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 Post subject: Re: Bugs - Several
PostPosted: Sat Sep 03, 2011 5:07 pm 
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Khan wrote:
Geoff the Medio wrote:
Khan wrote:
Like: Stellar distrbution is much better than before.
This hasn't changed at all, other than random variation...
That's what I ment. The last several games I never saw a purple star (got two so far) and only saw two or three blue stars.

Star/planet universe generation is very broken at the moment.


Khan wrote:
You might want to tweak the costs of tech. I'm burning through discovering techs like wildfire. More on tech's later.

Up to turn 300 now.

You've also essentially won the game, right? Victory is assured, nothing can stand in your way? We'll probably be more interested in balancing tech costs once we have a more credible opposition.

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 Post subject: Re: Bugs - Several
PostPosted: Sat Sep 03, 2011 6:29 pm 
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Too many monsters is one thing. It's annoying to move a scout somewhere and find that a monster has destroyed it. Especially if it happens several games in a row.
Clicking on species information for minor species crashes that game.
Clicking on certain stars can crash the game, although this seems to be hit or miss.

I'm not sure if it's my machine though. It could be.


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 Post subject: Re: Bugs - Several
PostPosted: Sat Sep 03, 2011 6:41 pm 
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Nighthawk wrote:
Too many monsters is one thing. It's annoying to move a scout somewhere and find that a monster has destroyed it. Especially if it happens several games in a row.

Geoff implemented code that will allow more control over how many and where space monster will spawn, but it hasn't yet been applied much.

Nighthawk wrote:
Clicking on species information for minor species crashes that game.
Clicking on certain stars can crash the game, although this seems to be hit or miss.

I'm not sure if it's my machine though. It could be.

What version exactly are you running, and which species cause a crash.

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 Post subject: Re: Bugs - Several
PostPosted: Sat Sep 03, 2011 7:19 pm 
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Version 0.3.16+ [SVN 4224]

Clicking any of the information about the species seems to crash. For example, I clicked on the Encyclopedia link for Hidden Gardener and it crashed.


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 Post subject: Re: Bugs - Several
PostPosted: Sat Sep 03, 2011 8:55 pm 
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Nighthawk wrote:
Version 0.3.16+ [SVN 4224]

Clicking any of the information about the species seems to crash. For example, I clicked on the Encyclopedia link for Hidden Gardener and it crashed.

Do the same species always make you crash?
I'm on the same version, and just examined several species in the 'pedia, including hidden gardener. No problems
Are you using the English version?

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 Post subject: Re: Bugs - Several
PostPosted: Sat Sep 03, 2011 9:37 pm 
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Wait, now it works.
maybe I need to launch the game in Elevated mode in order to get it to run.

Seems to be working a bit better. Heh.


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 Post subject: Re: Bugs - Several
PostPosted: Sun Sep 04, 2011 12:20 am 
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kupferdrache wrote:
exist that problem also on Radeon and/or Intel cards/IGPs?
I've seen reports of the graphical issue on the production queue for both nvidia and ati/amd cards. I have a dual graphic card laptop (amd/intel) and have never seen the issue.
eleazar wrote:
Geoff implemented code that will allow more control over how many and where space monster will spawn, but it hasn't yet been applied much.
I implemented it, though I don't think it's working properly, as there shouldn't be vacuum dragons as close as I'm seeing them to my homeworld, except possibly if they move faster than I think and I'm getting very unlucky.
Nighthawk wrote:
maybe I need to launch the game in Elevated mode in order to get it to run.
That shouldn't be necessary. If you can reproduce a crash when not in elevated mode, and particularly if there's something interesting in the freeorion.log file after the crash, I'd like to know. Also, if you run from the command line, there might be an interesting exception text output after the crash that I'd like to know about.
Nighthawk wrote:
Clicking on certain stars can crash the game, although this seems to be hit or miss.
Again, if you can reproduce that, and can find something in the logs or in the command-line output after the crash, it'd be good to know. I haven't seen any star-click crashes recently.
Nighthawk wrote:
Too many monsters
You should be able to reduce their frequency during galaxy setup.


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 Post subject: Re: Bugs - Several
PostPosted: Mon Sep 05, 2011 11:43 pm 
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Hi Geoff,

Well, I have about 70% of the galaxy under my control (210 stars, 6 AI's) and I can think I can pretty well see what works and what doesn't in this build.

