Bugs/Issues
Moderator: Oberlus
Bugs/Issues
version 0.4.4 RC2 win32
windows 8.1 64b
issue1
-runs fine on HD4000, doesn't work on GT650m
issue2
-fps limiter doesn't work
3
-Pedia opens Graph...
windows 8.1 64b
issue1
-runs fine on HD4000, doesn't work on GT650m
issue2
-fps limiter doesn't work
3
-Pedia opens Graph...
- Geoff the Medio
- Programming, Design, Admin
- Posts: 13603
- Joined: Wed Oct 08, 2003 1:33 am
- Location: Munich
Re: Bugs/Issues
Try updating your video drivers. If that doesn't help, there's probably not much that can be done, but you could try posting ogre.log and freeorion.log from C:\Users\Username\AppData\Roaming\FreeOrion-VLV- wrote:-runs fine on HD4000, doesn't work on GT650m
It does, but it doesn't work correctly. Setting a lower FPS limit, then restarting, should result in a lower FPS, although the limit would be what you actually set it to.-fps limiter doesn't work
There are two buttons. The one that looks like a graph will open the graphs list. The other will open the pedia to the latest viewed pedia page, or the index. If you opened the graphs list first, then re-opening the pedia will show graphs again.-Pedia opens Graph...
Re: Bugs/Issues
- video drivers are already up to date...
what gpu do you use? I find it quite annoying to use the integrated -.-
- I use an external program to cap fps anyway ^_^
and the HD4000 doesn't output that many fps anyway...
why not a v-sync option??
- (Pedia) ah, I see ^_^
-also, why draw a cursor sprite and use that one for input, when the OS cursor is not hidden anyway ???
(logs coming later)
what gpu do you use? I find it quite annoying to use the integrated -.-
- I use an external program to cap fps anyway ^_^
and the HD4000 doesn't output that many fps anyway...
why not a v-sync option??
- (Pedia) ah, I see ^_^
-also, why draw a cursor sprite and use that one for input, when the OS cursor is not hidden anyway ???
(logs coming later)
- Geoff the Medio
- Programming, Design, Admin
- Posts: 13603
- Joined: Wed Oct 08, 2003 1:33 am
- Location: Munich
Re: Bugs/Issues
Various, over the years. Never had a problem. Other have reported problems though, which are sometimes fixed by updates. Newer cards' OpenGL support is sometimes unreliable.-VLV- wrote:what gpu do you use?
Don't think anyone's ever requested it. Not sure if Ogre3D supports it.why not a v-sync option??
There have been various issues with the in-game cursor disappearing. You can hide the OS cursor if you want by editing OISInput.cfg in the main FreeOrion directory. Whether it's shown or hidden, it will be the one used for input though. There is no way to avoid this with the input plugin currently being used.-also, why draw a cursor sprite and use that one for input, when the OS cursor is not hidden anyway ???
Re: Bugs/Issues
well, the HD4000 is actually good enough to play the game, except for the 20fps on the tech menu ^_^
relevant logs for failed gt650m launch are attached
on he freeorion.log from playing yesterday, I found this on the end:
relevant logs for failed gt650m launch are attached
on he freeorion.log from playing yesterday, I found this on the end:
2014-08-23 01:48:10,705 DEBUG Server : Initiating Exit (code 1 - error termination)
2014-08-23 21:48:10,705 DEBUG Server : ServerApp::CleanupAIs() telling AIs game is ending
2014-08-23 21:48:10,706 DEBUG Server : ServerApp::CleanupAIs() waiting 1 second for AI processes to clean up...
2014-08-23 21:48:11,707 DEBUG Server : ServerApp::CleanupAIs() killing 6 AI clients.
2014-08-23 21:48:11,707 ERROR Server : Process::Impl::Kill : Error terminating process: Access is denied.
2014-08-23 21:48:11,707 ERROR Server : Process::Impl::Kill : Error terminating process: Access is denied.
2014-08-23 21:48:11,707 ERROR Server : Process::Impl::Kill : Error terminating process: Access is denied.
2014-08-23 21:48:11,707 ERROR Server : Process::Impl::Kill : Error terminating process: Access is denied.
2014-08-23 21:48:11,707 ERROR Server : Process::Impl::Kill : Error terminating process: Access is denied.
2014-08-23 21:48:11,707 ERROR Server : Process::Impl::Kill : Error terminating process: Access is denied.
