Author Topic: Movement bug  (Read 3546 times)

Offline Quitch

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Movement bug
« on: June 19, 2009, 03:55:11 pm »
Spinning this off into its own topic.

I caught some of my ships stopping, they were moving to a wormhole, saw enemy ships and some of the group (all the group was in range) just stopped dead and opened fire, destroyed the ships and then did nothing more, Further bunches proceeded to do this on the way to the hole. I saved mid-way through this before one last group stopped to attack some MkI nothing that passed by, but on reload this behaviour did not repeat.

Offline x4000

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Re: Movement bug
« Reply #1 on: June 19, 2009, 03:57:52 pm »
Were they in attack-move mode or free-roaming defender mode?  I suspect not, and with this information I think I finally have enough to figure this one out.  It is a subtle one!
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Offline x4000

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Re: Movement bug
« Reply #2 on: June 19, 2009, 04:22:27 pm »
I think I may have found the bug.  Will be fixed in the next version.  I say I "think" I found it because it still is not something I can duplicate, but I've found one line of code (where the ships are reacting to being shot by enemy ships) that might cause this issue in really rare cases.  We'll see what you think in the next (D) version...
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Offline Quitch

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Re: Movement bug
« Reply #3 on: June 19, 2009, 05:03:25 pm »
Were they in attack-move mode or free-roaming defender mode?  I suspect not, and with this information I think I finally have enough to figure this one out.  It is a subtle one!

They were in free-roam at their original home, I then gave a multi-planet move order to them with a custom selected route on the galaxy map.

If you've nailed it that would be awesome, I usually see the bug at least once per session so I should know pretty quick if it's gone.

Offline x4000

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Re: Movement bug
« Reply #4 on: June 19, 2009, 05:07:41 pm »
Fingers crossed!  Thanks for the added info.  New version will be up in ~5 minutes.
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Offline Quitch

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Re: Movement bug
« Reply #5 on: June 19, 2009, 05:51:49 pm »
Unfortunately it still seems to be happening. I ordered 530 ships on a two planet jump from Ulpu to Owgar. I caught this late, but so far as I can tell all the ships which spotted and fired on some engineers by the Aoar to Owgar wormhole stopped after destroying them.

Offline x4000

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Re: Movement bug
« Reply #6 on: June 19, 2009, 08:15:07 pm »
Okay, thanks -- at least that does give me something to go on.  Are they in attack-move mode or in free roaming defender mode when you send them between planets, by the way?  That could be the cause of it right there.  I will have to investigate this further, but basically they aren't supposed to be able to stay in either one of those modes while executing a move between planets, so that might be the cause...
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Offline Quitch

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Re: Movement bug
« Reply #7 on: June 20, 2009, 03:21:59 pm »
Some or all of the 530 had been in free-roam prior to the galaxy map move.

Offline x4000

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Re: Movement bug
« Reply #8 on: June 21, 2009, 12:53:24 am »
Thanks for the update -- will continue trying to duplicate...
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Offline Quitch

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Re: Movement bug
« Reply #9 on: June 22, 2009, 10:59:15 am »
Had an odd occurrence of this after thinking it was gone. Had 423 ships I ordered to make a two sector jump. All these ships were green, they had been issued a standard move order prior to the jump. They'd only just started moving when I heard crackling that sounded like those little pod ships (autocannons?) and a bunch of thudding suggesting we were firing in return. I didn't see an enemy ship though. 42 of my ships lost their orders after this, they weren't cycling targets CTRL showed they were awaiting orders.

Maybe I'll fraps my next session :)

Offline x4000

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Re: Movement bug
« Reply #10 on: June 22, 2009, 11:03:40 am »
Thanks!  This is getting wonderfully specific.  I just have to locate this in the code, I haven't had a chance to go back and try to duplicate this just yet, but I will be trying this more today.  Hopefully today's prerelease will resolve this!
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Offline x4000

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Re: Movement bug
« Reply #11 on: June 22, 2009, 03:52:19 pm »
Okay, I think I have fixed this for version I (tbr later today), but this is so bloody hard to duplicate that I can't really be certain.  I was actually able to duplicate this just once with one ship today, but I couldn't reliably reproduce it.  The solution that I found would support it being really rare, since basically the ship would have to have wormhole orders, then fire at a target and also stop and collision-detect in order to have this occur.  So it would have to kill the target it was firing at, and also be partially on top of another stopped ship at the time, which is why this would be so rare.

Anyway, I think I have that worked out, since I've approached this from a bit of a different angle than before and have pretty much narrowed down the code paths to the point where I don't think this could possibly be caused by anything else.  Of course, I could be wrong, but we'll just see when the next release comes out. :)
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Offline x4000

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Re: Movement bug
« Reply #12 on: June 22, 2009, 10:47:36 pm »
Okay, the new version is out that hopefully fixes this for good:  http://arcengames.com/forums/index.php/topic,134.0.html
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Offline x4000

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Re: Movement bug
« Reply #13 on: June 25, 2009, 10:57:24 pm »
Okay, now I really think I have it licked:  http://arcengames.com/forums/index.php/topic,146.0.html :)
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Offline Quitch

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Re: Movement bug
« Reply #14 on: June 27, 2009, 06:07:36 pm »
It does indeed look to be gone, just sent over 700 ships -- a mix of free-roam and no orders -- over seven hops. Not seen a single ship stop.

What looks to have been the issue?