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Author Topic: unending galaxy  (Read 36387 times)

qurvax

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Re: unending galaxy
« Reply #105 on: June 24, 2015, 02:00:46 pm »

1.0 didn't crash for me for about 3 hours now!

Also spoted some space for small improvements:

Having "Sector view" open (F3) blocks "pause" (z) command.
Having "Empire view" open (F1) blocks issuing move orders to ships.
There is no way (that i'm aware of) to "remotely undock" ship from foreign station.
Ships ordered to "protect target" forget about that after target is docked/undocked.
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qurvax

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Re: unending galaxy
« Reply #106 on: June 24, 2015, 02:46:46 pm »

Well, things started to become interesting. I was flying around in my transport escorted by cruiser. Had picked up a bit of energy cels, so decided to take some missions and make a bit of rep. First destination was easy. For the second i opened Empire screen, and clicked Missions. The third and last one got me into this this http://i.imgur.com/pEaUGz7.png and then this http://i.imgur.com/MOjMNFK.png. Of course i tryed to click thru and save my game blindly. Not luck this time tho: http://i.imgur.com/MB8UhVT.png.

Closest Save game:
(options.set) https://filetea.me/t1ssxPG4m7jRsaxrF9IroKkkQ
(png) https://filetea.me/t1sUFxuVxF7RBusb48zLz5Dxw
(main save) https://filetea.me/t1sxWQixVPeTrWqHlXNk7yOrA

Win 2008 R2 ent. (x64 ofc), i7-4820K, 16Gb, GTX970
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EsKa

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Re: unending galaxy
« Reply #107 on: June 24, 2015, 04:04:43 pm »

@qurvax:

Thanks a lot for the detailed bug report, you have no idea how much time it's going to save me ! It's weird that even the icon is the place-holder one, but it may be because mission text is fetched before the icon (can't check that right now). But that's beside the point, if its only tied to the mission system as it looks like it's shouldn't be a big deal to fix that quickly, I think I know where it can come from. I also wanted to redesign that part a bit anyway as it's a big memory / cpu consumer compared to what it actually does, only gives me another incentive to do so.

about the other improvements:

F3 / pause : I thought i caught them all, visibly not. Will fix.

F1 / move : I think there was a reason for that a long time ago. I can't think of one right now, so except if my computer suddenly explodes when I make the change, consider that done.

remote undock : I think there should be an undock button in the hangar panel (or right click ?). But that's not really 'remote' I guess. Issuing a move order to the ship from the asset list should do the trick. Just note that factories will take around a second to execute the order. And for stations (mil.base, trade.stations, yards) it will take around 5 seconds. That's the way the simulation works, not a really big deal but you kinda have to know it.

protect stops on dock : It's likely only the button or only the mouse that does that (old code not being ported to new). Will fix in next patch.

--

Well, all in all that's not so bad for a 1.0 release (bug wise) given how the last week was spent frantically typing code with not enough sleep and way too much caffeine. 10 trivial to medium bugs, 1 identified crash, and 1 unknown crash that may or may not be linked to the first. I'll get that sorted out in a few days.

Cheers,
Eska.

etgfrog

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Re: unending galaxy
« Reply #108 on: June 24, 2015, 04:42:33 pm »

Imperium map I guess, not that it matters much, but it's still nice to see this map able to surprise me. I would absolutely love to say that "yes in UG, the AI is so clever it's meta gaming you !", but no. They are only interested in the "now" and what they can grab easily. By my standards it's quite a weak AI system that I will overhaul completely soon (tm). That said, factions value systems with decent planets a LOT in their list of priorities and even more if the system is well connected to the rest of the world. If a faction has the money to spare and is in an expanding mood, it will make expanding difficult.

Usually in my games on that map, the draths, after the initial friction over the empty system next to the ISA one, they tend to leave me alone so I can use the nebula to stage attacks on the SPQR while it's busy killing the Federation. In your case, if the AI Core has 1/3 of the map already, and you've not set a lower max supply in the settings, it's going to be a very very difficult fight. The good news is that if the mission to help building the anti AI Core weapon is still available, you'll find plenty of the required materials and the end result is likely to be very favorable. Normally, once this plot-line reaches a given point, the TC sector where the weapon is shouldn't be conquerable by the AI anymore. Depends if said mission triggered or not, basically.

It's winnable, even against larger odds, but that requires a lot of multitasking, knowing a few non obvious tricks, and playing in a very different way than you get used to when dealing with standard factions.
This is one of the new procedural generated maps, I simply hit generate a few times with the map not revealed. The quest with the "AI Killer" went off then failed, as in the ship flew to an AI shipyard, docked, after about 5 minutes of it being docked the game lagged for 20 seconds or so and a notification said it failed but destroyed everything in that one system. Maybe its because the drath has had more systems then the AI...oh well, at this point the AI has 136 systems with 1634/3615 supply, it is being pancaked by the Nilith republic with 134 systems, 4662/4655 supply and the now connected drath collective at 259 systems, 7398/7400 supply. So I guess the problem will be resolved by itself.
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qurvax

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Re: unending galaxy
« Reply #109 on: June 24, 2015, 11:16:16 pm »

@EsKa

I'm glad to be of any help.

About icon, i'm almost sure there was another one before error happened, it turned to the "letter" with empty description just after it. And about ship having to undock if issued move order - i thought it would do so, but for some reason it doesn't. Order showed up in assets just right, but after a minute or so ship still sits inside. I did try another dock order too, same results.

