Bug reports

Bug reports

Postby O01eg » 24 Jun 2013, 21:58

Mouse've stopped work at numeric controls. Strange key [---].

I think it better to use WASD keys instead arrows because right arm is on mouse.

When the game creates world next launch cause error:

ERROR: core/server/dialog-manager.lua:12: failed to open module "arena/dialog"
stack traceback:
[C]: in function 'require'
core/server/dialog-manager.lua:12: in main chunk
[C]: in function 'require'
arena/main.lua:5: in main chunk
[C]: in function 'require'
main/mod.lua:58: in function 'init_all'
main/main.lua:58: in function 'load'
main.lua:5: in main chunk
Public FreeOrion multiplayer server: https://freeorion-test.dedyn.io/
O01eg
 
Posts: 36
Joined: 17 Sep 2012, 11:15
Location: Russia

Re: Status reports

Postby amuzen » 24 Jun 2013, 23:11

Thank you, I (probably) fixed those. The ongoing cleanups combined with the currently very fragile codebase will likely introduce quite a few issues, but don't let that stop you from reporting them. They are much easier to fix early on, but having someone test the repository actively is rare luxury. :p
User avatar
amuzen
LoS Moderator
 
Posts: 327
Joined: 05 Dec 2009, 02:49

Re: Status reports

Postby O01eg » 25 Jun 2013, 07:14

The middle element of menu is transparent. The cursor doesn't mark some menu items when hovers.

Image
Public FreeOrion multiplayer server: https://freeorion-test.dedyn.io/
O01eg
 
Posts: 36
Joined: 17 Sep 2012, 11:15
Location: Russia

Re: Bug reports

Postby amuzen » 25 Jun 2013, 15:36

I fixed the UI rendering bug and added the cursor bug to the bug tracker for later fixing since it's not particularly critical.
User avatar
amuzen
LoS Moderator
 
Posts: 327
Joined: 05 Dec 2009, 02:49

Re: Bug reports

Postby charlie » 25 Jun 2013, 17:52

(Sorry, forgot to note that I split the thread... thought it might be helpful to keep the status reports just status reports!)
Free Gamer - it's the dogz
Vexi - web UI platform
User avatar
charlie
Global Moderator
 
Posts: 2038
Joined: 02 Dec 2009, 11:56
Location: Manchester, UK

Re: Bug reports

Postby amuzen » 26 Jun 2013, 20:58

O01eg {l Wrote}:The cursor doesn't mark some menu items when hovers.


I ended up fixing the cursor bug too since I happened to find the cause while cleaning up stuff.

charlie {l Wrote}:(Sorry, forgot to note that I split the thread... thought it might be helpful to keep the status reports just status reports!)


No problem at all. Keeping the status report thread mostly on topic is certainly a good idea.
User avatar
amuzen
LoS Moderator
 
Posts: 327
Joined: 05 Dec 2009, 02:49

Re: Bug reports

Postby O01eg » 01 Jul 2013, 13:01

Next bunch of errors.
Errors at launch:
ERROR: In spec "dragon", type "Actorspec", field "actions": dragon right claw not in Actionspec
ERROR: In spec "bitingbark", type "Actorspec", field "actions": left claw not in Actionspec
ERROR: In spec "physical damage", type "ModifierSpec", field "actions": right claw not in Actionspec
WARNING: missing action "left claw" while initializing actor "bitingbark"
WARNING: missing action "right claw" while initializing actor "bitingbark"
WARNING: missing action "dragon right claw" while initializing actor "dragon"
WARNING: missing action "dragon left claw" while initializing actor "dragon"
WARNING: missing action "dragon bite" while initializing actor "dragon"

