PTE Build 82821-pte is up now!

Discussion in 'Planetary Annihilation General Discussion' started by mkrater, June 3, 2015.

  1. jables

    jables Uber Employee

    Messages:
    812
    Likes Received:
    5,537
    Wanted to give an update.

    Current items we are working on for this PTE:
    • Reconnect crash
    • Crash with larger games (any additional info on reproing this would be great as we are still trying in house)
    • Linux crash
    We'll follow up on these afterwards:
    • Missing replays
    • GW social bar issues
    • Polish to saving in GW
    A lot of the other issues are fixed, many called out in previous posts in this thread, so won't mention all of those until we do build notes.
    doud, cdrkf, davostheblack and 3 others like this.
  2. Alpha2546

    Alpha2546 Post Master General

    Messages:
    977
    Likes Received:
    1,561
    unicorns?

    [​IMG]
    ArchieBuld, Remy561 and jables like this.
  3. nestar2

    nestar2 Member

    Messages:
    39
    Likes Received:
    11
    What about:

    Automatic File Names Date-Time Format .... so you do not have to enter names you do not remember later ....
  4. wondible

    wondible Post Master General

    Messages:
    3,315
    Likes Received:
    2,089
    Defeated the 2x AI with lots of rewinds. First attack on second got hit by a nasty air strike, so I backed up and turned around to wait for more AA reinforcements. (Still after defeat of first AI.) Beat second, and game did not end.

    Similar thing happened later against three AI. Don't recall the exact situation, but I defeated the two minions, then used rewinds fighting papa bear. At the end I had the planet swarming in units, orbital radar up and fully powered, with no enemy units in sight. Only one AI was shown as defeated in the player panel.

    ...And it reproduces in the lab as well. You probably can't see the rewind (though I thought I saw a lighting change) but did it in replay 10658694187831450863. I had a second one with mods off, but that either didn't record or hadn't appeared yet. Both had a server disconnect (crash?) as soon as I surrendered to end the game. I noticed that previously dead player's status didn't change back to alive until the second commander was killed.
  5. jorgenpt

    jorgenpt Uber Programmer Uber Alumni

    Messages:
    164
    Likes Received:
    390
    The size_t(-1) thing is true, but the reason it is Linux-specific is because there was some code written that did not properly handle Linux paths, and so it passes in an invalid path (like e.g.
    /home/jorgen/.local/Uber Entertainment/Planetary Annihilation/home/jorgen/.local/Uber Entertainment/Planetary Annihilation/3712319250841486317_replay.par.info.json.) The code did not check for an error opening the file, and then tried to read it into a std::vector, with size equal to what file.tellg() returns (file opened with std::ios_base::ate flag.) When the file failed to open, it returns -1.

    I have a repro, and a fix, locally -- both @sorian's fix to not crash when we can't open the file (since that could happen for other reasons), and to properly handle the Linux paths. I'll get it out ASAP.
    n00n, DeathByDenim, cdrkf and 4 others like this.
  6. mikeyh

    mikeyh Post Master General

    Messages:
    1,869
    Likes Received:
    1,509
    For the issue where the action bar does not show factory build stance orders the unit specs passed to the action bar scene are incorrect with canBuild: 0 for the factory.

    Sometimes an F5 will fix but not always and may require multiple refreshes or a restart.

    Confirmed with no mods.

    Code:
    model.unitSpecs()['/pa/units/land/vehicle_factory/vehicle_factory.json.player']
    
    Object {consumption: Object, commands: Array[8], production: Object, build: Array[5], structure: true…}
    build: Array[5]
    canBuild: 0
    commands: Array[8]
    consumption: Object
    name: "!LOC(units:vehicle_factory.message):Vehicle Factory"
    production: Object
    structure: true
    __proto__: Object
    
    They are correct in the live game scene:

    Code:
    model.unitSpecs['/pa/units/land/vehicle_factory/vehicle_factory.json.player']
    
