Bug Report Archive

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sven
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Re: Report - Current Bugs and Issues

Post by sven »

Gyrfalcon wrote:Running the launcher to get the new build, I get this error, which seems to hang the launcher. The PLAY button is still grayed out after I dismiss the Exception, anyway.
Exception.jpg
It seems ok when I restart sis.exe, however, and play a few turns.


opps :oops: um, give me a second...
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Re: Report - Current Bugs and Issues

Post by sven »

sven wrote:
Gyrfalcon wrote:Running the launcher to get the new build, I get this error, which seems to hang the launcher. The PLAY button is still grayed out after I dismiss the Exception, anyway.
Exception.jpg
It seems ok when I restart sis.exe, however, and play a few turns.


opps :oops: um, give me a second...


ok, that updater bug should be fixed as of r11977 ('stable').
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Re: Report - Current Bugs and Issues

Post by sven »

Gyrfalcon wrote:Another crash, as I was trying to fire missiles at an opponent, but they were out of range.


so as of build number r11977, i was able to fight the kazatel battle without crashes, running on an ATI Radeon HD 2400 -- which is the buggiest piece of hardware i've got. of course, hardware-specific bugs are inherently hard to replicate -- i don't actually have a 5-series in my pile of test hardware, and even if i did, if this a memory paging issue, there's any number of other variables that could influence repeatably... which is a long winded way of saying: i'll need you to check whether or not it's fixed :)
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Re: Report - Current Bugs and Issues

Post by Gyrfalcon »

I went to refit a Destroyer, changed my mind and refitted the Space Station instead (who needs extra munitions without launchers?) and the Destroyer is gone. Judging from the sudden increase in my bank account, I suspect it was scrapped.

EDIT: No, wait, there is now a Refit: Destroyer item available for production at that planet. So not gone, just out of commission waiting for the yard to come free.
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Re: Report - Current Bugs and Issues

Post by Gyrfalcon »

sven wrote:
Gyrfalcon wrote:Another crash, as I was trying to fire missiles at an opponent, but they were out of range.


so as of build number r11977, i was able to fight the kazatel battle without crashes, running on an ATI Radeon HD 2400 -- which is the buggiest piece of hardware i've got. of course, hardware-specific bugs are inherently hard to replicate -- i don't actually have a 5-series in my pile of test hardware, and even if i did, if this a memory paging issue, there's any number of other variables that could influence repeatably... which is a long winded way of saying: i'll need you to check whether or not it's fixed :)


I was able to get through that when I went back a second time. I'll try and recreate the outside of range situation again the next fight I'm in.
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Re: Report - Current Bugs and Issues

Post by sven »

Gyrfalcon wrote:I found a new way to defend against all those Pirate missiles. Just turn away and get as far as you can and the missiles will stop in mid-flight.

Oh, wait, they do get there, but not until after I hit End Turn. Still seems like a bug.


This is actually working as intended. It's a mechanic borrowed from MOO2's tactical game -- in the case that a set of missiles is locked on to you, they'll move when you move, but, in some situations, they won't finish their turn's motion until you hit end turn. It's an awkward mechanic -- as it means that missile motion is technically turn-based, but, only kinda. That said, I think including roughly MOO2-style missile and fighter motion rules is actually going to be quite important to balancing the tactical game.
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Re: Report - Current Bugs and Issues

Post by sven »

Code: Select all

Lua state\GUI\~TacticalScreen\@HUD\HUD_Boxes.lua:85: battles sides are not setup
Lua state\GUI\~TacticalScreen\@HUD\HUD_Boxes.lua:85:cb:


i've been seeing the above in a couple of uploaded error games, but, i have yet to get it replicating myself. if anyone can figure out a replication pattern for it -- please post it here.
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Re: Report - Current Bugs and Issues

Post by Gyrfalcon »

I'm in my first fight with a Starbase and the following error keeps coming up, even when I click Ignore Error.
Repeated Error.jpg
Repeated Error.jpg (64.78 KiB) Viewed 16508 times

I was able to finish the fight, but that error wouldn't go away until after it was over and I clicked Ignore Error.
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Re: Report - Current Bugs and Issues

Post by sven »

Gyrfalcon wrote:I'm in my first fight with a Starbase and the following error keeps coming up, even when I click Ignore Error.

