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MarkBell

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Reply with quote  #1 
With the release of 2.7.5, please put all bug reports here.  The older threads will be locked.
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Note - this is in no way intended to be an official position of Thom or Artemis, as I am not an official representative of the creator or game.
NoseyNick

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Reply with quote  #2 
No undocumented "E for AI" mode?!?!?    [confused]    Has it moved to another secret key, or do I have to work out how to use MISS_AttractMode?   [frown]

It's (still) sending thousands of "Player::Tick-218  Player::Tick-218  Player::Tick-218" to STDERR, which you might not notice under Windows, but would if you started it from the command-promt, PowerShell, or in my case under WINE on Linux. I think these are left over from a temporary debugging/logging window?

Not spotted anything else. Currently trying to upgrade http://noseynick.org/artemis/nebula/ for 2.7.5 - the cloud-based Artemis server setup used by Trans-Canada fleet games (now international!), early tests look good, except I can't test with the AI   [tongue]
Darrin

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Reply with quote  #3 
Quote:
Originally Posted by NoseyNick
No undocumented "E for AI" mode?!?!?    [confused]    Has it moved to another secret key, or do I have to work out how to use MISS_AttractMode?   [frown] 


From changes.txt:

"There was a secret testing AI mode, toggled by pressing E while the server was playing.  That's been changed to CTRL-ALT-A."

Quote:
Originally Posted by NoseyNick

It's (still) sending thousands of "Player::Tick-218  Player::Tick-218  Player::Tick-218" to STDERR, which you might not notice under Windows, but would if you started it from the command-promt, PowerShell, or in my case under WINE on Linux. I think these are left over from a temporary debugging/logging window?


Either that, or:

"I added a client-side heartbeat. This message helps the server figure out of a client has crashed or otherwise stopped, so it can forget it and let a new client connect and control helm, weapons, or science stations."



NoseyNick

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Quote:
"There was a secret testing AI mode, toggled by pressing E while the server was playing.  That's been changed to CTRL-ALT-A."


Aha, cool! Will check that out, thanks!

Quote:
"I added a client-side heartbeat. This message helps the server figure out of a client has crashed or otherwise stopped, so it can forget it and let a new client connect and control helm, weapons, or science stations."


Possibly, but I'm almost certain the long string of "Player::Tick-218  Player::Tick-218  Player::Tick-218" started with the temporary useDebugConsoleWindow feature, even when useDebugConsoleWindow=0

I DO look forward to NOT having helm/weapons/eng "locked out" though   [biggrin]
Dave Thaler

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BUG: Edit artemis.ini to set showVisTab=0 and clientHelm=1.  Launch the client and connect to the server, and start the game on the server.  The client screen will now be showing the VIS view (which is supposed to be disabled by the showVisTab=0 setting) rather than the HELM view.  A workaround is to click the supposedly disabled "Helm" button that is already selected, before the game starts and it will then start in the HELM view.
Xavier Wise

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Reply with quote  #6 
Get_object_property - bug?

It seems it can be used to copy a value from a property and set it as a NEW variable. However, it is not possible to use it to set an EXISTING variable.

I created the variable "Ship1HomingCount" and set it to 0 in the start block. In another event, I used get_object_property to try and set "Ship1HomingCount" to the countHoming of ship 1 using "player_slot = 0". The "Ship1HomingCount" variable remained as 0 though.

Sorry I don't have the code to hand (I can post it later) but it seems like a bug. Can anyone else recreate? Is it a deliberate feature?

I'll post code next time I am working on the Sandbox.

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Dave Thaler

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Reply with quote  #7 
Quote:
Originally Posted by Xavier Wise
Get_object_property - bug?  It seems it can be used to copy a value from a property and set it as a NEW variable. However, it is not possible to use it to set an EXISTING variable.

When you created the variable yourself, did you set it as an integer or float variable?
As far as I can tell from some preliminary tests, get_object_property requires the variable to be of type Float.

Sample code in the start block:
<get_object_property property="networkTickSpeed" variable="NewNetworkTickSpeed" />
<set_variable name="OldFloatNetworkTickSpeed" value="12345.0" />
<set_variable name="OldIntNetworkTickSpeed" value="12345.0" integer="yes" />
<get_object_property property="networkTickSpeed" variable="OldFloatNetworkTickSpeed" />
<get_object_property property="networkTickSpeed" variable="OldIntNetworkTickSpeed" />

When mission is started and we look at the server's Variables screen, we see:
NewNetworkTickSpeed -------- f:20.0000000000
OldFloatNetworkTickSpeed -------- f:20.0000000000
OldIntNetworkTickSpeed -------- i:12345

So it works with a newly created variable, or a previous variable of type float, but has no effect on a previous variable of type integer.
Dave Thaler

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Reply with quote  #8 
The following issues I reported on earlier Artemis versions still exist on 2.7.5:

ISSUE: On the Comms screen, by default no categories are selected, resulting in no comms messages shown below the categories.  However, after selecting and deselecting any category (leaving no categories selected), results in ALL comms messages being shown below the categories.   Seems like the result should be the same, whatever it is.