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EsKa

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Re: unending galaxy
« Reply #110 on: June 25, 2015, 02:57:27 pm »

Hey ! :)

Okay, 1.0.0.1 during next week if nothing goes horribly wrong. Likely bug fixes only, i'd rather fix what's broken before adding new, but potentially buggy, features.

Quote
About icon, i'm almost sure there was another one before error happened, it turned to the "letter" with empty description just after it. And about ship having to undock if issued move order - i thought it would do so, but for some reason it doesn't. Order showed up in assets just right, but after a minute or so ship still sits inside. I did try another dock order too, same results.

Oki, thanks for the precision about the icon, makes (more) sense. And about the undocking, yes I see that (now that I can read the code while writing here). it seems i forgot to insert the undock order when it's needed. 1 line of code to add, will be fixed in the patch.

@etgfrog: oh you got the "meh" ending. Not as fun or "fun" as the other 2. There's a tiny bit of randomness to it. Lag was a bit brutal, though. A bit of lag at the end is "normal" as the various systems have to deal with the simultaneous annihilation of multiple ships and docks that were absolutely not supposed to die at that moment. But 20 sec is a bit too much, I will check if I've not written some near infinite loop somewhere in the event's code by accident.

Yeah drath seems to have won the war. I should add a few, optional, victory conditions (a feature without the risk of adding a bazillion bug for next week !)

Cheers,
Eska.


etgfrog

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Re: unending galaxy
« Reply #111 on: June 25, 2015, 07:23:15 pm »

I doubt it was an infinate loop, but when you "check" 2000+ game objects to see if they are a valid target for destruction...Oh, the event also destroyed the wormhole that was in that system. There is at this point a 5 second delay on opening the empire screen, even when assets is not the tab that is selected, so I can see how running a script or check event would cause such a delay. One change I would like to see is the assets list doesn't populate until you actually have it selected.
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EsKa

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Re: unending galaxy
« Reply #112 on: June 26, 2015, 02:24:41 am »

Your "delete & NULL" subtitle should have been a hint :p

Yeah it's not an infinite loop, used that term as a shortcut.

The gate's destruction is likely the major culprit. Each sector has a sort of cache which, amongst other things, lists if there's a gate there without having to check the whole local object list whenever the information is required (very often). The cache also handles a few calculations to speed up path-finding (neighbors and weights, it's an A* pathfinder). It's deletion forces the cache to be updated, while it is not processor intensive by itself, there's likely a bunch of ships (handled by other threads) who have to recalculate their paths completely, and they may even fail at doing so until the cache is updated. Normally that wouldn't take more than a few 10s of milliseconds, but with the deletion of multiple docks on top of that (which basically forces all threads to halt during the deletion and resume work all at the same time when it's done) and depending where and what were doing the linked trading ships, I can see how it can takes a few seconds.

I'll have to double check the other ending that delete stuff, but i don't think it kills gates, so that shouldn't be as bad. I did test each ending, but on Galaxia, which is not that big, easy to path through, and it was in the mid game at best. So the lag was barely noticeable. I'll refine the process a bit when I get the time to do so.

About the asset list, it doesn't get refreshed if you're not on the relevant tab, but it gets loaded once when the menu opens. I will edit that accordingly (and ofc, hiding civilians and docked ships helps a lot when the empire gets very large).

Cheers,
Eska.

EsKa

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Re: unending galaxy
« Reply #113 on: July 04, 2015, 02:58:38 pm »

Hey,

I just made a post about what's going to happen next regarding the game. Mostly stuff that have been said elsewhere, but it's hopefully better written with a bit more thought put into it. The 1.001 patch is also available; it fixes most of the things you guys have reported. There's still a small snafu with the AI modules (but nothing that will "break" the game).

Oh, yeah, and I really hate doing that, but UG is on steam greenlight, and your upvote wouldn't go amiss. People who bought UG elsewhere will get a free key if it's successful. Thank you :)


Cheers,
Eska.
« Last Edit: July 05, 2015, 12:47:43 pm by EsKa »
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Paul

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Re: unending galaxy
« Reply #114 on: July 04, 2015, 10:24:28 pm »

Thanks for the update. FYI: Your links are broken (extra http bit).

Voted for it on greenlight.

Going to give your new version a try.
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etgfrog

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« Last Edit: July 04, 2015, 11:45:44 pm by etgfrog »
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puke

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Re: unending galaxy
« Reply #116 on: July 05, 2015, 05:03:40 am »

up-voted
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qurvax

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Re: unending galaxy
« Reply #117 on: July 05, 2015, 06:19:50 am »

voted
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Paul

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Re: unending galaxy
« Reply #118 on: July 05, 2015, 01:13:12 pm »

Minor mistake in the bonus ships file: the bonus human Warg ship is erroneously set as Drath.
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EsKa

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Re: unending galaxy
« Reply #119 on: July 05, 2015, 02:12:12 pm »

Thanks guys. Fixed the bad links.

While at it, I forgot to say that I am working on replacing the (crappy) sound engine. Found something much better with positional sound support (and 5.1 support) that's way less CPU/Memory hungry. That will reduce loading time and hopefully give much better ambient sounds and get rid of the occasional micro stutters.

It's gonna take me a few days to get it right, it'll come alongside the last remaining bug fixes.

I'll likely take a few days of vacation after that, and I'll resume the heavy lifting (simulation, new stuff) in september. This summer is to get 1.0 absolutely right so we can continue with solid foundations.

@paul: ouch. I'll fix that. Thx.

Cheers,
EsKa.


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