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 Post subject: Re: Bugs
PostPosted: Sat Aug 14, 2010 4:03 pm 
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Bigjoe5 wrote:
This effects group in species.txt:
Code:
        EffectsGroup
            scope = Source
            activation = And [
                WithinStarlaneJumps 1 Building name = "BLD_PLANET_BEACON"
                Not WithinDistance 200 Building name = "BLD_LIGHTHOUSE"
                Random probability = 0.5
                Focus "FOCUS_PLANET_DRIVE"
            ]
            effects = Destroy
causes the game to hang on Production and Growth, with "Universe::Destroy called for nonexistant object with id: 249283"

Could you play around with that to try to determine what part of it is the problem? That is, whether the Destroy effect, or a particular part of the activation condition, causes the hang or prevents the hang if removed?


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 Post subject: Re: Bugs
PostPosted: Sun Aug 15, 2010 11:29 pm 
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Bigjoe5 wrote:
-Effects groups altering Health appear to be working 4 times per turn.

I think this is fixed, though am not entirely sure.

The issue with modifications to current meters not being reflected in predicted meter changes still remains, though. Fixing that will be somewhat complicated, as the game is currently making the assumption that current meters usually only change due to internal C++ derived turn-by-turn adjustments.


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 Post subject: Re: Bugs
PostPosted: Mon Aug 16, 2010 7:54 am 
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Bigjoe5 wrote:
- after a colony ship has been ordered to cancel colonization, it can't be re-ordered to colonize on that turn.

I believe this has been fixed by my recent changes to how colonize orders work, though there remain some UI issues to be fixed related to the changes.


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 Post subject: Re: Bugs
PostPosted: Mon Aug 16, 2010 3:05 pm 
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Geoff the Medio wrote:
Bigjoe5 wrote:
This effects group in species.txt:
Code:
        EffectsGroup
            scope = Source
            activation = And [
                WithinStarlaneJumps 1 Building name = "BLD_PLANET_BEACON"
                Not WithinDistance 200 Building name = "BLD_LIGHTHOUSE"
                Random probability = 0.5
                Focus "FOCUS_PLANET_DRIVE"
            ]
            effects = Destroy
causes the game to hang on Production and Growth, with "Universe::Destroy called for nonexistant object with id: 249283"

Could you play around with that to try to determine what part of it is the problem? That is, whether the Destroy effect, or a particular part of the activation condition, causes the hang or prevents the hang if removed?

This is really strange, but it seems that when "BLD_PLANET_BEACON" is in the same system as Source, the hang doesn't occur, and when it's one starlane jump away, it does occur. I thought at first that this was related to the fact that the planet was being moved by a different effect, but it seems that this isn't the case, since when I removed the effects group that moved the planet, the hang occurred just as before.

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 Post subject: Re: Bugs
PostPosted: Tue Aug 17, 2010 9:16 pm 
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Bigjoe5 wrote:
- Selecting a colony ship, then opening the system sidepanel doesn't make the colonize planet button appear. The ship must be deselected, then reselected before the colonize order can be given.

This should be fixed.


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 Post subject: Re: Bugs
PostPosted: Tue Aug 17, 2010 10:10 pm 
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Bigjoe5 wrote:
This effects group in species.txt: ... causes the game to hang on Production and Growth

I've fixed a crash I got with that effects group, though the specifics weren't quite the same as what you described, so if you could re-test and report back, that'd be helpful.


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 Post subject: Re: Bugs
PostPosted: Sat Aug 21, 2010 12:30 am 
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Geoff the Medio wrote:
Bigjoe5 wrote:
This effects group in species.txt: ... causes the game to hang on Production and Growth

I've fixed a crash I got with that effects group, though the specifics weren't quite the same as what you described, so if you could re-test and report back, that'd be helpful.

I'm still getting the same problem.

Also, in the new encyclopedia panel, there's no apparent way to get back to the index after clicking on a link. Also, it doesn't appear to go away between turns. This may be related to a different bug (I assume) I experience, where moving the mouse off the right side or bottom of the screen and click-dragging will cause the galaxy map to appear while the splash screen is still up between turns.

