View Issue Details

IDProjectCategoryLast Update
0002096AI War 1 / ClassicBug - OtherDec 21, 2010 4:09 pm
ReporterVinraith Assigned Tokeith.lamothe  
Status resolvedResolutionfixed 
Product Version4.052 
Summary0002096: Massive energy deficit on reload - help!
DescriptionSaves from a few hours back are fine, but the most recent few saves in my current multiplayer game have the purple player with an energy deficit as though the two ZPG's he owns (one constructed, one captured) did not exist. Things were fine before we saved and reloaded. This is, of course, making said game unplayable.
TagsNo tags attached.
Internal Weight

Relationships

related to 0002067 resolvedkeith.lamothe Resistance Ships not building (Rebel Colony) 

Activities

Vinraith

Dec 20, 2010 11:21 pm

reporter  

Master Cylinder Pants

Dec 20, 2010 11:32 pm

reporter  

12-20-10 1.sav (793,762 bytes)

Master Cylinder Pants

Dec 20, 2010 11:36 pm

reporter   ~0006585

Last edited: Dec 20, 2010 11:41 pm

The file 12-19-10 4 is a save from a few hours earlier and loads fine - I (the purple player, mcp) have normal energy. We had each taken an extra ZPG at this point so the problem doesn't seem to have been triggered by the acquisition of a 2nd ZPG.
The file 12-20-10 1 is a save between the other two in time - it also displays the error. Mistakenly uploaded it instead of 12-19-10 4 the first time.
Actually it might be somewhat more useful than Lacaille sucks since it's closer in time to 12-19-10 4 when things were still working.

Master Cylinder Pants

Dec 20, 2010 11:38 pm

reporter  

12-19-10 4.sav (754,325 bytes)

Vinraith

Dec 20, 2010 11:49 pm

reporter  

ClientReceivingData.txt (10,346 bytes)   
12/9/2010 10:01:18 PM
-----------------------------------System.IndexOutOfRangeException: Array index is out of range.
  at Game.ClientReceivingData (NetworkMessageType Type, System.String Message) [0x00000] in <filename unknown>:0 
12/19/2010 5:52:16 PM (4.052)
-----------------------------------
Client Receiving Data-----------------------------------
System.FormatException: Input string was not in the correct format
  at System.Int32.Parse (System.String s) [0x00000] in <filename unknown>:0 
  at System.Convert.ToInt32 (System.String value) [0x00000] in <filename unknown>:0 
  at SpecialLogic_FallenSpire.ReadStateFromString (System.String SerializedString) [0x00000] in <filename unknown>:0 
  at Game.ClientReceivingData (NetworkMessageType Type, System.String Message) [0x00000] in <filename unknown>:0 

12/19/2010 9:35:56 PM (4.052)
-----------------------------------
Client Receiving Data-----------------------------------
System.FormatException: Input string was not in the correct format
  at System.Int32.Parse (System.String s) [0x00000] in <filename unknown>:0 
  at System.Convert.ToInt32 (System.String value) [0x00000] in <filename unknown>:0 
  at SpecialLogic_FallenSpire.ReadStateFromString (System.String SerializedString) [0x00000] in <filename unknown>:0 
  at Game.ClientReceivingData (NetworkMessageType Type, System.String Message) [0x00000] in <filename unknown>:0 

12/19/2010 11:38:52 PM (4.052)
-----------------------------------
Client Receiving Data-----------------------------------
System.FormatException: Input string was not in the correct format
  at System.Int32.Parse (System.String s) [0x00000] in <filename unknown>:0 
  at System.Convert.ToInt32 (System.String value) [0x00000] in <filename unknown>:0 
  at SpecialLogic_FallenSpire.ReadStateFromString (System.String SerializedString) [0x00000] in <filename unknown>:0 
  at Game.ClientReceivingData (NetworkMessageType Type, System.String Message) [0x00000] in <filename unknown>:0 