Next after "Create" in pregame:
2013-07-01T15:46:09Z: Started global event "brigand camp"
2013-07-01T15:46:09Z: Started global event "random monsters"
0% Resetting world
0% Saving the map
0% Saving quests
0% Finishing
2013-07-01T15:46:09Z: Client login from "localhost" using account "local".
ERROR: core/objects/actor.lua:479: attempt to call global 'Modifier' (a nil value)
stack traceback:
system/core.lua:122: in function 'Modifier'
core/objects/actor.lua:479: in function <core/objects/actor.lua:475>
(tail call): ?
core/server/server.lua:181: in function 'spawn_player'
core/messaging/messages/create-character.lua:122: in function 'client_to_server_handle'
main/messaging.lua:51: in function 'client_event'
character/chargen.lua:120: in function 'apply'
character/ui-chargen.lua:63: in function 'apply'
ui/widgets/widget.lua:36: in function <ui/widgets/widget.lua:33>
(tail call): ?
ui/ui.lua:410: in function 'handle'
ui/ui.lua:418: in function 'get_widget_under_cursor'
ui/ui.lua:462: in function 'handle_event'
core/input/main.lua:17: in function 'func'
system/eventhandler.lua:72: in function <system/eventhandler.lua:72>
[C]: in function 'xpcall'
system/core.lua:122: in function 'safe_call'
system/eventhandler.lua:72: in function 'event'
system/eventhandler.lua:82: in function 'update'
main/main.lua:118: in function 'main'
main.lua:6: in main chunk
ERROR: core/server/global-event-manager.lua:50: attempt to index field 'vision' (a nil value)
stack traceback:
core/server/global-event-manager.lua:50: in function 'find_actor_spawn_point'
events/random-monsters.lua:6: in function 'update'
core/server/global-event-manager.lua:247: in function 'update'
core/server/server.lua:236: in function 'update'
core/server/main.lua:16: in function 'hook'
system/hooks.lua:35: in function 'call'
main/main.lua:124: in function 'main'
main.lua:6: in main chunk


Rev: aaa4a5720b3a86243edbcaaec1b127158d29bab3
Public FreeOrion multiplayer server: https://freeorion-test.dedyn.io/
O01eg
 
Posts: 36
Joined: 17 Sep 2012, 11:15
Location: Russia

Re: Bug reports

Postby amuzen » 01 Jul 2013, 15:52

The errors at launch are mainly a reminder for myself that there are still some monsters that need to be fixed. I'll probably end up fixing them when I'm bored, but I have left them for now since they aren't particularly inconvenient in practice.

The second set of errors is fixed now.
User avatar
amuzen
LoS Moderator
 
Posts: 327
Joined: 05 Dec 2009, 02:49

Re: Bug reports

Postby O01eg » 05 Jul 2013, 12:26

Rev: 8b8452766b6159c8079468ace11609b2fe638d21

[q] does not work to leave menu.

Arena mode
When I click on a slot in "Spell" menu I get errors:

ERROR: core/client/operators/spells.lua:48: attempt to call upvalue 'Feat' (a nil value)
stack traceback:
ui/ui.lua:558: in function 'Feat'
core/client/operators/spells.lua:48: in function 'get_spell'
ui/states/spells.lua:25: in function <ui/states/spells.lua:24>
[C]: in function 'xpcall'
ui/ui.lua:557: in function 'show_state'
ui/ui.lua:455: in function 'push_state'
ui/widgets/spellpreview.lua:17: in function 'apply'
ui/widgets/widget.lua:39: in function 'handle_event'
ui/ui.lua:416: in function 'handle_event'
core/input/main.lua:17: in function 'func'
system/eventhandler.lua:72: in function <system/eventhandler.lua:72>
[C]: in function 'xpcall'
system/core.lua:122: in function 'safe_call'
system/eventhandler.lua:72: in function 'event'
system/eventhandler.lua:82: in function 'update'
main/main.lua:120: in function 'main'
main.lua:6: in main chunk
ERROR: core/client/operators/spells.lua:48: attempt to call upvalue 'Feat' (a nil value)
stack traceback:
ui/ui.lua:558: in function 'Feat'
core/client/operators/spells.lua:48: in function 'get_spell'
ui/states/spells.lua:34: in function <ui/states/spells.lua:31>
[C]: in function 'xpcall'
ui/ui.lua:557: in function 'show_state'
ui/ui.lua:455: in function 'push_state'
ui/widgets/spellpreview.lua:17: in function 'apply'
ui/widgets/widget.lua:39: in function 'handle_event'
ui/ui.lua:416: in function 'handle_event'
core/input/main.lua:17: in function 'func'
system/eventhandler.lua:72: in function <system/eventhandler.lua:72>
[C]: in function 'xpcall'
system/core.lua:122: in function 'safe_call'
system/eventhandler.lua:72: in function 'event'
system/eventhandler.lua:82: in function 'update'
main/main.lua:120: in function 'main'
main.lua:6: in main chunk
ERROR: core/client/operators/spells.lua:48: attempt to call upvalue 'Feat' (a nil value)
stack traceback:
ui/ui.lua:558: in function 'Feat'
core/client/operators/spells.lua:48: in function 'get_spell'
ui/states/spells.lua:45: in function <ui/states/spells.lua:43>
[C]: in function 'xpcall'
ui/ui.lua:557: in function 'show_state'
ui/ui.lua:455: in function 'push_state'
ui/widgets/spellpreview.lua:17: in function 'apply'
ui/widgets/widget.lua:39: in function 'handle_event'
ui/ui.lua:416: in function 'handle_event'
core/input/main.lua:17: in function 'func'
system/eventhandler.lua:72: in function <system/eventhandler.lua:72>
[C]: in function 'xpcall'
system/core.lua:122: in function 'safe_call'
system/eventhandler.lua:72: in function 'event'
system/eventhandler.lua:82: in function 'update'
main/main.lua:120: in function 'main'
main.lua:6: in main chunk


