Author Topic: v1.11.0 Bugs Thread  (Read 96374 times)

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Offline Zap0

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Re: v1.11.0 Bugs Thread
« Reply #120 on: June 13, 2020, 02:28:29 PM »
For some time now I've been observing that the ship names of alien ships on the map got cut off in my multi-nation earth start game. The situation finally came to a head when I got an error message in function 1938, saying that parameter length could not be less than 0, when a ship with a name less than four characters long got constructed.
When the "Group Contacts" option in the contacts tab of the tactical map is active, the last four characters of all alien ships displayed on the map get cut off, this is to make "DD Fletcher 001"-"DD Fletcher 027" have all the same name and group up as "27x DD Fletcher". Except when you use the "Real Ship/Class Names" option for that race their ships will not be named after their class and a number but have their real names shown. That name will have four characters cut off from it just like any other. If that name is less than four characters long, aforementioned error is thrown.

Case in point: my attached DB. Hit 5d increment once to have the EU finish the cruiser Nyx (three characters). Advance time again and the other nations will detect it, throwing errors when viewed as their "group contacts" option is on.
To contrast, reload the DB again and rename the cruiser in shipyard tasks to something longer before it finishes. Advance time twice again and no error will appear.

To reproduce:
* Start new game with default settings and 2 player race
* Advance time once so they get to know each other, they are automatically using "use real ship/class names"
* SM-create two ships of the same class. Rename one to a name of three characters or less in the same increment it got spawned.
* Switch to second race, activate "group contacts" in the contacts tab of the tactical map
* Advance time. The second race now detects the two ships for the first time. You should now have the error. It should reappear every time the tactical map updates.

Workaround: Don't give any ships names with less than 4 characters or don't use the "group contacts" option. If the error already appears one can rename the ship in question in the intel window for the respective race.

Suggested fix: Implement a check in function 1938 if the last four digits are of the pattern space-digit-digit-digit before cutting off the characters.
« Last Edit: June 14, 2020, 09:49:45 AM by Zap0 »
 

Offline netfires

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Re: v1.11.0 Bugs Thread
« Reply #121 on: June 13, 2020, 02:32:05 PM »
Every 5-day construction increment the game throws a single error message but is otherwise unbothered.  Began a month or two ago in campaign time but not sure what the trigger was.  Smaller increments do not produce the error, and larger increments only produce one instance of the message, not one for every construction increment.

The function number #2423
The complete error text 1. 11. 0 Function #2423: Object reference not set to an instance of an object
The window affected N/A
What you were doing at the time Not sure but I believe I designed a few components just prior to onset [a BFC, laser, laser turret, and a reactor]
Conventional or TN start TN
Random or Real Stars Random
Is your decimal separator a comma? It is not
Is the bug is easy to reproduce, intermittent or a one-off? reproducible every construction increment with DB
If this is a long campaign only 33 years
 

Offline watcherseye

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Re: v1.11.0 Bugs Thread
« Reply #122 on: June 14, 2020, 02:00:43 PM »
The function number: #1427
The complete error text: 1. 11. 0 Function #1427: Access to the path 'AuroraDBSaveBackup. db' is denied. 
The window affected: Occurs when saving.
What you were doing at the time: Attempting to save the game.
Conventional or TN start: TN
Random or Real Stars: Not sure, whichever is the default. 
Is your decimal separator a comma?: yes. 
Is the bug is easy to reproduce, intermittent or a one-off?: Happens whenever I attempt to save the game now.   
If this is a long campaign: I'm in the year 2080

Game saving 'appears' to be working.   I haven't exited yet to try.   The time stamp on the AuroraDB updated as expect when saved.   

Not a bug
« Last Edit: June 15, 2020, 10:05:31 AM by Bughunter »
 

Offline Droll

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Re: v1.11.0 Bugs Thread
« Reply #123 on: June 14, 2020, 02:36:05 PM »
The function number: #1427
The complete error text: 1. 11. 0 Function #1427: Access to the path 'AuroraDBSaveBackup. db' is denied. 
The window affected: Occurs when saving.
What you were doing at the time: Attempting to save the game.
Conventional or TN start: TN
Random or Real Stars: Not sure, whichever is the default. 
Is your decimal separator a comma?: yes. 
Is the bug is easy to reproduce, intermittent or a one-off?: Happens whenever I attempt to save the game now.   
If this is a long campaign: I'm in the year 2080

Game saving 'appears' to be working.   I haven't exited yet to try.   The time stamp on the AuroraDB updated as expect when saved.

Have you mean changing or modifying any sort of user permissions on your system? Does the problem persist if you were to run Aurora.exe as administrator?
 

Offline Bughunter

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Re: v1.11.0 Bugs Thread
« Reply #124 on: June 14, 2020, 03:19:17 PM »
Make sure you place the Aurora folder somewhere outside your Program Files.
 

