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IDProjectCategoryLast Update
0002491AI War 1 / ClassicBug - OtherJan 22, 2011 10:30 pm
ReporterTechSY730 Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version4.068 
Fixed in Version4.070 
Summary0002491: Special Forces ships not patrolling (and spontainous freeing of ships on load)
DescriptionOn one of the planets I have, which I have named POI for quick reference, there are a bunch of special forces ships, all Mk. I from what I can see, that are not patrolling and do not have any plans on patrolling (both pieces of info gleaned from debug mode info). It has been like that for quite some time. There are some special forces rally guardians on that planet, in case that means anything to you.

On an unrelated note, I think I bit off more than I can chew with the settings I chose for this game. :D
TagsNo tags attached.
Internal Weight

Relationships

related to 0002511 resolvedChris_McElligottPark Spawned wave doesn't move 
related to 0002608 resolvedChris_McElligottPark Threat not shown before spontainously appearing on reload 

Activities

TechSY730

Jan 17, 2011 12:22 am

reporter  

Chris_McElligottPark

Jan 17, 2011 12:24 am

administrator   ~0008812

Were there any errors logged into RuntimeData?

TechSY730

Jan 17, 2011 12:27 am

reporter   ~0008814

Nope. The only logs that have been changed this month are the wave computation logs.

Chris_McElligottPark

Jan 17, 2011 12:28 am

administrator   ~0008815

Ok. By the way, you can delete old logs once they've been reported, no need to keep them.

TechSY730

Jan 17, 2011 12:31 am

reporter   ~0008816

I sorta like keeping them around. Seeing stack traces is actually a nifty way if getting clues about how your program is structured. :)

Anyways, I do have some older auto-saves from this same game. With those, you may be able to see some of those idle special forces spawn. Would you like me to post one from when there weren't so many ships there?

Chris_McElligottPark

Jan 17, 2011 12:32 am

administrator   ~0008818

It probably doesn't matter how they spawn, I need to check them out in the save you posted. Regardless of how they spawn, they ought to start patrolling later on.

TechSY730

Jan 17, 2011 12:33 am

reporter   ~0008820

I could be completely wrong and I am getting impatient, but I'm pretty sure that many special forces ships piled onto one planet and being idle is not normal, even with 3 sources of special forces spawning.

TechSY730

Jan 17, 2011 12:40 am

reporter   ~0008824

Last edited: Jan 17, 2011 12:42 am

Wait a second, when I reloaded this save, a HUGE number of ships were freed across many different planets. I can assure you that I did not play so badly that I already have 2000 firepower worth of units chasing me down.

EDIT: That is to say, the threat was more like 100 firepower when I saved it.

EDIT2: I'll have fun seeing how long I can last ;)

Chris_McElligottPark

Jan 17, 2011 12:45 am

administrator   ~0008825

If you have an older save, then that would be great. I'm guessing that something was wrong with how these special forces ships were freed, in this case.

TechSY730

Jan 17, 2011 12:48 am

reporter   ~0008827

Last edited: Jan 17, 2011 1:01 am

Weird. Regardless of how far back I go (excluding near the very beginning of the game), a bunch of ships are freed that were not freed when I saved. I'll post a few.

EDIT: The further back I go, the less ships that are freed.

EDIT2: I am trying to survive the freed ship onslaught, and I am actually doing pretty good. Yay fortresses! :D

EDIT3: I would try to give you the first save where the threat doesn't go up upon a load, but of course I don't remember what the threat originally was at every point in the game, so it would be hard for me to find it.

TechSY730

Jan 17, 2011 12:48 am

reporter  

TechSY730

Jan 17, 2011 12:49 am

reporter  

TechSY730

Jan 17, 2011 12:49 am

reporter  

TechSY730

Jan 17, 2011 1:04 am

reporter   ~0008833

Last edited: Jan 17, 2011 1:06 am

Okay, I finally found two (very early game) saves where the threat seems to be about where I remember it.

EDIT: You know at this rate, would you like a zip file containing all the auto-saves from this game so hopefully we can find one that is not getting hit by freed ships for no reason?

TechSY730

Jan 17, 2011 1:04 am

reporter  

TechSY730

Jan 17, 2011 1:04 am

reporter  

Mission 1.sav (276,387 bytes)

Chris_McElligottPark

Jan 17, 2011 1:09 am

administrator   ~0008835

Awesome -- thanks. All I really need is the first and the last, I won't be using any others.

