View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0026518 | AI War 2 | Bug - Gameplay | Feb 24, 2022 6:27 pm | Feb 25, 2022 7:53 pm | |
Reporter | Lord Of Nothing | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | Beta 3.902 Spire Onslaught | ||||
Fixed in Version | Beta 3.904 Release Candidate 1 | ||||
Summary | 0026518: Choosing your start location is meaningless because the galaxy is not fixed. | ||||
Description | There seems to be an issue where the galaxy map is not fixed for the given seed, and changes after you start the game, making choosing your exact map and starting location meaningless. Obviously I can't give a save for this, so see attached clip. | ||||
Tags | No tags attached. | ||||
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If you hit Generate Map before this occurs, do you go to the proper spot? |
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I think there's something funky with the Maze maps. If you pick a Maze map and click "Regenerate" in the game lobby the map changes when you click Regenerate. It's very odd. I tried a couple other map types and they didn't seem to have a problem. |
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I did try regenerate, yes - it doesn't help, generates a new map every time, as Badger says. I didn't realise it was only some map types when I reported it, but seeing him say that made me try them all - most are fine, but regenerate is not fixed for a given seed on Maze, X maps with extra connections, Swirl and Honeycomb, for me. |
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Thank you for the added info! |
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Yikes, this was way huger than expected! * Fixed an issue with our version of MersenneTwister, which I made threadsafe on December 19th. Unfortunately, when I made it threadsafe, I also included a one-line error which made it effectively non-deterministic when it was set to a given seed. Basically, the setting of the seed was not fully "taking." ** This has been messing up mapgen ever since, making it so that when you see a map with a seed, that's not really what you see. When the map is regenerated to go into the game, it scrambles to something else. Sometimes the map cache would save you from that, which is why it was not noticed faster. ** Also of giant relevance, this also completely broke any sort of sync between MP clients and hosts, which meant that basically all of the random calls may as well have been perfectly random for their code paths. This meant that multiplayer sync has really been working overtime trying to bring things back into sync, and the degree to which that has been accomplished is actually really impressive and speaks well of the sync code. Regardless, it's really nice that it won't have to work so hard anymore. Thank you for the report, this was important to fix! |
Date Modified | Username | Field | Change |
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Feb 24, 2022 6:27 pm | Lord Of Nothing | New Issue | |
Feb 24, 2022 6:27 pm | Lord Of Nothing | File Added: Ai War 2 2022.02.24 - 23.22.37.02_Trim.mp4 | |
Feb 24, 2022 6:32 pm | Chris_McElligottPark | Note Added: 0064827 | |
Feb 24, 2022 6:35 pm | BadgerBadger | Note Added: 0064828 | |
Feb 24, 2022 7:00 pm | Lord Of Nothing | Note Added: 0064832 | |
Feb 24, 2022 8:12 pm | Chris_McElligottPark | Note Added: 0064836 | |
Feb 25, 2022 7:53 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Feb 25, 2022 7:53 pm | Chris_McElligottPark | Status | new => resolved |
Feb 25, 2022 7:53 pm | Chris_McElligottPark | Resolution | open => fixed |
Feb 25, 2022 7:53 pm | Chris_McElligottPark | Fixed in Version | => Beta 3.904 Release Candidate 1 |
Feb 25, 2022 7:53 pm | Chris_McElligottPark | Note Added: 0064862 |