    Object {consumption: Object, commands: Array[8], production: Object, build: Array[5], structure: true…}
    build: Array[5]
    buildGroup: "factory"
    buildIcon: "img/build_bar/units/vehicle_factory.png"
    buildIndex: 14
    canBuild: 1
    commands: Array[8]
    consumption: Object
    id: "/pa/units/land/vehicle_factory/vehicle_factory.json.player"
    name: "!LOC(units:vehicle_factory.message):Vehicle Factory"
    production: Object
    structure: true
    __proto__: Object
    
    Last edited: June 8, 2015
  7. jables

    jables Uber Employee

    Messages:
    812
    Likes Received:
    5,537
    updated OP
    82772-pte - 6/8/15
    Galactic War
    -Removed the factory wait time on relentless AI difficulty

    Bugfix/Polish
    -Even more perf improvements
    -Fix the crash on reconnect issue
    -Fixed the crash on startup on Linux when you have local replays
    -Fixed the issue where some players failed to load in on large games
    -Fixed issue where factory build mode icon would show up as an attack icon
    -Fixed an issue where player was unable to select Red as their secondary color
    -Enable custom commanders Imperial_stelarch and Quad_spartandano (may not be available in actual PTE)
    Quitch, cdrkf, ArchieBuld and 5 others like this.
  8. Spriggan43

    Spriggan43 Active Member

    Messages:
    110
    Likes Received:
    68
    Nice
  9. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
    BEST PTE EVER
    cola_colin, cdrkf and Remy561 like this.
  10. dom314

    dom314 Post Master General

    Messages:
    896
    Likes Received:
    1,196
    Something I noticed: if you select a unit, then hover the cursor near that unit but not quite on it, you will see an attack cursor. If you right click, nothing happens though.
  11. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
    BTW, out of curiosity, HTF did this even happen?
  12. masterdigital

    masterdigital Uber Alumni

    Messages:
    438
    Likes Received:
    833
    Red was in the zero position and a layer in the UI messaging system replaced the value with undefined (because zero is falsey). Most messages were more complex than a single number, so the bug didn't appear very often. This was actually the cause of the 'games failing to start' issue.
  13. websterx01

    websterx01 Post Master General

    Messages:
    1,682
    Likes Received:
    1,063
    That makes that bug even better! :p Red broke everything!
    Last edited: June 9, 2015
    Alpha2546, cola_colin, cdrkf and 4 others like this.
  14. mikeyh

    mikeyh Post Master General

    Messages:
    1,869
    Likes Received:
    1,509
    I think we killed one of the PTE servers with the first game of 5,000+ units and a sim speed of 2.
    • one person reported actions missing for factories so not fully fixed
    • still seeing long delays when commanders die and game over
    • system sharing mod tabs are broken in load planet
    FSN1977 likes this.
  15. Alpha2546

    Alpha2546 Post Master General

    Messages:
    977
    Likes Received:
    1,561
    The long delay when commanders die is one of the ugliest ATM I think. Smashing a planet will bug out the animation with the delay. Same goes for lasering and all. Pretty anti-climatic.
    killerkiwijuice and Remy561 like this.
  16. Remy561

    Remy561 Post Master General

    Messages:
    1,016
    Likes Received:
    641
    Had a game where I killed the last commander, and after seconds of stalling all units teleported and the victory screen came in. No epic explosions anywhere :3
    Alpha2546 likes this.
  17. Alpha2546

    Alpha2546 Post Master General

    Messages:
    977
    Likes Received:
    1,561
    Exactly that.
  18. masterdigital

    masterdigital Uber Alumni

    Messages:
    438
    Likes Received:
    833
    Can you elaborate? Does it always happen. Does it happen with a sufficiently long game/large number of units?
    Remy561 likes this.
  19. mikeyh

    mikeyh Post Master General

    Messages:
    1,869
    Likes Received:
    1,509
    Both yesterday... long game and early game. I'll find lobbyIds and check replays.

    Will also host some more games soon.
  20. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
    This 0nly happens when the game is over as a result. Eliminating a player in an FFA doesn't result in a spike from what I've seen.
    Remy561 likes this.

Share This Page