Report - Current Bugs and Issues

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warcorer
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Re: Report - Current Bugs and Issues

Postby warcorer » Mon Dec 28, 2015 1:51 am

I have noticed that during combat I was attempting to attack using nuclear missiles on an escort cruiser and the missiles fired twice in one turn but there wasn't a sprite shown for the missiles. After I ended this turn the sprite appeared and double the amount of missiles striked my target.

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sven
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Re: Report - Current Bugs and Issues

Postby sven » Mon Dec 28, 2015 2:29 am

warcorer wrote:I have noticed that during combat I was attempting to attack using nuclear missiles on an escort cruiser and the missiles fired twice in one turn but there wasn't a sprite shown for the missiles. After I ended this turn the sprite appeared and double the amount of missiles striked my target.


This sounds like an example of a bug I've been trying to track down. Could you open up a save shortly after the glitch occurred, then go into the options pane, and hit "upload game logs"? Many thanks.

evil713
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Re: Report - Current Bugs and Issues

Postby evil713 » Sat Jan 02, 2016 5:54 pm

Uploaded logs

about 2 combats ago I attacked the gremak homeworld.

The issue is that the sprite draw on all the targeting coilguns is dropping the framerate down hard, making it choppy and sometimes wont record my mouse clicks on attacks.

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sven
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Re: Report - Current Bugs and Issues

Postby sven » Sat Jan 02, 2016 6:59 pm

evil713 wrote:The issue is that the sprite draw on all the targeting coilguns is dropping the framerate down hard, making it choppy and sometimes wont record my mouse clicks on attacks.


Thanks for reporting this. I can replicate the lag spikes on my machine. The coilguns are a (relatively) new effect, and it looks like they could use a little optimization. (Worst case, I could just limit the number of simultaneous previews to 4-5 attacks).

evil713
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Re: Report - Current Bugs and Issues

Postby evil713 » Sat Jan 02, 2016 7:48 pm

it looks like it might be all weapons, new logs, using railguns is also lagging the game.

Big fleet fight though.

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sven
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Re: Report - Current Bugs and Issues

Postby sven » Sat Jan 02, 2016 8:24 pm

evil713 wrote:it looks like it might be all weapons, new logs, using railguns is also lagging the game.


Yeah, I've started looking into this, and it looks like the core issue may not be the preview attack animations at all. I've already found (and fixed) one big inefficiency in the multi-weapon UI code -- though it looks like there's still at least one issue that needs tracking down. I should be posting a patch related to this soon.

Thanks for the uploads. (Also, I notice that your latest experiments with the humans seem to be fairing a bit better ;) )

evil713
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Re: Report - Current Bugs and Issues

Postby evil713 » Sat Jan 02, 2016 8:55 pm

Figures as soon as I complain I start doing good.

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Arioch
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Re: Report - Current Bugs and Issues

Postby Arioch » Sat Jan 02, 2016 9:16 pm

The Gremak starting preset classes have Viper Launchers in them, and you can build them even though you don't yet have the Marauder Weaponry tech.

In my current game (game_676), I cleared out some pirates from Sargas and established a colony there, and then abruptly a huge Marauder group appeared in the system and attacked me. I don't know if this is a bug or intended, but I didn't see them coming, they just materialized out of the ether.

edit: Ah, I see there's a Marauder base nearby. Still, it's odd that I wasn't able to see them coming.

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Re: Report - Current Bugs and Issues

Postby sven » Sun Jan 03, 2016 4:03 pm

evil713 wrote:it looks like it might be all weapons, new logs, using railguns is also lagging the game.


Just posted a patch to stable that should address the worst of these issues (r14441). There's still some UI latency apparent in very large battles, but, the issue should be much less pronounced than it was.

evil713
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Re: Report - Current Bugs and Issues

Postby evil713 » Sun Jan 03, 2016 6:07 pm

Combat is faster, however leaving it is now supper buggy, I think I have sent 4-8 bug reports in, all shades of weird.

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Re: Report - Current Bugs and Issues

Postby sven » Sun Jan 03, 2016 6:22 pm

evil713 wrote:Combat is faster, however leaving it is now supper buggy, I think I have sent 4-8 bug reports in, all shades of weird.


