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 Sol System stops building & clears que 
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Crewman
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Heya,

I played and saved 2 games. I noticed at around turn 70's-80's I had maybe 20 systems colonized or minor as members. Anyway The SOL system would not build any upgrades to teh basic facilities I bought earlier or new ones...

All my basic ones are level 1 and AFAIK i don't think I bought suppliments I might have early on IDK.

Here are the ONLY other facilities it would allow me to build before I noticed the problem: Mark I Shipyard, Free Market, Industrial Replicator, Wind Turbine, Charge Collectors, Deuterium Plant and Refineries, Orbital Batteries. just those 8...

I can't upgrade my turbines for example on SOL, you pick the item to build and at the end tiem you get teh message it's built in teh summary, but teh item is NOT in your Structures page, just those 8 previous ones...

Also if you mass qued when the item is supposedly done, it clears the WHOLE que as if you cancelled all the build orders yourself!

All my other systems act fine...

Weird bug, not crippling, but very annoying...

One suggestion i would make is get all those 0 turn structures changed to at least 1 turn just in case there's a chance teh que can get confused if you mass que stuff and it's thrown in there in random order...

(unless you've never had a problem with it before?)

I hadn't noticed one, it's just a thought...

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14 Sep 2008, 13:47
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A couple of people have mentioned an unusual bug like this, although it more commony happens around tech 8 level. It's happened to myself in fact, but I thought it was related to the growth rate structures. Obviously I was wrong about that.

I'm not sure what the cause might be, but i'm working on a content update for the game (And have been for severla months now). It's nearing completion, but I haven't done any of the ships yet. I might release the buildings update early though to see whether it solves the bug or not.

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14 Sep 2008, 14:12
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Crewman
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Damn... Stupid me kept researching and tried to find a way around it instead of just stopping, might have given you a better idea..

How about I load my earlier game and write down my tech levels? I will go one turn and see if the problem was then or if it carried on a bit more before striking..

Currently i was like 3 across the board and tech 5 in Construction...

That's why when I saw the level 8 post I was like ????? (why am I having this problem earlier?)

If it helps, I can send you the saved game? or the next one once the problem starts...

If need be I can start a whole new one and see when it turns up and then save it (assuming a saved game will help you?) Note I DL'ed the net link and the game just last night.

[EDIT] I was on turn 44 and was ok with SOL building the Ice breaker it wouldn't before. Problem started (for me) at the following tech levels:

Bio:2 En:2 Comp2 (at comp 1 it was ok, I made sure something was building before reaching another tech level) PPL: 2 Con:2 Wep:1

I hit turn 48 and ice finished just as I hit comp2 so I started to build Mining Corp over 5 turns...

I hit the turn button and checked System. Instead of seeing 4 turns left for Mining Corp, it was BLANK! Had i not checked System I bet 4 more turns later it woudl say it was done and when I go to check it wouldn't be there! :)

I saved the game and wil now reload it and continue to see if my theory is right, before I merely tried 1 turn upgrades/additions... To see if I get a completed message after wasting the turns required.

Brb...

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14 Sep 2008, 14:46
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Wow this is actually a nice Bug/Expliot once you learn how to use it!
(kidding)

What you do is when the Sol system goes blank, if it's still building, LET IT FINISH! When it says it's done it really built the facility!

To see it, open system and go to structures page (yeah it's not there)... Don't panic, go to another system then back to SOL, IT"S BACK!

What you do is build one item at a time and let it go bye bye, once you make a set of ONE per system items, THEN go to the struccture page and go to another system, come back now you have two complete sets of ONE only per system facilities that you previously built...

Like turn 50 something... I edited the picture for better viewing, I think the problem is random but isolated to SOL system as I couldn't for sure trace what tech level I tried differently this time.