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 Post subject: Re: Bugs
PostPosted: Sat Aug 21, 2010 12:52 am 
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Bigjoe5 wrote:
Geoff the Medio wrote:
Bigjoe5 wrote:
This effects group in species.txt: ... causes the game to hang on Production and Growth

I've fixed a crash I got with that effects group, though the specifics weren't quite the same as what you described, so if you could re-test and report back, that'd be helpful.

I'm still getting the same problem.

I'll need a save file that works with the latest version to test with then.

Quote:
Also, in the new encyclopedia panel, there's no apparent way to get back to the index after clicking on a link.

The encyclopedia additions are incomplete.

Quote:
Also, it doesn't appear to go away between turns.

Why should it?

Quote:
This may be related to a different bug (I assume) I experience, where moving the mouse off the right side or bottom of the screen and click-dragging will cause the galaxy map to appear while the splash screen is still up between turns.

I don't follow... If fullscreen, how are you moving the mouse cursor "off" the screen? If windowed, moving the cursor off the screen should mean any clicks aren't on the FreeOrion window.


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 Post subject: Re: Bugs
PostPosted: Sat Aug 21, 2010 5:17 pm 
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Geoff the Medio wrote:
Bigjoe5 wrote:
I'm still getting the same problem.

I'll need a save file that works with the latest version to test with then.
Here:
Attachment:
Destroy_Crash.sav.zip [16.76 KiB]
Downloaded 22 times


If the planet isn't destroyed, and is moved successfully to it's destination, then you may need to remove the Random activation condition from species.txt to ensure that the effects group is activated.

If the planet is successfully destroyed, then this hang apparently can't be reproduced on your system.

Geoff the Medio wrote:
Quote:
Also, it doesn't appear to go away between turns.

Why should it?
Perhaps I wasn't clear:
Attachment:
Figure 1.1.gif
Figure 1.1.gif [ 227.78 KiB | Viewed 376 times ]


Geoff the Medio wrote:
Quote:
This may be related to a different bug (I assume) I experience, where moving the mouse off the right side or bottom of the screen and click-dragging will cause the galaxy map to appear while the splash screen is still up between turns.

I don't follow... If fullscreen, how are you moving the mouse cursor "off" the screen? If windowed, moving the cursor off the screen should mean any clicks aren't on the FreeOrion window.
In windowed mode, the mouse can't be moved out of the FreeOrion window. Moving it to the top or the left will stop the mouse before it goes out of the window, and moving it to the right or down will allow it to disappear off the side of the window (much like moving the mouse around your desktop). It is when the mouse has disappeared off the right or the bottom that click-dragging will cause the galaxy map to appear:
Attachment:
Figure 2.1.gif
Figure 2.1.gif [ 241.35 KiB | Viewed 376 times ]

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 Post subject: Re: Bugs
PostPosted: Sat Aug 21, 2010 7:14 pm 
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Bigjoe5 wrote:
In windowed mode, the mouse can't be moved out of the FreeOrion window. Moving it to the top or the left will stop the mouse before it goes out of the window, and moving it to the right or down will allow it to disappear off the side of the window (much like moving the mouse around your desktop).

This seems to be an issue with OSX specifically, due to limitations / problems with the OIS plugin that handles mouse input. In Win32, windowed mode lets the mouse move outside the window and there function normally, when the appropriate DirectX flag is set in the initialization. There's no equivalent support for OSX, though (see: viewtopic.php?p=41339#p41339 ).

...

In an unrelated issue, do you have any problems getting the mining meter of your homeworld to grow? I'm finding that if I set the homeworld to mining focus, the mining meter never increases above 7.5, though the farming keeps falling each turn as it should with the focus changed away from farming. Species is Trith, in case it maters.


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 Post subject: Re: Bugs
PostPosted: Sat Aug 21, 2010 8:23 pm 
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Geoff the Medio wrote:
This seems to be an issue with OSX specifically, due to limitations / problems with the OIS plugin that handles mouse input. In Win32, windowed mode lets the mouse move outside the window and there function normally, when the appropriate DirectX flag is set in the initialization. There's no equivalent support for OSX, though (see: viewtopic.php?p=41339#p41339 ).
You might be able to reproduce this in fullscreen mode, since the behaviour of the mouse with regards to the edges of the screen should be the same as what I experience.