Offline davidb86

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Re: v1.11.0 Bugs Thread
« Reply #125 on: June 14, 2020, 08:28:17 PM »
Version 1.11.00

You can create a colony on a gas giant in the mineral report screen, but not in the system view screen.  once the colony is created it shows up as a colony and you can ship ground installations or assign a governor, civilians will not ship colonists as there is no population,  Auto mines will mine sorium.

Confirmed
« Last Edit: June 15, 2020, 03:34:30 AM by Bughunter »
 

Offline watcherseye

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Re: v1.11.0 Bugs Thread
« Reply #126 on: June 15, 2020, 09:50:20 AM »
Quote from: Droll link=topic=11565. msg137097#msg137097 date=1592163365
Quote from: watcherseye link=topic=11565. msg137094#msg137094 date=1592161243
The function number: #1427
The complete error text: 1.  11.  0 Function #1427: Access to the path 'AuroraDBSaveBackup.  db' is denied.   
The window affected: Occurs when saving. 
What you were doing at the time: Attempting to save the game. 
Conventional or TN start: TN
Random or Real Stars: Not sure, whichever is the default.   
Is your decimal separator a comma?: yes.   
Is the bug is easy to reproduce, intermittent or a one-off?: Happens whenever I attempt to save the game now.   
If this is a long campaign: I'm in the year 2080

Game saving 'appears' to be working.    I haven't exited yet to try.    The time stamp on the AuroraDB updated as expect when saved. 

Have you mean changing or modifying any sort of user permissions on your system? Does the problem persist if you were to run Aurora. exe as administrator?

The game is sitting on an external drive with exFAT, so no NTFS permissions.   Seems to have been an I/O error.   After rebooting the error doesn't appear.   
 

Online Migi

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Re: v1.11.0 Bugs Thread
« Reply #127 on: June 15, 2020, 04:04:53 PM »
Quote from: Droll link=topic=11565. msg137097#msg137097 date=1592163365
Quote from: watcherseye link=topic=11565. msg137094#msg137094 date=1592161243
The function number: #1427
The complete error text: 1.  11.  0 Function #1427: Access to the path 'AuroraDBSaveBackup.  db' is denied.   
The window affected: Occurs when saving. 
What you were doing at the time: Attempting to save the game. 
Conventional or TN start: TN
Random or Real Stars: Not sure, whichever is the default.   
Is your decimal separator a comma?: yes.   
Is the bug is easy to reproduce, intermittent or a one-off?: Happens whenever I attempt to save the game now.   
If this is a long campaign: I'm in the year 2080

Game saving 'appears' to be working.    I haven't exited yet to try.    The time stamp on the AuroraDB updated as expect when saved. 

Have you mean changing or modifying any sort of user permissions on your system? Does the problem persist if you were to run Aurora. exe as administrator?

The game is sitting on an external drive with exFAT, so no NTFS permissions.   Seems to have been an I/O error.   After rebooting the error doesn't appear.
I'll also point out that you should change your decimal separator to a period otherwise the game will do and show weird things, although I would imagine that is not causing this specific.
 

Offline Magellanic

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Re: v1.11.0 Bugs Thread
« Reply #128 on: June 16, 2020, 12:31:11 PM »
I have two errors to report.  You can find the DB attached in this post and an image as well.   

First error:
---
The function number: #1145
The complete error text: 1.   11.   0 Function #1145: The key given was not present in the dictionary
The window affected: When starting the game
What you were doing at the time: Deleted a system using SM mode, and was in the galaxy view.   
Conventional or TN start: TN
Random or Real Stars: Real Stars
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: Happens everytime I try to start the game.   
If this is a long campaign: Yeah 2145
Notes: This error was also reported by a different user in version 1.   5.   1 which was subsequently fixed by Steve in this message: hxxp: aurora2.   pentarch.   org/index.   php?topic=10756.   msg124488#msg124488

Second error which happens as soon as I load the game after going past the first error
---
The function number: #1965
The complete error text: 1.   11.   0 Function #1965: Object reference not set to an instance of the object.   
The window affected: Before the game loads the map view (Sol system - when starting it)
What you were doing at the time: Just started to happen, it might be related to the above error.    But I was mostly spending a lot of time exploring.   
Conventional or TN start: TN
Random or Real Stars: Real Stars
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: Happens everytime I try to start the game.   
If this is a long campaign: Yeah 2145


Not sure to which error this is related, but my Galaxy Map view is also looking a bit odd, see the respective attachment.   
« Last Edit: June 17, 2020, 08:45:05 AM by Magellanic »
 

Offline Oncidium

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Re: v1.11.0 Bugs Thread
« Reply #129 on: June 16, 2020, 05:18:01 PM »
The function number: 900, 2899, 2241, 2216
The complete error text: Value was either too large or too small for an Int32
The window affected: When designing ships, or inputting numbers using SM
What you were doing at the time: Adding fuel storage to a ship class, Accessing fleet in Fleet Organization, Adding pop in SM mode
Conventional or TN start: TN
Random or Real Stars: Has occurred in both
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: Should be doable if value inputted exceeds what is allowed
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: Managed to do straight at the start

When designing a ship class, couldn't add more fuel than 2,000,000,000 litres as it would give the 2899 error.  The amount of fuel won't go up once that error shows up, no matter how many fuel storage you add.  The same error would occur if the total amount of fuel in a fleet exceeded that value I assume, as no other module would cause this error so far.    In this case, attempts to click on the fleet would cause the 900 error to pop up, but I could still modify the fleet afterwards.   Both have the same message.   When modifying the fuel of a single ship, if different modules are used (for example, a large number of Ultra Large and Super Large) instead of having an error, the fuel value would just disappear from the list entirely. 