Attachments:
testbug.jpg
testbug.jpg [ 79.83 KiB | Viewed 5668 times ]

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14 Sep 2008, 15:42
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Everything was fine until I got to Turn 150'ish then THIS happened???
All I did was click on a wind turbine liek I have a few hundred times already:

'System.Windows.Documents.Run' is not a Visual or Visual3D.

at MS.Internal.Media.VisualTreeUtils.AsVisual(DependencyObject element, Visual& visual, Visual3D& visual3D)
at MS.Internal.Media.VisualTreeUtils.AsNonNullVisual(DependencyObject element, Visual& visual, Visual3D& visual3D)
at System.Windows.Media.Visual.IsAncestorOf(DependencyObject descendant)
at Supremacy.Client.SystemScreen.BuildList_PreviewMouseLeftButtonDown(Object sender, MouseButtonEventArgs e) in C:\Users\mikest\Workspace\supremacy\Mainline\SupremacyClient\SystemScreen.cs:line 544
at System.Windows.Input.MouseButtonEventArgs.InvokeEventHandler(Delegate genericHandler, Object genericTarget)
at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
at System.Windows.UIElement.ReRaiseEventAs(DependencyObject sender, RoutedEventArgs args, RoutedEvent newEvent)
at System.Windows.UIElement.CrackMouseButtonEventAndReRaiseEvent(DependencyObject sender, MouseButtonEventArgs e)
at System.Windows.UIElement.OnPreviewMouseDownThunk(Object sender, MouseButtonEventArgs e)
at System.Windows.Input.MouseButtonEventArgs.InvokeEventHandler(Delegate genericHandler, Object genericTarget)
at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
at System.Windows.ContentElement.RaiseEvent(RoutedEventArgs args, Boolean trusted)
at System.Windows.Input.InputManager.ProcessStagingArea()
at System.Windows.Input.InputManager.ProcessInput(InputEventArgs input)
at System.Windows.Input.InputProviderSite.ReportInput(InputReport inputReport)
at System.Windows.Interop.HwndMouseInputProvider.ReportInput(IntPtr hwnd, InputMode mode, Int32 timestamp, RawMouseActions actions, Int32 x, Int32 y, Int32 wheel)
at System.Windows.Interop.HwndMouseInputProvider.FilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at System.Windows.Interop.HwndSource.InputFilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Boolean isSingleParameter)
at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Boolean isSingleParameter, Delegate catchHandler)

----------------------------------------

Was quite shocked to get the little error window pop up as this was my 4th game continued over last 12 hours...

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14 Sep 2008, 18:24
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Hi there, and thanks for the feedback :). The error you pasted is unrelated to the bug you described, so I'll investigate it separately. The bug you're experiencing should have been fixed several weeks ago. When did you download Supremacy, and have allowed the game's built-in update service to download updates?

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14 Sep 2008, 20:15
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About 8 hours before I posted on the site yesterday... Although I jopine dlong ago I never Dl'ed or used any file or .exe before in regards to BOTF2.

In fact, I still keep the original on my drive for moments I need some Nostalgic Trek Conquest...

Thanks for looking into this!

Oh question, why does it say it's connecting to the internet every time you end a turn (in single player mode)? Isn't it wasteful and unnecessary? That is if it really does do that and not just a tie in to multiplayer or your update code?

I noticed the turns getting longer and I run a 3.gh Dual Core with 4GB of memory!!! I just upped the memory for the future CRYSIS MW mod.

Would SP turns go faster if it did not need to check online each turn? Can you choose to turn that off?

I would think in SP mode you would only need to check ONCE per game for updates, or better make it auto on the main menu bootup. With an option to decline IF things are working fine for you and you DON'T want to update (in fact an option to avoid teh check at all would be an option i would like).

Too many times in the past other games I have liked were fine until a patch let something in that broke something else and ruined otherwise accepable game play. That and I just like to have options.

I wil never play or own a valve product BTW... I find it a disturbing possible trend that Devs want people to conect to the net more than should be normally required. (not pointed at you!)

I can understand ONCE for registration, but after that, unless you go multiplayer, SP people should be left alone.

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15 Sep 2008, 11:16
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Uh...so when did you download Supremacy? Sorry, that first sentence in your post above confused the hell out of me. :ahem: :lol:

Have a look at This Post - that post is where Mike keeps any relevant information and a download link for the latest version of the game. Read the information, install the .Net update if you need it, then download the game from the link in there if you haven't done it recently.

