Author Topic: v1.5.1 Bugs Thread  (Read 69444 times)

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Offline DFNewb

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Re: v1.5.1 Bugs Thread
« Reply #300 on: April 17, 2020, 09:06:43 AM »
Pressing Auto Fleet FC for this fleet / fighters does nothing:





The auto target options are also not working.

Did you set the enemy NPR you're engaging to 'Hostile' in the diplomacy screen? Auto-target only works for hostile races.

After the screen shot I moved my fighters into range of the enemy ships and tried auto target and it did not work after I manually assigned the FC's to the weapons.

Yes but did you set the race to hostile? In the diplomacy screen?

As I mentioned they already attacked me two years previously...

That doesn't mean they are hostile to you. Is the race set to hostile In the diplomacy screen?

Yes they were.

With the auto targeting I had same issue in a new game. I had 200 missile satellites at Earth and was attacked by precursors. When all in the samefleet the Auto MFC target did not function. I split it into two fleets (roughly 120 and 80) and then the Auto MFC target button worked.

Also Auto FC did not work and I had to manually do one and press assign all.
« Last Edit: April 17, 2020, 09:12:10 AM by DFNewb »
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #301 on: April 17, 2020, 09:09:17 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.

Fixed.
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #302 on: April 17, 2020, 09:10:06 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.

The target ship may have forces on board without being a troop transport. If you captured it by boarding for example.
 

Offline Kristover

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Re: v1.5.1 Bugs Thread
« Reply #303 on: April 17, 2020, 09:10:46 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.

Can you send the db?

I had a very similar thing happen last night with a 3 NPR 1.51 game about 6 years in just as a ship was going out of the shipyard. Several years of 5 day turns and then repeated 1512 and game locked up.  I was on a long run without saving so lost 4 years of progress so I don’t have DB but very similar to problem mentioned earlier.
 

Offline stabliser

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Re: v1.5.1 Bugs Thread
« Reply #304 on: April 17, 2020, 09:11:19 AM »
Quote from: Steve Walmsley link=topic=10756. msg124522#msg124522 date=1587132269
Quote from: rainyday link=topic=10756. msg123909#msg123909 date=1587046802
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. 

Can you send the db?


I've suffered from this also, unfortunatly it set me back about  2 hours of gameplay.
It happened when a fleet entered a new system.  so now I save before entering a new system in the hope it can be replicated.
 

Offline Ekaton

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Re: v1.5.1 Bugs Thread
« Reply #305 on: April 17, 2020, 09:20:40 AM »
In 1.5.1 after building a diplomatic ship, I keep getting Function 1530 bug almost every turn. Communication messages in the events window have also stopped occurring - I don't know if that's because that race no longer refuses to speak to me or because there is a bug. I'm 25 years into my campaign at this point.

EDIT: There is an alien ship in my system, it's been standing near a jump point for about a year now.
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #306 on: April 17, 2020, 09:25:15 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.

Fixed.
 
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Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #307 on: April 17, 2020, 09:31:52 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!

Fixing bugs that affect non-Windows is low priority at the moment. However, I can take a quick look. Does this affect ship passives, population passives or both?
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #308 on: April 17, 2020, 09:39:18 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.

Large societies (in real life) tend to have a large service sector. Translated into Aurora, this means that as a population grows the population focuses more on internal services. If environmental concerns are high enough, this may reach a point where manufacturing is eventually abandoned in favour of the service sector. This has been true since Aurora began in 2004. I have no plans to change it.
 
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Offline Black

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Re: v1.5.1 Bugs Thread
« Reply #309 on: April 17, 2020, 09:39:29 AM »
I encountered strange behavior with my cargo ships. I have group of 5 ships, I send them to pick up 1 installation (I didn't specify how many to pick up). They pick it up I receive pickup failed message for the ships that remained empty. Is this WAI? When I specify that I want to pick up 1 installation, there is no message.
 

Offline Zerkuron

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Re: v1.5.1 Bugs Thread
« Reply #310 on: April 17, 2020, 09:39:47 AM »
Not sure if bug

If you put the industry drop down to Space station on a planet with spaceport and factories and then click on the colony list on a colony without factories and spaceport the "Spaceport required" pop-up shows even when you not try to build one.
 

Offline cpw11

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Re: v1.5.1 Bugs Thread
« Reply #311 on: April 17, 2020, 09:41:44 AM »
Quote from: Steve Walmsley link=topic=10756. msg124542#msg124542 date=1587133912
Quote from: cpw11 link=topic=10756. msg123938#msg123938 date=1587049998
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!

Fixing bugs that affect non-Windows is low priority at the moment.  However, I can take a quick look.  Does this affect ship passives, population passives or both?

It seems to affect anything passive - this was noticed by turning on one of the passive display toggles on the main system screen, then moving the display view (thus forcing a redraw I think).   I don't know that there is a display toggle that distinguishes between the two types, is there?
 

Offline Jovus

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Re: v1.5.1 Bugs Thread
« Reply #312 on: April 17, 2020, 09:42:06 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!

Fixing bugs that affect non-Windows is low priority at the moment. However, I can take a quick look. Does this affect ship passives, population passives or both?

This bug affects both planet and ship passives, as well as ship actives. We haven't managed to test yet, but suspect it also affects missile sensors, and probably planet actives if those are even a thing now.

We really appreciate your willingness to take a look. It's quite understandable that non-Windows users are a low priority, especially right now.
 

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Re: v1.5.1 Bugs Thread
« Reply #313 on: April 17, 2020, 09:46:55 AM »
I have run into 2 bugs, and I am not sure if they are related or not so i'll report them together.  The first issue is that when I sent out a tug to tractor a space station to another body, it was traveling at only 2km/s (this makes sense, I didn't think to add much larger engines) however, once I detached the tug and it was on its own once again, it still only traveled at 2km/s.  Thinking that this was an issue on my part with maintenance or something, I constructed a fresh tug and sent it out, causing the same thing to happen.  The second issue that I ran into is with missiles, where I designed and researched 2 different missile designs and was able to see them, I then saved my game, waited for it to finish saving, and then closed it.  When I launched the game later, the missiles were no longer visible.  I did verify that other research that I had done between the last two saves was correctly up to date, meaning that the last save didn't completely fail.  I then decided to design and research the missiles again, and was not able to see them after the research finished. 
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #314 on: April 17, 2020, 09:48:04 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.

I've added a check so you can't create projects without population.