Bug Report Archive

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Gyrfalcon
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Re: Report - Current Bugs and Issues

Postby Gyrfalcon » Sat May 09, 2015 3:06 pm

The game isn't remembering that I've turned fullscreen off. Every time I start it, I'm fullscreen, despite having deselected it the last time I was playing.
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sven
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Re: Report - Current Bugs and Issues

Postby sven » Sat May 09, 2015 6:20 pm

Gyrfalcon wrote:The game isn't remembering that I've turned fullscreen off. Every time I start it, I'm fullscreen, despite having deselected it the last time I was playing.


ok, that is a little odd. i can replicate this one. it looks like the setting is only being saved properly after the fullscreen button is hit two or more times. i.e. -- if you toggle it back and forth enough (as i tend to do while testing) it will stick, but, the first time the setting changes, it isn't saved.

odd. thanks for the report.

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JohnnyW00t
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Re: Report - Current Bugs and Issues

Postby JohnnyW00t » Wed May 13, 2015 11:46 pm

game_247 uploaded. It is my turn in a battle. I am playing the Gremak. The enemy took one turn and launched their missiles. Suddenly I have control of their ships and no control of mine. You can bet I am planning on self destructing those bad boys.

Another issue - all of my battles result in a DRAW at the conclusion screen, when it should be VICTORY.

Edit: It also seems like I am always defending whether the message down below said attack or defend.

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Gyrfalcon
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Re: Report - Current Bugs and Issues

Postby Gyrfalcon » Thu May 14, 2015 1:50 pm

game_249 I had a crash in combat at Hamal, on the turn after this savefile, when I asked my first destroyer to launch it's second set of missiles. I was able to reproduce the crash. The only strange thing I did was to deselect the Drop Ships behind before hitting Attack but, going back and trying it again, I still get the crash with the Drop Ships in combat. I didn't move my Destroyer before firing the missiles, if that makes a difference.

Code: Select all

Problem signature:
  Problem Event Name:   APPCRASH
  Application Name:   sis.exe
  Application Version:   0.0.0.0
  Application Timestamp:   55510bbc
  Fault Module Name:   sis.exe
  Fault Module Version:   0.0.0.0
  Fault Module Timestamp:   55510bbc
  Exception Code:   c0000005
  Exception Offset:   001a2ca5
  OS Version:   6.1.7601.2.1.0.768.3
  Locale ID:   1033
  Additional Information 1:   0a9e
  Additional Information 2:   0a9e372d3b4ad19135b953a78882e789
  Additional Information 3:   0a9e
  Additional Information 4:   0a9e372d3b4ad19135b953a78882e789
Summer grasses
all that remains of great soldiers'
imperial dreams - Basho

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Dinkelsen
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Re: Report - Current Bugs and Issues

Postby Dinkelsen » Fri May 15, 2015 7:23 am

Minor graphical issue:
When designing an Orthin Escort Cruiser, the third, middle, engine does not show animated thrust. When building the same ship, it does show animated thrust.

Gameplay issue:
At the latest dev build (2015-05-17 evening, cannot remember the exact build) Boarding pods did not work. The option to board an enemy ship was greyed out, no matter how close I went.

Edit: boarding pod issue.
Regards, Stephan

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faijeya
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Re: Report - Current Bugs and Issues

Postby faijeya » Thu May 21, 2015 1:32 pm

As the retreat of all side's forces from the battlefield does not force the fleet to move to some other star:
- it allows for a milder variant of the old MOO1 retreat-exploit
- it allows feeble enemy forces (like scouts or colony ships) to stay in the system as long as they feel like it

I haven't seen this behavior until yesterday's update.

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sven
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Re: Report - Current Bugs and Issues

Postby sven » Thu May 21, 2015 3:57 pm

faijeya wrote:As the retreat of all side's forces from the battlefield does not force the fleet to move to some other star:
- it allows for a milder variant of the old MOO1 retreat-exploit
- it allows feeble enemy forces (like scouts or colony ships) to stay in the system as long as they feel like it

I haven't seen this behavior until yesterday's update.


Yeah -- as a question of mechanics, there's nothing in the current rules that forces you to leave the system after retreating. Right now, the AI isn't getting much benefit from sticking around in a stalemated system, so, when you have an enemy scout "stuck" around one of your worlds, that's probably an AI bug.

We're considering changing the underlying mechanics to force some type of MOO2-like required motion in the case of retreating fleets.. but, most of the time, if the AI's behaving sensibly, it really should be leaving the system after retreating in any case.

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Gyrfalcon
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Re: Report - Current Bugs and Issues

Postby Gyrfalcon » Fri May 22, 2015 7:24 pm

game_256 bugged when I hit the next turn button, even after restarting the game and reloading the save game.