The game's built-in update service that Mike mentioned, was a recently introduced feature in the game. When you load up a game of Supremacy, it will check your Supremacy files with those on the update server, and, if there are any differences, it will then notify you of the availability of an update, then will download it for you. The game will then close and reload itself. You therefore won't need to constantly look at that post that I linked to above to see if an update is available. (Although you should check it every few weeks/months to see if the requirements have changed or new info is available)

The game doesn't actually connect to the internet, even if it sounds like it is (Unless it is checking for an update when you load the game, of course); the game works on a client-server basis, but both the client and the server are on YOUR computer. When it says "connecting to server" during turn procesing, it simply means it is connecting to another set of files that are on your computer. It sounds confusing but a lot of games actually work like that; you just don't notice it/get to see it displayed like Supremacy does.

A lot of people have mentioned the memory constraints of the game. It doesn't have a BOTF-style memory leak as someone else recently posted; the simple fact of the matter is that Supremacy has to handle a massive amount of information, and with each turn, that amount increases considerably. Every system, planet, ship, building, food reserve, raw material reserve, deuterium reserve, and many other things has to be tracked and updated by the game on every single turn. On top of this, the game is incomplete and unoptimised. And it won't be until it is complete. (For obvious reasons) As you play for a longer amount of time, more stats are being tracked, and your memory gets eaten. Your best bet is unfortunately to play smaller maps with fewer stars, planets, and/or minor races.

As for your other points, I refer you to the fourth paragraph of my post. :P

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15 Sep 2008, 11:51
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No problem, yeah it looks/sounds confusing as it appears to connect to the net, but it;s just back to my comp? Ok...

Sorry if I threw you, I DL'ed Supremacy from the link you posted (Yesterday) 8 hours before I started making posts here...

I also just read Kenneth's Ship guide and looked at the sizing files, very nice!

New question, does this mean we no longer need to make .hod files? Does supremacy use .3ds natively? (Crosses fingers)

Initially, it looks like preparing resources will be a snap! :)
(Thank God, unlike some games I could mention that seem to make you jump through several hoops just to make a small change and check it in game)...

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15 Sep 2008, 13:11
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Supremacy has been built from the ground up - just because BOTF used .hob files doesn't mean Supremacy has to. :winkthumb:

The combat system is currently completely separate from Supremacy, but will be merged into Supremacy later if possible. Therefore, if you're making models, you only need to follow the requirements of the combat system, not the game. I believe that Kenneth is putting all the files as .3ds but i'm not 100% sure. He will have to post about those requirements. I'll give him a nudge and see what he says for you.

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15 Sep 2008, 13:37
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Yes, we are currently putting all models in .3ds format. That is with the understanding that it could change at a later time if the needs of our combat engine changes. Yes, the combat engine is early in it's development so things could change. Currently Supremacy and the combat engine are not integrated. There is no place yet for models in the Supremacy download pre alpha game. :borg:

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Last edited by Kenneth_of_Borg on 15 Sep 2008, 16:35, edited 1 time in total.



15 Sep 2008, 14:05
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Star-Dragon wrote:
No problem, yeah it looks/sounds confusing as it appears to connect to the net, but it;s just back to my comp? Ok...
Correct. The turn processing engine always runs in a separate server to ensure that the game state is consistent across all clients (where there is one client for each human player). In a multi-player game, the other players will connect to the server on the game host's computer over the internet. The host's client uses a more efficient means of connecting to itself (through memory rather than a network adapter), which is also the case for single-player games. So when the status window says the game is "downloading updated game state from server", it simply means the game is copying the game state from the server and updating the game state in the client to reflect any changes (new fleet locations, new colonies, updated build queues, etc). It's much simpler to use the same client/server system for both single-player and multi-player games because it effectively eliminates the difference. In a single-player game, the player is just unaware that a server is running. Many games actually work like this--the only giveaway in Supremacy is the status message.

Also, I have posted an update that might fix the problem you've been having with your Home System being out of sync in the System Screen (the "build queue bug"). Could you please launch Supremacy and wait at the main menu until the auto-update service alerts you of the update, and then download it? Please note that your old saved games will not work after applying this update.

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15 Sep 2008, 16:23
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No problem, I just got the 11.?mb update and will try it out tomorrow. I guess it's ok to just delete manually the old games before I boot it up tomorrow? (I've been up all weekend and usually do nothing during the week).

