View Issue Details
|ID||Project||Category||Date Submitted||Last Update|
|0019895||AI War 2||[All Projects] Graphical Bug||Aug 11, 2018 1:43 pm||Aug 29, 2018 11:42 am|
|Product Version||0.758 Release The Warden|
|Fixed in Version||0.763 Supersized Ship Caps|
|Summary||0019895: Flash in the window.|
I have flash in my window on full screen, if i see a lot of icons(units) in one system. Colour of flash is depend of my or ai colour. For example:system Hatton.
+bonus, ship dance.
I added save game and video.
https://dropmefiles.com/iHhmN - game(i cant load file here, so big size)
https://www.twitch.tv/videos/295654487 - video of this moment
|Tags||No tags attached.|
Thanks for the report -- what OS are you on? I've seen this on outdated OpenGL versions on my Mac, and a few times I saw it on my PC when I had a bug that I had to chase down. This could be a bug, or it could be a case of outdated drivers/OS version on OSX.
I've usually had it glitch out constantly when it was going to do that, though, and not just for a single icon or two, so maybe this is a bit more specific of an issue. If you reload the save after closing the game, is it doing the same thing? Are there any errors in your ArcenDebuggingOutput.log in your PlayerData folder? That could be related, if so.
Last question, does it still do that if you have the game paused? Or is it only seeming to do that kind of in time with ships exploding?
Os - windows 10. I have last video driver.
Yes, if i m reloading save, flash is continue. Also, i tryed 3-4 new games games and reload saves. Same flash. I have 0 error in this file.
If my game in pause, i m not see this flash. Game must go on for get this bug.
btw, i have VGA monitor. Is it can be reason too?
||Thank you for all the information! I doubt it is because of your VGA monitor. I will have to see what I can see on that.|
||Okay, thank you :D|
||I have observed this as well on Linux.|
||If you have any sort of clue as to what precipitates it, please do let me know.|
Are you asking, how to make bug faster? Or no?
Just make battle with 140+ power in one system. For example: 100k AI VS 40k player. I see flash almost non stop, without "reload", if battle is really enough big.
||Got it -- thanks. I'll have to track that down next week after the next giant build comes out. Savegames won't work from this build to the next one because it's so huge of a change, but we'll get it figured out. :)|
Looking at the video of it...reminds me I've had flashing too. Yellow though, and in smaller battles. I recall it being...as if certain projectile explosions like flak was supersized into the camera.
This probably doesn't really help, I have nothing else but figure I'd throw it in. If I get it again I'll note things.
||Ooh, that helps a lot actually! I have not had any battles with flak in a while, so it may be that's what it is and I'm not running into it because of that.|
||Trying to force it now with larger scale battles - no luck so far. Though I will say flak is performance intensive when multiple shots connect. And they're...kinda a bit too overwhelming as well. Nice feedback, almost too much. Maybe could just make them one super turret per squad, so same output but less explosions, best of both worlds.|
Scratch that, I'm getting it now. Red flashes confirmed and I think a yellow, even without flak firing. I can spawn a wave and a flash'll occur.
Attached a save, though I've read your version is currently unable to use these I think?
Flashing.savemet (42 bytes)
Apologies for the triple post - save didn't attach, too large. Compressed it now.
Flashing.zip (372,068 bytes)
Got it! :D
* FINALLY and definitively fixed the screen flashing bug, which was an issue with the scale of gimbals getting massive on death when their squad would zoom off to ArcenPoint.OutOfRange.
** This is now capped so that the icons can't ever get that huge, and you should just see the icon flash big in the center of your screen if it were to have the issue now (from some other source of the squad zooming off inappropriately).
** But more importantly, we also fixed the underlying issue with the squads zooming off out of range. This was probably the culprit in some other cases, too.
|Aug 11, 2018 1:43 pm||HeartHunter7||New Issue|
|Aug 11, 2018 2:06 pm||BadgerBadger||Assigned To||=> x4000Bughunter|
|Aug 11, 2018 2:06 pm||BadgerBadger||Status||new => assigned|
|Aug 11, 2018 2:24 pm||x4000Bughunter||Note Added: 0048229|
|Aug 11, 2018 3:44 pm||HeartHunter7||Note Added: 0048230|
|Aug 12, 2018 3:56 pm||x4000Bughunter||Note Added: 0048231|
|Aug 12, 2018 5:05 pm||HeartHunter7||Note Added: 0048232|
|Aug 16, 2018 2:50 pm||BadgerBadger||Note Added: 0048248|
|Aug 16, 2018 2:58 pm||x4000Bughunter||Note Added: 0048249|
|Aug 16, 2018 3:13 pm||HeartHunter7||Note Added: 0048250|
|Aug 17, 2018 1:11 pm||x4000Bughunter||Note Added: 0048253|
|Aug 17, 2018 6:02 pm||RocketAssistedPuffin||Note Added: 0048254|
|Aug 17, 2018 7:22 pm||x4000Bughunter||Note Added: 0048256|
|Aug 17, 2018 8:32 pm||RocketAssistedPuffin||Note Added: 0048257|
|Aug 17, 2018 8:35 pm||RocketAssistedPuffin||File Added: Flashing.savemet|
|Aug 17, 2018 8:35 pm||RocketAssistedPuffin||Note Added: 0048258|
|Aug 17, 2018 8:36 pm||RocketAssistedPuffin||File Added: Flashing.zip|
|Aug 17, 2018 8:36 pm||RocketAssistedPuffin||Note Added: 0048259|
|Aug 18, 2018 8:02 pm||HeartHunter7||Note Added: 0048261|
|Aug 29, 2018 11:42 am||x4000Bughunter||Status||assigned => resolved|
|Aug 29, 2018 11:42 am||x4000Bughunter||Resolution||open => fixed|
|Aug 29, 2018 11:42 am||x4000Bughunter||Fixed in Version||=> 0.763 Supersized Ship Caps|
|Aug 29, 2018 11:42 am||x4000Bughunter||Note Added: 0048475|