Author Topic: v1.9.3 Bugs Thread  (Read 40628 times)

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Offline Polestar

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Re: v1.9.3 Bugs Thread
« Reply #195 on: May 02, 2020, 06:00:33 PM »
Game slow-down; save is attached.

I've loaded the game but turns are running normally.
Blast. I hate it when a problem plays "peek-a-boo". :-/
 

Offline Froggiest1982

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Re: v1.9.3 Bugs Thread
« Reply #196 on: May 02, 2020, 06:09:59 PM »
can we please have 1.9.4 out today?

Thanks

EDIT: Only if possible of course and in line with your schedule. Otherwise thanks anyway. :-)
« Last Edit: May 02, 2020, 06:41:57 PM by froggiest1982 »
 

Offline Steve Walmsley (OP)

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Re: v1.9.3 Bugs Thread
« Reply #197 on: May 02, 2020, 06:44:06 PM »
Hey Steve thanks for reading.  It seems I didn't explain well enough.  The windows ding happens when you type in the drop down menu and then press enter.  If the menu is dropped down, and you type in it and whilst it is still dropped down you press enter the bug happens.  Or maybe it is something on my end.

I was able to reproduce this myself with this additional info. It seems that this DOES in fact delete your ships, too. I hit save afterwards and they didn't come back (thankfully I have a backup)

To clarify, here's the exact repro steps:

1. Open class design window
2. Select an existing ship class.
3. Click on the hull type menu, expanding it.
4. Type something in. Press enter
5. All the ships are gone now.

I suspect this somehow lets you set a ship's hull type to something arbitrary, and if that arbitrary thing isn't something Aurora knows about, it freaks out.

Thanks for the detail. Finally squashed. The ships weren't deleted and re-appeared when the bug was fixed. However, they may have not been saved to the db due to the bug and therefore not re-loaded
 

Offline Steve Walmsley (OP)

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Re: v1.9.3 Bugs Thread
« Reply #198 on: May 02, 2020, 06:54:29 PM »
Strange number installations. 

Added 4 spaceports as supply on Earth. 
Added 1 demand on Luna, Mars, Venus and Titan. 

Ended up with 1.  0125 spaceports on Venus, 1.  025 on Mars.   tried to add 0.  0125 supply on Venus to shift the "Digits" back with Civilian but it seems that i am not allowed to add
a supply < 1 for civilians.   I always get an error "Wrong input format". 

Will ship the Spaceports back with civilian and do them 1 after another.   Would be nice if such numbers would be generated by civilian transports because such numbers cause pain :)

Seems the same Problem exists with infrastructure.  I currently have 5 606. 6355 infrastructure on Luna.

Could you just confirm your decimal separator?
 

Offline Steve Walmsley (OP)

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Re: v1.9.3 Bugs Thread
« Reply #199 on: May 02, 2020, 06:59:14 PM »
The function number  2926
The complete error text  Reference to an object not set on an object instance
The window affected        Shipyards
What you were doing at the time   Retooling an empty shipyard (the second click was successfull
Conventional or TN start      TN
Random or Real Stars          Real
Is your decimal separator a comma?    No
Is the bug is easy to reproduce, intermittent or a one-off?   one-off
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well  13y long

#2926 is adding shipyard task (like building a ship, etc.) rather than retooling. A problem with retooling would be 2189 or 2860. Please can you confirm the error number.

Also, the screenshot was of the naval organisation window.
« Last Edit: May 02, 2020, 07:00:47 PM by Steve Walmsley »
 

Offline Karlito

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Re: v1.9.3 Bugs Thread
« Reply #200 on: May 02, 2020, 07:00:20 PM »
When saving my game, got this pop-up:
"Function #1427: Data error (cyclic redundancy check)"
1.9.3
Conventional Start, Real Stars.
This does seem to reproduce consistently, even when closing the game and loading again.

Steps to reproduce:
1. Open Aurora
2. Press the save button

Here's a copy of the database:
https://drive.google.com/open?id=1zPpbLyGE6xlx155jCS2KKRr0pvcuMna9

 

Offline Black

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Re: v1.9.3 Bugs Thread
« Reply #201 on: May 02, 2020, 07:01:50 PM »
Strange number installations. 

