00 PM
Geo surveying a body from orbit turns "Ground Based Survey Potential" of that body to "Completed" status. Reproduced multiple times in Sol.
Title: Re: v1.10 Bugs Thread
Post by: Tikigod on April 13, 2020, 02:25:32 PM
Geo surveying a body from orbit turns "Ground Based Survey Potential" of that body to "Completed" status. Reproduced multiple times in Sol.

Intended. Only a small number of bodies now actually have any ground survey potential. If it says completed after the geosurvey, then it has no potential.
Title: Re: v1.10 Bugs Thread
Post by: DFNewb on April 13, 2020, 02:26:13 PM
Still getting Function 1512 errors when SM creating a NPR "New Race" in Sol.

1512 is a sequence of play error. What is the error text? Is this conventional game?

I get this too, very easy to reproduce.

Start new game. Set player NPR on. Go to system view as SM, click on Mars, create race, make it NPR, then any time you try to pass time you will get 1512, time will not pass, game is effectively lost. Must restart.
Title: Re: v1.10 Bugs Thread
Post by: GhostIsGone on April 13, 2020, 02:26:25 PM
The game information window contains 4 buttons, if you have only one save game created, the text of the Delete button disappears. 
Title: Re: v1.10 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 02:26:38 PM
Jump Shock lasting too long is fixed.
Title: Re: v1.10 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 02:27:21 PM
The game information window contains 4 buttons, if you have only one save game created, the text of the Delete button disappears.

That is intended, to prevent you deleting the last game.
Title: Re: v1.10 Bugs Thread
Post by: GhostIsGone on April 13, 2020, 02:28:40 PM
Quote from: Steve Walmsley link=topic=10668.  msg121920#msg121920 date=1586806041
Quote from: CatchItGamer link=topic=10668.  msg121918#msg121918 date=1586805985
The game information window contains 4 buttons, if you have only one save game created, the text of the Delete button disappears.   

That is intended, to prevent you deleting the last game. 

Mind you that the text disappears, not the button itself, might be pretty confusing to have an empty button on the UI for no apparent reason.   
Title: Re: v1.10 Bugs Thread
Post by: DFNewb on April 13, 2020, 02:29:22 PM
Still getting Function 1512 errors when SM creating a NPR "New Race" in Sol.

1512 is a sequence of play error. What is the error text? Is this conventional game?

I get this too, very easy to reproduce.

Start new game. Set player NPR on. Go to system view as SM, click on Mars, create race, make it NPR, then any time you try to pass time you will get 1512, time will not pass, game is effectively lost. Must restart.

1512: Object reference not set to an instance of an object.

Only happens when the new race is NPR.

Not conventional on either race. I made a player race on mars just fine, just NPR broken.
Title: Re: v1.10 Bugs Thread
Post by: xenoscepter on April 13, 2020, 02:29:31 PM
Is there supposed to be a button under the commander screen for new army ranks? There isn't one right now, and if that's intended then fine, but if it is supposed to be there and it's not, then I have found a bug.

"Design Tech" button on Class Design window is also non-functional on V 1.00. No tooltip though and so I'm not sure what it does. "Design Philosophy" button throws an error if I click it, but I vaguely remember something about that button being used for NPRs. Perhaps greying it out outside of SM might be helpful?
Title: Re: v1.10 Bugs Thread
Post by: Kelewan on April 13, 2020, 02:32:45 PM
Aurora C# 1.1 after Restarting Aurora I received two errors

Function #1170: Der anegebene Schlüssel war nicht im Wörterbuch angegeben
Function #1168: Der anegebene Schlüssel war nicht im Wörterbuch angegeben
Should translate to somethink like "key not found in index"

Loading an other Game I receive the same errors.

Sol System is empty expect for Earth, Mercury and 4 Asteroids (2017 UV43, 2015 RR245, 2015 KH162, Ulitma Thule) in two games one Conventionel Start one TN-Start
 (SM added a ruin to Mars in both games)

the TN-Start is still 1. Day, the Conventional start is 1,5 Years

Can provide the Database
Title: Re: v1.10 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 02:34:04 PM
Tonnage bug reproduction instructions:

Here are the precise instructions from a fresh v1. 0 + v1. 1 installation using the default campaign that loads.   