Building mode
When I press move button I get crash:
ERROR: ui/widgets/vbox.lua:93: attempt to index field '?' (a nil value)
stack traceback:
system/core.lua:122: in function <system/core.lua:122>
ui/widgets/vbox.lua:93: in function 'focus_up'
ui/input-handler.lua:178: in function 'handle_up'
ui/ui.lua:295: in function 'command'
ui/bindings.lua:34: in function 'hook'
system/hooks.lua:35: in function 'call'
core/input/input.lua:87: in function 'func'
core/input/binding.lua:120: in function 'handle_event'
core/input/binding.lua:43: in function 'event'
core/input/main.lua:18: in function 'func'
system/eventhandler.lua:72: in function <system/eventhandler.lua:72>
[C]: in function 'xpcall'
system/core.lua:122: in function 'safe_call'
system/eventhandler.lua:72: in function 'event'
system/eventhandler.lua:82: in function 'update'
main/main.lua:120: in function 'main'
main.lua:6: in main chunk
ERROR: ui/widgets/vbox.lua:93: attempt to index field '?' (a nil value)
stack traceback:
ui/widgets/vbox.lua:93: in function 'focus_up'
ui/input-handler.lua:178: in function 'handle_up'
ui/input-handler.lua:204: in function 'update'
ui/ui.lua:713: in function 'update'
ui/main.lua:21: in function 'hook'
system/hooks.lua:35: in function 'call'
core/client/client.lua:172: in function 'update'
core/client/init.lua:58: in function 'hook'
system/hooks.lua:35: in function 'call'
main/main.lua:126: in function 'main'
main.lua:6: in main chunk


Landscape mode
I get segfault at start.
Public FreeOrion multiplayer server: https://freeorion-test.dedyn.io/
O01eg
 
Posts: 36
Joined: 17 Sep 2012, 11:15
Location: Russia

Re: Bug reports

Postby amuzen » 05 Jul 2013, 18:47

Those four should be fixed now. Some idly remarks on the fixes:
  • The spell menu isn't used anymore so I just removed it.
  • The building subgame isn't implemented yet, but I fixed the error since it could have potentially triggered in other scenarios as well.
  • The segfault could have been moderately nasty if it weren't as easy to point valgrind at it.
User avatar
amuzen
LoS Moderator
 
Posts: 327
Joined: 05 Dec 2009, 02:49

Re: Bug reports

Postby O01eg » 06 Jul 2013, 08:06

Rev bd64ebddbb3fc2793f793ab04b459c9d84e78150. Build error:

In file included from ../src/lipsofsuna/extension/physics/physics-collision-configuration.cpp:18:0:
../src/lipsofsuna/extension/physics/physics-collision-configuration.hpp:33:9: error: ‘btCollisionObjectWrapper’ does not name a type
../src/lipsofsuna/extension/physics/physics-collision-configuration.hpp:33:35: error: ISO C++ forbids declaration of ‘body0’ with no type [-fpermissive]
../src/lipsofsuna/extension/physics/physics-collision-configuration.hpp:34:9: error: ‘btCollisionObjectWrapper’ does not name a type
../src/lipsofsuna/extension/physics/physics-collision-configuration.hpp:34:35: error: ISO C++ forbids declaration of ‘body1’ with no type [-fpermissive]
In file included from ../src/lipsofsuna/extension/physics/physics-collision-configuration.cpp:18:0:
../src/lipsofsuna/extension/physics/physics-collision-configuration.hpp:78:9: error: ‘btCollisionObjectWrapper’ does not name a type
../src/lipsofsuna/extension/physics/physics-collision-configuration.hpp:78:35: error: ISO C++ forbids declaration of ‘body0’ with no type [-fpermissive]
../src/lipsofsuna/extension/physics/physics-collision-configuration.hpp:79:9: error: ‘btCollisionObjectWrapper’ does not name a type
../src/lipsofsuna/extension/physics/physics-collision-configuration.hpp:79:35: error: ISO C++ forbids declaration of ‘body1’ with no type [-fpermissive]
../src/lipsofsuna/extension/physics/physics-collision-configuration.hpp: In member function ‘virtual btCollisionAlgorithm* LIPhyCollisionAlgorithmCreateFunc::CreateCollisionAlgorithm(btCollisionAlgorithmConstructionInfo&, const int*, const int*)’:
../src/lipsofsuna/extension/physics/physics-collision-configuration.hpp:90:15: error: request for member ‘getCollisionShape’ in ‘* body0’, which is of non-class type ‘const int’
Waf: Leaving directory `/mnt/another/tmp/lipsofsuna/.build'
Build failed
-> task in 'lipsofsuna' failed (exit status 1):
{task 11043600: cxx physics-collision-configuration.cpp -> physics-collision-configuration.cpp.1.o}
['/usr/bin/g++', '-O2', '-march=core2', '-mtune=core2', '-pipe', '-msse', '-msse2', '-msse3', '-mssse3', '-mmmx', '-mcx16', '-msahf', '--param', 'l1-cache-size=32', '--param', 'l1-cache-line-size=64', '--param', 'l2-cache-size=4096', '-O2', '-march=core2', '-mtune=core2', '-pipe', '-msse', '-msse2', '-msse3', '-mssse3', '-mmmx', '-mcx16', '-msahf', '--param', 'l1-cache-size=32', '--param', 'l1-cache-line-size=64', '--param', 'l2-cache-size=4096', '-g', '-Wall', '-DHAVE_CONFIG_H', '-pthread', '-pthread', '-I/mnt/another/tmp/lipsofsuna/.build', '-I/mnt/another/tmp/lipsofsuna', '-I/mnt/another/tmp/lipsofsuna/.build/src', '-I/mnt/another/tmp/lipsofsuna/src', '-I/usr/include/bullet', '-I/usr/include/OIS', '-I/usr/include/OGRE', '-I/usr/include/OGRE/Terrain', '-I/usr/include/OGRE/Paging', '-I/usr/include/AL', '-I/usr/include/FLAC', '../src/lipsofsuna/extension/physics/physics-collision-configuration.cpp', '-c', '-o', 'src/lipsofsuna/extension/physics/physics-collision-configuration.cpp.1.o']
Public FreeOrion multiplayer server: https://freeorion-test.dedyn.io/
O01eg
 
Posts: 36
Joined: 17 Sep 2012, 11:15
Location: Russia

Re: Bug reports

Postby amuzen » 06 Jul 2013, 09:35

From the looks of it, you probably have Bullet 2.80, which I incorrectly expected to be the version that broke the collision callback API. However, in reality, they broke it in 2.81, so your version ended up being the only one that doesn't compile. Pinpoint precision on hitting this one. :p

I modified the #ifs to check for the correct version of Bullet, so it should be fixed now.
User avatar
amuzen
LoS Moderator
 