12/20/2010 12:46:05 AM (4.052)
-----------------------------------
Client Receiving Data-----------------------------------
System.FormatException: Input string was not in the correct format
  at System.Int32.Parse (System.String s) [0x00000] in <filename unknown>:0 
  at System.Convert.ToInt32 (System.String value) [0x00000] in <filename unknown>:0 
  at SpecialLogic_FallenSpire.ReadStateFromString (System.String SerializedString) [0x00000] in <filename unknown>:0 
  at Game.ClientReceivingData (NetworkMessageType Type, System.String Message) [0x00000] in <filename unknown>:0 

12/20/2010 5:06:35 PM (4.052)
-----------------------------------
Client Receiving Data-----------------------------------
System.FormatException: Input string was not in the correct format
  at System.Int32.Parse (System.String s) [0x00000] in <filename unknown>:0 
  at System.Convert.ToInt32 (System.String value) [0x00000] in <filename unknown>:0 
  at SpecialLogic_FallenSpire.ReadStateFromString (System.String SerializedString) [0x00000] in <filename unknown>:0 
  at Game.ClientReceivingData (NetworkMessageType Type, System.String Message) [0x00000] in <filename unknown>:0 

12/20/2010 11:03:10 PM (4.052)
-----------------------------------
Client Receiving Data-----------------------------------
System.FormatException: Input string was not in the correct format
  at System.Int32.Parse (System.String s) [0x00000] in <filename unknown>:0 
  at System.Convert.ToInt32 (System.String value) [0x00000] in <filename unknown>:0 
  at SpecialLogic_FallenSpire.ReadStateFromString (System.String SerializedString) [0x00000] in <filename unknown>:0 
  at Game.ClientReceivingData (NetworkMessageType Type, System.String Message) [0x00000] in <filename unknown>:0 

12/20/2010 11:07:55 PM (4.052)
-----------------------------------
Client Receiving Data-----------------------------------
System.FormatException: Input string was not in the correct format
  at System.Int32.Parse (System.String s) [0x00000] in <filename unknown>:0 
  at System.Convert.ToInt32 (System.String value) [0x00000] in <filename unknown>:0 
  at SpecialLogic_FallenSpire.ReadStateFromString (System.String SerializedString) [0x00000] in <filename unknown>:0 
  at Game.ClientReceivingData (NetworkMessageType Type, System.String Message) [0x00000] in <filename unknown>:0 

12/20/2010 11:12:17 PM (4.052)
-----------------------------------
Client Receiving Data-----------------------------------
System.FormatException: Input string was not in the correct format
  at System.Int32.Parse (System.String s) [0x00000] in <filename unknown>:0 
  at System.Convert.ToInt32 (System.String value) [0x00000] in <filename unknown>:0 
  at SpecialLogic_FallenSpire.ReadStateFromString (System.String SerializedString) [0x00000] in <filename unknown>:0 
  at Game.ClientReceivingData (NetworkMessageType Type, System.String Message) [0x00000] in <filename unknown>:0 

12/20/2010 11:12:34 PM (4.052)
-----------------------------------
Client Receiving Data-----------------------------------
System.FormatException: Input string was not in the correct format
  at System.Int32.Parse (System.String s) [0x00000] in <filename unknown>:0 
  at System.Convert.ToInt32 (System.String value) [0x00000] in <filename unknown>:0 
  at SpecialLogic_FallenSpire.ReadStateFromString (System.String SerializedString) [0x00000] in <filename unknown>:0 
  at Game.ClientReceivingData (NetworkMessageType Type, System.String Message) [0x00000] in <filename unknown>:0 

12/20/2010 11:13:40 PM (4.052)
-----------------------------------
Client Receiving Data-----------------------------------
System.FormatException: Input string was not in the correct format
  at System.Int32.Parse (System.String s) [0x00000] in <filename unknown>:0 
  at System.Convert.ToInt32 (System.String value) [0x00000] in <filename unknown>:0 
  at SpecialLogic_FallenSpire.ReadStateFromString (System.String SerializedString) [0x00000] in <filename unknown>:0 
  at Game.ClientReceivingData (NetworkMessageType Type, System.String Message) [0x00000] in <filename unknown>:0 