TechSY730

Jan 17, 2011 1:10 am

reporter   ~0008836

Last edited: Jan 17, 2011 1:12 am

So you got what you need? (I do have one from 10 minutes into the game.)

EDIT: And now you get to sort of see of my odd, slow play-style ;)

Chris_McElligottPark

Jan 17, 2011 1:16 am

administrator   ~0008838

If you can tell me which is which, that would be helpful.

TechSY730

Jan 17, 2011 1:18 am

reporter   ~0008841

Last edited: Jan 17, 2011 1:21 am

What do you mean which is which? Do you mean which save-games correspond to which times. They are uploaded in terms of chronological progression into the game. The first one uploaded (Special Forces not patrolling.sav) is the most recent , and the last one uploaded (Mission 1.sav) is the earliest in game time of the ones I have uploaded. The others follow suite in chronological order.

EDIT: Oh, if you mean which save-games correspond to which game, they all different points in time of the same game.

keith.lamothe

Jan 17, 2011 10:25 am

administrator   ~0008858

I can confirm the "stalled" special forces units on the POI planet in the "Special Forces not patrolling.sav" upload. And I see the threat upon loading some of the later saves in the set, but I need to turn on some more specific debugging to find out exactly where it's coming from (most of it appears to be outside scout range).

keith.lamothe

Jan 17, 2011 10:31 am

administrator   ~0008860

Ok, using full vis I saw that quite a chunk of the threat was on the far-distant Murdoch, where human resistance ships were attacking.

I will now go give the human resistance a very stern lesson about Not. Spawning. Where. There. Are. No. Human. Ships.

TechSY730

Jan 17, 2011 10:34 am

reporter   ~0008861

Actually, IIRC, they wandered that far from a planet near my home. (They might of spawned that far, but I don't think they did) They didn't aggravate the AI during the game, but apparently they aggravated them on load.

keith.lamothe

Jan 17, 2011 10:35 am

administrator   ~0008862

That's some serious wandering, they were on the entire opposite side of the map!

TechSY730

Jan 17, 2011 10:37 am

reporter   ~0008863

Last edited: Jan 17, 2011 10:57 am

I know, I was surprised too. But considering how tough they are now, I didn't think that much of it. Maybe a bunny hopping thing, such as they wandered some, triggered a small spawn, those wandered some, those triggered another small spawn, perhaps?

EDIT: Now that I think about it, considering how tough they are, I don't think wandering that far is too far fetched if they chose primarily low mk. lvl planets to go through to get there.

EDIT2: I really abuse the edit feature too much. Maybe I should start proofreading my comments. :D

keith.lamothe

Jan 17, 2011 11:11 am

administrator   ~0008865

Hmm, I can't reproduce any actual freeing. Here's what I tried:

1) Put in some debug code to inform me if _any_ ship has its "guardingObject" field set from non-null to null, meaning it's being freed.
2) Load Autosave_2011_01_16_23_46_43.sav (the second one from the top in the list above).
3) Observe threat, it's something like 721.
4) Let the game play for a while on extremely-low/+10.
5) Threat's down to 351, a big wave was just announced, save the game.
6) Reload. Threat is still 351, no change.

And the "something was just freed" debugging didn't get triggered at all during any of this.

So I'm not sure how to approach the freed-threat aspect of this, which is more serious than the stalled special forces thing (which still needs fixing, obviously, and perhaps is symptomatic of something more fundamental).

TechSY730

Jan 17, 2011 11:13 am

reporter   ~0008866

Chris said he didn't want one, but would you like a zip file containing all the saves I have of this game?

keith.lamothe

Jan 17, 2011 11:14 am

administrator   ~0008867

Not necessary, I've already downloaded them all ;)

TechSY730

Jan 17, 2011 11:14 am

reporter   ~0008869

I have MANY more saves of this game, I just posted a few. (I have auto-save on every 10 minute interval)

keith.lamothe

Jan 17, 2011 11:16 am

administrator   ~0008870

I'm not seeing where it would help to have more of them, at this point, but thanks :)

TechSY730

Jan 17, 2011 11:20 am

reporter   ~0008871

Last edited: Jan 17, 2011 11:20 am

Well, then I'll let you guys pour through these saves and shut up for now. Let me know if you need anything else. Thanks, I wouldn't want this type of behavior hitting a new player in the stable release. 2000 firepower (especially mostly unprovoked by the player) is pretty nasty to take during the middle of the early game even for someone who has played this game for a year or so, I can't imagine how much panic a new player would have seeing this.

keith.lamothe

Jan 17, 2011 11:26 am

administrator   ~0008872

Well, if you have any saves closer to "Special Forces not patrolling.sav" I'll take the one just before that one, or is that already the one next in the list?

