Author Topic: Official v4.7 Bugs Thread  (Read 32534 times)

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Offline Steve Walmsley

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Re: v4.7 Bugs
« Reply #75 on: December 08, 2009, 02:10:08 PM »
Quote from: "georgiaboy1966"
Have noticed a problem in the industrial production.

While buildig anything, the number of items to be built is reducing faster than the number actually built.
The number being produced should reduce to the next whole number and then a whole unit will be added at once. So you could start building 5 research labs and see 2.1 in production and only 2 actually built. When it reaches 2.0 in production, the third one will be added. Is this what you are seeing or are you missing a lot more?

Steve
 

Offline ussdefiant (OP)

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Re: v4.7 Bugs
« Reply #76 on: December 08, 2009, 02:11:09 PM »
Steve, the emial has been sent
 

Offline waresky

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Re: v4.7 Bugs
« Reply #77 on: December 08, 2009, 02:14:00 PM »
Steve..ur work goes ever and ever deepest.

I like that.
Sound good,Steve.
AH! STEVE!,,sometimes when try to allocate Scientist>>project>>ReLab..are some stranges errors windos..not so problem,but am think u can show..try to change sometimesand something..and look up.
 

Offline Steve Walmsley

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Re: v4.7 Bugs
« Reply #78 on: December 08, 2009, 02:15:46 PM »
Quote from: "IanD"
I had a group of three survey ships in individual task groups, gave group no2 orders to join group no3. Then gave group no3 orders to join group no1 before no2 had joined. End result one ship just disappeared, no error messages, just two ships instead of three. :?  Easy to fix of course but irritating.s
Just to clarify. The sequence of events was as follows:

You gave orders to 2 to join 3
You gave orders to 3 to join 1
3 joined 1 (with no problems?)
2 joined 3
At which point a ship disappeared.

Do you know which fleet the ship that disappeared was originally in? Also, did this all happen during one increment or was it spread over several? I ask because the program loads and unloads data at the start/end of each increment.

Steve
 

Offline Steve Walmsley

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Re: v4.7 Bugs
« Reply #79 on: December 08, 2009, 02:16:39 PM »
Quote from: "waresky"
Steve..ur work goes ever and ever deepest.

I like that.
Sound good,Steve.
AH! STEVE!,,sometimes when try to allocate Scientist>>project>>ReLab..are some stranges errors windos..not so problem,but am think u can show..try to change sometimesand something..and look up.
If you tell me what you did and what error you saw, I will take a look and try to fix it.

Steve
 

Offline Steve Walmsley

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Re: v4.7 Bugs
« Reply #80 on: December 08, 2009, 02:19:36 PM »
Quote from: "Laurence"
Getting an error in 4.74.

Error in LoadPopulations

Error 6 was generated by Aurora.
Overflow

Upgraded to 4.75 just now and it is still here.  It comes up on a time advance of any type.  None of my ships have a load order of any kind.

After clicking OK the turn seems to complete normally.
Load Populations is the function that loads populations into memory at the start of each increment. The main problem if one doesn't load is going to be that its planetary sensors aren't setup for the sensor phase. Is this just one error per increment (meaning just one pop is affected)? If that is the case, can you remember if any new pops were created or any significant pop-related change took place before the error began?

Steve
 

Offline Steve Walmsley

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Re: v4.7 Bugs
« Reply #81 on: December 08, 2009, 02:21:10 PM »
Quote from: "Beersatron"
Just deployed a mine and got

Error in UpdateAllSensors
Error 6 was generated ...
Overflow

happens 4 times on each increment, this is mine I designed before you fixed the code dealing with active sensors on missiles/buoys. I had updated a couple of fields for the design but maybe I didnt get it correctly
Is this the only mine of that type currently deployed?

Steve
 

Offline Beersatron

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Re: v4.7 Bugs
« Reply #82 on: December 08, 2009, 02:33:40 PM »
Quote from: "Steve Walmsley"
Quote from: "Beersatron"
Just deployed a mine and got

Error in UpdateAllSensors
Error 6 was generated ...
Overflow

happens 4 times on each increment, this is mine I designed before you fixed the code dealing with active sensors on missiles/buoys. I had updated a couple of fields for the design but maybe I didnt get it correctly
Is this the only mine of that type currently deployed?

Steve

Yes, I created a new class of minelayer ship with one launcher and a pile of mines and then setup about a dozen WPs around a JP. I then assigned the mine to the ships launcher and gave it the order to:

move to WP1
launch missiles at WP1
move to WP2
launch missiles at WP2
...
...

The error did not happen until after it deployed the mine and then I went to he sensor tab and unckecked-rechecked the option to show active sensors on the System Map, i.e. refresh.

I am not at home so can't see the DB, but I am fairly sure that I updated the sensorResolution and sensorRange columns. MSP allocation for the active sensor is 0.5, resolution is 120 and range is 960k km.