Hrm. My bad. Looks to me like 1 (fairly simple) bug related to the ground combat stuff I've been working on, and a number of secondary bugs triggered after the tactical combat screen failed to close cleanly.

I've posted a hotfix (r14445, now on stable). You might need to reload from before the first combat-close bug to get rid of all the strangeness, however.

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Re: Report - Current Bugs and Issues

Postby halftea » Tue Jan 05, 2016 5:50 pm

Relatively minor quibbles here, but...

If you have maneuvering thrusters and shields installed on your (combat capable) space stations, you can move them, but are unable to rotate them to bring fresh shields to bear against the enemy like you can with ships. The Rotate ability is there, it just doesn't seem to work.

On a similar note, I see that the port shields are always facing the attacker, while that makes sense if you view the screen north as the 'front' of the station, it would seem to be more consistent if you make the side facing enemy ships the 'front' like you do with ships.

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Re: Report - Current Bugs and Issues

Postby sven » Wed Jan 06, 2016 5:35 pm

halftea wrote:If you have maneuvering thrusters and shields installed on your (combat capable) space stations, you can move them, but are unable to rotate them to bring fresh shields to bear against the enemy like you can with ships. The Rotate ability is there, it just doesn't seem to work.


The Rotate option should not be showing up for stations -- (that it appears right now is a bug).

Stations, planets, and Dreadstars are all special tactical objects, in the sense that while they may have the capacity to move around the map, they don't have the ability to rotate. (For planets and Dreadstars, it's pretty clear why they don't "rotate", but, the lack of rotation for stations is actually a bit more subtle -- stations can't rotate because some stations are placed on non-square tactical tiles, and, thus, would cause all sorts of trouble with their collision areas if we tried to let them "rotate in place".)

halftea wrote:On a similar note, I see that the port shields are always facing the attacker, while that makes sense if you view the screen north as the 'front' of the station, it would seem to be more consistent if you make the side facing enemy ships the 'front' like you do with ships.


Yeah, I admit, this is a bit odd. I've been thinking that perhaps we should borrow an idea from Starfire here, and say that stations, planets, and Dreadstars all have a single a single omnidirectional shield (on the theory that they use a slightly different technology than the directional shields mounted on warships).

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Re: Report - Current Bugs and Issues

Postby sven » Wed Jan 06, 2016 8:32 pm

Arioch wrote:The Gremak starting preset classes have Viper Launchers in them, and you can build them even though you don't yet have the Marauder Weaponry tech.


Opps. Gremak should now start with Marauder Weaponry.

Arioch wrote:In my current game (game_676), I cleared out some pirates from Sargas and established a colony there, and then abruptly a huge Marauder group appeared in the system and attacked me. I don't know if this is a bug or intended, but I didn't see them coming, they just materialized out of the ether.


Hrm, looks like you did technically have a turn of warning when the Marauders were in transit, but, their icon was hard to see. Also their fleet route line was grey, rather than red, because at the time they sent out their raiders, you weren't technically "at war". I've tweaked the route colors rules a little so ships of unknown origin approaching your systems will show with a red route line.

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Arioch
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Re: Report - Current Bugs and Issues

Postby Arioch » Wed Jan 06, 2016 11:02 pm

sven wrote:
Arioch wrote:The Gremak starting preset classes have Viper Launchers in them, and you can build them even though you don't yet have the Marauder Weaponry tech.

Opps. Gremak should now start with Marauder Weaponry.

I don't think they should start with it, but I guess that's okay for now.

sven wrote:
Arioch wrote:In my current game (game_676), I cleared out some pirates from Sargas and established a colony there, and then abruptly a huge Marauder group appeared in the system and attacked me. I don't know if this is a bug or intended, but I didn't see them coming, they just materialized out of the ether.

Hrm, looks like you did technically have a turn of warning when the Marauders were in transit, but, their icon was hard to see. Also their fleet route line was grey, rather than red, because at the time they sent out their raiders, you weren't technically "at war". I've tweaked the route colors rules a little so ships of unknown origin approaching your systems will show with a red route line.

I see it now; I had an outbound scout that was right on top of it and made it very difficult to see, even when I went back the first time to look for it.


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