12/20/2010 11:14:04 PM (4.052)
-----------------------------------
Client Receiving Data-----------------------------------
System.FormatException: Input string was not in the correct format
  at System.Int32.Parse (System.String s) [0x00000] in <filename unknown>:0 
  at System.Convert.ToInt32 (System.String value) [0x00000] in <filename unknown>:0 
  at SpecialLogic_FallenSpire.ReadStateFromString (System.String SerializedString) [0x00000] in <filename unknown>:0 
  at Game.ClientReceivingData (NetworkMessageType Type, System.String Message) [0x00000] in <filename unknown>:0 

12/20/2010 11:14:24 PM (4.052)
-----------------------------------
Client Receiving Data-----------------------------------
System.FormatException: Input string was not in the correct format
  at System.Int32.Parse (System.String s) [0x00000] in <filename unknown>:0 
  at System.Convert.ToInt32 (System.String value) [0x00000] in <filename unknown>:0 
  at SpecialLogic_FallenSpire.ReadStateFromString (System.String SerializedString) [0x00000] in <filename unknown>:0 
  at Game.ClientReceivingData (NetworkMessageType Type, System.String Message) [0x00000] in <filename unknown>:0 

12/20/2010 11:14:41 PM (4.052)
-----------------------------------
Client Receiving Data-----------------------------------
System.FormatException: Input string was not in the correct format
  at System.Int32.Parse (System.String s) [0x00000] in <filename unknown>:0 
  at System.Convert.ToInt32 (System.String value) [0x00000] in <filename unknown>:0 
  at SpecialLogic_FallenSpire.ReadStateFromString (System.String SerializedString) [0x00000] in <filename unknown>:0 
  at Game.ClientReceivingData (NetworkMessageType Type, System.String Message) [0x00000] in <filename unknown>:0 

12/20/2010 11:15:36 PM (4.052)
-----------------------------------
Client Receiving Data-----------------------------------
System.FormatException: Input string was not in the correct format
  at System.Int32.Parse (System.String s) [0x00000] in <filename unknown>:0 
  at System.Convert.ToInt32 (System.String value) [0x00000] in <filename unknown>:0 
  at SpecialLogic_FallenSpire.ReadStateFromString (System.String SerializedString) [0x00000] in <filename unknown>:0 
  at Game.ClientReceivingData (NetworkMessageType Type, System.String Message) [0x00000] in <filename unknown>:0 

12/20/2010 11:15:50 PM (4.052)
-----------------------------------
Client Receiving Data-----------------------------------
System.FormatException: Input string was not in the correct format
  at System.Int32.Parse (System.String s) [0x00000] in <filename unknown>:0 
  at System.Convert.ToInt32 (System.String value) [0x00000] in <filename unknown>:0 
  at SpecialLogic_FallenSpire.ReadStateFromString (System.String SerializedString) [0x00000] in <filename unknown>:0 
  at Game.ClientReceivingData (NetworkMessageType Type, System.String Message) [0x00000] in <filename unknown>:0 

12/20/2010 11:31:54 PM (4.052)
-----------------------------------
Client Receiving Data-----------------------------------
System.FormatException: Input string was not in the correct format
  at System.Int32.Parse (System.String s) [0x00000] in <filename unknown>:0 
  at System.Convert.ToInt32 (System.String value) [0x00000] in <filename unknown>:0 
  at SpecialLogic_FallenSpire.ReadStateFromString (System.String SerializedString) [0x00000] in <filename unknown>:0 
  at Game.ClientReceivingData (NetworkMessageType Type, System.String Message) [0x00000] in <filename unknown>:0 

