Author Topic: v1.9.0 Bugs Thread  (Read 18996 times)

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Offline Agraelgrimm

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Re: v1.9.0 Bugs Thread
« Reply #135 on: April 29, 2020, 01:27:23 PM »
So, its been patch 1. 9 now and i still cant create a single game.  The past releases the problem was big windows and etc, right now the problem is: I literally cannot create a new game.  Nor i can close the window of creating a new race.  I have to force close the whole game and then when i try to open the newly created game, it appears in blank.  And it doesnt matter if i try to create in the solar system or not.  The same problem applies and has been since 1. 8.

Are you completely deleting the folder and reinstalling it?  Deleting the dB file and executable and then adding the patch rather than overwriting?
Same problem.
 

Offline Steve Walmsley (OP)

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Re: v1.9.0 Bugs Thread
« Reply #136 on: April 29, 2020, 01:28:17 PM »
Quote from: Steve Walmsley link=topic=11135. msg129180#msg129180 date=1588182539
Quote from: Harold65 link=topic=11135. msg129103#msg129103 date=1588171142
I'm running v1.  9, TN start, not using real systems, rest of settings are standard.    I've noticed that my cargo fleets are unloading all installations to a colony, even if I select the specific installation and set the maximum to 1.    The fleet consists of 4 ships, each capable of holding 50k tons.   (two standard sized installations)

hxxp: aurora2. pentarch. org/index. php?topic=10637. msg120877#msg120877

My freighters do have cargo shuttles.   They're just shuttling everything, even if I tell them not to

The link was to show that max items on unload is a known issue.

Known Bugs: "Unload tasks not using Max Items."
 

Offline mike2R

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Re: v1.9.0 Bugs Thread
« Reply #137 on: April 29, 2020, 01:28:39 PM »
Very minor: do a silly thing and get an error.

The function number
970

The complete error text
Object reference not set to an instance of an object

The window affected
Naval Organization.  Fleet Selected in left hand pane. Fleet tab selected in upper right pane.  Ship List tab selected in lower right pane.

What you were doing at the time
Drag selected ships, dragged too high and it let me select the "Ship Name" title as well as actual ships.  Then clicked the Detach button.

Conventional or TN start
Conventional

Random or Real Stars
Random

Is your decimal separator a comma?
No

Is the bug is easy to reproduce, intermittent or a one-off?
Easy to reproduce
 

Offline Harold65

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Re: v1.9.0 Bugs Thread
« Reply #138 on: April 29, 2020, 01:34:04 PM »
Quote from: Steve Walmsley link=topic=11135. msg129180#msg129180 date=1588182539
Quote from: Harold65 link=topic=11135. msg129103#msg129103 date=1588171142
I'm running v1.  9, TN start, not using real systems, rest of settings are standard.    I've noticed that my cargo fleets are unloading all installations to a colony, even if I select the specific installation and set the maximum to 1.    The fleet consists of 4 ships, each capable of holding 50k tons.   (two standard sized installations)

hxxp: aurora2. pentarch. org/index. php?topic=10637. msg120877#msg120877

My freighters do have cargo shuttles.   They're just shuttling everything, even if I tell them not to

The link was to show that max items on unload is a known issue.

Known Bugs: "Unload tasks not using Max Items."

Sorry.  Got it.  thanks
 

Offline Steve Walmsley (OP)

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Re: v1.9.0 Bugs Thread
« Reply #139 on: April 29, 2020, 01:43:08 PM »
Ver 1.9.0, period, new install, early game when discovered.

I deployed a thermal buoy using launch ready ordnance, the buoy has strength 1.07 sensor.  Despite zooming in many mouse wheels of zoom, no passive detection ring shows up (not even with Passive vs Signature 10,000).  The View Technology window shows the expected information for the buoy.  However, on tactical, above the buoy is a label "Active: 0m R100".  I did design some active buoys prior to designing the thermal buoy but the thermal buoy in question definitely does not have an active sensor.

Thanks,

PS: TN start, real stars (sorry forgot that above)

Fixed both problems. Active will no longer show if zero strength and passive will display for missiles.
 
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Offline Steve Walmsley (OP)

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Re: v1.9.0 Bugs Thread
« Reply #140 on: April 29, 2020, 01:50:09 PM »
v. 1.9
If I have two ground units with either Ground Survey or Xeno Archaeology equipment, but they are still slightly different, and I obsolete one of them, they are both obsoleted. I have experienced the same thing in an earlier version and now as well in my 1.9 game. I have been unable to reproduce the bug in a different game - partly because I am not sure what conditions cause, so I have instead attached by DB.

