Author Topic: v1.8.0 Bugs Thread  (Read 82842 times)

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Offline davidr

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Re: v1.8.0 Bugs Thread
« Reply #210 on: April 24, 2020, 04:42:43 AM »
I have a GSV Survey vessel that had its MSP highlighted in red as a warning. I therefore sent it to Earth for refuel , resupply and overhaul.

However after completion of overhaul its name in the Naval Organization screen remains in red whilst all other vessels are in normal white.

DB attached.

DavidR

PS Just found it is in need of repair - obviously an overhaul does not automatically repair a ship - will return it to Earth and try and repair through the shipyard menu.
« Last Edit: April 24, 2020, 05:03:28 AM by davidr »
 

Offline Black

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Re: v1.8.0 Bugs Thread
« Reply #211 on: April 24, 2020, 04:48:48 AM »
I have a GSV Survey vessel that had its MSP highlighted in red as a warning. I therefore sent it to Earth for refuel , resupply and overhaul.

However after completion of overhaul its name in the Naval Organization screen remains in red whilst all other vessels are in normal white.

DB attached.

DavidR

Red normally means that there is damaged component. Maybe our ship didn't have enough suplies to repair something?
 
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Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #212 on: April 24, 2020, 04:53:10 AM »
I got the same bug back in 1.63 and now that I've tried again, I got  the same bug. I'm trying to build forced labour camps and mines and it bugs out my game terribly. It gives the bug "#2217 An item with the same key has already been added" when I try to open the economy summary, and it turns into this:



Here's my DB

Tracked it down. Forced Mines and Forced Construction have the same worker type (none). I'll fix it for v1.9. Thanks for the DB.
 
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Offline ChaosRemnant

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Re: v1.8.0 Bugs Thread
« Reply #213 on: April 24, 2020, 05:01:28 AM »
Not really what I would call a big bug as it has an easy fix on the player side, but if you assign one of your current researchers to be a research admin it can cause a large amount of null references if there are more queued for that scientist.    Easy fix for the player is to just remove the research labs from the active research project(s).   

Can be reproduced by assigning then unassigning a researcher to be a research admin on earth.    Then go to research tab and click on the research that researcher was working on.   

Functions without a queue: #578 Object reference not set.   
Functions with a queue: #578 Sequence contains no elements.   
« Last Edit: April 24, 2020, 05:06:28 AM by ChaosRemnant »
Excalibur is the sword of Promised Victory.   What happens when the shard Path to Victory sees it?
 

Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #214 on: April 24, 2020, 05:09:30 AM »
With the Events Window

For certain events i change the text and background colours.

However after I save the game , close the game down and then start game from the desktop i find that the Events texts have reverted to the default white on blue. The game is not remembering my colour preferences.

DavidR
Mine has not been doing that since V1.0  --- though strangely (and someone noted it in...1.5 or so) that some of the colors are being remembered between saves (some w/ background and text colors).  Most however I have to reset every time I reopen a save file.

Its nothing more than a nuisance, so I've not brought it up again, preferring to let more important things get fixed first :)

If you only change the text colour, it wasn't being saved. Fixed now.
 
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Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #215 on: April 24, 2020, 05:34:24 AM »
My tug ran out of fuel during tugging. Tugging the tug lead to generally wierd interaction. Assicated stations/ships are jumping between TG's randomly.

Ye... I managed to tug my ship already being tugged(or if I tugged the tug already tugging), it was a hangar module with docked fighters; the entire hangar and every docked fighter exploded. Then I got weird stuff happening when I detached a tug from a fleet, moved the tug and did something and the thing it got detached from/tugged suddenly rejoined at new position.

I've added code to prevent a ship being tractored or establishing a tractor link when already in a tractor link.
 