When I load the Special-Forces... one I see a single resistance fighter bomber with really low health next to one of the murdoch wormholes... I'm wondering if perhaps the save/load routine munged the fgType of an AI ship and morphed it into a resistance fighter... unlikely, but it's really weird because that's the only human resistance ship I can find in the entire galaxy (not having searched every single planet, admittedly).

keith.lamothe

Jan 17, 2011 11:27 am

administrator   ~0008873

Ah, did find some other resistance fighters.

keith.lamothe

Jan 17, 2011 11:34 am

administrator   ~0008875

Ah! Well, I'm not sure _how_ it happened, but I can see _what_ happened: On murdoch (that planet way on the other side of the map) ... the guard posts have disappeared! There's still the command station, and the wormhole guard posts, but all the normal guard posts are gone. There are still clusters of ships where guard posts _should_ be, but they no longer have anything to guard so they (correctly) decide to go thrash some humans.

Given the relative position of things, it's basically impossible that the resistance fighters would have quietly destroyed all those guard posts without riling up the command station or wormhole guard post guards (who stay where they should, having posts).

An odd one, indeed.

keith.lamothe

Jan 17, 2011 11:37 am

administrator   ~0008876

TechSY730, did you actually intentionally build a science lab mkIII next to your home command station? Just asking in case some weird bug is munging "which type is this ship" data on save/load.

keith.lamothe

Jan 17, 2011 11:44 am

administrator   ~0008877

Ok, starting from the top of the list of saves:

Special Forces not patrolling.sav
Murdoch doesn't have any non-wormhole guard posts.

Autosave_2011_01_16_23_46_43.sav
Murdoch has some, but not all the guard posts it "should", judging by the position of the ships in very guard-posty setups.

Autosave_2011_01_16_21_45_56.sav
Murdoch has all the guard posts it seems that it should have (in the positions where the later saves have guard-post-less ships).

I don't think that intermediate saves will help a lot here, because in the saves with "missing" guard posts have the ertswhile guards exactly where they should be if they were actually guarding a (present) guard post the very second you saved the game. My money's on something in save/load either omitting or corrupting the entries for those posts.

TechSY730

Jan 17, 2011 11:48 am

reporter   ~0008878

Last edited: Jan 17, 2011 11:51 am

Yes, the Mk. III science lab was intentional. I always like to keep a science lab on my home for quick researching, and now that the "sabotage" message bug is fixed, I felt that it was time to use the immobile versions.

In regards to the guard post thing, I have seen resistance fighters AND marauders attack and kill guard posts, which seems strange as that can free AI ships, but it is very useful too so I don't want to see it gone. The strange thing is that if their guard posts got destroyed by minor factions alone, they don't seem to be checking the status of them in game, but do check upon reload.

Do AI ships guarding stuff wake up when there are enemies around but no humans around?

Do you still want a save from a little before he Special Forces not patrolling.sav? If I'm lucky, I may have one from right before an errant guard post got destroyed.

keith.lamothe

Jan 17, 2011 11:55 am

administrator   ~0008879

It just doesn't seem that the resistance fighters could have destroyed all those, particularly the one under the forcefield ;)

And yes, it is intentional that resistance fighters and marauders can destroy guard posts and free threat, because they don't spawn places where the humans aren't already fighting the AI. Apparently their ability to roam far afield is greater than we had anticipated ;)

But I really don't think they destroyed the guard posts, because the guards are still _exactly_ where they should be if the guard post was literally still there 1 second ago. If it had been destroyed they would not have known the coordinate to which to return. Also, the code that frees ships when the guard post is destroyed isn't the sort of branch that can be avoided just because no humans were present.

Not 100% impossible, but I'm more inclined to think it's a save load problem.

But yea, if you have some saves between the first and second items from the top of the attachment list, that could help see if resistance fighters were involved in the disappearance of that remaining set of murdoch guard posts. I guess those frigates could be long-ranged enough.

