Author Topic: v1.5.1 Bugs Thread  (Read 69182 times)

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Offline swarm_sadist

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Re: v1.5.1 Bugs Thread
« Reply #105 on: April 16, 2020, 09:18:47 AM »
MINOR
In the Class screen, when you put a period (.) in deployment time without first putting a 0 in, you get this message.

"Unhandled exception has occurred in you application."

You can click continue and keep playing the game, so it isn't too major of a concern.

************** Exception Text **************
Off-Topic: show
System.FormatException: Input string was not in a correct format.
   at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)
   at System.Number.ParseDecimal(String value, NumberStyles options, NumberFormatInfo numfmt)
   at System.Convert.ToDecimal(String value)
   at a6.y(Object A_0, EventArgs A_1)
   at System.Windows.Forms.Control.OnTextChanged(EventArgs e)
   at System.Windows.Forms.TextBoxBase.OnTextChanged(EventArgs e)
   at System.Windows.Forms.TextBoxBase.WmReflectCommand(Message& m)
   at System.Windows.Forms.TextBoxBase.WndProc(Message& m)
   at System.Windows.Forms.TextBox.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
 

Offline rainyday

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Re: v1.5.1 Bugs Thread
« Reply #106 on: April 16, 2020, 09:20:02 AM »
My new 1. 5. 1 game after about 15 years suddenly started throwing:

"Function #1512: Object reference not set to an instance of an Object" from the events window. 

The only other clue that I see is the 5 day increment ran 3 days and 12 hours right before this occurred.  Nothing in the event log explaining the interruption. 

I hit okay a bunch but it seems to reoccur forever.  Had to kill the game from the Task Manager. 

 

Offline DFNewb

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Re: v1.5.1 Bugs Thread
« Reply #107 on: April 16, 2020, 09:27:21 AM »
MINOR
In the Class screen, when you put a period (.) in deployment time without first putting a 0 in, you get this message.

"Unhandled exception has occurred in you application."

You can click continue and keep playing the game, so it isn't too major of a concern.

************** Exception Text **************
Off-Topic: show
System.FormatException: Input string was not in a correct format.
   at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)
   at System.Number.ParseDecimal(String value, NumberStyles options, NumberFormatInfo numfmt)
   at System.Convert.ToDecimal(String value)
   at a6.y(Object A_0, EventArgs A_1)
   at System.Windows.Forms.Control.OnTextChanged(EventArgs e)
   at System.Windows.Forms.TextBoxBase.OnTextChanged(EventArgs e)
   at System.Windows.Forms.TextBoxBase.WmReflectCommand(Message& m)
   at System.Windows.Forms.TextBoxBase.WndProc(Message& m)
   at System.Windows.Forms.TextBox.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)




Also if you backspace anything after a decimal point in the same field the decimal point will disappear.
 

Offline Wieseltrupp

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Re: v1.5.1 Bugs Thread
« Reply #108 on: April 16, 2020, 09:29:00 AM »
Ships created with Instant Build Points dont lock the design.
Unless you lock it manualy or refit a shipyard you can change the design and all ships associated to it.
 

Offline SpaceMarine

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Re: v1.5.1 Bugs Thread
« Reply #109 on: April 16, 2020, 09:37:26 AM »
It appears that you have the option to load from any ship if you have a troop transport bay, this probably should not be displayed as it makes no sense if the targeted ship has no troop transport bays or way to hold them.
« Last Edit: April 16, 2020, 09:42:01 AM by SpaceMarine »
 

Offline DFNewb

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Re: v1.5.1 Bugs Thread
« Reply #110 on: April 16, 2020, 09:43:23 AM »
Fleet level refueling commands don't work (The drop down auto refuel box).
They only work for individual ships. Also could you add one that makes a tanker subfleet refuel a main fleet? Or a absorb as subfleet movement order?
 
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Offline adriaans

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Re: v1.5.1 Bugs Thread
« Reply #111 on: April 16, 2020, 09:47:45 AM »
Low gravity (LG) colonies do not produce their own low gravity infrastructure despite the 'wealth/trade' tab stating they do, not produced for either trade or self use.  Tested multiple times on multiple bodies with both small and large population over long period of time (multiple decades).   
Considering non LG colonies do produce their own infrastructure for self use or trade, I assume one of them is not working as intended, likely the LG one?
This has existed since version 1. 0. 
 
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Offline DFNewb

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Re: v1.5.1 Bugs Thread
« Reply #112 on: April 16, 2020, 09:48:43 AM »
Low gravity (LG) colonies do not produce their own low gravity infrastructure despite the 'wealth/trade' tab stating they do, not produced for either trade or self use.  Tested multiple times on multiple bodies with both small and large population over long period of time (multiple decades).   
Considering non LG colonies do produce their own infrastructure for self use or trade, I assume one of them is not working as intended, likely the LG one?
This has existed since version 1. 0.

I can confirm they don't produce for themselves.
 
