Author Topic: v1.8.0 Bugs Thread  (Read 82381 times)

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Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #315 on: April 25, 2020, 10:41:35 AM »
Quote from: Elysium43 link=topic=10990.  msg127327#msg127327 date=1587658833
So all the Ground forces on earth just disappeared, they hadn't seen combat or anything, they were just gone, with no explanation in the event log.     

This is a real stars trans-newtonian game at year 68 and my decimal separator is a period.   

Same thing happened to me just now.   I saved the game last night and I opened it up today.   First 5 day turn it told me that Mars and Luna had an unrest problem and when I look at the order of battle there are no units.   I opened the game a few times and it's still missing my ground units.   

If you look at the Ground Commanders the were assigned to a Ground unit but now they aren't. 

This is 12 years into TN start.   I started with real stars but changed it to random stars before leaving Sol.   Most of my Units were Insta made but some were made normally.   I have a period as a decimal separator and Windows 10.   Also I had no error text during all my time playing 1.  8.  0

I'll upload the DB. 


Thanks Steve for all the amazing work.   I hope you get to play your game soon!

Edit: When I say Units I mean Formations.  I tried to replicate this bug by creating some Formations moving them to my colonies and then saving the game and even restarting the computer but I couldn't replicate it.  Weird thing is that it must have happened during my last save before going to bed, because I didn't had any Unrest messages before the save and after it they started to appear.

It sounds like this bug may be caused by some type of problem in saving the ground forces to the database. Did you get any error on the save?
 

Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #316 on: April 25, 2020, 10:42:47 AM »
Not a bug, but oversight, or probably WAI. 
Mines and automines now require only corundium, but that is not the case for orbital mining modules, which still retain 60/60 cost from VB6 which is inconsistent with other changes.  I found that very useful when decided to go for big mining stations, but I wonder if it was intended on your side.

Fixed.
 

Offline Migi

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Re: v1.8.0 Bugs Thread
« Reply #317 on: April 25, 2020, 10:43:16 AM »
1.8.0
Class design window error message
TN start, not progressed beyond start date, Real Stars
I got this error message:
Code: [Select]
Function #235: Cannot add or insert the item 'Abundantia Mk1A' in more than one place. You must first remove it from its current location or clone it.

Parameter name: node

To reproduce the error message:
Click new ship class, at the time I had the Abundantia selected. Note the Abundantia has hull class 'Mass Conveyor  FT-M'
Click on the hull designation box (not the dropdown, the text).
Scroll the mouse wheel down and get the error message.
The new class disappears from the class list until you do something to refresh it (eg either of the tick boxes at the bottom).

I can't reproduce. As I scroll up and down the hull type changes on the tree view. Can you recheck version number please.
I am definitely on 1.8.0.
I saw the error a few times yesterday, but I don't think it was with the Mass Conveyor, I think it was with the Escorts and maybe some others but I didn't think to note down the details.
I have attached a new copy of my DB (saved today) in case I did something stupid like forget to save before sending and there was some critical bit which was missing.

I have reproduced it today on the attached DB, I couldn't get it to trigger with the Mass Conveyor but I did get it to trigger with both of the Terminus ships, which are the Military Jump Tenders. No idea why that is but possibly I made an error when I did the bug report.
I have found that you don't need to use the mouse wheel, mouse clicks on the list can trigger it as well.

I get the error to trigger when doing all the following changes:
Military Jump Tender to Mass Conveyor
Military Jump Tender to Mass Conveyor then back to Military Jump Tender
Military Jump Tender to Military Tanker
Military Jump Tender to Military Tanker to Military Jump Tender

I got no errors when doing the following:
Mass Conveyor to Military Jump Tender
Mass Conveyor to Military Jump Tender to Mass Conveyor
Military Tanker to Military Jump Tender to Military Tanker
Military Jump Tender to Minelayer
Military Jump Tender to Minelayer to Military Jump Tender
Military Jump Tender to Maintenance Vessel
Military Jump Tender to Maintenance Vessel to Military Jump Tender
Military Jump Tender to Maintenance Vessel to Mass Conveyor to Military Jump Tender
I also tried a few of the missile hulls with no errors.

It seems that you can get it into a state where it works without error which explains why I had trouble trying to get the steps right when I first reported it.