Posts: 327
Joined: 05 Dec 2009, 02:49

Re: Bug reports

Postby O01eg » 24 Jul 2013, 07:01

Rev: 4de2874e7d19cb65ce49c48adb46c02140520b9e
At entering to "Arena" mode.
ERROR: core/messaging/messages/add-modifier.lua:19: attempt to index field 'widget' (a nil value)
stack traceback:
core/messaging/messages/add-modifier.lua:19: in function 'server_to_client_handle'
main/messaging.lua:127: in function 'server_event'
core/objects/player.lua:42: in function 'add_modifier'
core/objects/player.lua:106: in function 'respawn'
arena/arena.lua:87: in function 'update'
arena/main.lua:33: in function 'hook'
system/hooks.lua:35: in function 'call'
main/main.lua:106: in function 'main'
main.lua:6: in main chunk

When I enter to "Normal" mode after "Landscape" I see previous map instead character customization.
Public FreeOrion multiplayer server: https://freeorion-test.dedyn.io/
O01eg
 
Posts: 36
Joined: 17 Sep 2012, 11:15
Location: Russia

Re: Bug reports

Postby amuzen » 24 Jul 2013, 13:45

Should be fixed now.
User avatar
amuzen
LoS Moderator
 
Posts: 327
Joined: 05 Dec 2009, 02:49

Re: Bug reports

Postby O01eg » 29 Jul 2013, 12:52

The spell table doesn't work at the Arena and the Crafting modes.

Rev: 91488cfc3d0f979846154078efd8f81eba298bcd
Public FreeOrion multiplayer server: https://freeorion-test.dedyn.io/
O01eg
 
Posts: 36
Joined: 17 Sep 2012, 11:15
Location: Russia

Re: Bug reports

Postby amuzen » 29 Jul 2013, 16:16

Fixed.
User avatar
amuzen
LoS Moderator
 
Posts: 327
Joined: 05 Dec 2009, 02:49

Re: Bug reports

Postby O01eg » 05 Aug 2013, 12:22

Rev: 6fac3dad23c1b9de312fdb2218a3f00c6572374d

Normal mode:

The enemies are invisible until I loot something from them:

Image

Leather clothes looks strange:

Image
Public FreeOrion multiplayer server: https://freeorion-test.dedyn.io/
O01eg
 
Posts: 36
Joined: 17 Sep 2012, 11:15
Location: Russia

Re: Bug reports

Postby amuzen » 05 Aug 2013, 17:00

I added those to the bug tracker and left them for future releases. It's more or less expected breakage at this point.

I see that your terrain isn't all black in those screenshots. Did that bug magically get fixed at some point or does it occur randomly? :p
User avatar
amuzen
LoS Moderator
 
Posts: 327
Joined: 05 Dec 2009, 02:49

Re: Bug reports

Postby O01eg » 05 Aug 2013, 17:12

amuzen {l Wrote}:I see that your terrain isn't all black in those screenshots. Did that bug magically get fixed at some point or does it occur randomly? :p


It was strangely fixed at some revision.
Public FreeOrion multiplayer server: https://freeorion-test.dedyn.io/
O01eg
 
Posts: 36
Joined: 17 Sep 2012, 11:15
Location: Russia

Re: Bug reports

Postby amuzen » 05 Aug 2013, 17:20

Cool, I'll close the ticket then. No idea what could have fixed it, but what counts is that it works. :p

If it starts again at some point, let me know.
User avatar
amuzen
LoS Moderator
 
Posts: 327
Joined: 05 Dec 2009, 02:49

Re: Bug reports

Postby O01eg » 05 Aug 2013, 19:16

It was fixed at 8b5a87d1c10fe5e5019f43094a54e825a0b924ac revision.
Public FreeOrion multiplayer server: https://freeorion-test.dedyn.io/
O01eg
 
Posts: 36
Joined: 17 Sep 2012, 11:15
Location: Russia

Re: Bug reports

Postby qubodup » 19 Sep 2013, 14:34

It looks like breaking trees crashes latest git.

I just did
{l Code}: {l Select All Code}
git pull
./waf clean
LDFLAGS=-lboost_system ./waf configure build install


And loaded an older game. I think I had to re-equip many things and then I died from... I guess tripping. Then I was attacked by an enemy that I couldn't see (it was inside the floor I think). I walked away and started hitting trees and the game crashed with the following message.