ISSUE: When selecting a singleseat ship type, the left arrow stops at Unassigned as opposed to being circular.  This is unexpected since the right arrow gives circular behavior, as does the left arrow when selecting a capital ship type.

ISSUE: Singleseat ship names are "saved" on the server screen if you go Back and click Customize Ship again, you see what you just entered.  However, whenever you click Customize on a client's Helm screen it instead clears all the singleseat ship names.


ISSUE: Instead of being in alphabetical order, scripted missions are in reverse alphabetical order, so you have to hit the back arrow to go forward through the list, and the forward arrow to go back through the list.
Dave Thaler

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Reply with quote  #9 
BUG (reported on 2.6, still present): F1 on Data screen gives fighter help text that isn't shown in the fighter console help text.  Specifically, it says:

 Fighters have homing missiles; shuttles do not.
 Dock with your carrier to reload.
 Missiles auto-home on the nearest target; careful where you fire them.
 
This text needs to be moved to the Fighter console F1 help screen.

Also the Fighter console F1 help screen is showing some Comms help text in addition to some (different) Fighter help text.  Also the Comms console F1 help screen is showing some (yet a third different set of) Fighter help text.
Darrin

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Reply with quote  #10 
BUG: Timers still continue to count down while game is paused. 

This doesn't really bother me all that much, but I remember Mike asking Thom about this yesterday, and Thom said it hadn't been fixed yet. 


Dave Thaler

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Reply with quote  #11 
BUG (reported on 2.6, still present): Timers continue to run and count down while the simulation is paused.

ISSUE (reported on 2.7.0, still present): It seems unrealistic that basis will follow pirate ship orders to build specific ordnance.   (Prior to 2.7.4, bases also responded "Docking crew is ready" when asked to stand by for docking even though you couldn't dock.  That was fixed in 2.7.4, but bases should similarly ignore requests to build ordnance from ships they won't let dock.)

BUG (reported on 2.7.0, still present): beacons that Repel the Typhon (classic space monster) do nothing.  That's because unlike all other monster types, the classic space monster is missing the AVOID_SIGNAL ai block at the end of its brain stack.  Beacons that attract it work fine.
Indeed the Typhon's brainstack list on the server screen ends in:

"No theMonster for this monsterBrain! What tha!?"

which looks suspicious.

NoseyNick

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Reply with quote  #12 
Quote:
ISSUE: Singleseat ship names are "saved" on the server screen if you go Back and click Customize Ship again, you see what you just entered.  However, whenever you click Customize on a client's Helm screen it instead clears all the singleseat ship names.


Possibly Related:
  1. Set up the names/types of all your capital ships
  2. Set the names/types of all the Singleseats on them as well.
  3. Play a game.
  4. Note you have all your lovely captial ship name AND singleseat names
  5. Play a 2nd game.
  6. Note you still have all your lovely capital ship names, BUT you lost all your singleseat names!

NoseyNick

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Reply with quote  #13 
A quick thankyou for some previous fixes:

We had a bunch of transatlantic online games today, 4 fully-crewed ships and some occasional lurkers / "dry docked" player ships and even a "Channel 4 news van"  [crazy]
Total of more than 3 hours, I think 6 or 7 consecutive games in total, all hosted on one single instance of my Artemis-on-WINE-on-Linux-on-AWS "Nebula" servers http://noseynick.org/artemis/nebula - cost TBC but probably less than a dollar of AWS compute.

NOT ONCE did the server crash or lock up. We had a few client crashes, but NOT ONCE did they have difficulty reconnecting to "locked out" stations.

Many thanks for the 2.7.5 stability and clientHeartbeat fixes!
Mike Substelny

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Reply with quote  #14 
Quote:
Originally Posted by Dave Thaler
BUG (reported on 2.7.0, still present): beacons that Repel the Typhon (classic space monster) do nothing.  That's because unlike all other monster types, the classic space monster is missing the AVOID_SIGNAL ai block at the end of its brain stack.  Beacons that attract it work fine.

Indeed the Typhon's brainstack list on the server screen ends in:

"No theMonster for this monsterBrain! What tha!?"

which looks suspicious.



Thom has said that this is not a bug but it is intended behavior. Maybe the torpedo tube settings need to be customized to help players understand, but Thom has said he does not want players to be able to repel Typhons.

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LawsonThompson

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Reply with quote  #15 
BUG, low impact(?): Haven't fully tested, but after launching a normal scripted game, then pausing for a <unknown> length of time, then restarting the mission script:

  • Despite selecting the Dreadnaught before launch and showing on the main screen, the ship type appears as light cruiser in both Helm and Weapons displays.
  • Science can't get a second scan on enemies.
  • GameMaster couldn't join the game.
  • Other unknown symptoms might have happened, but we didn't have time to test.
Restarting the server did NOT fix the problem. We had to also exit all clients to the desktop and relaunch. A disconnect/reconnect didn't work. It's as if all the clients lost game state and cached some very bogus data on script restart.

In general, on our bridge with no fighters,  2.7.5 seems QUITE stable: we ran missions every 50 minutes for 8 hours straight and only restarted the server once just as a preventive measure with no indication anything was amiss.

There were some Fighter connection problems on 2.7.4 but we haven't checked to see if those are now fixed in 2.7.5.

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