Bugs:
  • Still have the graphics bug reported before (shaders on items in the production extending to the top of the production queue).
  • Still no joy with the AI, they just sit there waiting to be rolled.
  • (New) The bug with fights always occurring at systems you have conquered is more insidious than previously thought. It occurs anywhere outside of your home system. The worst part is that once you have researched space mines, you can not build ships in any systems outside your home system without having those ships "disappear" the turn after you built them! The only way to get around this is to move the ships out the turn they are built, or keep a very large task force in system and add them to the task force.
Observations, possible bugs and things that need correction:
  • I have to agree that the monsters are far too frequent, and some, far too powerful for a new player to have to face. I do like the fact they move now.
  • I like the fixes made to slow growth of an empire. Keeping the palace supply bonus on conquered AI worlds made expansion far too easy.
  • Play is still hampered by lack of documentation and/or incorrect implementation of techs. Even with the automated text set to on (if there is no text with an associated tech, does that mean the tech is not implimented?), following the stated "prerequisite" building/buildings in the information text does not guarantee that you can actually build the hull or weapon you've researched. Spatial energy hulls and self-gravitating hulls are but two examples of . I know documentation is boring, but incorrect documentation frustrates the user to the point they will give up on even the best game.
  • You really need at least some placeholder icons for both buildings and ship parts other than the "sailboat" for buildings and yellow pyramids for ship parts. It's pretty frustrating to quickly double-check a ship's outfit when every part is a yellow pyramid.
  • More variation should be available for basic ship hulls. The standard hull with 4 external slots and one internal needs to be supplemented with at least one smaller hull and one larger hull. Forcing the player to research biological or asteroid hulls in order to have greater variation in utility doesn't make sense in the early game when they aren't available until mid to late in the game. When you combine this with the problem of researched hulls not being buildable, it really frustrates the player.

That wraps up the major issues. I'll be poking around to see if there are things I can fix myself (sans recompiling) such as artwork.


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 Post subject: Re: Bugs - Several
PostPosted: Tue Sep 06, 2011 3:55 am 
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Khan wrote:
[*]You really need at least some placeholder icons for both buildings and ship parts other than the "sailboat" for buildings and yellow pyramids for ship parts. It's pretty frustrating to quickly double-check a ship's outfit when every part is a yellow pyramid.

I agree. If you make some useable even if ugly placeholders, I'll upload them.


Khan wrote:
[*]More variation should be available for basic ship hulls. The standard hull with 4 external slots and one internal needs to be supplemented with at least one smaller hull and one larger hull.

I agree.

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 Post subject: Re: Bugs - Several
PostPosted: Tue Sep 06, 2011 4:27 am 
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Hi Geoff,

SIDE NOTE: I just ordered my new 6-core, i7-980, 12 Gig RAM computer. Should be here in time for my birthday. In a couple of weeks I'll be able to try my hand at compiling this bad boy myself. I may need some help with the compiler settings, so keep the Wiki up-to-date for me.

Still kicking around the idea of tuning this box into a Linux box. You can do so much more with Linux.

Sincerely,
Khan


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 Post subject: Re: Bugs - Several
PostPosted: Tue Sep 06, 2011 8:43 am 
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Khan wrote:
The bug with fights always occurring at systems you have conquered is more insidious than previously thought. It occurs anywhere outside of your home system.
As far as I know, there's no bug of this sort in the latest SVN version or compiled releases for OSX or Win32.
Quote:
The worst part is that once you have researched space mines, you can not build ships in any systems outside your home system without having those ships "disappear" the turn after you built them! The only way to get around this is to move the ships out the turn they are built, or keep a very large task force in system and add them to the task force.
That sounds like a problem with space mines, not an issue with battles being reported each turn.


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 Post subject: Re: Bugs - Several
PostPosted: Tue Sep 06, 2011 12:07 pm 
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Geoff the Medio wrote:
Khan wrote:
The bug with fights always occurring at systems you have conquered is more insidious than previously thought. It occurs anywhere outside of your home system.
As far as I know, there's no bug of this sort in the latest SVN version or compiled releases for OSX or Win32.
Quote:
The worst part is that once you have researched space mines, you can not build ships in any systems outside your home system without having those ships "disappear" the turn after you built them! The only way to get around this is to move the ships out the turn they are built, or keep a very large task force in system and add them to the task force.
That sounds like a problem with space mines, not an issue with battles being reported each turn.

Since this is a new bug, I figured the "disappearance" problem was connected to the combat even with no enemies problem. My logic was that all ships over a system are hostile. if we got space mines, use them, they are especially effective against 0 health (new) ships. That would account for every lovin one of them being wiped out the turn after they are built.

I've already begun collecting some placeholder art work for ship systems.


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 Post subject: Re: Bugs - Several
PostPosted: Tue Sep 06, 2011 4:48 pm 
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Khan wrote:
I've already begun collecting some placeholder art work for ship systems.

Good, but just to make sure: We don't just include random stuff gathered from the internet. It needs to be made by you, or specifically released under a CC by-sa 3.0, or a compatible license.

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 Post subject: Re: Bugs - Several
PostPosted: Wed Sep 07, 2011 10:19 pm 
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Well, that will take a bit longer. Normally I would look for a base pictures, then photoshop them. Since I can't draw in a photorelistic manner, I'll have to use a technique I can do, 3D modeling.


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 Post subject: Re: Bugs - Several
PostPosted: Wed Sep 07, 2011 11:11 pm 
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Khan wrote:
Well, that will take a bit longer. Normally I would look for a base pictures, then photoshop them. Since I can't draw in a photorelistic manner, I'll have to use a technique I can do, 3D modeling.

Geoff drawing style isn't photorealistic either:
Attachment:
invading.png
invading.png [ 9.77 KiB | Viewed 508 times ]


And artist though i am, i'm willing to throw in some pretty rough stuff when i'm mainly focused on something else.
Attachment:
sentinel.png
sentinel.png [ 15 KiB | Viewed 508 times ]


A placeholder doesn't need to be of a particular style, or even pretty, It just needs to be identifiable enough to serve a function. In some ways ugly placeholders are better, because they are obviously placeholders.

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