12/20/2010 11:47:42 PM (4.052)
-----------------------------------
Client Receiving Data-----------------------------------
System.FormatException: Input string was not in the correct format
  at System.Int32.Parse (System.String s) [0x00000] in <filename unknown>:0 
  at System.Convert.ToInt32 (System.String value) [0x00000] in <filename unknown>:0 
  at SpecialLogic_FallenSpire.ReadStateFromString (System.String SerializedString) [0x00000] in <filename unknown>:0 
  at Game.ClientReceivingData (NetworkMessageType Type, System.String Message) [0x00000] in <filename unknown>:0 

ClientReceivingData.txt (10,346 bytes)   

Vinraith

Dec 20, 2010 11:50 pm

reporter   ~0006586

Just noticed there are a bunch of errors from tonight in "ClientReceivingData.txt." No idea if that's relevant, but it's attached for inspection.

Chris_McElligottPark

Dec 21, 2010 11:19 am

administrator   ~0006607

Keith, can you take this one? Looks to be something erroring out on load in the fallen spire section:

12/20/2010 11:47:42 PM (4.052)
-----------------------------------
Client Receiving Data-----------------------------------
System.FormatException: Input string was not in the correct format
  at System.Int32.Parse (System.String s) [0x00000] in <filename unknown>:0
  at System.Convert.ToInt32 (System.String value) [0x00000] in <filename unknown>:0
  at SpecialLogic_FallenSpire.ReadStateFromString (System.String SerializedString) [0x00000] in <filename unknown>:0
  at Game.ClientReceivingData (NetworkMessageType Type, System.String Message) [0x00000] in <filename unknown>:0

Vinraith

Dec 21, 2010 11:28 am

reporter   ~0006614

That's odd, we haven't got Fallen Spire active.

Chris_McElligottPark

Dec 21, 2010 11:30 am

administrator   ~0006615

That might be part of why it's erroring out if it's incorrectly trying to load some fallen spire stuff, then -- good to know, thanks!

keith.lamothe

Dec 21, 2010 11:30 am

administrator   ~0006616

Yea, that's actually what caused the odd branch; it was trying to deserialize nothing :)

Tracking it down...

keith.lamothe

Dec 21, 2010 11:39 am

administrator   ~0006621

* Fixed a bug where playing a game without Fallen-Spire on could lead to ClientReceivingData errors when loading the game because it would try to deserialize the galaxy-wide state string (which was added for the FS serialization) and not realize it was empty.
** Thanks to Vinraith for the report and save.

Chris_McElligottPark

Dec 21, 2010 11:44 am

administrator   ~0006624

And that fixes the actual energy deficit stuff, too?

Vinraith

Dec 21, 2010 11:53 am

reporter   ~0006630

So to confirm, if we load this game up under 4.053 it should work properly now?

keith.lamothe

Dec 21, 2010 12:22 pm

administrator   ~0006636

Well, I'm not sure what's going on, but what I'm seeing when I load the Lacaille save and mouseover the energy display on the resource bar is that the blue player is producing 1,409,600 energy and consuming 1,291,960 energy, and the purple player is producing 1,490,000 energy and consuming 2,316,020 energy, and is therefore in a major brownout.

Purple has two ZPGs that are present and operating normally; my understanding from the original report is that they weren't even showing up when you loaded.

I'm guessing that purple wouldn't know why he's trying to spend a million more energy than you?

Master Cylinder Pants

Dec 21, 2010 12:27 pm

reporter   ~0006638

No, actually the ZPGs were/are showing up and working - in fact if you delete one you'll see the deficit go higher!
I'm the purple player - mcp - I wasn't running a deficit when we saved, a rather sizable surplus in fact and then upon reload boom.. the last save we have that works properly when loaded, and not much had happened in between, is the 12-19-10 4 save attached, apart from some posts and a few ships the energy situation would be about the same between the two (lacaille sucks or 12-20-10 1, both exhibit the issue).

