Author Topic: v1.5.1 Bugs Thread  (Read 69391 times)

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Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #495 on: April 18, 2020, 04:44:32 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.

Yes, there is a pen that is held in the parent method and passed to many child methods, so I don't have to keep re specifying the parameters. I assume you are asking me to Dispose in the parent method?
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #496 on: April 18, 2020, 04:49:04 AM »
When checking designed missiles in the view tech window, missile size is shown in tons instead of in MSP.

Have you clicked the 'Size in Tons' checkbox?
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #497 on: April 18, 2020, 04:53:47 AM »
The [Set Speed] Button in the Naval Organisation does not work correctly.
Setting a Speed will only show after switching to a different fleet and back
You can enter "0" and will get the error "#899: Division by Zero" after switching to the fleet
The Speed returns to the max possible value if you advance time

Do Termal values now reduce in a liniar manner with the speedsetting compared to the max speed?
I would like to creep up on Xenos

Minimum speed for fleets should be 1 km/s, to avoid divide by zero errors :)

Players won't know that so I have added a check to ensure speed can't be set to Zero

Speed returning to the max will happen if you have the 'Set Maximum Speed' checkbox clicked.

Thermal is linear with speed.
 
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Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #498 on: April 18, 2020, 05:00:39 AM »
Quote from: Steve Walmsley link=topic=10756. msg124556#msg124556 date=1587135025
Quote from: Kristover link=topic=10756. msg124005#msg124005 date=1587054608
Steve, any idea if the next patch is going to be 1. 5. 2 or if it is going to be 1. 6 and require a new game?  Been doing test games to date and thinking the game from the current bug reports might be ready for my first 'REAL' game.

It will be v1. 6.  It includes some database fixes.

Is it workable to only update the exe and not the DB if we have a game going already, to get some of the bug fixes in? Or does the 1. 6 exe depend on the 1. 6 DB to function correctly?

Also, I am a bit curious about the types of changes being made in the DB - is there something fundamental that prevents any kind of DB migration so that existing saves can be maintained across updates, or is it just something you haven’t worried about/looked into?

I am not keeping track of everything I have fixed. I am just working through the bugs threads. I have made several db updates so using the exe and db together is needed, otherwise I may get fake bug reports which just slow me down. It may be possible to migrate saves but I haven't spent time on trying to do that. At the moment, I am in full big-fix mode. I haven't even looked at the suggestion thread yet.
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #499 on: April 18, 2020, 05:19:11 AM »
Don't know if the have already reported.

BUG: you can drag'n'drop gournd forces to other planets

BUG: The Artifacts tab on the Tactical Map does not show all Ruins and Anomalies.
After they where discovered by my geo survey ships i did try the "Refresh Tactical Map" Button
but they where sill not shown.

A few years in the game, the natural Ruin on Mercury and the natural "Logistic: 100%" anomaly on Mars
are listed, but the SM added Ruin on Mars is still missing.

Edit: Sending a XENO Expedition to Mars i discovered that the Ruins I SM added
seem to have  been converted to an Anomaly "Alien Installation: Logistics 100%"

Ground force drag/drop fixed. I had code to check when you dragged to pop, but forgot the code to check when you dragged to formation on different pop.

I have changed Refresh to refresh the race instead of the system, which should solve a few issues in this area. The same system will remain selected.

I suspect there is something odd going on with player created ruins, but I haven't figured it out yet. Do you know if you clicked the random ruin button more than once on the same planet?
 
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Offline Migi

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Re: v1.5.1 Bugs Thread
« Reply #500 on: April 18, 2020, 05:26:07 AM »
Create Research project
Magazines
(Bug) You can select Structural shell for the armour component, this provides more capacity than normal armour (only tested up to composite).
(Possible bug) Base HTK is 1 for magazines where HS <= 3.  Base HTK is 2 for magazines where HS >= 4. This means that a magazine with size 4 and selected HTK 10 will show as HTK 11 which looks odd. Also this doesn't match the SQRT(HS) which engines use and the selectable HTK doesn't control (completely) the HTK of the component. If WAI, possibly the selectable HTK should be renamed Bonus HTK?
(minor bug) Magazine size caps at 199 HS, I think most people would expect the list to end at a round number like 200 (also props for putting so many individual ones in)

Create Research project
Meson Cannons
(Minor bug) Capacitor recharge rate is listed in the opposite direction to other weapons (eg lasers) this means that the default selection is 1, not the largest (at first I thought that you had changed the power requirements for mesons as part of a balance change)

 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #501 on: April 18, 2020, 05:29:51 AM »
Random bug.. My first "missile" design is a sensor buoy with no engine. After designing and researching, clicking on missile design throws a function 2044, 2043, 2044 and 2043 in that order. After loading up the window, if i immediately select no engine I get a 2609. However if I pick a engine size all the errors go away and it works fine now.