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Offline muzzlehead

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Re: v1.5.1 Bugs Thread
« Reply #113 on: April 16, 2020, 09:53:59 AM »
Quote from: adriaans link=topic=10756. msg123921#msg123921 date=1587048465
Low gravity (LG) colonies do not produce their own low gravity infrastructure . . . .


+1
 

Offline cpw11

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Re: v1.5.1 Bugs Thread
« Reply #114 on: April 16, 2020, 10:13:18 AM »
Fatal crash to desktop on Mono/Linux.

Hi Steve, so as you may or may not know, we've been busy modifying mono to run the game almost perfectly under mono on Linux (So far our biggest problem is trying to get metric perfect fonts, because Microsoft Sans is not a freely available font, and your layout is pixel precise, as well as a couple of corner cases around hardcoded "\" in file paths - both are mostly fixable easily enough by modifying mono).

Sadly, there's one corner case that seems to have cropped up around Passive Sensors display.  It seems that somewhere in the code that draws the passive sensors on screen, you're sharing a System. Drawing. Pen object between multiple methods without cleaning it up afterwards - this results in a race condition on Linux/Mono where the garbage collector tries to double-free the Pen object.  (My hypothesis is that because the same pen passes between multiple methods, it gets queued into the global GC queue for subsequent deletion.  However, it is realized by the compiler that the Pen isn't actually needed after whatever toplevel method is using it, and it therefore disposes of it using the destructor.  The GC thread however, still sees the Pen in the GC queue and tries to clean it up again).

If I could ask for you to Dispose() the pen object after you've used it to draw passive sensors (and whatever else it is shared with in that method) that should fix the problem for us weirdos on Linux.

Thanks!
 
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pyr122

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Re: v1.5.1 Bugs Thread
« Reply #115 on: April 16, 2020, 10:29:25 AM »
Edge-case bug:
I found Abandoned Ruins on Titan.  Send a Construction GU force out there, that unearthed (among other things) a couple of Automated Mines and Research Facilities.

There were no actual civilians/colonists on the Moon yet, and I tried to assign a Project to the Research Facilities. 

* This led to a Divide by zero error (which could be skipped by pressing OK, but would return everytime you switch back to the Research tab for Titan.  Earth was working fine). 
* The Research Project and the assigned Scientists dissappeared from the selection panes.
* By going to the Commanders Window, I was able to find the scientist and unassign him from the Project, which reset everything to working order.
* I am unsure if they would have generated RP if I left them alone.

 

Offline Randy

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Re: v1.5.1 Bugs Thread
« Reply #116 on: April 16, 2020, 10:48:32 AM »

Doens't make a whole lot of sense that everyone should just eventually give up manufacturing jobs though. There should be a minimum.

why?

It's not that they don't produce anything on the planet. It's just nothing available for military production.
Still bunch trade goods being made

It doesn't make a lot of sense that if i have 100 workers, 90 are needed to make food (and other support items) for all 100. But if I have 1000 workers, it takes all of them to make the suppport items, with none left over.
 

Offline db48x

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Re: v1.5.1 Bugs Thread
« Reply #117 on: April 16, 2020, 10:54:30 AM »
I seem to have hit an infinite loop. Nothing special was going on that I can see, except that I have a lot of ships undergoing overhaul. It's been sitting there processing the next increment for about 20 minutes now. Sadly I haven't saved recently…

On a completely separate note, you might want to examine the size of the instant-build pool for new games. I don't know exactly how you tend to approach the "balance" of new games, but I used about 25% of the points before I noticed that I had 300k tons of military ships and only 150k tons of maintenance capacity. Perhaps ships are cheaper than expected (the cheaper fuel tanks perhaps, or just because of the low tech level), or perhaps there are just too many points given out. Hard for me to say which. Another idea might be to allow us to spend those points on infrastructure, so that we could decide between a few extra research labs and just a few ships or a few extra maintenance facilities to support more ships.
 

Offline mergele

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Re: v1.5.1 Bugs Thread
« Reply #118 on: April 16, 2020, 10:56:16 AM »
Quote from: Randy link=topic=10756. msg123961#msg123961 date=1587052112
Quote from: Resand link=topic=10756. msg123747#msg123747 date=1587021805
Quote from: Vivalas link=topic=10756. msg123744#msg123744 date=1587021314

Doens't make a whole lot of sense that everyone should just eventually give up manufacturing jobs though.  There should be a minimum.

why?

It's not that they don't produce anything on the planet.  It's just nothing available for military production.
Still bunch trade goods being made

It doesn't make a lot of sense that if i have 100 workers, 90 are needed to make food (and other support items) for all 100.  But if I have 1000 workers, it takes all of them to make the suppport items, with none left over.
IIRC the idea is that not all habital space on a planet is equal.  Your first 100 settle next to a cozy hot spring, but the next 900 don't fit there anymore, have to sit on the exposed hill and now everybody has to chop firewood 24/7 to keep them warm.
 

Offline Doren

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Re: v1.5.1 Bugs Thread
« Reply #119 on: April 16, 2020, 10:57:39 AM »
Another option would be to never have the available workers but I think that is even worse option.