I was able to finish the fight, but that error wouldn't go away until after it was over and I clicked Ignore Error.


This is one I've been trying to track down since the start of beta. For most people, it usually goes away quickly, then never reappears. I've only seen it happen once myself, in my own testing. If you get this error please 1) upload it and 2) see if you can replicate it by reloading a save.

If you can find a pattern that makes it happen consistently, please post it in this thread. Many thanks :)

edit: (In this particular case, I can't replicate the bug from the save you uploaded -- but, if you find that it happens consistently for you in that battle, that's worth knowing.)
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Re: Report - Current Bugs and Issues

Post by Gyrfalcon »

I went back and replayed that fight, and I didn't get any errors. Which makes me think it's either lack of garbage collection/memory leak, because I'd been playing for a while when I had that error.
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Re: Report - Current Bugs and Issues

Post by sven »

Sky wrote:Minor visual bug.

-Have no trade ships, pressing the "recall to star" with LMB makes the culsor disappear. After pressing LMB again it reappears.

Controlling the enemy.

-Attacking 2 stations on a planet. They shot all their missiles. Their next turn they try to shot missiles again, they have none, bug report pops in, AI control transfers to me while my ships become neutral. Both bases used up all missile and fighters, their weapons facing wrong direction so they can't atk. Self destruction works. Battle is won.

Pirated pirates.

-At the first encounter with the pirates simply dismissing the window makes the game unable to trigger pirate ship spawn event.


As of r11984 (stable) I think all of these should be fixed. Thanks for the reports.
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Re: Report - Current Bugs and Issues

Post by Gyrfalcon »

I've managed to use Retreat and not have my ship destroyed but, on the next turn, the ship is destroyed without any combat.

So I pick Retreat, confirm it, the opponent gets their turn to shoot at me, there's a zoom and shrink effect like the ship is going into warp, there's the combat results screen with Defeat on it, I click Continue, I Move the ship somewhere else, click > next turn, and there's a notification that I've suffered a defeat at the planet where I thought I'd retreated from.
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Re: Report - Current Bugs and Issues

Post by sven »

Gyrfalcon wrote:I've managed to use Retreat and not have my ship destroyed but, on the next turn, the ship is destroyed without any combat.


Definitely a bug. Please upload your save. (You can do this in-game, but going to the Options pane, and hitting "upload game logs"). Which may be simpler than posting a zip to the forums.
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Re: Report - Current Bugs and Issues

Post by Gyrfalcon »

And the log I just uploaded doesn't do it. Maybe it only happens when the planet was unexplored to start with? I'll see if I can get into that situation, but the Marauders are all mounting Defense Lasers, which don't do enough damage to be dangerous.

EDIT: and the second one didn't do it, either, but those were the Marauders, so I didn't expect them to. It's only been opponents who could have been expected to blow up the Scout that had Retreated.
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Re: Report - Current Bugs and Issues

Post by sven »

Gyrfalcon wrote:And the log I just uploaded doesn't do it. Maybe it only happens when the planet was unexplored to start with? I'll see if I can get into that situation, but the Marauders are all mounting Defense Lasers, which don't do enough damage to be dangerous.

EDIT: and the second one didn't do it, either, but those were the Marauders, so I didn't expect them to. It's only been opponents who could have been expected to blow up the Scout that had Retreated.



This is exactly the sort of error-hunting that the undo/redo buttons on the top-bar of the game are designed to facilitate :) You can wait for a glitch to happen, then click "upload game logs" just after it does. I'll use the undo commands when I get the save to go back in time to just before the glitch -- so there's no need to upload saves "just in case it's about to break". However, if you still have a save that includes the original retreat glitch, hitting "undo" enough should get you all the way back to the problematic fight. And if you upload the game, just before starting the buggy fight, I'll know which battle to look at.
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