Chris_McElligottPark

Jan 17, 2011 11:57 am

administrator   ~0008880

If there was something corrupting those entries, it really SHOULD be throwing an error message of some sort. Not to say it couldn't slip through, but still.

So are these actually special forces units at all, then? The reason I ask is because with the special forces guardians, they now get special forces ships spawned around them. If those special forces ships aren't in the correct mode full, they might just sit there in a clump like you're seeing, Keith, and then make a beeline from the player sometime in the future once their status is fixed properly.

In other words, it could be that these are actually spawns around a special forces guardian. Somewhat unlikely, given you see the wormholes disappearing through the saves and that the special forces guardian shouldn't be moving about the planet in the first place unless it was free and attacking the humans, but I figured I would throw that out there just in case.

TechSY730

Jan 17, 2011 11:57 am

reporter  

TechSY730

Jan 17, 2011 11:58 am

reporter  

Chris_McElligottPark

Jan 17, 2011 11:59 am

administrator   ~0008881

Keith: I just thought of something else. Maybe it WAS the resistance fighters. Consider:

1. If resistance fighters, being a minor faction, aren't allowed to enrage the AI, then the various low-power ships might stay thus.

2. Given those ships are low-power, the resistance ships wouldn't attack them.

3. The resistance ships would then attack what they can, aka the guard posts.

Granted, if they don't have forcefield immunity and some stuff is under force fields, that would blow that theory out of the water.

keith.lamothe

Jan 17, 2011 12:00 pm

administrator   ~0008882

This issue is actually two separate ones, hence the confusion.

There are indeed special forces ships on POI in the most-recent save that are just sitting there (there are also non-special-forces ships just sitting there, I figure because they don't feel the need to move to the wormhole to stalk and the human ships have already left so they have nothing to chase).

As for the murdoch ships that are threat in the most-recent and second-most recent saves, they're not spawns from special forces guardians, in the older saves they're sitting around a guard post and guarding it. In the later saves the guard post is gone and the ships are still there but have nothing to guard.

TechSY730

Jan 17, 2011 12:00 pm

reporter   ~0008883

Last edited: Jan 17, 2011 12:01 pm

Okay, I just loaded up the two auto-saves between the two points in time of question.

So now the order is:

Special Forces not patrolling.sav
The latest, Murdoch doesn't have any non-wormhole guard posts.

Autosave_2011_01_17_00_12_09.sav
A little earlier

Autosave_2011_01_16_23_57_09.sav
Earlier still

Autosave_2011_01_16_23_46_43.sav
Earlier point in question, Murdoch has some, but not all the guard posts it "should", judging by the position of the ships in very guard-posty setups.

And the rest

Chris_McElligottPark

Jan 17, 2011 12:04 pm

administrator   ~0008884

Fair enough. Very interesting.

TechSY730

Jan 17, 2011 12:04 pm

reporter   ~0008885

Aren't AI ff also low power when there are no humans around or looking? Maybe that is how the resistance fighters took down a guard post under a ff without severely weakening it first.

keith.lamothe

Jan 17, 2011 12:22 pm

administrator   ~0008886

Ok, I'm more on the side of "resistance fighters did this" now, the savegame corruption issue just seems far-fetched in that if such a thing did happen and slip through the error handling that the results would be far more sweeping and devestating.

Looking at the "do I alert or anger" logic in GameLoop.cs, I realized it could be a problem that the whole chunk of code only runs on the first cycle of the game second. That one's my fault, as I moved it there about a month and a half ago while trying to save a fair bit of cpu on having to check the same thing over and over soooo many times. It should be fine, but with the "deep cold storage" and similar logic I'm guessing it's entirely possible that this branch is not being hit on the first cycle of the game second. Chris, I think you would know better than me on that.

keith.lamothe

Jan 17, 2011 12:34 pm

administrator   ~0008889

Ah, but there's another wrinkle: all these "stranded" guard groups had guardians, which are never in low-power mode. How is it that they would not have attacked the resistance fighters?

Chris_McElligottPark

Jan 17, 2011 12:38 pm

administrator   ~0008892

Keith, that shouldn't matter, assuming that ships are out of cold storage whenever there are enemy combatants around. Due to recent changes I made (last week), that should always be the case. If there were resistance fighters on the planet, then the planet shouldn't have been in cold storage, period.

I just looked at the logic, and that should be working. Anyway, so low-power might be the culprit, but definitely not cold storage. And from your note about guardians, even that wouldn't be it. Hmmmm...