{l Code}: {l Select All Code}
WARNING: missing spec "brigandmale"
ERROR: system/object.lua:58: attempt to call method 'copy' (a nil value)
stack traceback:
   system/object.lua:58: in function 'transform_local_to_global'
   core/objects/obstacle.lua:98: in function 'die'
   core/objects/obstacle.lua:88: in function 'damaged'
   spells/modifiers/physical-damage.lua:39: in function 'start'
   arena/combat-utils.lua:79: in function 'apply_damage_to_actor'
   arena/combat-utils.lua:36: in function 'apply_damage'
   arena/action-melee.lua:48: in function 'update'
   core/objects/simulation.lua:464: in function 'update'
   core/objects/actor.lua:625: in function 'update'
   core/objects/player.lua:162: in function 'update'
   core/objects/object-manager.lua:133: in function 'update'
   core/objects/init.lua:9: in function 'hook'
   system/hooks.lua:35: in function 'call'
   main/main.lua:108: in function 'main'
   main.lua:6: in main chunk


I was able to reproduce it twice by just hitting trees.

I wanted to try to get more info, so I followed https://wiki.archlinux.org/index.php/Sy ... journaling instructions but I didn't reboot, which might be the reason gdb had nothing for me (or maybe the reason is that it was a lua error and not a segfault? I don't really understand these things.)

Anyways, hope this helps and tell me to reboot and try again if it might help.
User avatar
qubodup
Global Moderator
 
Posts: 1671
Joined: 08 Nov 2009, 22:52
Location: Berlin, Germany

Re: Bug reports

Postby amuzen » 19 Sep 2013, 16:41

I fixed the error occurring when destroying trees. Thank you for reporting it. When the game exits due to a script error, the stack traceback you already provided is good enough. No need to bother with gdb in that case.

The invisible enemies are a known issue. It'll be fixed eventually when the rest of the equipment models are converted for the new player model.
User avatar
amuzen
LoS Moderator
 
Posts: 327
Joined: 05 Dec 2009, 02:49

Re: Bug reports

Postby dimproject » 28 Sep 2013, 18:51

Game startup only windowed mode.
Need thinking about clothes (playing in game as adult as kid).
Music - well
I like Long, Pigtails 3, Ponytail 1, Short 1 hair styles.
Need story for game
Idea:
big dragon took the world and people in danger.
Evil almost won. Only Suna is last hope of the people.
She is looking for old man.
Old man know about 5 stones (fire stone, ice stone,...)
which makes big dragon weaker.
Suna looking for stones to defeat big dragon and save
people from evil.

How about map editor?
Map editor could have
player point - where player appear
way point - to create road for level
enemy point - place where enemy (1-4) appear(s)
end level point
dimproject
 
Posts: 212
Joined: 18 Jul 2013, 13:51

Re: Bug reports

Postby amuzen » 28 Sep 2013, 20:50

dimproject {l Wrote}:Need thinking about clothes (playing in game as adult as kid).


The current situation isn't representative yet because there's a severe lack of graphics for armor and clothes, and lots of NPCs and related things are still quite badly broken. As more graphics get made and all the broken things get fixed, the game will be much more bearable and well-balanced in this respect.

Still, the hardcore gamer will remain the target audience of the game. It won't and doesn't need to be suitable or appealing to children or the mainstream, and that's just fine. If you want a coarse frame of reference for family friendliness, think of TES: Daggerfall (nudity-wise) and Fallout 3 (violence-wise).

dimproject {l Wrote}:Need story for game


There used to be quite a lot of story and lore design, but I gave up with it because it's simply impossible to implement without a much larger team. Realistically speaking, even a pure hack'n'slash 3D RPG is probably impossible to do in practice with the 1-3 people currently involved, so there's be no need to introduce more goals for now.

dimproject {l Wrote}:How about map editor?


Having some kind of map editing features might be nice for modders, but LoS itself doesn't need them that much since it intends to heavily focus on random map generation. Because of that, it's a low priority feature and thus unlikely to get much attention in the near future.
User avatar
amuzen
LoS Moderator
 
Posts: 327
Joined: 05 Dec 2009, 02:49

Who is online

Users browsing this forum: No registered users and 1 guest