I knew the combat was separate, but was going to get the models to be used later ready regardless, plus I would have to make images of them in the right positions ect, and make stats and resource build costs, yadda yadda.. :)

I'll let you know how things turn out.

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15 Sep 2008, 22:31
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Yes, it's ok to manually delete the files, Star-Dragon. Your game won't suffer any ill effects from you doing so. That's one of the reasons why Supremacy is such an easily moddable game. Changing game content is as easy as swapping out the files. I've even added new structure images and changed some of the planet textures in the game - and they all worked first time. These will be part of my content update when I release it some time in the future. :mrgreen:

You don't HAVE to come up with stats straight away. You can add the ships in and leave all of the stat entries blank. Hell, most of the Trek ships already are blank because I haven't got round to doing those yet! :ahem: :lol:

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15 Sep 2008, 22:52
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It seems that sol bug is squashed :) yay! er? (bye exploit!) :(

Anyway new game up to turn 99ish I hit end turn and the process window hard froze and I left it for about 20 mins locked then had to use task manager to end process. No error message. that was yesterday.

I had no time to report and I just got home from work so I booted it up at last save and PAST that point no prob. I started building multiple outposts and I own like 75% of the galaxy around turn 112ish when I just got an unexpected handler error? (crash).

I take it each new error overwrites the previous entry and does not add to the list?
Sorry for the repost below, i know nothing of code and this looks like an error/crash I had Before? Just happened 5 mins ago.

'System.Windows.Documents.Run' is not a Visual or Visual3D.

at MS.Internal.Media.VisualTreeUtils.AsVisual(DependencyObject element, Visual& visual, Visual3D& visual3D)
at MS.Internal.Media.VisualTreeUtils.AsNonNullVisual(DependencyObject element, Visual& visual, Visual3D& visual3D)
at System.Windows.Media.Visual.IsAncestorOf(DependencyObject descendant)
at Supremacy.Client.SystemScreen.BuildList_PreviewMouseLeftButtonDown(Object sender, MouseButtonEventArgs e) in C:\Users\mikest\Workspace\supremacy\Mainline\SupremacyClient\SystemScreen.cs:line 544
at System.Windows.Input.MouseButtonEventArgs.InvokeEventHandler(Delegate genericHandler, Object genericTarget)
at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
at System.Windows.UIElement.ReRaiseEventAs(DependencyObject sender, RoutedEventArgs args, RoutedEvent newEvent)
at System.Windows.UIElement.CrackMouseButtonEventAndReRaiseEvent(DependencyObject sender, MouseButtonEventArgs e)
at System.Windows.UIElement.OnPreviewMouseDownThunk(Object sender, MouseButtonEventArgs e)
at System.Windows.Input.MouseButtonEventArgs.InvokeEventHandler(Delegate genericHandler, Object genericTarget)
at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
at System.Windows.ContentElement.RaiseEvent(RoutedEventArgs args, Boolean trusted)
at System.Windows.Input.InputManager.ProcessStagingArea()
at System.Windows.Input.InputManager.ProcessInput(InputEventArgs input)
at System.Windows.Input.InputProviderSite.ReportInput(InputReport inputReport)
at System.Windows.Interop.HwndMouseInputProvider.ReportInput(IntPtr hwnd, InputMode mode, Int32 timestamp, RawMouseActions actions, Int32 x, Int32 y, Int32 wheel)
at System.Windows.Interop.HwndMouseInputProvider.FilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at System.Windows.Interop.HwndSource.InputFilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Boolean isSingleParameter)
at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Boolean isSingleParameter, Delegate catchHandler)

----------------------------------------

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18 Sep 2008, 14:53
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Yes, each new error report overwrites any existing ones - in fact error reports are overwritten the moment you launch the game again, regardless of whether the game has crashed, so you will need to save/post the error message each time you get one.

Random freezes are a known problem i'm afriad - and they never result in error reports. We don't know what the cause of them is, but they have affected the game for a long time. The only way to avoid their effects is to save regularly i'm afraid.

I don't know what the new error message means because I've never seen it before, but i'm sure Mike will know the cause so just wait for his post.

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18 Sep 2008, 20:03
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