Chris_McElligottPark

Jan 17, 2011 12:40 pm

administrator   ~0008893

Hmm, looks like forcefields could indeed be low-powered if they were acting as guards. That's a problem in general.

I just put in the following:

* AI ships that create forcefields will now never be put into low-power mode by the AI.

keith.lamothe

Jan 17, 2011 12:43 pm

administrator   ~0008895

Loading Autosave_2011_01_16_23_57_09.sav (between the previous second-most-recent and most-recent) I see several resistance fighters all over the place, but usually only 1 or 2. But there is one group of 17 doing an impressive bee-line across AI space and it made it most of the way across the galaxy.

So it's certainly possible that they were responsible for stuff being "misplaced". But I haven't actually seen them destroy a guard post. That 17-group was whittled away, fragmented, and eventually taken out.

But there's definitely question marks on how the guardians did not at least free when their guard posts were destroyed

keith.lamothe

Jan 17, 2011 12:45 pm

administrator   ~0008896

On a related note, I think this does point out the need to redo the resistance fighter destination picking, and probably the marauders too, but the actual bugs here need fixing regardless of that.

TechSY730

Jan 17, 2011 12:51 pm

reporter   ~0008897

Just a quick question. What is the difference between cold-storage and low-power mode?

keith.lamothe

Jan 17, 2011 1:00 pm

administrator   ~0008898

Cold-storage is just for stuff on planets where you have no presence (aside from the odd scout)

Low-power can even be for ships on guard posts on a planet you're fighting on, if they're totally not involved. It's "shallower" than cold-storage in that it allows more processing.

Just checked in one of the saves, and none of the ships loaded were trying to say they were guarding the missing guard posts, so it does look like they were cleared properly, they just never started doing "threat" things.

Chris_McElligottPark

Jan 17, 2011 1:18 pm

administrator   ~0008902

That could have been as a result of sanity-checking on the save process, though. It may have been they still weren't cleared properly.

keith.lamothe

Jan 17, 2011 2:42 pm

administrator   ~0008909

Yea, I thought of that too. Infernally complex ;)

TechSY730, on what version did you start this game? Having looked at various chunks of code I think recent changes already preclude this from happening again, but I could be wrong (particularly if the first-cycle-of-game-second thing wasn't firing for deep-cold-storage planets).

TechSY730

Jan 17, 2011 2:48 pm

reporter   ~0008912

I started on 4.068, I think. Then, I upgraded it to 4.069.

Chris_McElligottPark

Jan 18, 2011 1:55 am

administrator   ~0009037

Okay, this is solved as well as we can given the info we have at the moment, I think.

ISSUE 1:

In regards to the core complaint about the special forces ships, Tech you were exactly right on it being the same issue as in that other linked issue. Fixing that fixed this.

* Made some various internal improvements to how the AI decides to stay at a planet to defend itself against enemy threats (most notably cloaked enemy threats, but in general). The specific rules are difficult to really explain as it's all internal math, but in general the result should be for it to more properly weight threats and react more like what a human would do.

ISSUE 2:

I don't think we'll ever know what happened to those guard posts, etc. The data simply isn't there, so unless we get some way to reproduce, there's nothing we can do to solve that. That said, we did make a few changes as Keith noted to make sure that we don't have accidental circumstances where minor factions are firing on stuff that is partly low-power and cold storage.

Oh! Come to think of it, guardians do get put into cold storage, even though they don't get put into low power mode. So actually that could explain how even the guardians didn't fire on them. And as of I think 4.069, that should have been solved in the first place... I believe.

Anyway, the other thing we noticed was the resistance fighters wander SO far away, and as I noted in the related issue, I've also put in a fix for that (and zombies, too).

All of these combined... I'm prepared to call this one done. But if you do see it again with the disappearing guard posts due to minor factions, please do open a new issue.

Thanks!

TechSY730

Jan 18, 2011 7:57 am

reporter   ~0009060

Thanks for your hard work. I'm probably going to have to give up on this game anyways. Not because of the 2000 firepower now bum rushing me (I can take that on ;D), but rather due to the changes in AI bonus type ship unlocks.

I'll let you know if guard posts disappear again in my next game, or if resitance fighters get overzealous and inadvertently try to kill me again.

keith.lamothe

Jan 18, 2011 7:58 am

administrator   ~0009061

"if resitance fighters get overzealous and inadvertently try to kill me again"

They were trying to end things quickly. How were they to know there was no exhaust port?