Somehow the two units are linked to the same tech system object, so when you make that tech obsolete, both units are obsoleted.

That is what is causing the problem, but I don't know how they got linked in the first place.
 

Offline Agraelgrimm

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Re: v1.9.0 Bugs Thread
« Reply #141 on: April 29, 2020, 02:04:26 PM »
Steve, what about my problem? I've put an print screen there. Am i missing a button or is it a bug? It is only happening to me.
 

Offline Nori

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Re: v1.9.0 Bugs Thread
« Reply #142 on: April 29, 2020, 02:05:05 PM »
So, its been patch 1. 9 now and i still cant create a single game.  The past releases the problem was big windows and etc, right now the problem is: I literally cannot create a new game.  Nor i can close the window of creating a new race.  I have to force close the whole game and then when i try to open the newly created game, it appears in blank.  And it doesnt matter if i try to create in the solar system or not.  The same problem applies and has been since 1. 8.

Are you completely deleting the folder and reinstalling it?  Deleting the dB file and executable and then adding the patch rather than overwriting?
Same problem.
You appear to be using decimals as your thousand separators (it should be commas) also is your screen at least 1400x900 as that is the minimum to play the game without making changes to your system.
 

Offline Steve Walmsley (OP)

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Re: How to reproduce the error
« Reply #143 on: April 29, 2020, 02:13:52 PM »
The function number: terribly sorry, I skipped them out of habit, but there were ~4 different ones. When saving the game, however, this error showed up:
#1497

the same function appeared during the time increment, i'm sure of it

The complete error text:
(1497): object reference not set to an instance of an object

Happened on initial contact with aliens, survey vessel with EM/Thermal sensors on discovered a new alien race and got attacked. Error that showed up on events: "New None Population contact: error"

The window affected: time increment
What you were doing at the time: time increment
Conventional or TN start: TN
Random or Real Stars: Real
Is your decimal separator a comma?: period, and thousand separator is a comma
Is the bug is easy to reproduce, intermittent or a one-off?: one-off
If this is a long campaign - say 75 years or longer - let me know the length of the campaign as well: 9 years long

Hey Steve, figured out how to reproduce the error. Just send any ship to Herschel 5173-A I. The 4 error windows (of function numbers 1957 1954 1943 478) will appear infinite times, and I believe it's tied to the ship being attacked by whatever it is.

P.S. got all spoilers turned on + no maintenance, may be tied to no maintenance since you changed the code?

Thanks - found it now.

The alien race didn't have a population set as a capital and the program was making the assumption it did.

I've added code to check this and set a capital if one doesn't exist.
 
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Offline TMaekler

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Re: v1.9.0 Bugs Thread
« Reply #144 on: April 29, 2020, 02:22:17 PM »
V1.9.0: Tried to move a Mining Station with a Tug but the maintainance life of the Tug was too small; so I detached the Mining Station flew back to Earth to overhaul. And I just now realize that it kept flying there with the same slow speed as it was dragging the Mining Station. Checkbox "Use Maximum Speed" is on; I also tried to get it up to max speed with the conditional orders; but no effect (can I do it manually someplace?)

How did you detach the mining station - using the Detach button?
Yes.
 

Offline Agraelgrimm

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Re: v1.9.0 Bugs Thread
« Reply #145 on: April 29, 2020, 02:37:35 PM »
So, its been patch 1. 9 now and i still cant create a single game.  The past releases the problem was big windows and etc, right now the problem is: I literally cannot create a new game.  Nor i can close the window of creating a new race.  I have to force close the whole game and then when i try to open the newly created game, it appears in blank.  And it doesnt matter if i try to create in the solar system or not.  The same problem applies and has been since 1. 8.

Are you completely deleting the folder and reinstalling it?  Deleting the dB file and executable and then adding the patch rather than overwriting?
Same problem.
You appear to be using decimals as your thousand separators (it should be commas) also is your screen at least 1400x900 as that is the minimum to play the game without making changes to your system.
I have *no idea* what u are talking about as separators and you mean screen resolution or screen size, as in the hardware? Because im using a notebook.
 

Offline Inglonias

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Re: v1.9.0 Bugs Thread
« Reply #146 on: April 29, 2020, 02:40:59 PM »
So, its been patch 1. 9 now and i still cant create a single game.  The past releases the problem was big windows and etc, right now the problem is: I literally cannot create a new game.  Nor i can close the window of creating a new race.  I have to force close the whole game and then when i try to open the newly created game, it appears in blank.  And it doesnt matter if i try to create in the solar system or not.  The same problem applies and has been since 1. 8.