Also, if a number is large enough when inputted into the Edit Pop option in SM mode (I think number number increasing number of digits should do the trick), the 2241 error pops up, and after the 2216 error (same message).    Then the population does change.    However, an attempt to return the population to 0 changes the total pop to 0, but make the pop working agriculture some large value, and the pop working manufacturing the same number but negative.    Although I haven't tested this one again, you can cause and error in SM mode when editing or adding things in the civilian economy window.   

I think these errors are probably the same, so I put them in one report.    Are they errors, or just limits to the game?

I have attached a DB with all the fleet related errors
There are three ship classes in them, two with the class related errors of Fuel Modules.  For the one with too much of the same fuel storage type, there should be more fuel storage than the amount of fuel the ship can carry suggests.
The last class is to show the fleet related error, and there is a fleet made which also has that error

« Last Edit: June 19, 2020, 12:50:59 PM by Oncidium »
 

Offline boolybooly

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Re: v1.11.0 Bugs Thread
« Reply #130 on: June 17, 2020, 01:51:54 PM »
For some reason the same day that my lead GC researcher gets an illness, all the basic GC researches which the game starts with are notified researched.

This is about 49 years into the game 2074 as can be seen in the screeny which shows the tactical report and the events window showing the same events.

Not a bug
« Last Edit: June 17, 2020, 02:48:04 PM by Bughunter »
 

Offline Second Foundationer

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Re: v1.11.0 Bugs Thread
« Reply #131 on: June 17, 2020, 02:35:02 PM »
For some reason the same day that my lead GC researcher gets an illness, all the basic GC researches which the game starts with are notified researched.

This is about 49 years into the game 2074 as can be seen in the screeny which shows the tactical report and the events window showing the same events.

Assuming this was your first civilian mining colony, the reason for those announcements is probably in the following log entry, not the preceding one. And in that case, they are not game start techs, but unit designs: Once the first civ mining operation opens, the game auto-creates basic units for a civilian garrison formation to guard the mining colony. If you tick the Show Civilian tickbox in the Ground Forces window, they are displayed.
 
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Offline SpikeTheHobbitMage

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Re: v1.11.0 Bugs Thread
« Reply #132 on: June 17, 2020, 11:17:55 PM »
The function number: N/A
The complete error text: N/A
The window affected: Create Research Project
What you were doing at the time: Designing an engine
Conventional or TN start: N/A
Random or Real Stars: N/A
Is your decimal separator a comma?: '.'
Is the bug is easy to reproduce, intermittent or a one-off?: Trivial

25% Thermal Reduction actually gives 24%.

A 20 HS Nuclear Thermal Engine at 100% boost gives 100 EP, making it really easy to check.

Edit: This bug was present in VB. ???

Confirmed
« Last Edit: June 18, 2020, 05:57:37 AM by Bughunter »
 

Offline Desdinova

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Re: v1.11.0 Bugs Thread
« Reply #133 on: June 18, 2020, 11:30:32 AM »
Neutral races still don't work.

In VB6, NPRs could be created as a "neutral race", which would then be a passive population that the player race could draw colonists from as long as they were deposited on an extrasolar body.

There is an option to create neutral races in C#, but they cannot be created as NPRs, and player race colony ships can't load colonists from them. Additionally, creating a neutral race causes an exception:

The function number: #2110
The complete error text: 1.11.0 Function #2110: Object reference not set to an instance of an object
The window affected: I created a neutral race from the system display.
What you were doing at the time: I created a neutral race immediately after game start.
Conventional or TN start: same behavior for both.
Random or Real Stars: real stars
Is your decimal separator a comma?: No
Is the bug is easy to reproduce, intermittent or a one-off?: Easy to reproduce. Create a new game, enter spacemaster mode, open system display, select earth, choose create race, choose the human species, check "Neutral Race" and press create.
 

Offline dalmi

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Re: v1.11.0 Bugs Thread
« Reply #134 on: June 18, 2020, 11:56:28 AM »
Very minor bug I noticed.

The function number: N/A
The complete error text: N/A
The window affected: N/A
What you were doing at the time: N/A
Conventional or TN start: N/A
Random or Real Stars: N/A
Is your decimal separator a comma?: '. '
Is the bug is easy to reproduce, intermittent or a one-off?: Trivial

A commander's homeworld is always the same location as a military academy even if the colony has 0 pop.

I remember in VB6 that it was dependent on the pop ratio of your colonies or was I wrong?