TechSY730

Jan 22, 2011 8:48 pm

reporter   ~0009563

Last edited: Jan 22, 2011 8:51 pm

Reopened.

Marauders can still hop across several planets and kill guard posts. Plus, although some ships do get freed properly, many don't until another reload. Since this thread is getting pretty big, do you want start a new thread?

EDIT: Oh, I forgot to say. I'm reported this because this just happened to me.

Chris_McElligottPark

Jan 22, 2011 10:29 pm

administrator   ~0009567

Yes, please start a new thread. Your comments on the new thing are related, but not technically the same issue, anyway. I doubt we'll look at this pre-5.0, anyway, just to warn you.

Issue History

Date Modified Username Field Change
Jan 17, 2011 12:22 am TechSY730 New Issue
Jan 17, 2011 12:22 am TechSY730 File Added: Special Forces not patrolling.sav
Jan 17, 2011 12:24 am Chris_McElligottPark Note Added: 0008812
Jan 17, 2011 12:27 am TechSY730 Note Added: 0008814
Jan 17, 2011 12:28 am Chris_McElligottPark Note Added: 0008815
Jan 17, 2011 12:31 am TechSY730 Note Added: 0008816
Jan 17, 2011 12:32 am Chris_McElligottPark Note Added: 0008818
Jan 17, 2011 12:33 am TechSY730 Note Added: 0008820
Jan 17, 2011 12:40 am TechSY730 Note Added: 0008824
Jan 17, 2011 12:40 am TechSY730 Note Edited: 0008824
Jan 17, 2011 12:41 am TechSY730 Note Edited: 0008824
Jan 17, 2011 12:42 am TechSY730 Note Edited: 0008824
Jan 17, 2011 12:45 am Chris_McElligottPark Note Added: 0008825
Jan 17, 2011 12:48 am TechSY730 Note Added: 0008827
Jan 17, 2011 12:48 am TechSY730 File Added: Autosave_2011_01_16_23_46_43.sav
Jan 17, 2011 12:49 am TechSY730 File Added: Autosave_2011_01_16_21_45_56.sav
Jan 17, 2011 12:49 am TechSY730 File Added: Autosave_2011_01_16_20_11_42.sav
Jan 17, 2011 12:52 am TechSY730 Note Edited: 0008827
Jan 17, 2011 12:54 am TechSY730 Note Edited: 0008827
Jan 17, 2011 12:55 am TechSY730 Note Edited: 0008827
Jan 17, 2011 1:01 am TechSY730 Note Edited: 0008827
Jan 17, 2011 1:01 am TechSY730 Note Edited: 0008827
Jan 17, 2011 1:04 am TechSY730 Note Added: 0008833
Jan 17, 2011 1:04 am TechSY730 File Added: Autosave_2011_01_16_19_31_16.sav
Jan 17, 2011 1:04 am TechSY730 File Added: Mission 1.sav
Jan 17, 2011 1:06 am TechSY730 Note Edited: 0008833
Jan 17, 2011 1:09 am Chris_McElligottPark Note Added: 0008835
Jan 17, 2011 1:10 am TechSY730 Note Added: 0008836
Jan 17, 2011 1:12 am TechSY730 Note Edited: 0008836
Jan 17, 2011 1:12 am TechSY730 Summary Special Forces ships not patrolling => Special Forces ships not patrolling (and spontainous freeing of ships on load)
Jan 17, 2011 1:16 am Chris_McElligottPark Note Added: 0008838
Jan 17, 2011 1:18 am TechSY730 Note Added: 0008841
Jan 17, 2011 1:21 am TechSY730 Note Edited: 0008841
Jan 17, 2011 10:25 am keith.lamothe Note Added: 0008858
Jan 17, 2011 10:31 am keith.lamothe Note Added: 0008860
Jan 17, 2011 10:34 am TechSY730 Note Added: 0008861
Jan 17, 2011 10:35 am keith.lamothe Note Added: 0008862
Jan 17, 2011 10:37 am TechSY730 Note Added: 0008863
Jan 17, 2011 10:43 am TechSY730 Note Edited: 0008863
Jan 17, 2011 10:57 am TechSY730 Note Edited: 0008863