ETA: Also, it doesn't actually progress to the next turn, so this is a showstopper.
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sven
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Re: Report - Current Bugs and Issues

Postby sven » Fri May 22, 2015 7:54 pm

Gyrfalcon wrote:game_256 bugged when I hit the next turn button, even after restarting the game and reloading the save game.

ETA: Also, it doesn't actually progress to the next turn, so this is a showstopper.


Hmm. It looks like some of the AI changes I made earlier this week weren't quite as backwards-compatible as I'd thought. Errors of this sort shouldn't happen in new games. But, I've posted a simple backwards compatibility patch to 'dev', so if you switch to the dev distro, you should be able to continue this game ;)

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Gyrfalcon
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Re: Report - Current Bugs and Issues

Postby Gyrfalcon » Fri May 22, 2015 8:28 pm

If you close the ship display at the bottom of the combat screen with the little downward pointing arrow on the far left side and then open it back up again, it no longer tells you what weapons you have available which also prevents you from picking specific weapons to fire.
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Summer grasses
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imperial dreams - Basho

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Gyrfalcon
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Re: Report - Current Bugs and Issues

Postby Gyrfalcon » Thu May 28, 2015 1:01 am

game_265 - I just colonized Pollux III and it already has a full set of factory/labs. Not that I mind, but it seems a bit odd.
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sven
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Re: Report - Current Bugs and Issues

Postby sven » Thu May 28, 2015 1:07 am

Gyrfalcon wrote:game_265 - I just colonized Pollux III and it already has a full set of factory/labs. Not that I mind, but it seems a bit odd.


hrm. it appears that Pollux III was once the center of a restored human empire -- before they were wiped out by the Haduir around turn 1200ish.

we should really be destroying most of the infrastructure on a planet when it gets bombed into nothingness. but, for now, this is "working as intended".

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Gyrfalcon
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Re: Report - Current Bugs and Issues

Postby Gyrfalcon » Thu May 28, 2015 4:23 am

game_266 had a crash in the middle of combat at Acmar II. Unfortunately, it didn't happen again when I went back to the save.

Code: Select all

Problem signature:
  Problem Event Name:   APPCRASH
  Application Name:   sis.exe
  Application Version:   0.0.0.0
  Application Timestamp:   555e4b5a
  Fault Module Name:   sis.exe
  Fault Module Version:   0.0.0.0
  Fault Module Timestamp:   555e4b5a
  Exception Code:   c0000005
  Exception Offset:   001a2ce5
  OS Version:   6.1.7601.2.1.0.768.3
  Locale ID:   1033
  Additional Information 1:   0a9e
  Additional Information 2:   0a9e372d3b4ad19135b953a78882e789
  Additional Information 3:   0a9e
  Additional Information 4:   0a9e372d3b4ad19135b953a78882e789
Summer grasses
all that remains of great soldiers'
imperial dreams - Basho

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Gyrfalcon
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Re: Report - Current Bugs and Issues

Postby Gyrfalcon » Fri May 29, 2015 4:34 am

I'm not sure if this is the same kind of crash, but it occurred when I right-clicked on my opponent's ship before my ship had finished moving, although that usually works without difficulty. game_270 is the turn before.

Code: Select all

Problem signature:
  Problem Event Name:   APPCRASH
  Application Name:   sis.exe
  Application Version:   0.0.0.0
  Application Timestamp:   555e4b5a
  Fault Module Name:   sis.exe
  Fault Module Version:   0.0.0.0
  Fault Module Timestamp:   555e4b5a
  Exception Code:   c0000005
  Exception Offset:   001a2ce5
  OS Version:   6.1.7601.2.1.0.768.3
  Locale ID:   1033
  Additional Information 1:   0a9e
  Additional Information 2:   0a9e372d3b4ad19135b953a78882e789
  Additional Information 3:   0a9e
  Additional Information 4:   0a9e372d3b4ad19135b953a78882e789
Summer grasses
all that remains of great soldiers'
imperial dreams - Basho

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sven
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Re: Report - Current Bugs and Issues

Postby sven » Fri May 29, 2015 7:27 pm

Gyrfalcon wrote:I'm not sure if this is the same kind of crash, but it occurred when I right-clicked on my opponent's ship before my ship had finished moving, although that usually works without difficulty. game_270 is the turn before.


Hrm, if I'm reading these exception logs right, it looks like some kind of data corruption is being encountered while drawing missile groups to the minimap. It's not immediately clear to me why this may be happening, but, as of r12640 (currently on 'dev'), I've added some additional sanity checks that may help to track down the issue. Please keep posting these exception logs if you encounter any more crashes.

edit: As of r12643, sis.exe includes a simple crash handler that, with luck, will give you the option of creating a crash.dmp file anytime we run into a hard crash to desktop. Please generate these dump files if given the chance. Be warned that they're likely to be fairly large (200mb+), though they'll compress down to 50mb-ish in a zip. If you could get a copy of one of these to me (using whatever large-file transfer service works best for you), I'd very much appreciate it.


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