I can't reproduce. If it happens again, please attached the db.
Sure thing: https://www.dropbox.com/s/k3qiz3f5lbzaql2/AuroraDB2.zip?dl=0
Just load up and click on design missile and you should get the error.

~edit: In starting this up to check some stuff, I realized several missiles I designed are no longer in the game. You can see their names in the ordnance industry tab, but they don't show up anywhere else. The entire Mk2 series of missiles are gone.

For the Epsilon Empire game, plenty of missiles exist but not their respective tech systems. I suspect that at some point there was an error in saving the tech systems (error 1499) which messed up the tech system table and that is what caused the bugs. I have added some extra check code to try to prevent this in future. Thanks for the database.
 

Offline Boris

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Re: v1.5.1 Bugs Thread
« Reply #502 on: April 18, 2020, 05:30:51 AM »
Retired scientists show their current assignment as anassigned, instead of the research that they worked on.
 
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Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #503 on: April 18, 2020, 05:33:55 AM »
I am getting a Function #914: Out of memory error during exploration.  Not sure if it is directly tied to system generation.  Sometimes it goes away after a few clicks, this time it is being constant.  Task manager only reports between 125 and 170 MB of ram usage.  Crashes the game when I attempted to save the DB.  I am attempting to reproduce the bug, but the behavior isn't showing up this time, so it might be related to the fact that the game has not been shut down in a few days.

This is a problem with displaying fleets. Are you on Windows or Linux?
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #504 on: April 18, 2020, 05:35:34 AM »
STOs seem to list a Min Range vs Missile for their sensor, which I assume should be Max Range vs Missile.

Fixed.
 

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Re: v1.5.1 Bugs Thread
« Reply #505 on: April 18, 2020, 05:43:49 AM »
Some AI ship is using energy weapon that deals 0 damage at 0km range.

You could check the events in the attached save file.

Just to add onto this, here is LuciusSulla's event log in question, to illustrate:



The shots were fired against a survey ship with 1 armor layer.

Is there anything unusual about the game. Where any NPRs set up with 0 tech points for example?
 

Offline Boris

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Re: v1.5.1 Bugs Thread
« Reply #506 on: April 18, 2020, 05:47:06 AM »
not sure this counts as a bug, but it'd be nice if when creating a new project, the best electronic hardening and thermal reduction technologies were the default (instead of the worst)
 
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Offline Doren

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Re: v1.5.1 Bugs Thread
« Reply #507 on: April 18, 2020, 05:47:47 AM »
Here's a save that has that obsolete comps showing on design view save if you want to check it out before 1.6.

The components that are shown in design view that are obsolete are:
EM Sensor EM1,0-6
Thermal Sensor TH1,0-5
Fighter I-NT Engine  EP9,60

The fighter engine might have been prototype that was eventually researched. There's also some other non-researched prototypes but no issues with those. I kind of think the fighter engine might be the one causing issues
 

Offline Kelewan

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Re: v1.5.1 Bugs Thread
« Reply #508 on: April 18, 2020, 05:51:42 AM »
Don't know if the have already reported.

BUG: you can drag'n'drop gournd forces to other planets

BUG: The Artifacts tab on the Tactical Map does not show all Ruins and Anomalies.
After they where discovered by my geo survey ships i did try the "Refresh Tactical Map" Button
but they where sill not shown.

A few years in the game, the natural Ruin on Mercury and the natural "Logistic: 100%" anomaly on Mars
are listed, but the SM added Ruin on Mars is still missing.

Edit: Sending a XENO Expedition to Mars i discovered that the Ruins I SM added
seem to have  been converted to an Anomaly "Alien Installation: Logistics 100%"

Ground force drag/drop fixed. I had code to check when you dragged to pop, but forgot the code to check when you dragged to formation on different pop.

I have changed Refresh to refresh the race instead of the system, which should solve a few issues in this area. The same system will remain selected.

I suspect there is something odd going on with player created ruins, but I haven't figured it out yet. Do you know if you clicked the random ruin button more than once on the same planet?

As far as I remember I only clicked once.  can ruins transform to anomalies?
 

Offline Steve Walmsley (OP)

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Re: v1.5.1 Bugs Thread
« Reply #509 on: April 18, 2020, 05:58:59 AM »
"Remove last/all" button in Naval Organization deselects the target but leaves the actions for the target visible.

Fixed.
 
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