View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0020019 | AI War 2 | Graphical Bug | Aug 28, 2018 10:50 pm | Sep 3, 2018 3:00 pm | |
Reporter | Ovalcircle | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.762 Spreadshot | ||||
Fixed in Version | 0.765 Game Entity Split | ||||
Summary | 0020019: Scrapped ships/structures will continually visually explode | ||||
Description | Includes: champion, metal harvesters, scouts, energy collectors, rebuilders, science labs, shield generators. Possibly others Once repaired, they will still blow up, but can function normally it does not affect ships, the cryo pods or the human settlements. Possibly others. Fortunately, there is a temporary solution: Go into the galaxy map and back again. Everything will go back to normal. | ||||
Tags | No tags attached. | ||||
related to | 0020075 | resolved | Chris_McElligottPark | Deleted Science Lab jump moves |
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Badger, you were most recently in this area of the code... could you look into this one along with the re-cloaking visual explosions one? |
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I might have found something related to this. it turns out that if you scrap units near engineers, the engineers will refuse to let them die. They will repair them as they are dying and "bring them back to life", causing the explosions. They only way to scrap a unit near engineers is to pause and then scrap it, since engineers can't repair during pause. Easy to test: Start a new game. build engineers. Make sure they are on Auto-FRD. Then use the "spawn player units" debug. Select all the ships. Then scrap them. However many engineers there are, that many ships will be left. So if there are 3 engineers, 3 ships will stay alive (assuming the engineers are close enough to repair them). |
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I'll take care of that one, Badger. |
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I spent a few minutes poking at this. It looks like we wind up trying to detach vis object in a loop. Some logging: 8/29/2018 3:42:15 PM scrapping Scout on Spides PL gameCommand code 8/29/2018 3:42:15 PM Despawning Scout on Spides PL <GameEntity::Despawn> The following log messages are from SquadVisualizer::DetachVisObjectFromSim() 8/29/2018 3:42:15 PM Scout detaching vis object from sim due to PlayerIsScrappingMe 8/29/2018 3:42:15 PM Scout detaching vis object from sim due to VisSideDeactivateAndReturnToPoolBeingCareful 8/29/2018 3:42:16 PM Scout detaching vis object from sim due to VisSideDeactivateAndReturnToPoolBeingCareful 8/29/2018 3:42:16 PM Scout detaching vis object from sim due to VisSideDeactivateAndReturnToPoolBeingCareful 8/29/2018 3:42:16 PM Scout detaching vis object from sim due to VisSideDeactivateAndReturnToPoolBeingCareful 8/29/2018 3:42:16 PM Scout detaching vis object from sim due to VisSideDeactivateAndReturnToPoolBeingCareful 8/29/2018 3:42:17 PM Scout detaching vis object from sim due to VisSideDeactivateAndReturnToPoolBeingCareful 8/29/2018 3:42:17 PM Scout detaching vis object from sim due to VisSideDeactivateAndReturnToPoolBeingCareful 8/29/2018 3:42:17 PM Scout detaching vis object from sim due to VisSideDeactivateAndReturnToPoolBeingCareful |
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Whoa -- I wonder if something like this is what is causing the slowdown-over-time that is happening that HeartHunter7 brought up? There is something that is accumulating over time during play, that gets cleared simply by going back to the main menu. Something like this would fit the bill if it's getting an infinite loop. I'll take a look at that one, as it's my area and seems serious, too. Thanks for the sleuthing! |
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Thanks! * Fixed an issue where ships would be able to repair other ships that just died, so long as they go to them in the exact frame that the ship died. ** This made things like scrapping a unit go into infinite loops if engineers were around. * Also fixed a bug where engineers could be set to assist space docks or similar that were blown to remains. As far as the looping error messages went, Badger, those were just an artifact of the above issue unfortunately. I'd hoped that those were a larger inefficiency that would get to be squashed, but no such luck! |
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I just want to note that Metal harvesters do this without any engineers being near them. Since the fix says mentions engineers. |
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Hmm, okay -- thanks for that! |
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Yup, it was a problem still. Thanks! * Fixed a bug where things that died to remains (or neutral) would still repeatedly explode even though engineers were not involved. * Fixed a bug where after a ship was claimed, it would not switch to its proper claimed graphics until you tabbed out to the galaxy and back in. |
Date Modified | Username | Field | Change |
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Aug 28, 2018 10:50 pm | Ovalcircle | New Issue | |
Aug 28, 2018 10:50 pm | Ovalcircle | File Added: 20180828224130_1.jpg | |
Aug 28, 2018 10:50 pm | Ovalcircle | File Added: Self destruct light show.savemet | |
Aug 28, 2018 10:50 pm | Ovalcircle | File Added: Self destruct light show.save | |
Aug 29, 2018 9:42 am | Chris_McElligottPark | Assigned To | => BadgerBadger |
Aug 29, 2018 9:42 am | Chris_McElligottPark | Status | new => assigned |
Aug 29, 2018 9:42 am | Chris_McElligottPark | Note Added: 0048453 | |
Aug 29, 2018 3:21 pm | Ovalcircle | Note Added: 0048511 | |
Aug 29, 2018 3:23 pm | Chris_McElligottPark | Note Added: 0048512 | |
Aug 29, 2018 3:55 pm | BadgerBadger | Note Added: 0048518 | |
Aug 29, 2018 3:55 pm | BadgerBadger | Assigned To | BadgerBadger => Chris_McElligottPark |
Aug 29, 2018 4:15 pm | Chris_McElligottPark | Note Added: 0048522 | |
Sep 3, 2018 2:00 am | BadgerBadger | Relationship added | related to 0020075 |
Sep 3, 2018 12:32 pm | Chris_McElligottPark | Status | assigned => resolved |
Sep 3, 2018 12:32 pm | Chris_McElligottPark | Resolution | open => fixed |
Sep 3, 2018 12:32 pm | Chris_McElligottPark | Fixed in Version | => 0.765 Game Entity Split |
Sep 3, 2018 12:32 pm | Chris_McElligottPark | Note Added: 0048774 | |
Sep 3, 2018 1:27 pm | Ovalcircle | Note Added: 0048778 | |
Sep 3, 2018 2:36 pm | Chris_McElligottPark | Note Added: 0048783 | |
Sep 3, 2018 3:00 pm | Chris_McElligottPark | Note Added: 0048784 |