Report - Current Bugs and Issues

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sven
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Re: Report - Current Bugs and Issues

Post by sven »

SirDamnALot wrote:- sometimes the new planetname is not commited on enter, the old one jumps back in to the name field.
e.g. replace the name with "/*-+", while accepted by the text field, is silently rejected by the game.


Opps. Regex glitch. As of r15016, the only planet strings rejected on enter should be those consisting entirely of spaces.
bjg
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Re: Report - Current Bugs and Issues

Post by bjg »

SiS_clear_stats.PNG
SiS_clear_stats.PNG (571.93 KiB) Viewed 14759 times

I doubt it was your intention to make stat's transparent (or blue on blue). In game it reads even worse, specially the once on the right.
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sven
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Re: Report - Current Bugs and Issues

Post by sven »

bjg wrote:I doubt it was your intention to make stat's transparent (or blue on blue). In game it reads even worse, specially the once on the right.


Wow. This is a very odd bug. It looks like I did indeed break some of the lower-level string coding rules when adding in extended ASCII support. Thanks for the report. I'll get that one fixed asap.

edited by sven: Should be fixed in r15017, now posted to stable.
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SirDamnALot
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Re: Report - Current Bugs and Issues

Post by SirDamnALot »

game_928, Version r15015 dev.
An old bugbear from MoO2, setting a ship into refit, then changing the production cue (even before hitting next turn) erases the ship from existance.
See the escort cruiser on Rastaban II, select something different and the ship is gone.
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sven
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Re: Report - Current Bugs and Issues

Post by sven »

SirDamnALot wrote:game_928, Version r15015 dev.
An old bugbear from MoO2, setting a ship into refit, then changing the production cue (even before hitting next turn) erases the ship from existance.
See the escort cruiser on Rastaban II, select something different and the ship is gone.


The escort cruiser should show up as an option in your "Choose Production" list, actually. But there is a related bug that I haven't fixed yet -- if you try to add an old refit project to the queue, you'll generate an error.
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Re: Report - Current Bugs and Issues

Post by bjg »

SirDamnALot wrote:An old bugbear from MoO2, setting a ship into refit, then changing the production cue (even before hitting next turn) erases the ship from existance.

I wouldn't call it a bug. You took the ship apart and throw it away. Luckily, you can roll back. :)
Some mechanism for unfinished projects conservation could be thought of, though.
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SirDamnALot
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Re: Report - Current Bugs and Issues

Post by SirDamnALot »

bjg wrote:
SirDamnALot wrote:An old bugbear from MoO2, setting a ship into refit, then changing the production cue (even before hitting next turn) erases the ship from existance.

I wouldn't call it a bug. You took the ship apart and throw it away. Luckily, you can roll back. :)
Some mechanism for unfinished projects conservation could be thought of, though.

You could argue that after the "production" begun, but before hitting next turn I should get my ship back from the chop-shop ;)

sven wrote:The escort cruiser should show up as an option in your "Choose Production" list, actually. But there is a related bug that I haven't fixed yet -- if you try to add an old refit project to the queue, you'll generate an error.

You're right, my bad. Did not see that it moved to the very first spot on the production list.

Another one in context of renaming colonies:
After creating a savegame with custom name, I could no longer rename colonies. The courser appears, but the field seems write protected.
Sometimes later, as I wanted to manually save again, I saw that my typed letters all went to a new savegame name.
Seems the savegame textbox got the focus and never gave it back, even if the colony name displayed a courser.
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sven
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Re: Report - Current Bugs and Issues

Post by sven »

SirDamnALot wrote:After creating a savegame with custom name, I could no longer rename colonies. The courser appears, but the field seems write protected.
Sometimes later, as I wanted to manually save again, I saw that my typed letters all went to a new savegame name.
Seems the savegame textbox got the focus and never gave it back, even if the colony name displayed a courser.


Opps. That's a face-palm worthy glitch. Should be fixed in r15018.
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SirDamnALot
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Re: Report - Current Bugs and Issues

Post by SirDamnALot »

sven wrote:
SirDamnALot wrote:After creating a savegame with custom name, I could no longer rename colonies. The courser appears, but the field seems write protected.
Sometimes later, as I wanted to manually save again, I saw that my typed letters all went to a new savegame name.
Seems the savegame textbox got the focus and never gave it back, even if the colony name displayed a courser.


Opps. That's a face-palm worthy glitch. Should be fixed in r15018.

Works like a charm =)
Also, duplicate names for colonies are not a problem. (Not usefull, but you could ;) )

Edit:
I had a "soft" crash. On Next Turn, an error message popped up with "Invalid bombardment request". It wasn't me bombarding anyone :mrgreen:
Game_929 with r15018 dev
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sven
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Re: Report - Current Bugs and Issues

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SirDamnALot wrote:I had a "soft" crash. On Next Turn, an error message popped up with "Invalid bombardment request". It wasn't me bombarding anyone :mrgreen:
Game_929 with r15018 dev


Thanks for the report. (A few other testers have run into this one recently as well.) I'll look into it.

edited by sven: This one should be fixed as of r15084.
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Re: Report - Current Bugs and Issues

Post by sven »

SirDamnALot wrote:- The german umlauts ö,ä,ü are working fine. Planet Motörhead is happy :lol:


I've added a few clipboard hooks to the latest build (r15027). The most important of these is probably the "COPY" button that now appears in the error message log, which should make it easy to paste any error messages you encounter in-game into reports in this forum.

However, for fun, I've also taught the edit boxes to respect "ctrl+v". So now even those of us without German keyboards can have Planet Motörhead :)
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Re: Report - Current Bugs and Issues

Post by mharmless »

Build r15018, 64-bit
New game setup advancement button is not consistently labeled across setup steps.

When you start a new game, the button at the top to advance to the next page is named "Select Faction". Ok sure, we're on the faction selection page so that makes sense.

When you hit it you advance to the Game/Map setup, but the button now says "Start Game". Ok sure, it has an arrow on it and that is where we're going next so that makes sense.

I think the two should be consistent about if they are naming the current page or the next page.

edited by sven: OK. I buy this argument. As of r15028, I've changed "Select Faction" to "Map Settings".
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Re: Report - Current Bugs and Issues

Post by mharmless »

Build r15018, 64-bit
Star system count is segmented as if it was a text box, but you can't actually type into it.


It looks like you should be able to click on the star system count and type in a number, however you cannot. Either it should be editable, or it should not be segmented out with a highlight box the way other clickable objects are.

edited by sven: Should be fixed as of r15036.
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Re: Report - Current Bugs and Issues

Post by mharmless »

Build r15018, 64-bit
Edge scrolling galaxy map works in the research screen, but keyboard scrolling does not.


Would expect either both to work or both to not work. Probably more the not-work.

edited by sven: Opps. Should be fixed in r15029.
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Re: Report - Current Bugs and Issues

Post by mharmless »

Build r15018, 64-bit
UI Scaling makes odd choices in portrait mode


The image below is from 1200x1600 resolution on my secondary monitor. The game looks fine with 1200 width, until you start to stretch it upwards. Imagine it would be a giant pain in the ass to bound scaling on both the X and Y axis, but reporting it anyway.

Image
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