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Insecticide O Alpha bug report

Soundfx data corruption happens when 'sound effects' setting is off. I've never gotten it with sound on (I use windows to mute dosbox application)

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(March 17th, 2015, 20:00)zitro1987 Wrote: Soundfx data corruption happens when 'sound effects' setting is off. I've never gotten it with sound on (I use windows to mute dosbox application)
My sound effects are on, I did not set the sound card in DOSBox, so my games are always mute. smile
Only the people crazy enough to think they can change the world of Arcanus and Myrror can do it. rolleye
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(March 17th, 2015, 18:27)kyrub Wrote: Hi guys,
thank you for reporting it.
I would really appreciate more help on finding the bug.

Here are two files, one is the Bowmen AI, second is the queue thing.
I need someone to test the files and tell me which one is the buggy source (and which one is clean). Evidence seems to point more to the queue, but it is not obvious, as it is data corruption and it can be a bit omnipresent.

Thanks!
I'm in.
unfortunately I have to wait until this week end. banghead
So with the first file the AI change is on and the queue is off, the second is the opposite, right?
I'll let you know. nod
Only the people crazy enough to think they can change the world of Arcanus and Myrror can do it. rolleye
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I can also report a problem with the buildings. So far it only seems to affect my fortress city. But from time to time the production changes to housing, but without actually losing the invested build points when switching back to the original plan.
Another thing is that I tend to get automatically selected Dark Elven Swordsman as build order directly after finishing a previous one. I'm playing High Men, though on Arcanus.
Something else that irritated me was that I seemed to lose units out of the blue.
I tend to build 2 spearmen in new cities as first objective, before starting with buildings. I had a city finish a building and noticed there was only one unit left. Upon finishing the build order for the second spearman, it appeared as a lone unit in that city.
- Is disbanding done without notice?
- Can food production drop during the "next turn step"? I always watch my income to never get to negative food.

Edit:
So, I managed to "reproduce" the bug with the town production.
It's the town of Westgate, which is producing Dark Elf Swordsman and which is also unable to select Housing or TradeGoods manually. (save8)
The second save is right before the same town would manage the completion of the miner's guild (production was again switched to Dark Elf Swordsman upon review), which causes the game to freeze upon trying to directly select a new build order. (save1)

Second Edit:
The town of Westgate harbors the hero Marcus. Upon going to the next turn he vanishes but remains in the armies screen with the portrait of Theria, the Thief. (save7)
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Hi Lucean,
I am very grateful for anybody who is trying to help me to fix the alpha.
But what I really need is probably different from the saves you gave me. I need to run the test with the exe files I posted above in the thread to have the first localization of the bug.

Why?
Because there is obviously a mistake in my coded data (the whole queue thing was a massive task which takes about 10% of the whole Insecticide patch). The mistake corrupts the game data, so if you give me a savegame just before the crash, it is corrupted to the point that I cannot recognize the source of it (it will crash even if I run it under 1.31). I need someone to help me find the problem by trying to play with the other exes.
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So what would the order of operation be, then?
Can I keep my install with 1.40o and add one of your files to it, test gameplay and see how it works out. Then remove the first and do it again with the second? I'm not that firm with that whole modding stuff, I just love MoM and a friend had purchased it on GoG smile
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(March 19th, 2015, 01:15)Lucean Wrote: So what would the order of operation be, then?
Can I keep my install with 1.40o and add one of your files to it, test gameplay and see how it works out. Then remove the first and do it again with the second?
Yes, please, stating to Kyrub "with patch Archery I've found:" and the bugs, then "with patch Queue I've found:" and the related bugs.

Quote: I'm not that firm with that whole modding stuff, I just love MoM and a friend had purchased it on GoG smile
You're going great! jive
The report you've done is well written and will help Kyrub find the right code to fix. smug
Only the people crazy enough to think they can change the world of Arcanus and Myrror can do it. rolleye
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Thanks anybody testing the patch!
It seems we have made a good progression towards a clean version of the patch. I corrected 2 small issues and 2 big blunders I have made. Still unsure if we have the clean and final thing, let's be cautious. Please, test the queue a bit more.


.zip   140o2_TestVersion.zip (Size: 467.73 KB / Downloads: 3)
http://www.mediafire.com/download/f7gm72...ersion.zip
(Backup wizards and magic.exe, replace them with the new test_files). Everything else stays as it is.
IMPORTANT - You have to start a new game. Old saves may corrupt the data!


Features
- no AI for bowmen this time (for separate testing)
- your fortress city after start should not have a nonsense in the first queue slot anymore
- tried to prevent potential problems with rush buying
- fixed incorrect data writing for afterUnitIsBuilt state
- fixed AI fatal decision problem for afterUnitIsBuilt state
- "Easy" in game setup is not displayed as "ge"

(March 19th, 2015, 03:48)FrancoK Wrote: The report you've done is well written and will help Kyrub find the right code to fix. smug

All reports have been really helpful this time, I must say.
One point left with a question mark - the rush buy issue. I tested it quickly, but not sure if the problem is not a bit deeper.
Also you may try to tear down a building that is prerequisite for something in the queue? (I hope the code works.) Earthquake effects could cause even more problems... not sure how to easily test it.
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I played a bit and discovered similar issues. Sometimes the production changed to some Myrran creature, mostly Dark Elf Swordsman, but in the case of Save8 it were even Draconian Engineers and the Highmen City of Exeter had built a Dark Elf Swordsman Unit.
Save7 shows for Karsol that Housing and TradeGoods are not selectable build options.
Save6 has Torogaar and Golcanar still trying to build a Granary, where they just managed to complete it.
Edit:
Save5 shows the Myrran town of Blademarsh with negative population of -120. In between the production of the Miner's Guild in Karsol sometimes switched to Housing. It might do that again from time to time.
Edit:
Or as it just happened, it switched to Dark Elf Swordsman duh
Save4 has the city of Liverpool with a buggy townscreen showing the production of Housing that will take 2040 turns.

As for Bow-AI at least my (Orc) Bowmen and High Elf Longbowmen seemed to behave normal in that they just fired at the enemy in auto-combat, regardless of distance.
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Next save, seems as if I can't include more files:

The Klackon town of Keltok produces a Sage with 99 turns remaining. It reduced itslf before from 4000 pop to 1000 over three turns although growth was positive.
The game crashed, when I tried to view him afterwards smile

Edit:
New game
Save8 is right before my capital loses (again) population. The place of city enchantments gives a nice error.
Save7 in the battle for Harold are enchanted roads.
Save6 has the game freeze when I try to change the build order in the capital. (At least it did once. Couldn't reproduce it.)
Save5 begins a series of City Deaths in the capital upon completion of the forester's guild.

Later I see a Fighter's Guild in the capital, although I didn't even build the Armory.
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