Are you completely deleting the folder and reinstalling it?  Deleting the dB file and executable and then adding the patch rather than overwriting?
Same problem.
You appear to be using decimals as your thousand separators (it should be commas) also is your screen at least 1400x900 as that is the minimum to play the game without making changes to your system.
I have *no idea* what u are talking about as separators and you mean screen resolution or screen size, as in the hardware? Because im using a notebook.

http://aurora2.pentarch.org/index.php?topic=11139.0 for the decimal separators

In addition, your screen resolution must be at least 1400x900 at a bare minimum to run Aurora without the windows being cut off.
 

Offline Latrone

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Re: v1.9.0 Bugs Thread
« Reply #147 on: April 29, 2020, 02:42:32 PM »
I'm not certain if this is a bug or WAI, so I'm gonna post it anyway.
A change has happened between 1. 8 and 1. 9.  When in SM-mode you used to be able to place an alien ruin on a planet, see what it was and then reroll it if it wasn't to you liking by pressing the button again, whereby it removed the ruins and then a third time, so that new ruins appeared.  When the random ruin button is pressed again in 1. 9 a popup comes up telling you that there already is a ruin on this body.  So it essentially removed the ability to reroll the type of ruin which you place on a planet.

The "bug" is easily reproducable.

Thanks again for all the work.
 

Offline SpaceMarine

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Re: v1.9.0 Bugs Thread
« Reply #148 on: April 29, 2020, 02:56:15 PM »
Minor: Loading Troops from a fleet using fighters with troop bays (has cargo shuttles on the main ship) causes the error

The function number
2773

The complete error text
Function #2773: Object Reference Not Set To An Instance of An Object

The window affected
Tactical Map

What you were doing at the time
Stepping forward time after giving an order for my four troop carriers to load troops from my carrier

Conventional or TN start
TN Start

Random or Real Stars
Real

Is your decimal separator a comma?
No

Is the bug is easy to reproduce, intermittent or a one-off?
Easy to reproduce, attached below is the DB and all you have to do is tell the fleet "Raven "Black" Squadron" to load any troops from the "Earth Carrier Strike Group Alpha" and wait


 

Offline skoormit

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Re: v1.9.0 Bugs Thread
« Reply #149 on: April 29, 2020, 02:58:30 PM »
JP don't really link back to known stars compared to VB 6

Reported in 1.8, tested now in 1.9

Link to the 1.8 post (I hope) http://aurora2.pentarch.org/index.php?topic=10990.msg128854#msg128854

Did the same thing in 1.9. Got a few more loops this time around.  4 - 5, but doesn't seem correct still.
Count isn't exact as I've haven't bothered with lining the galaxy map up to count, since it seems like same situation as 1.8

Stopped at 100 systems with a lot of JP remaining and a 50 system limit.

Btw: are the system in the Galactic Map supposed to f... off to infinity if you don't manually organize them?
Might be something to do with SM'ing JP exploration, as the the map started of nice and grid like.

I also tried this with real stars in 1.8, didn't make the cut to post it. Same result as above. 4 - 5 loops. Manually stopped at 100 systems with a 50 system limit and plenty of JPs left.

You should have about 1 system in 15 connect to an existing system (same as VB6), except when there are less than 10 systems in the game, so with 100 systems you should have about 6 connections to existing systems, which it sounds like you have.

Why 1 in 15?
Doesn't the chance of any given jump point connecting to an existing system depend on how many systems you have already explored (as well as the game settings)?

Supposing the default settings are used (50%/15), you are in a 100 max system game, and you have explored one system (B) outside your home.
There is a 50% chance that B was generated as local to Sol, and 50% it was non local.

If you explore another jump point from Sol, that jump point has the same 50/50 chance.
Wouldn't the odds that the second jump point connects to B be the sum of these:

odds they are both local * odds of randomly selecting the same system local to Sol twice.
odds they are both not-local * odds of randomly selecting the same system not-local to Sol twice.
odds exactly one is local * odds of randomly selecting a specific local system with a random selection from all possible systems.

or:
1/4 * 1/30  (a local system ID could be anywhere from Sol-15 to Sol+15, excluding Sol itself)
+
1/4 * 1/99 (a not-local system ID could be anywhere from 1 to 100, excluding Sol itself)
+
1/2 * 1/99
_____
= ~1.59%