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Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #216 on: April 24, 2020, 06:14:26 AM »
Quote from: Steve Walmsley link=topic=10990. msg126879#msg126879 date=1587564419
Quote from: CatchItGamer link=topic=10990. msg126720#msg126720 date=1587508250
Selecting a ship in the Naval Organization window with the following design results in this error: "Function #2801: Attempted to divide by zero. "

Code: [Select]
Scipio class Missile Defence Base      8,265 tons       460 Crew       763 BP       TCS 165    TH 0    EM 0
1 km/s      Armour 0-50       Shields 0-0       HTK 90      Sensors 0/0/0/0      DCR 1      PPV 150
Maint Life 0.06 Years     MSP 57    AFR 546%    IFR 7.6%    1YR 987    5YR 14,806    Max Repair 200 MSP
Magazine 150   
Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months    Morale Check Required   


Size 50 Missile Launcher (3)     Missile Size: 50    Rate of Fire 215

This design is classed as a Military Vessel for maintenance purposes

Non-TN start, real stars, should be easy to reproduce, just started a fresh game.

There must be something about that particular ship.  Otherwise I would be seeing a lot of bug reports :)

Are you getting the same errors with all ships, or just that one?

The design has armor thickness of zero, which seems to cause the error.

I've added code to prevent a player setting armour to zero.
 
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Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #217 on: April 24, 2020, 07:29:37 AM »
TN start, Random Systems, Rolled and deleted systems till I got a nice one & created a race and started the game.

At some point in I discover a system with a NPR, ran away and hoped they'd wither away.  After a bit I get the 5 sec increments.  Later I look back at the system and they seem to have been conquered and there's around 80 wrecks floating around.  All this happened not even 3 years into the campaign.

Every time I advance in time I get the 1821 error. 

DB attached.  Separator is a dot, if it matters.

Thanks for the database. That has resolved a long-standing problem.

Most of the time I use random integers. For choosing ground forces targets, I use a random long due to the potential size. Because the long function uses a double in the randomisation, it was occasionally producing a zero output, which meant the targeting was against a null formation, which caused the error. I've added code to the random generation to ensure results are 1 or higher.

EDIT: I used this db to resolve some other problems relating to NPRs being conquered, so double thanks :)
« Last Edit: April 24, 2020, 08:51:04 AM by Steve Walmsley »
 
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Offline pwhk

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Re: v1.8.0 Bugs Thread
« Reply #218 on: April 24, 2020, 08:34:00 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.
« Last Edit: April 24, 2020, 08:35:48 AM by pwhk »
 

Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #219 on: April 24, 2020, 09:05:46 AM »
Version 1.8
SM'ed a bunch of stuff to facilitate a player to player homeworld take over.

Function #1555: Object reference not set to an instance of an object.
After Player A conquers Player B's Homeworld.

Edit: After many Function #1555's, There was one function #1554 and after clearing these. Happens every construction tick.
Function #1460 on saving.

EditEdit: Apparently after a save and reload there's no trace of any of this. I also uploaded the exe instead of the database XD

In someone's database I found a problem with admin commands following the conquering of an NPR home world. That same issue would have caused these problems, so I think it is now fixed.
 
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Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #220 on: April 24, 2020, 09:14:05 AM »
Getting this error every time I try to change targets of any ship in Battle fleet 03 on attached db.




1.8 new game. Normal settings.

Its is caused by a flag bridge with no commander assigned. I've fixed this specifically, plus another bug in reaction speed calculation.
« Last Edit: April 24, 2020, 09:18:42 AM by Steve Walmsley »
 
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Offline Thrake

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Re: v1.8.0 Bugs Thread
« Reply #221 on: April 24, 2020, 09:21:04 AM »
Edit: Not a bug.

I don't know if it's cosmetic but I have no sector commander listed despite appointing one.  This is a random system game.
« Last Edit: April 24, 2020, 09:41:12 AM by Thrake »
 

Offline Cobaia

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Re: v1.8.0 Bugs Thread
« Reply #222 on: April 24, 2020, 09:28:02 AM »
Quote from: Thrake link=topic=10990. msg127582#msg127582 date=1587738064
I don't know if it's cosmetic but I have no sector commander listed despite appointing one.   This is a random system game.

You need to go to the Sector Management window and appoint the system to the sector.
 
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Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #223 on: April 24, 2020, 09:28:51 AM »
I know it's silly but may avoid some confusion with what is a bug and could be fixed soon or what is actually intended and may be implemented later. From your known bugs post you may change this:

I've changed it in line with your suggestion.
 
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Offline pwhk

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Re: v1.8.0 Bugs Thread
« Reply #224 on: April 24, 2020, 09:41:06 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.
« Last Edit: April 24, 2020, 09:43:38 AM by pwhk »