 

Offline skoormit

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Re: v1.8.0 Bugs Thread
« Reply #318 on: April 25, 2020, 10:44:20 AM »
Not a bug, but oversight, or probably WAI. 
Mines and automines now require only corundium, but that is not the case for orbital mining modules, which still retain 60/60 cost from VB6 which is inconsistent with other changes.  I found that very useful when decided to go for big mining stations, but I wonder if it was intended on your side.

Fixed.

Dammit! I was really enjoying that, err, feature.  :)
 

Offline Stoned

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Re: v1.8.0 Bugs Thread
« Reply #319 on: April 25, 2020, 10:45:42 AM »
Quote from: Steve Walmsley link=topic=10990. msg127906#msg127906 date=1587827942
Quote from: Stoned link=topic=10990. msg127405#msg127405 date=1587674066
Function #2471 Value cannot be null
Parameter name: value
I can no longer make or manage medals but i am still able to give them out.   version is 1.  8.  0

What were doing when the error occurred?
I was making a medal and the whole medal system became inoperable
 

Offline DFNewb

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Re: v1.8.0 Bugs Thread
« Reply #320 on: April 25, 2020, 10:49:35 AM »
I finally have someone else saying that Area Defense setting for PD does not work.

I have tried numerous times in 1.8 to get it to work and have concluded it's broken / bugged. They do not fire at all.
 

Offline Boris

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Re: v1.8.0 Bugs Thread
« Reply #321 on: April 25, 2020, 11:05:30 AM »
unlike the rest of the colonies, Earth doesn't have a lack of protection penalty
 

Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #322 on: April 25, 2020, 11:05:38 AM »
v1.8.0
Trying to rename a prototype component in "Class Design" window when prototypes are not shown throws an NRE error.

1. Create a prototype component
2. Open "Class Design" Window.
3. Select a ship, use Wide View, Check "Prototypes" checkbox
4. Add the created component to a ship
5. Uncheck "Prototypes" checkbox
6. Select the new component from the ship
7. Hit "Rename Comp" button
8. Choose a name and confirm
9. Error: Function #278 Null Reference Exception
The component does get renamed, but not immediately reflected in the window.

Fixed.
 

Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #323 on: April 25, 2020, 11:11:12 AM »
More of a missing feature than a bug I guess, but under "Naval Organization" Window, "Shipping Line" tab, the value "Best Share Price" appears to be always 1.

Redundant function left from VB6. I've removed it.
 

Offline JuJo

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Re: v1.8.0 Bugs Thread
« Reply #324 on: April 25, 2020, 11:11:34 AM »
Quote from: Steve Walmsley link=topic=10990. msg127919#msg127919 date=1587829295
Quote from: JuJo link=topic=10990. msg127484#msg127484 date=1587699192
Quote from: Elysium43 link=topic=10990.   msg127327#msg127327 date=1587658833
So all the Ground forces on earth just disappeared, they hadn't seen combat or anything, they were just gone, with no explanation in the event log.     

This is a real stars trans-newtonian game at year 68 and my decimal separator is a period.   

Same thing happened to me just now.    I saved the game last night and I opened it up today.    First 5 day turn it told me that Mars and Luna had an unrest problem and when I look at the order of battle there are no units.    I opened the game a few times and it's still missing my ground units.   

If you look at the Ground Commanders the were assigned to a Ground unit but now they aren't.   

This is 12 years into TN start.    I started with real stars but changed it to random stars before leaving Sol.    Most of my Units were Insta made but some were made normally.    I have a period as a decimal separator and Windows 10.    Also I had no error text during all my time playing 1.   8.   0

I'll upload the DB.   


Thanks Steve for all the amazing work.    I hope you get to play your game soon!

Edit: When I say Units I mean Formations.   I tried to replicate this bug by creating some Formations moving them to my colonies and then saving the game and even restarting the computer but I couldn't replicate it.   Weird thing is that it must have happened during my last save before going to bed, because I didn't had any Unrest messages before the save and after it they started to appear. 

It sounds like this bug may be caused by some type of problem in saving the ground forces to the database.  Did you get any error on the save?


Not that I remember.  I did tried to replicate it by saving a lot in different situations but it didn’t happen again.  I will keep an eye on it to see if i get an error during a save. 
 

Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #325 on: April 25, 2020, 11:26:03 AM »
1. 8. 0  Any ruins generated using the SpaceMaster "Random Ruin" button disappear when the game is loaded back up.   
All naturally generated ruins and any anomalies generated by "Random Ruin" button remain.

Pressing the ruin button when a ruin already exists will delete the existing ruin. I've removed this behaviour as I suspect this was causing issues. Instead, you get a pop up explaining the ruin already exists.

I just tested:

Create new game in fresh database (all default settings)
SM On
SM GeoSurvey full system
Select Mars (which had no ruin) and hit random ruin. It generated a abandoned colony and an installation (Bio 100%)
Closed system window. Saved game. Exit.
Relaunch and check, the installation is still there, the ruin is gone.

I repeated again with another new game in a fresh database. Added ruins to mars, Venus, and mercury (none of which had one to start). Venus also got an installation. Saved, exit, reload. All the ruins are gone. The installation on Venus is still there.

Based on this, I don't think the bug is not only when hitting random ruin on a planet that already has a ruin.

Additionally, being able to re-roll ruins is a nice feature when setting up a game where you want something like a sizable ruin on mars to act as a jump-start to a conventional start, though that's obviously just a nice to have.

Thanks - I've found it. System bodies are only updated in the database if flagged. I forgot to set that flag when the player ruin was created.
 
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Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #326 on: April 25, 2020, 11:32:12 AM »
Hi

Trying to load the game up and I am getting function #3056 Object reference not set to an instance of an object
It started up with function #1170 the given key was not present in the dictionary

This happened on load up, didn't even get in to start the game
Cant close the game or do anything, the error just keeps coming up

Also cant Ctrl+alt+delete

1170 means system bodies are not loading, while 3056 is displaying system bodies

Was this the first time you have run the game, or is this after a save and restart?

 

Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #327 on: April 25, 2020, 11:37:22 AM »
It seems a geosurvey buoy that is not at a valid survey location causes an error
Function #1544: Object reference not set to an instance of an object.
Was messing with box launcher and launched a 2 stage missile at a random waypoint.  the payload was a geosurvey buoy and I'm now getting the error on each construction phase. 
Is there any way of deleting buoys?

Also, is it working as intended that a ship with a single large size box launcher can carry multiple small missiles? As expected I can only fire one missile and can't reload in deepspace but I can choose any missile it has onboard to be launched.  So I can have 1 big launcher 3 different smaller missiles and fire which ever one would be best for the current situation.  So the reloading is more a recharge rate.  Once a launcher is charged it can be loaded with any missile and fired.  Then it just needs to be recharged again before firing.

Geo survey was not checking for absence of system body. Fixed.

Launchers can fire any size missile up to the max for that launcher.
 
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Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #328 on: April 25, 2020, 11:39:39 AM »
Two possible bugs.
I started with 3 Human races on Earth, me, the Western Alliance, a neutral UN and an NPR USSR. Standard start otherwise in terms of population, tech, etc.
In wanting to try out C# combat, I have run into two things I noticed.
1. I SM'ed 2 ELINT platforms orbiting Earth at the beginning. In the 8 years since start, the Intel window report 0 intel gathered.
2. I seem unable to be hostile with the Soviets. I do not see an option on the Intelligence and Foreign Relations window. Military cooperation is "unknown" even though communications are established. Diplomacy has stayed at 40 the entire game. In addition to this, in an effort to see if I could start hostilities, I attacked some ships in orbit. I was able to manually target them, and the Soviets certainly know about the war as in 5 seconds they began shooting back. However, my ships still saw them as neutral, did not use PD or otherwise recognize the other ships as targets even as diplomacy ratings went negative and my ships started to blow up.

It is entirely possible I am just missing things as new to C#, but otherwise the DB posted is before I started shooting.

I'm actually running a very similar situation.
1.8: 3 player races. One has an elint platform right over earth, and intel points are still at 0 after 3 years.
I even tested by setting human xenophobia to 0 and hostile, and running the game for a year. Still no intel points on the other earth or luna colonies.

Something odd is happening as I was using ELINT platforms extensively in my test game without any problems.
 

Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #329 on: April 25, 2020, 11:42:46 AM »
1.8, DB attached, decimal as separator.

Dug up some Science Departments.
Couldn't use them in ship directly, so disassembled for the RP.
RP instead went into Aux Control tech line instead of Science Department tech line.

They are both part of command and control tech. I might split them out at some point.