1) Open ship design.     
2) Make new design.     
3) Change armor to 10 armor rating.     
4) Note tonnage is 4187.     
5) Add a component like "standard cargo hold".     
6) Remove the component "standard cargo hold".     
7) Note tonnage is now 4359, despite being same as before.     
8 ) Switch to default "Magellan" geo design.     
9) Switch back to the new design.     
10) Note tonnage is now an entirely different value, 4278!
11) Switch to Magellan and switch back again.     
12) Note tonnage is now 4277.

I tried this. Tonnage goes to 43,832 tons when I add the cargo hold and stays at that if I click Magellan and then come back.
Title: Re: v1.10 Bugs Thread
Post by: Ancalagon on April 13, 2020, 02:37:14 PM
Quote from: Steve Walmsley link=topic=10668. msg121929#msg121929 date=1586806444
Quote from: Ancalagon link=topic=10668. msg121908#msg121908 date=1586805395
Tonnage bug reproduction instructions:

Here are the precise instructions from a fresh v1.  0 + v1.  1 installation using the default campaign that loads.     

1) Open ship design.       
2) Make new design.       
3) Change armor to 10 armor rating.       
4) Note tonnage is 4187.       
5) Add a component like "standard cargo hold".       
6) Remove the component "standard cargo hold".       
7) Note tonnage is now 4359, despite being same as before.       
8 ) Switch to default "Magellan" geo design.       
9) Switch back to the new design.       
10) Note tonnage is now an entirely different value, 4278!
11) Switch to Magellan and switch back again.       
12) Note tonnage is now 4277. 

I tried this.  Tonnage goes to 43,832 tons when I add the cargo hold and stays at that if I click Magellan and then come back.

The tonnage before adding and removing a component is different after.  4187 tons vs.  4359 tons in step 4 and 7, despite it being exactly the same ship design.  Also notice in Step 10 and 12 the tonnage takes on further different values.
Title: Re: v1.10 Bugs Thread
Post by: xenoscepter on April 13, 2020, 02:37:37 PM
In V 1.00 HQ's above a certain tonnage (7000 Tons at least, could be lower) would instead show an HQ rating of 7, and when paired with a unit of say, 100 HQ rating, it would show up as 100 HQ in the formation screen, implying that it was in fact a rating of 7.

Might not be a bug, but HQ ratings for multiple HQ units are not tallied in the formation window.
Title: Re: v1.10 Bugs Thread
Post by: Hernanduer on April 13, 2020, 02:38:15 PM
Removing something from the research queue doesn't return it to the list of available technologies to research if you're on the category of research it belongs to.  You have to use the dropdown to change between categories before it appears again.
Title: Re: v1.10 Bugs Thread
Post by: Red Dusk on April 13, 2020, 02:39:04 PM
Quote from: Steve Walmsley link=topic=10668. msg121929#msg121929 date=1586806444
Quote from: Ancalagon link=topic=10668. msg121908#msg121908 date=1586805395
Tonnage bug reproduction instructions:

Here are the precise instructions from a fresh v1.  0 + v1.  1 installation using the default campaign that loads.     

1) Open ship design.       
2) Make new design.       
3) Change armor to 10 armor rating.       
4) Note tonnage is 4187.       
5) Add a component like "standard cargo hold".       
6) Remove the component "standard cargo hold".       
7) Note tonnage is now 4359, despite being same as before.       
8 ) Switch to default "Magellan" geo design.       
9) Switch back to the new design.       
10) Note tonnage is now an entirely different value, 4278!
11) Switch to Magellan and switch back again.       
12) Note tonnage is now 4277. 

I tried this.  Tonnage goes to 43,832 tons when I add the cargo hold and stays at that if I click Magellan and then come back.
I just replicated this following these steps, are you remembering to remove the cargo hold before swapping to the Magellan? I wound up with a tonnage of 4278, but it's very close to the total Ancalagon had.
Title: Re: v1.10 Bugs Thread
Post by: xenoscepter on April 13, 2020, 02:40:48 PM
I have successfully reproduced the tonnage bug in V 1.10 following the steps provided.
Title: Re: v1.10 Bugs Thread
Post by: Steve Walmsley on April 13, 2020, 02:43:55 PM
I've reproduced now.