- Attachments
-
- freeorion.log
- (558 Bytes) Downloaded 108 times
-
- ogre.log
- (19.2 KiB) Downloaded 123 times
Re: Bugs/Issues
in the meanwhile found a new bug:
-produced a Logistics ship (the hull with some useful special abilities)
-all solar hull ships produced there while the logistics ship was present started with 0 hull, which got repaired the following turn
(didn't try other hulls)
-removing the log ship solved it
-produced a Logistics ship (the hull with some useful special abilities)
-all solar hull ships produced there while the logistics ship was present started with 0 hull, which got repaired the following turn
(didn't try other hulls)
-removing the log ship solved it
- Geoff the Medio
- Programming, Design, Admin
- Posts: 13603
- Joined: Wed Oct 08, 2003 1:33 am
- Location: Munich
Re: Bugs/Issues
Try editing ship_hulls.txt to replace the effectsgroup starting on line 448 with-VLV- wrote:-produced a Logistics ship (the hull with some useful special abilities)
-all solar hull ships produced there while the logistics ship was present started with 0 hull, which got repaired the following turn
Code: Select all
EffectsGroup
scope = And [
Ship
InSystem Source.SystemID
Turn low = Target.CreationTurn + 1
Or [
OwnedBy TheEmpire Source.Owner
OwnedBy AllyOf Source.Owner
]
]
activation = And [
InSystem
Turn low = Source.CreationTurn + 1
]
stackinggroup = "FLAGSHIP_EFFECT_LOGISTICS"
effects = SetStructure max(Target.Structure, Target.MaxStructure)
Re: Bugs/Issues
aha! When I fixed it to stop the Logistics hull starting on zero structure, I didn't fix it to stop other hulls built in the same location as a logistics already there from being given zero structure. And it never occured to me to test that either, oops.
-VLV- can you test that to confirm it works ASAP? If so we need to get it into 0.4.4 before Vezzra compiles RC3 on Monday. I shall be testing it myself soon, current game has them being researched, but I obviously didn't test the last fix as well as I'd thought.
-VLV- can you test that to confirm it works ASAP? If so we need to get it into 0.4.4 before Vezzra compiles RC3 on Monday. I shall be testing it myself soon, current game has them being researched, but I obviously didn't test the last fix as well as I'd thought.
Mat Bowles
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Re: Bugs/Issues
glad to help, gonna try to test that then
another issue for the list is when typing, fps drops a lot... as low as 3fs...
another issue for the list is when typing, fps drops a lot... as low as 3fs...
- Geoff the Medio
- Programming, Design, Admin
- Posts: 13603
- Joined: Wed Oct 08, 2003 1:33 am
- Location: Munich
Re: Bugs/Issues
Typing what / where?-VLV- wrote:...when typing, fps drops a lot...
Re: Bugs/Issues
ah, right ^_^Geoff the Medio wrote:Typing what / where?-VLV- wrote:...when typing, fps drops a lot...
-Design
-select a hull
-"Design Name" box, here the game lags when typing/deleting, but only after(/while) a hull has been selected...
description box doesn't lag, and none does before selecting a hull
It works!MatGB wrote:-VLV- can you test that to confirm it works ASAP?
(based on 1 test: produced logistics, produced ship = bug; made file change and restarted; same place - produced ship = no bug)
(making a 2nd test just in case)
Re: Bugs/Issues
Cool, it looks like it should work fine, I just completed the research in my current test game so I'll be doing very similar in about, oh, 15 turns time
Mat Bowles
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Re: Bugs/Issues
works fine indeed, 2nd test was successfulMatGB wrote:Cool, it looks like it should work fine, I just completed the research in my current test game so I'll be doing very similar in about, oh, 15 turns time
Re: Bugs/Issues
This is due to an aspect of the ongoing effort to balance DesignWindow responsiveness vs lag issue. At the time I put it in I noted it only caused a very small bit of lag for me but we'd have to see how things went on lower-powered systems.-VLV- wrote:-"Design Name" box, here the game lags when typing/deleting, but only after(/while) a hull has been selected...
description box doesn't lag, and none does before selecting a hull
It seems like we're consistently getting comments of people having design name edit lag problems with the current setup, though. So probably we should just drop that & only have it update the name when parts are changed or 'confirm design' is clicked.
An intermediate point might be for it to do a dynamic update of the name only every few characters instead of every character; that should reduce the overall lag to a third of a fourth of what it is now, although the stuttering response would probably get plenty of comments from people as well.
If I provided any code, scripts or other content here, it's released under GPL 2.0 and CC-BY-SA 3.0
- Geoff the Medio
- Programming, Design, Admin
- Posts: 13603
- Joined: Wed Oct 08, 2003 1:33 am
- Location: Munich
Re: Bugs/Issues
Or after pressing enter or losing input focus.Dilvish wrote:An intermediate point might be for it to do a dynamic update of the name only every few characters instead of every character...