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NiteHawk
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« on: February 03, 2009, 09:50:40 AM » |
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Post here, this is related to any bugs in 1.2RC7 and up that we do not know about.
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NiteHawk
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« Reply #1 on: February 03, 2009, 09:52:19 AM » |
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And yeah, I do know about the random crashes while trying to load/get into a game.  Been there since 1.2x, Just an issue in figuring out where.
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NiteHawk
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« Reply #2 on: February 03, 2009, 02:56:44 PM » |
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Spawn issue still, where ships fail to spawn after a certain period of time. This still happened in 1.2, so I guess theres another issue. I am guessing its getting stuck with building ships , thinking ships are there.
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Sandtrooper
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« Reply #3 on: February 03, 2009, 08:30:21 PM » |
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Some planetary objects are somehow subject to giant problems that I can't seem to solve: Moon Crateris-B2-II-M7 1650 * 0.48 0.0 DrengusVIIIa 600 45 9.0 100 100 Moon Crateris-B2-II-M8 1850 * 0.32 0.0 DrengusVIIIb 575 20 0.05 100 100
What the game interprets that ends up like this (see attached) At least 4 moons in the "Survival" scenario are affected.
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 Fleet Admiral Sandtrooper 2nd in Command of TRIBE TRIBE-SD) オークエボリューション(Oak Evolution)
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TwoOfNone
Registered Member

Posts: 7
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« Reply #4 on: February 03, 2009, 09:59:48 PM » |
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Hmm. I put it up against a draft version of a system I'm working on, and I can't see anything that's too varied from the Luna norm. Perhaps it is too habitable for a "moon", and so the habitability just loops around? Have you tried setting the initial terraformed value to something smaller, like 10, and seeing where it goes all crazy and -2356%? #ECHO loading ABelt solar system at ([r],[a]) *---------------------------------------------------------------------------------------------------------------------------------------------------------------* * Class Name Radius Angle Mass AtmPressure Bitmap Temperature Uninhabitable% Gravity AccuBonus Terraformed% * *---------------------------------------------------------------------------------------------------------------------------------------------------------------* * Star Sol [r] [a] 1.0 (in Sols) 30.0 Sun 5800 100 (too hot) 100.0 100 0 * * Planet Earth 0.2 * 1.0 (in Earths) 1.0 Earth 300 70 (oceans) 1.0 100 100 * * Moon Luna 250 * 1.0 (In Lunas) 0.0 Luna 300 0 .15 100 10 * * Minor Pallas 0.257 177.0 0.05 0.0 Aster1 260 0 .02 100 10 * *---------------------------------------------------------------------------------------------------------------------------------------------------------------* Star Sol [r] [a] 1.0 30.0 Sun 5800 100 100.0 100 0
Planet Earth 0.2 * 1.0 1.0 Earth 300 70 1.0 100 100 Moon Luna 250 * 1.0 0.0 Luna 300 0 .15 100 100
Moon Crateris-B2-II-M7 1650 * 0.48 0.0 DrengusVIIIa 600 45 9.0 100 100 Moon Crateris-B2-II-M8 1850 * 0.32 0.0 DrengusVIIIb 575 20 0.05 100 100
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Sandtrooper
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« Reply #5 on: February 03, 2009, 10:40:03 PM » |
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Solved, it had to do with the new Robot population system, I added the new max bot counts for Survival (which has it's own race file, which didn't have the new values) and it fixed the problem.
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 Fleet Admiral Sandtrooper 2nd in Command of TRIBE TRIBE-SD) オークエボリューション(Oak Evolution)
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NiteHawk
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« Reply #6 on: February 04, 2009, 07:50:37 AM » |
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Solved, it had to do with the new Robot population system, I added the new max bot counts for Survival (which has it's own race file, which didn't have the new values) and it fixed the problem.
Ahh yeah, make sure you guys set the value in your races file else the races gravity/atmp/temp/ what makes a race live on a planet will change. I wrongly forgot to make sure it errors if the value isn't there, which I'll add it now. Check sf_data_races.sec TwoOfNone and see how the AIpop is there.
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NiteHawk
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« Reply #7 on: February 04, 2009, 07:55:28 AM » |
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Missed one closing crash, but I solved it now, my bad 
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NiteHawk
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« Reply #8 on: February 04, 2009, 03:43:58 PM » |
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I'll prob release a fix with some bugs soon.
Also realized some ships that are under construction wander off, I fixed that though, I remoeved some coding that stated "REMOVE ME" beside it, so well, I did it, but now it seems like ships float off, so that coding was left there well, to stop that from happening.
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AdmiralTigerclaw
Sound Developer
Expert Member
   