Perhaps I just didn't update the DB correctly? Could you paste a row of information from your own DB where you have a mine with active sensors and then I will compare when I am home?
 

Offline Steve Walmsley

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Re: v4.7 Bugs
« Reply #83 on: December 08, 2009, 02:41:29 PM »
Quote from: "Beersatron"
The error did not happen until after it deployed the mine and then I went to he sensor tab and unckecked-rechecked the option to show active sensors on the System Map, i.e. refresh.

I am not at home so can't see the DB, but I am fairly sure that I updated the sensorResolution and sensorRange columns. MSP allocation for the active sensor is 0.5, resolution is 120 and range is 960k km.

Perhaps I just didn't update the DB correctly? Could you paste a row of information from your own DB where you have a mine with active sensors and then I will compare when I am home?
If you actually typed 960,000 that is likely to be the problem. The range is stored in 10k units so it would have been read by the program as 9,600,000,000 km. Try changing it to 96 and see if that fixes it.

Steve
 

Offline Steve Walmsley

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Re: v4.7 Bugs
« Reply #84 on: December 08, 2009, 03:40:32 PM »
Quote from: "ussdefiant"
So, i just went and started a new game, and now i get a Racesysname error, the system in question apparently gets no name, etc.

Should i go and post/email this database to you, Steve, so you might look at/fix this?
The first thing I found was an invalid use of null error that is popping up every increment. This was caused by an older bug that is now fixed, I have updated the DB to get rid of the error.

Looking at the error log it seems you also had an overflow message every increment for quite a while that eventually stopped. Did that stop after you upgraded to a newer patch.

Finally, there seems to have been an increment when you had a massive amount of object required errors, error 91s and errors that a for loop was not initialised. Do you remember if you did anything in particular just before all that happened?

Unfortunately, the one thing I can't find is the Racesysname error :) How long ago in game terms did that occur?

Steve
 

Offline ussdefiant (OP)

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Re: v4.7 Bugs
« Reply #85 on: December 08, 2009, 03:48:03 PM »
umm, the RaceSysError one would be out of Game 2 in that database, started under 4.75 and only being up to Jan. 19th. RaceSysError occured on the 8th.


And i think that one about the for loop and such was from when i accidently had a couple instances of Aurora running or something, it's from an older game, anyway.
 

Offline georgiaboy1966

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Re: v4.7 Bugs
« Reply #86 on: December 08, 2009, 03:49:11 PM »
Quote from: "Steve Walmsley"
Quote from: "georgiaboy1966"
Have noticed a problem in the industrial production.

While buildig anything, the number of items to be built is reducing faster than the number actually built.

The number being produced should reduce to the next whole number and then a whole unit will be added at once. So you could start building 5 research labs and see 2.1 in production and only 2 actually built. When it reaches 2.0 in production, the third one will be added. Is this what you are seeing or are you missing a lot more?

Steve
Actually, I have put in orders to build 10 labs or PDC, and only gotten 3-5 actual built, when the original build order was completed
Glen

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Offline Steve Walmsley

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Re: v4.7 Bugs
« Reply #87 on: December 08, 2009, 03:52:20 PM »
Quote from: "ussdefiant"
umm, the RaceSysError one would be out of Game 2 in that database, started under 4.75 and only being up to Jan. 19th. RaceSysError occured on the 8th.


And i think that one about the for loop and such was from when i accidently had a couple instances of Aurora running or something, it's from an older game, anyway.
The only other game in this database is the Terran Campaign, which is on January 1st. There is just that and "Game 1". There is no "Game 2".

Steve
 

Offline Steve Walmsley

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Re: v4.7 Bugs
« Reply #88 on: December 08, 2009, 04:15:40 PM »
To reduce the number of interrupts, I have removed all active-sensor lost contact messages except for ships and missiles. This means there will no longer be lost contact messages for shipyards, wrecks, ground forces and mass packets

EDIT: I have also removed detection of wrecks for NPRs. At the moment they can't salvage them so there seems little point in bothering with detections and interrupts.

Steve
 

Offline Steve Walmsley

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Re: v4.7 Bugs
« Reply #89 on: December 08, 2009, 04:28:37 PM »
Quote from: "Andrew"
Quote from: "Steve Walmsley"
Quote from: "Andrew"
I am defeiently having the problem with lost systems beign surveyed, using random stars. Interestingly several months after I lost a survey ship into an unknown system I got a message back indicating that a new jump point had been found in an unknown system indicating the survye ship was still able to follow its default orders despite being inaccesible on the Task Force List
Could you possibly send me your DB so I can take a look. My email is stevewalmsley at btinternet.com
Done
Thanks - I am looking at it now. I can't open the F11 Galactic map due to errors. Are you having the same problem?

Steve