Vinraith

Dec 21, 2010 12:27 pm

reporter   ~0006639

Prior to saving the game purple wasn't spending a million more energy than me. About a million energy in costs seems to have materialized from nowhere.

keith.lamothe

Dec 21, 2010 12:29 pm

administrator   ~0006640

Ok, this will take more investigation then, thanks :)

Master Cylinder Pants

Dec 21, 2010 12:30 pm

reporter   ~0006641

I would recommend comparing 12-19-10 4 and 12-20-10 1 - they're closest together in time and the former loads fine and the latter not so much... but, again, little had changed, I think we fought a bit at men, maybe added or removed a turret here and there but I'm not seeing the million energy deficit source..

Chris_McElligottPark

Dec 21, 2010 12:48 pm

administrator   ~0006642

My thoughts immediately jump to minor factions, Keith. I wonder if it's something like that?

Chris_McElligottPark

Dec 21, 2010 12:49 pm

administrator   ~0006643

Speaking of, we may want to put in a new stats tab that is for energy outflows above some certain threshold (500, perhaps). Might be handy for players and for us, if it's not too time consuming to put in.

keith.lamothe

Dec 21, 2010 12:51 pm

administrator   ~0006644

The first thing I did was change the resource flows tab to display all ships with != 0 metal, crystal, or energy, actually :) That's just for investigation, though; for real player use it would need to be more reasonable than that; probably just a list of type, number of type, and total energy use.

Chris_McElligottPark

Dec 21, 2010 12:52 pm

administrator   ~0006646

True.

keith.lamothe

Dec 21, 2010 12:54 pm

administrator   ~0006647

And I think you're right about the minor faction thing; remember how the end of the fallen spire stuff was resulting in massive death of the player economy because the minor faction ships were costing energy for the player? Well, I fixed that via fairly draconian "if it's minor faction it doesn't cost squat" code but I think I was going off the UnitData flags. I didn't realize that the exact same fgType is used for the minor-faction and the player-built resistance fighter ships :)

So my guess right now is that the player-built ones were not consuming energy when built, but were after save/load. But that doesn't actually make sense given other things the players said, so still looking.

Chris_McElligottPark

Dec 21, 2010 12:56 pm

administrator   ~0006648

Oh, I see -- yes, you should never go off the unitdata flags, that will actually make ships energy-free sometimes. All those determine is what kind of minor faction stance the ship will have IF it's acting as a minor faction. The actual minor faction flag is the ActionStatus on the foregroundobject itself. That's the only thing to care about.

keith.lamothe

Dec 21, 2010 1:31 pm

administrator   ~0006655

Ok, yea, in the lacaille save purple is spending nearly a million energy on resistance frigates, and over 200,000 on resistance fighter/bombers. Green is spending way less than that :)

In the 12-20-10 1 save purple is spending much less on resistance ships.

Anyway, I've fixed an error in some code I wrote that was probably falsely creating the resistance ships produced from the build queues as minor faction (for some purposes, anyway), and will check to make sure I got that, but in general the fact that purple's energy economy was dying after save-and-load wasn't a bug, the fact that it wasn't dying before the save was the bug :)

Chris_McElligottPark

Dec 21, 2010 1:33 pm

administrator   ~0006656

I think we should reduce the memory footprint of the resistance ships, potentially, then. To bring them a bit more in line with what we'd expect from their general utility, as right now that seems out of whack. But, sounds good on that, as far as the rest goes. Thanks for hunting that down!

Vinraith

Dec 21, 2010 1:37 pm

reporter   ~0006657

Huh? I (blue) have the same number of resistance ships as purple, we're both at cap as far as I know. We both have essentially the same energy production facilities, as well. Why is his outlay 1,000,000 more than mine?

keith.lamothe

Dec 21, 2010 1:40 pm

administrator   ~0006659

His outlay is 1,000,000 more than yours because he has way more resistance frigates; how he has that many is another question.