Jan 17, 2011 11:11 am keith.lamothe Note Added: 0008865
Jan 17, 2011 11:13 am TechSY730 Note Added: 0008866
Jan 17, 2011 11:14 am keith.lamothe Note Added: 0008867
Jan 17, 2011 11:14 am TechSY730 Note Added: 0008869
Jan 17, 2011 11:16 am keith.lamothe Note Added: 0008870
Jan 17, 2011 11:20 am TechSY730 Note Added: 0008871
Jan 17, 2011 11:20 am TechSY730 Note Edited: 0008871
Jan 17, 2011 11:26 am keith.lamothe Note Added: 0008872
Jan 17, 2011 11:27 am keith.lamothe Note Added: 0008873
Jan 17, 2011 11:34 am keith.lamothe Note Added: 0008875
Jan 17, 2011 11:37 am keith.lamothe Note Added: 0008876
Jan 17, 2011 11:44 am keith.lamothe Note Added: 0008877
Jan 17, 2011 11:48 am TechSY730 Note Added: 0008878
Jan 17, 2011 11:50 am TechSY730 Note Edited: 0008878
Jan 17, 2011 11:51 am TechSY730 Note Edited: 0008878
Jan 17, 2011 11:55 am keith.lamothe Note Added: 0008879
Jan 17, 2011 11:57 am Chris_McElligottPark Note Added: 0008880
Jan 17, 2011 11:57 am TechSY730 File Added: Autosave_2011_01_16_23_57_09.sav
Jan 17, 2011 11:58 am TechSY730 File Added: Autosave_2011_01_17_00_12_09.sav
Jan 17, 2011 11:59 am Chris_McElligottPark Note Added: 0008881
Jan 17, 2011 12:00 pm keith.lamothe Note Added: 0008882
Jan 17, 2011 12:00 pm TechSY730 Note Added: 0008883
Jan 17, 2011 12:01 pm TechSY730 Note Edited: 0008883
Jan 17, 2011 12:04 pm Chris_McElligottPark Note Added: 0008884
Jan 17, 2011 12:04 pm TechSY730 Note Added: 0008885
Jan 17, 2011 12:22 pm keith.lamothe Note Added: 0008886
Jan 17, 2011 12:34 pm keith.lamothe Note Added: 0008889
Jan 17, 2011 12:38 pm Chris_McElligottPark Note Added: 0008892
Jan 17, 2011 12:40 pm Chris_McElligottPark Note Added: 0008893
Jan 17, 2011 12:43 pm keith.lamothe Note Added: 0008895
Jan 17, 2011 12:45 pm keith.lamothe Note Added: 0008896
Jan 17, 2011 12:51 pm TechSY730 Note Added: 0008897
Jan 17, 2011 1:00 pm keith.lamothe Note Added: 0008898
Jan 17, 2011 1:18 pm Chris_McElligottPark Note Added: 0008902
Jan 17, 2011 2:42 pm keith.lamothe Note Added: 0008909
Jan 17, 2011 2:48 pm TechSY730 Note Added: 0008912
Jan 17, 2011 4:52 pm TechSY730 Relationship added related to 0002511
Jan 18, 2011 1:55 am Chris_McElligottPark Note Added: 0009037
Jan 18, 2011 1:55 am Chris_McElligottPark Status new => resolved
Jan 18, 2011 1:55 am Chris_McElligottPark Fixed in Version => 4.070
Jan 18, 2011 1:55 am Chris_McElligottPark Resolution open => fixed
Jan 18, 2011 1:55 am Chris_McElligottPark Assigned To => Chris_McElligottPark
Jan 18, 2011 7:57 am TechSY730 Note Added: 0009060
Jan 18, 2011 7:58 am keith.lamothe Note Added: 0009061
Jan 22, 2011 8:48 pm TechSY730 Note Added: 0009563
Jan 22, 2011 8:48 pm TechSY730 Status resolved => feedback
Jan 22, 2011 8:48 pm TechSY730 Resolution fixed => reopened
Jan 22, 2011 8:51 pm TechSY730 Note Edited: 0009563
Jan 22, 2011 10:29 pm Chris_McElligottPark Note Added: 0009567
Jan 22, 2011 10:29 pm Chris_McElligottPark Status feedback => resolved
Jan 22, 2011 10:29 pm Chris_McElligottPark Resolution reopened => fixed
Jan 22, 2011 10:49 pm TechSY730 Relationship added related to 0002608