Author Topic: v2.0.2 Bugs Thread  (Read 10174 times)

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Offline Steve Walmsley (OP)

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v2.0.2 Bugs Thread
« on: August 07, 2022, 11:20:46 AM »
Please post potential bugs in this thread for v2.0.2

First, please check the v2.1 changes list first to see if I already fixed it.
http://aurora2.pentarch.org/index.php?topic=13023.msg160934#msg160934

Also check the Known Issues post before posting so see if the problem has already been identified or is working as intended.
http://aurora2.pentarch.org/index.php?topic=10637.0

'Me too' posts for unresolved bugs are fine as it shows they are affecting more than one person. Any extra information you can provide in 'me too' posts is very welcome.

Please do not post bugs from previous versions unless you confirm they are still present in v2.0.2 and are not already fixed in v2.1

When you post, please post as much information as possible, including:
The function number
The complete error text
The window affected
What you were doing at the time
Conventional or TN start
Random or Real Stars
Is your decimal separator a comma?
Is the bug is easy to reproduce, intermittent or a one-off?
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well
« Last Edit: August 14, 2022, 06:16:30 AM by Steve Walmsley »
 

Offline Steve Walmsley (OP)

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Re: v2.0.2 Bugs Thread
« Reply #1 on: August 07, 2022, 11:22:10 AM »
Just a note here to mention I an aware of the crew quarters issue and the automated design issues raised for v2.0.1, but not yet fixed.

The issue with 'Raider Systems' is fixed.
« Last Edit: August 08, 2022, 06:21:14 AM by Steve Walmsley »
 

Offline Iceranger

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Re: v2.0.2 Bugs Thread
« Reply #2 on: August 07, 2022, 11:48:59 AM »
It seems the drop down on the Miscellaneous Components design screen does not contain anything, and the textbox on the right says "Cannot design component without all required technology"

This is reproducable using the DB comes with 2.0.0, in the example game.



SJW: Fixed for v2.1. For now (if you can edit DB), change FieldID from 6 to 10 in DIM_TechType for TechTypeID 269
« Last Edit: August 07, 2022, 12:03:17 PM by Steve Walmsley »
 

Offline Demonius

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Re: v2.0.2 Bugs Thread
« Reply #3 on: August 07, 2022, 01:43:09 PM »
Every ship or base seems to get a Hull Number even if Hull number box is not ticked

SJW: Fixed for v2.1
« Last Edit: August 08, 2022, 04:33:38 PM by Steve Walmsley »
 

Offline Iceranger

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Re: v2.0.2 Bugs Thread
« Reply #4 on: August 07, 2022, 01:56:49 PM »
Another potential bug for the component design screen

When choose to design jump drives (with all proper techs), the following pop-up appears.



The drop down list for jump drive size is by default empty, but when clicked proper size can be selected.

I can't reproduce this one
« Last Edit: August 08, 2022, 05:58:14 AM by Steve Walmsley »
 

Offline Zhukov

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Re: v2.0.2 Bugs Thread
« Reply #5 on: August 07, 2022, 07:49:59 PM »
A Naval officer was auto assigned in the Governor tab as Administrator of Earth instead of qualified Civilian Admins.

SJW: Can't reproduce and code restricts to admins. Anyone else have this problem?
« Last Edit: August 08, 2022, 06:06:43 AM by Steve Walmsley »
 

Offline drakonbane

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Re: v2.0.2 Bugs Thread
« Reply #6 on: August 08, 2022, 02:38:33 AM »
Setting naming theme for ship classes to No Theme doesnt work.  It just defaults to Name plus Number.

SJW: Working as intended. Name plus number is the default if no theme exists. A class with no name would produce errors (perhaps accompanied by the theme from The Good, the Bad and the Ugly).
« Last Edit: August 08, 2022, 06:02:03 AM by Steve Walmsley »
 
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Offline punchkid

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Re: v2.0.2 Bugs Thread
« Reply #7 on: August 08, 2022, 08:05:58 AM »
Just upgraded from 2.0.1 to 2.0.2 and now I'm getting the following error on game startup on a game that worked fine on 2.0.1 before upgrade:
2.0.2 Function #1170: Object cannot cast from DBNull to other types
Followed by a lot of:
2.0.2 Function #3040: Object reference not set to an instance of an object

After getting into the game it looks like all my fleets are no longer orbiting their respective bodies, including empty fleets.

So I assume the errors have something to do with this.
Telling all fleets to move to their planets again and then passing time for another construction cycle I get error:
2.0.2 Function #1550: Object reference not set to an instance of an object.
And then a bunch of error: 2.0.2 Function #3040: Object reference not set to an instance of an object
again and my fleets are again not orbiting. and are now millions of km away from the planet bodies they were orbiting.