Master Cylinder Pants

Dec 21, 2010 1:41 pm

reporter   ~0006660

So - if I'm reading this correctly it sounds like the energy deficit might have been correct upon reload but, in that case, the bug was that it wasn't low when we saved - the in game calculations as I built resistance ships was off (ie, not charging me for resistance ships and/or other stuff). As Vinraith pointed out when we saved lacaille sucks and/or 12-20-10 1 no one was low on energy (I'm pretty sure I would remember a brownout of that magnitude!), we both had surpluses at save time - then upon reload - boom.

Chris_McElligottPark

Dec 21, 2010 1:43 pm

administrator   ~0006661

Hmmm... Keith, I wonder if those were actually minor faction frigates that somehow transferred to his control by accident? Errors in parsing the savegame could account for something like that, perhaps.

keith.lamothe

Dec 21, 2010 1:44 pm

administrator   ~0006662

Yes, the bug was that the resistance ships were being created as minor faction ship when you built them, but when loading the game they were correctly re-set to non-minor-faction. Minor faction ships don't cost energy, Non-minor-faction ships do :)

It's also likely that due to the minor faction mixup you were able to produce way more ships than the cap would normally allow, as the minor faction variants don't count against the cap.

Chris_McElligottPark

Dec 21, 2010 1:46 pm

administrator   ~0006663

Oh, right, that would do it -- that makes more sense than what I was thinking.

Vinraith

Dec 21, 2010 2:01 pm

reporter   ~0006664

Last edited: Dec 21, 2010 2:02 pm

Interesting. For reference, he took the system, I got a foldout. My foldout appeared to cap the ships correctly, I gather his (which converted to his control from being a minor faction, rather than being spawned like mine) apparently didn't. Sounds like there are still a few kinks in the rebel colony code. :)

Chris_McElligottPark

Dec 21, 2010 2:05 pm

administrator   ~0006665

This sounds related to some of those other I-captured-a-rebel-colony-but-not-really bugs. Keith, if you have time, can you look into those as related? I'm on various Tidalis stuff at the moment, then I have my own list of AI War stuff when I get off that.

Vinraith

Dec 21, 2010 2:20 pm

reporter   ~0006667

Come to think of it, when we first captured that colony it wouldn't produce ships for him at all, it only started working after a save and reload. Hmm.

keith.lamothe

Dec 21, 2010 4:09 pm

administrator   ~0006688

* Fixed bug that could result in resistance fighter ships built by a human player at a resistance colony being produced as minor faction units and thus not costing energy (until the game was saved and reloaded, apparently, potentially resulting in a nasty shock).
** Thanks to Vinraith and Master Cylinder Pants for the report.


That should also fix the captured-rebel-colony-not-actually-allowing-building thing too; it just wasn't being treated as a non-minor-faction unit due to my bug :)

Also, not really fixing anything listed here, but notable and useful:

* Fixed some bugs with the Resource Flows tab of the Stats window where it wouldn't include everything that was causing an impact on metal or crystal (notably self-building turrets, etc).

* Added a toggle to the Resource Flows tab of the Stats window, defaulting to un-toggled, that:
** If unchecked, the grid is in "detail" mode and displays one row per ship with a non-zero metal or crystal impact (units with only an energy impact are omitted due to sheer volume).
** If checked, the grid is in "summary" mode and displays one row for each distinct type of ship with a non-zero metal, crystal, or energy impact. This can be very helpful for figuring out where all your energy is going.

