Author Topic: v1.8.0 Bugs Thread  (Read 82802 times)

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Offline Thrake

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Re: v1.8.0 Bugs Thread
« Reply #330 on: April 25, 2020, 11:49:21 AM »
1.8.0

I am getting about 60 "function #1414: value was too high or too low for a decimal" every turn for 5 to 10 turns.
 

Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #331 on: April 25, 2020, 11:50:07 AM »
Version 1.8.0: (Fresh game, Known Star Systems off)
My gravitational survey ships found two jump points fairly close to each other. I gave a jump-capable ship the orders to standard transit to Unknown JP#1 and Unknown JP#2.

What I expected to happen: Ship moves to JP#1, discovers system, jumps back, moves to JP#2, discovers system.
What actually happened: Ship moves to JP#1, discovers system, moves the distance between JP#1 and JP# 2 in the newly discovered system (so that it was in the middle of space); then suddenly popped into JP#2, discovering it.

Edit: I think I know why this can happen - transit orders into unexplored JPs don't take you out of the original system's interface, so you can queue up multiple transit orders in the same system.

Edit^2: Yep. You can do it with any unexplored JP - the second transit order takes place in the new system.


Note that there are no other discovered JPs in the system.

The problem is caused by the ship having orders beyond the point at which it enters a system that hasn't been created yet. I'll add some code to prevent that.
 
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Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #332 on: April 25, 2020, 11:59:48 AM »
Quote from: SpikeTheHobbitMage link=topic=10990. msg127796#msg127796 date=1587784240

That sounds like one of the races picked Thumbs. db as its flag.   Certainly a bug.   The Thumbs. db files should probably not be included in the install package.

IDK if it's in the install, but if it's not I'm pretty sure Windows would just generate a new one.  Should just be excluded from the files races can pick.
Only the Flags/Thumbs.db is shipped with 151Full.  It really shouldn't be.  Agreed that it should be excluded from the picker.

I think what's happening is that the new C# is set in a way that any image (but I think it's the file then) can be picked from the right folder for the creation of a new race. It applies to flags, races, etc. Probably, if possible, the code should source only for .png or .jpg not sure which one is more convenient or if both can be added. This should automatically sort the issue.

I've implemented this option.
 
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Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #333 on: April 25, 2020, 12:03:48 PM »
You can stabilise lagrange points multiple times, leading to there being multiple LP points on the same location.

I've added code to prevent the option being displayed for system bodies with existing Lagrange points.
 
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Offline Nori

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Re: v1.8.0 Bugs Thread
« Reply #334 on: April 25, 2020, 12:20:48 PM »
Another me too post. In my current save (1.80) I've had my GU disappear twice now. The first time I didn't notice for a while, but this last one happened just last night. I had meticulously recreated all my ground forces (50k strong up to division level) and I saved the game. There was no errors or anything but when I opened the game up just now, not a single unit is left. I'm trying to recreate the issue, but it certainly seems like some sort of save issue. Oddly enough the formations I deleted did save as deleted, but none of the new units I created are around.
 

Offline Ancalagon

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Re: v1.8.0 Bugs Thread
« Reply #335 on: April 25, 2020, 12:23:24 PM »
In v1.80, we can still find two jump points in System A that both lead to the same System B.

I have experienced this occurrence twice already in a single v1.80 game, and I've seen another user on Discord report it as well.

I was using Random Stars, default local system gen/spread settings, and 1000 stars. I did not discover any system through SM tools. All jump point surveys and systems discovered were done by normal survey ship exploration.
« Last Edit: April 25, 2020, 12:30:35 PM by Ancalagon »
 

Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #336 on: April 25, 2020, 12:24:40 PM »
Edit: If you have a population in orbital habitats the population will keep growing indefinitely irrespective of the orbital habitat capacity. Once said capacity is overfilled the game will begin displaying "Function 2244 attempted to divide by zero" every industrial increment. DB attached as an example.

Edit: I'm getting "Function #2244 attempted to divide by zero" every industrial increment. Initially I thought it was due to issues with shipyard task destinations but I have completed all shipyard tasks and even deleted the destination fleet. No joy. DB attached below. Played on Windows 7.

It seems the bug was connected to construction of one of my ships, the Heweliusz. Perhaps I moved its target task group or something. It's cleared now but I'm leaving the report and the database since its still a bug.

I'm getting "Function #2244 attempted to divide by zero" every industrial increment. DB attached. Played on Windows 7.

A player race population of the 'The Union' has been placed on a planet (Alpha Centauri-B I). The gravity of the planet is 2.59G but the max gravity tolerance of the race is only 1.3G. This results in a colony cost of -1 as the planet is not habitable. As the population exceeds the capacity of the orbital habitat, Aurora is trying to calculate the planet-based growth rate. As the max population surface area is zero, that is what caused the bug.

Because that section didn't complete, it didn't flag there was no space in the planet so the orbital pop kept growing.

Fixed now. Thanks for the DB.
 