Edit: added an extra screenshot
« Last Edit: August 08, 2022, 08:14:37 AM by punchkid »
 

Offline cdrtwohy

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Re: v2.0.2 Bugs Thread
« Reply #8 on: August 08, 2022, 11:59:38 AM »
possible visual glitch

after updating my ground Forces commanders ranks new Naval admins are pulling in the Ground forces ranks

Some testing, I can manually assign Naval officers to the mislabeled groups but they will not be auto assigned or promoted into those ranks


« Last Edit: August 08, 2022, 01:37:26 PM by cdrtwohy »
 

Offline Desdinova

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Re: v2.0.2 Bugs Thread
« Reply #9 on: August 08, 2022, 01:56:31 PM »
When shipyards take damage, they go into negative slipways but are never destroyed. I got hit by aether raiders, my starting shipyard was showing -12 slipways.

SJW: Fixed for v2.1. Shipyards were destroyed if their slipways were reduced to 0 in a combat phase, but not if they were reduced to -1 or less.
« Last Edit: August 09, 2022, 09:03:23 AM by Steve Walmsley »
 
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Offline boolybooly

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Re: v2.0.2 Bugs Thread
« Reply #10 on: August 08, 2022, 02:41:38 PM »
small refuelling system not working

see below, I tested by SMing in a standard refuelling system and was able to get the 'refuel from stationary tankers' order with the same setup see 'bug 03.jpg' (the second screeny) just to show it was not my mistake

but with the small refuelling system the order does not show see 'bug 3b.jpg' (the first screeny) and I cannot rescue my ship


incidentally I am sorry to report this ship ran out of fuel because it ignored a standing order to refuel at 50% (secondary condition, primary was on hostile - clear orders) during a 30 day interval, I found it at 30% and a long list of orders from another standing order to survey 30 system bodies which seemed to override the fuel order, I am not sure if that is expected behaviour, I thought it normally worked the other way round and the fuel order superceded other orders

SJW: Working as intended. Small Craft Refuelling System can only be used to refuel ships of 1000 tons or less
« Last Edit: August 08, 2022, 04:28:46 PM by Steve Walmsley »
 

Offline Desdinova

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Re: v2.0.2 Bugs Thread
« Reply #11 on: August 08, 2022, 02:41:53 PM »
I built a conventional survey fighter with a speed of 50 km/s but it wouldn't go past 1 km/s. It appears that if the ship's speed is less than 100 km/s, it gets rounded down to 0? I unlocked it in SM and added a couple extra engines and it worked.

Fixed for v2.1. The error was caused by total engine power less than 1.
« Last Edit: August 08, 2022, 05:49:32 PM by Steve Walmsley »
 

Offline Steve Walmsley (OP)

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Re: v2.0.2 Bugs Thread
« Reply #12 on: August 08, 2022, 03:20:58 PM »
small refuelling system not working

see below, I tested by SMing in a standard refuelling system and was able to get the 'refuel from stationary tankers' order with the same setup see 'bug 03.jpg' (the second screeny) just to show it was not my mistake

but with the small refuelling system the order does not show see 'bug 3b.jpg' (the first screeny) and I cannot rescue my ship

How large was the ship you were trying to refuel?
http://aurora2.pentarch.org/index.php?topic=12523.msg158379#msg158379
« Last Edit: August 08, 2022, 03:22:57 PM by Steve Walmsley »
 
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Offline boolybooly

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Re: v2.0.2 Bugs Thread
« Reply #13 on: August 08, 2022, 04:12:48 PM »
small refuelling system not working

see below, I tested by SMing in a standard refuelling system and was able to get the 'refuel from stationary tankers' order with the same setup see 'bug 03.jpg' (the second screeny) just to show it was not my mistake

but with the small refuelling system the order does not show see 'bug 3b.jpg' (the first screeny) and I cannot rescue my ship



How large was the ship you were trying to refuel?
http://aurora2.pentarch.org/index.php?topic=12523.msg158379#msg158379
ah sorry I did not know that restriction applied, it was over 1000t (2210t)
« Last Edit: August 08, 2022, 04:15:51 PM by boolybooly »
 

Offline Steve Walmsley (OP)

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Re: v2.0.2 Bugs Thread
« Reply #14 on: August 08, 2022, 05:32:26 PM »
Just upgraded from 2.0.1 to 2.0.2 and now I'm getting the following error on game startup on a game that worked fine on 2.0.1 before upgrade:
2.0.2 Function #1170: Object cannot cast from DBNull to other types
Followed by a lot of:
2.0.2 Function #3040: Object reference not set to an instance of an object

After getting into the game it looks like all my fleets are no longer orbiting their respective bodies, including empty fleets.

So I assume the errors have something to do with this.
Telling all fleets to move to their planets again and then passing time for another construction cycle I get error:
2.0.2 Function #1550: Object reference not set to an instance of an object.
And then a bunch of error: 2.0.2 Function #3040: Object reference not set to an instance of an object
again and my fleets are again not orbiting. and are now millions of km away from the planet bodies they were orbiting.


The errors are related to loading system bodies, colony cost and orbital movement. Have you had orbital movement turned off at some point?
 
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