Posts: 734
Naval Commander: Forum Sound Admin
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« Reply #9 on: February 04, 2009, 08:52:55 PM » |
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Okay, I saw one of the random side switches occure. It happened at mercury a little before frame 296300. There was no attacks, no orbits.
EDIT: And in the process of stopping to write this report, I orbited mercury alt-tabbed over to the browser. When I returned, it had switched again and an AI was in the process of using me for target practice.
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GCFA Naval Commander Veteran Player - Supreme Spaceforce Agressor Owner: Samurai Penguin Studios Listen on Last.FM
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Psiko_Mantis
Registered Member

Posts: 3
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« Reply #10 on: February 04, 2009, 09:56:01 PM » |
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Now for some reason any character with a "_" in there name is no longer allowed. Well I tried twice and it said that "_" is now a bad character, when before in 1.3.2 it was allowed.
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NiteHawk
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« Reply #11 on: February 05, 2009, 01:58:29 AM » |
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Now for some reason any character with a "_" in there name is no longer allowed. Well I tried twice and it said that "_" is now a bad character, when before in 1.3.2 it was allowed.
Yeah we actually removed _, I think it was in 1.3.1 when it was allowed and 1.3.2.2 it was disallowed. The reason is we added spaces for character names. If you have a _ in your name we can change your name to something with a space instead if you want or a different name. The reason we started supporting spaces rather then _ is because it just looks nicer. and _'s are used now in chat for example IRC, which doesn't allow spaces, so we used a '_' to fill in the IRC name for chatting.
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Sandtrooper
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« Reply #12 on: February 05, 2009, 01:19:19 PM » |
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You should try to fix the bug that occurs when using the manual spawner from the scenario file (the last bit to make them spawn in a different location)
The bug makes the bot act more dumber (fires seldomly if attacked), and on rare occasions makes the bots don't spawn sometimes after a period of time. It also spawns a nameless bot (who's in a base, and is a Cadet).
I also get a crash sometimes when I request the Pilots list when I use the manual spawner.
ALSO: I got a crash dialog box after taking a screenshot of the nameless bot, the result was not pretty to me, the PRF file didn't remember my account...so had to readd myself to the game.
EDIT 3: F*** me, I forgot the game is case-sensitive, SpikeBrow's "B" wasn't capped in the scenario file.
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 Fleet Admiral Sandtrooper 2nd in Command of TRIBE TRIBE-SD) オークエボリューション(Oak Evolution)
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NiteHawk
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« Reply #13 on: February 05, 2009, 02:11:31 PM » |
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You should try to fix the bug that occurs when using the manual spawner from the scenario file (the last bit to make them spawn in a different location)
The bug makes the bot act more dumber (fires seldomly if attacked), and on rare occasions makes the bots don't spawn sometimes after a period of time. It also spawns a nameless bot (who's in a base, and is a Cadet).
I also get a crash sometimes when I request the Pilots list when I use the manual spawner.
ALSO: I got a crash dialog box after taking a screenshot of the nameless bot, the result was not pretty to me, the PRF file didn't remember my account...so had to readd myself to the game.
EDIT 3: F*** me, I forgot the game is case-sensitive, SpikeBrow's "B" wasn't capped in the scenario file.
* player race population design location *-------------------------------------------------------------------- } ^^ that part? I never actually seen it before but I'll take a look.
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Sandtrooper
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« Reply #14 on: February 05, 2009, 02:27:53 PM » |
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The Sirius System uses that to spawn the two extra bases the Terrans & Drengins have, and they don't attack much.
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 Fleet Admiral Sandtrooper 2nd in Command of TRIBE TRIBE-SD) オークエボリューション(Oak Evolution)
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