Added 4 spaceports as supply on Earth. 
Added 1 demand on Luna, Mars, Venus and Titan. 

Ended up with 1.  0125 spaceports on Venus, 1.  025 on Mars.   tried to add 0.  0125 supply on Venus to shift the "Digits" back with Civilian but it seems that i am not allowed to add
a supply < 1 for civilians.   I always get an error "Wrong input format". 

Will ship the Spaceports back with civilian and do them 1 after another.   Would be nice if such numbers would be generated by civilian transports because such numbers cause pain :)

Seems the same Problem exists with infrastructure.  I currently have 5 606. 6355 infrastructure on Luna.

Could you just confirm your decimal separator?

It sometimes happen, to me as well with other installations. If I put 200 mines supply on Earth and 100 demand on Luna and Mars sometimes civilians will transport more that 100 on one of the planets. So I only put demand on one colony at the time. I suppose the partial number of spaceports is because of the size of the installation, it does not fit into normal transport?

As for the infrastructure numbers I can confirm this bug. I have currently 4,030.1933 infrastructure on Luna. If I load default game in 1.9.3 that is provided with the install I see 2,231.2874 infrastructure on Mercury and I didn't touch that game at all.

TN start, real stars, decimal separator is dot.

 

Offline Steve Walmsley (OP)

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Re: v1.9.3 Bugs Thread
« Reply #202 on: May 02, 2020, 07:05:24 PM »
When saving my game, got this pop-up:
"Function #1427: Data error (cyclic redundancy check)"
1.9.3
Conventional Start, Real Stars.
This does seem to reproduce consistently, even when closing the game and loading again.

Steps to reproduce:
1. Open Aurora
2. Press the save button

Here's a copy of the database:
https://drive.google.com/open?id=1zPpbLyGE6xlx155jCS2KKRr0pvcuMna9

I saved it with no problem. I checked online and a cyclic redundancy check can be caused by a bad sector on your hard drive.
 

Offline Steve Walmsley (OP)

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Re: v1.9.3 Bugs Thread
« Reply #203 on: May 02, 2020, 07:06:54 PM »
Strange number installations. 

Added 4 spaceports as supply on Earth. 
Added 1 demand on Luna, Mars, Venus and Titan. 

Ended up with 1.  0125 spaceports on Venus, 1.  025 on Mars.   tried to add 0.  0125 supply on Venus to shift the "Digits" back with Civilian but it seems that i am not allowed to add
a supply < 1 for civilians.   I always get an error "Wrong input format". 

Will ship the Spaceports back with civilian and do them 1 after another.   Would be nice if such numbers would be generated by civilian transports because such numbers cause pain :)

Seems the same Problem exists with infrastructure.  I currently have 5 606. 6355 infrastructure on Luna.

Could you just confirm your decimal separator?

It sometimes happen, to me as well with other installations. If I put 200 mines supply on Earth and 100 demand on Luna and Mars sometimes civilians will transport more that 100 on one of the planets. So I only put demand on one colony at the time. I suppose the partial number of spaceports is because of the size of the installation, it does not fit into normal transport?

As for the infrastructure numbers I can confirm this bug. I have currently 4,030.1933 infrastructure on Luna. If I load default game in 1.9.3 that is provided with the install I see 2,231.2874 infrastructure on Mercury and I didn't touch that game at all.

TN start, real stars, decimal separator is dot.

The fractional infrastructure is due to the planet building infrastructure for itself. It isn't a bug.

I've checked the code on the contracts for installations but haven't found a cause yet.
 
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Offline Steve Walmsley (OP)

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Re: v1.9.3 Bugs Thread
« Reply #204 on: May 02, 2020, 07:09:22 PM »
can we please have 1.9.4 out today?

Thanks

EDIT: Only if possible of course and in line with your schedule. Otherwise thanks anyway. :-)

As it is 1am here, probably not. I'm spending a lot of time answering bug posts that aren't bugs, which is slowing me down in both time and enthusiasm :)

I've made a post about potential vs confirmed bugs, so I will likely implement that after the next patch. Maybe tomorrow if I can make more headway on the bugs thread.
 