Issue History

Date Modified Username Field Change
Dec 20, 2010 11:21 pm Vinraith New Issue
Dec 20, 2010 11:21 pm Vinraith File Added: 20101220_lacaille_sucks.sav
Dec 20, 2010 11:21 pm Vinraith Description Updated
Dec 20, 2010 11:22 pm Vinraith Summary Massive energy deficit on reload => Massive energy deficit on reload - help!
Dec 20, 2010 11:23 pm Vinraith Description Updated
Dec 20, 2010 11:32 pm Master Cylinder Pants File Added: 12-20-10 1.sav
Dec 20, 2010 11:36 pm Master Cylinder Pants Note Added: 0006585
Dec 20, 2010 11:38 pm Master Cylinder Pants File Added: 12-19-10 4.sav
Dec 20, 2010 11:38 pm Master Cylinder Pants Note Edited: 0006585
Dec 20, 2010 11:39 pm Master Cylinder Pants Note Edited: 0006585
Dec 20, 2010 11:40 pm Master Cylinder Pants Note Edited: 0006585
Dec 20, 2010 11:41 pm Master Cylinder Pants Note Edited: 0006585
Dec 20, 2010 11:49 pm Vinraith File Added: ClientReceivingData.txt
Dec 20, 2010 11:50 pm Vinraith Note Added: 0006586
Dec 20, 2010 11:55 pm Vinraith Description Updated
Dec 21, 2010 11:19 am Chris_McElligottPark Note Added: 0006607
Dec 21, 2010 11:19 am Chris_McElligottPark Assigned To => keith.lamothe
Dec 21, 2010 11:19 am Chris_McElligottPark Status new => confirmed
Dec 21, 2010 11:28 am Vinraith Note Added: 0006614
Dec 21, 2010 11:30 am Chris_McElligottPark Note Added: 0006615
Dec 21, 2010 11:30 am keith.lamothe Note Added: 0006616
Dec 21, 2010 11:39 am keith.lamothe Note Added: 0006621
Dec 21, 2010 11:39 am keith.lamothe Status confirmed => resolved
Dec 21, 2010 11:39 am keith.lamothe Resolution open => fixed
Dec 21, 2010 11:44 am Chris_McElligottPark Note Added: 0006624
Dec 21, 2010 11:53 am Vinraith Note Added: 0006630
Dec 21, 2010 12:22 pm keith.lamothe Note Added: 0006636
Dec 21, 2010 12:27 pm Master Cylinder Pants Note Added: 0006638
Dec 21, 2010 12:27 pm Vinraith Note Added: 0006639
Dec 21, 2010 12:29 pm keith.lamothe Note Added: 0006640
Dec 21, 2010 12:29 pm keith.lamothe Status resolved => assigned
Dec 21, 2010 12:30 pm Master Cylinder Pants Note Added: 0006641
Dec 21, 2010 12:48 pm Chris_McElligottPark Note Added: 0006642
Dec 21, 2010 12:49 pm Chris_McElligottPark Note Added: 0006643
Dec 21, 2010 12:51 pm keith.lamothe Note Added: 0006644
Dec 21, 2010 12:52 pm Chris_McElligottPark Note Added: 0006646
Dec 21, 2010 12:54 pm keith.lamothe Note Added: 0006647
Dec 21, 2010 12:56 pm Chris_McElligottPark Note Added: 0006648
Dec 21, 2010 1:31 pm keith.lamothe Note Added: 0006655
Dec 21, 2010 1:33 pm Chris_McElligottPark Note Added: 0006656
Dec 21, 2010 1:37 pm Vinraith Note Added: 0006657
Dec 21, 2010 1:40 pm keith.lamothe Note Added: 0006659
Dec 21, 2010 1:41 pm Master Cylinder Pants Note Added: 0006660
Dec 21, 2010 1:43 pm Chris_McElligottPark Note Added: 0006661
Dec 21, 2010 1:44 pm keith.lamothe Note Added: 0006662
Dec 21, 2010 1:46 pm Chris_McElligottPark Note Added: 0006663
Dec 21, 2010 2:01 pm Vinraith Note Added: 0006664
Dec 21, 2010 2:02 pm Vinraith Note Edited: 0006664
Dec 21, 2010 2:05 pm Chris_McElligottPark Note Added: 0006665
Dec 21, 2010 2:20 pm Vinraith Note Added: 0006667
Dec 21, 2010 2:21 pm Vinraith Relationship added related to 0002067
Dec 21, 2010 4:09 pm keith.lamothe Note Added: 0006688
Dec 21, 2010 4:09 pm keith.lamothe Status assigned => resolved