Geoff the Medio wrote:
In an unrelated issue, do you have any problems getting the mining meter of your homeworld to grow? I'm finding that if I set the homeworld to mining focus, the mining meter never increases above 7.5, though the farming keeps falling each turn as it should with the focus changed away from farming. Species is Trith, in case it maters.
Since I compiled the latest revision, I haven't experienced any meter growth at all. Farming, mining, industry, research, population and construction do not grow, and I suspect that this is the case for defense, shields, health and structure as well.

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 Post subject: Re: Bugs
PostPosted: Sat Aug 21, 2010 9:21 pm 
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Bigjoe5 wrote:
You might be able to reproduce this in fullscreen mode, since the behaviour of the mouse with regards to the edges of the screen should be the same as what I experience.

I can switch the Windows mouse handling to force the cursor to stay in the window as well. But I'm not especially concerned about it as I'd like to get rid of the turn processing screen anyway, and just leave the map for the player to view and interact with while waiting for updates (and later, while combat is resolving).


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 Post subject: Re: Bugs
PostPosted: Sat Aug 28, 2010 1:34 pm 
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Once Xenoarcheological Restoration has been researched, the game will hang on Production and Growth whenever a planet with Ancient Ruins is colonized, due to this effects group:
Code:
EffectsGroup
            scope = Source
            activation = And [
                Random probability = .2
                OwnerHasTech "LRN_XENOARCH_RESTORE"
            ]
            stackinggroup = "ANCIENT_RUINS_TECH_UNLOCK"
            effects = CreateShip "SD_DRAGON_TOOTH" Source.Owner Source.Planet.Species
The last thing in the freeoriond log was '2010-08-28 07:31:01,143 ERROR Server : Planet::EnvironmentForSpecies couldn't get own species with name ""'

Perhaps the effects group is being passed before the planet is populated, and it can't get the planet's species for the ship that's being created, or something like that?

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 Post subject: Re: Bugs
PostPosted: Sat Aug 28, 2010 1:55 pm 
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This test effects group creates a ship with full fuel and structure on the first turn, and 0 fuel and structure on every following turn:
Code:
EffectsGroup
            scope = Source
            activation = Source
            effects = CreateShip "SD_SCOUT" 0 Source.Planet.Species


Also, this might already be known, but ships aren't destroyed when structure reaches 0.

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 Post subject: Re: Bugs
PostPosted: Mon Aug 30, 2010 4:30 pm 
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Bigjoe5 wrote:
Once Xenoarcheological Restoration has been researched, the game will hang on Production and Growth whenever a planet with Ancient Ruins is colonized, due to this effects group:
Code:
EffectsGroup
            scope = Source
            activation = And [
                Random probability = .2
                OwnerHasTech "LRN_XENOARCH_RESTORE"
            ]
            stackinggroup = "ANCIENT_RUINS_TECH_UNLOCK"
            effects = CreateShip "SD_DRAGON_TOOTH" Source.Owner Source.Planet.Species
The last thing in the freeoriond log was '2010-08-28 07:31:01,143 ERROR Server : Planet::EnvironmentForSpecies couldn't get own species with name ""'

Perhaps the effects group is being passed before the planet is populated, and it can't get the planet's species for the ship that's being created, or something like that?

The effects group has a problem with "Source.Planet.Species". If a special is attached to a planet, then the planet IS the source object, and you shouldn't be using Source.Planet, which probably returns no object, leading to problems. Changing to Source.Species avoids the hang, for me.

Edit: I've added some safety checks in the reference evaluation code that should prevent the crashes and output an error message to the server log when an invalid reference is evaluated. /Edit

The ERROR message you quote is likely unrelated to this effect (there's no need to get the planet environment for a species when creating a ship... and it doesn't) but I've made some changes to get rid of them and some similar error messages that weren't really errors (eg. can't find a species with name "" for planets with no species on them...).

I've also fixed some unrelated problems with CreateShip when using predefined ship designs in loaded games.

Bigjoe5 wrote:
Also, this might already be known, but ships aren't destroyed when structure reaches 0.

Other than combat, effects-related bugs, and effects, there isn't supposed to be any way for ships' structures to fall to zero. So likely the only place there is a check for structure being 0 is at the end of combat.


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