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Offline Steve Walmsley (OP)

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Re: v1.9.3 Bugs Thread
« Reply #205 on: May 02, 2020, 07:11:33 PM »
v1.9.3
Under "Economics" window, Shipyards, checking "Use Components" when building a ship does not update estimated time of completion. (though the completion date is expectedly shorter as shown in "Shipyard Tasks" tab, after actually creating the task)

That is quite a bit of code to execute so I will get to it at some point, but not urgent in terms of effort vs size of problem.
 
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Offline Steve Walmsley (OP)

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Re: v1.9.3 Bugs Thread
« Reply #206 on: May 02, 2020, 07:20:42 PM »
Seems like Same-Yard construction does not care about prototype limitations.
Was able to build a frigate with an FP firecontrol using a shipyard tooled to a valid non-prototype design.   
No error was thrown at all.

Screenshots and save attached.
1.9.3, decimal is decimal

Fixed.
 
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Offline Steve Walmsley (OP)

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Re: v1.9.3 Bugs Thread
« Reply #207 on: May 02, 2020, 07:31:43 PM »
The window affected Economics
What you were doing at the time Terraforming
Is your decimal separator a comma? No
Is the bug is easy to reproduce, intermittent or a one-off? Easy reproducible

If a colony has 0 populations and 0 infrastructure Terraforming installations work at full speed. As soon as population arrives speed goes down to what it should be (number of workers available).

Fixed. BTW your survey ships have commercial engines and military jump drives so they won't be able to jump.
 
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Offline Steve Walmsley (OP)

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Re: v1.9.3 Bugs Thread
« Reply #208 on: May 02, 2020, 07:34:54 PM »
Possible bug, not sure, I might just be confused
window affected: Medal Management
Is your decimal separator a comma?: no
Is the bug easy to reproduce, intermittent, or one-off? Easy to reproduce(unless I got it wrong)
What were you doing at the time?: getting anti-missile missiles to the face.
I made a general medal for combat experienced officers, for either: destroying an enemy ship, destroying 10 missiles, taking internal damage, Destroying 100.000 tons of enemy commertial shipping(which I now realize was a bit redundant), Participating in Combat drops, and capturing ships in boarding combat.
well then I got 50 AMM to the face, not really expected, the enemy was thought to have some heavy GC, and my guard was a bit down. nontheless, we got 6 missiles down. for some reason, although only 1 ship was damaged, and not even internally, 3 medals were awarded, all of them for supposedly having taken down 10 missiles.
I can one hundred percent believe that they altered future records, but come on this has to be some sort of bug.
They all fired more than 10 rounds of Gauss Cannon goodness at them, so maybe that has something to do with it?

The code seems to be working normally for me in the missile engagements I have fought. Are you sure you only hit 6 missiles. How many actually hit your ship?
 

Offline Steve Walmsley (OP)

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Re: v1.9.3 Bugs Thread
« Reply #209 on: May 02, 2020, 08:21:46 PM »
v.1.9.3
I’m experiencing a series of errors when progressing time. The errors begin on May 30th 2043, and the entire series (I think) repeats each increment, when progressing one day at a time. It continues for quite a while.

Function #2239 Object Reference not set to an object

The first errors occurs 17 times in a row, after which the below series is repeated 17 times.

Function #2156 Object Reference not set to an object
Function #2157 Object Reference not set to an object
Function #2163 Object Reference not set to an object
Function #2164 Object Reference not set to an object

(I'm sorry if the error text is imprecise. It is shown in my system language so I had to translate the meaning back into English)

If I after that enter the economics window, I get the same series of errors (except the second section only occurs once), and the mining tab is completely empty. This is repeated whenever I switch to view a different colony.

I have attached a DB copy just a few days before the errors start happening.

Thanks for the db - that helped me find it.

A Sol sector exists but no systems are part of it. In fact, the only sector command installation I could find was a 0.1 sector command on Callisto. At some point I assume one or more systems was removed from this sector due to the zero command range. The removal code removed the sector object associated with the systems but did not remove the Sector ID that also exists (because systems are before sectors in the load order I also need an ID, not just the object). I then used that ID to check if a sector existed before trying to get the sector commander from the sector object that didn't exist (only the ID existed). I should not have been using the ID for that purpose when it was only for temporary use during load.

So I have changed the checks in the functions that caused the error (numbers listed by you above) from ID to object and also made sure whenever the sector object changes, the ID changes too, just to be safe. In other words, fixed.
 
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