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Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #337 on: April 25, 2020, 12:28:29 PM »
V. 1.8
The statistic 'Unsurveyed Gravsurvey Locations' in the galaxy maps counts  the opposite, namely the number of surveyed gravsurvey locations. The number starts with 0 and counts up as the grav survey ship does its tour.

Fixed.
 
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Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #338 on: April 25, 2020, 12:31:23 PM »
Quote from: redivider link=topic=10990. msg127837#msg127837 date=1587806915
Quote from: JUTWIK link=topic=10990. msg127836#msg127836 date=1587806770
hi,
i can't see the end of my research because the date format is too big

You have to change the date and time format in your windows settings.   Its been repeated over again as is probably somewhere in the forum how exactly to do it.   If you are on linux im not sure.

No, no, no.
While . NET indeed uses the date format set in the Windows settings by default, the intrepid developer can and should set it to whatever they need, especially when their software doesn't have internationalisation.  This is not user error, this is a bug, no matter how easy it is to work around it.

Ideally, Steve would set the CultureInfo. CurrentCulture for Aurora to something he expects will fit at all times.

Its actually a more general problem. The same date in the same format is still different lengths in different languages. If I fix the date format in the game, I am preventing people from choosing a suitable date format for their location.
 

Offline Prack

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Re: v1.8.0 Bugs Thread
« Reply #339 on: April 25, 2020, 12:34:01 PM »
Quote from: Steve Walmsley link=topic=10990. msg127953#msg127953 date=1587832642
Quote from: Prack link=topic=10990. msg127688#msg127688 date=1587759658
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.

Thanks Steve!

About the missile size, the missile size is not the issue, but that 1 box launcher provides magazine space for multiple smaller missiles and that the missile loaded in a box launcher can be changed on the fly.  I'd expect that to change the missile in a box launcher the ship must return to a hanger or similar location?
 

Offline Doren

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Re: v1.8.0 Bugs Thread
« Reply #340 on: April 25, 2020, 12:34:47 PM »
Was just passing time on the tactical map when an NPR started fighting (at least thats what I assume).  Increments went down to 5sec for quite some time until I got spammed by errors in function #713.  I clicked a lot of these away until I got a #1414 followed by a #1555 then repeated from there, on and on until I gave up clicking.

TN start with random stars, just 6 years into the game.
Made a fresh install when 1. 8 was released and I have changed my windows regional settings to UK.

I've fixed another bug that I think should also fix this.

I think this might be related to a NPR losing it's naval headquarters (or the pop containing the headquarters) and thus not having a naval command anymore
 

Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #341 on: April 25, 2020, 12:36:11 PM »
Small WAI bug.

Select space station in the drop down menu under industry, then switch to any other tab for that colony, or don't.  If you have another colony with no industry or spaceport, swap to it and receive the "You can't build space stations here" error.  It would be nice if when swapping to colonies that can't handle space stations it would just switch back to the construction/ordnance/fighter menu.

Changed as suggested.
 
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Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #342 on: April 25, 2020, 12:37:54 PM »
unlike the rest of the colonies, Earth doesn't have a lack of protection penalty

That is WAI.
 

Offline Steve Walmsley (OP)

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Re: v1.8.0 Bugs Thread
« Reply #343 on: April 25, 2020, 12:40:14 PM »
Was just passing time on the tactical map when an NPR started fighting (at least thats what I assume).  Increments went down to 5sec for quite some time until I got spammed by errors in function #713.  I clicked a lot of these away until I got a #1414 followed by a #1555 then repeated from there, on and on until I gave up clicking.

TN start with random stars, just 6 years into the game.
Made a fresh install when 1. 8 was released and I have changed my windows regional settings to UK.

I've fixed another bug that I think should also fix this.

I think this might be related to a NPR losing it's naval headquarters (or the pop containing the headquarters) and thus not having a naval command anymore

I've fixed that earlier - the top level command now floats somewhere in the Aether but still functions :)
 
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Offline db48x

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Re: v1.8.0 Bugs Thread
« Reply #344 on: April 25, 2020, 12:41:54 PM »
No, no, no.
While . NET indeed uses the date format set in the Windows settings by default, the intrepid developer can and should set it to whatever they need, especially when their software doesn't have internationalisation.  This is not user error, this is a bug, no matter how easy it is to work around it.

Ideally, Steve would set the CultureInfo. CurrentCulture for Aurora to something he expects will fit at all times.

Its actually a more general problem. The same date in the same format is still different lengths in different languages. If I fix the date format in the game, I am preventing people from choosing a suitable date format for their location.

He's saying that you can set the culture so that the date is always in English, and in the en_GB long format, so that the dates are always the expected length. Obviously there is some advantage to presenting the dates in the user's language, even if the rest of the text is not translated, and you would lose that.

The other option, of course, is to give the user a UI for controlling the date format. Letting the user choose between the system long date format, the system short date format, and a custom date format string would cover all the possibilities.

A further option would be to use a table control rather than a list control. The table controls can allow resizing any field, as well as nifty things like sorting by any field when the user clicks on a column header. As a bonus you could then eliminate all of the "sort by X" buttons that you have in some of the windows.
 
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