The Backroads — an alternate route

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AssumedPseudonym
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Tue May 19, 2015 1:02 am

 It has been brought to my attention that some people are having issues with TBR throwing errors that render the game unplayable. These are things I need to know about if I’m going to fix them. If you run into a bug with TBR, tell me about it please! Details from Debug.log would be appreciated, too, if you have them. I want this to be something that’s actually worth downloading for the additions it makes to the game, not just some meaningless piece of shovelware — and I need your help to do that. If you don’t want to post the bug report here in the thread, drop me a PM.
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JohnBWatson
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Tue May 19, 2015 4:11 am

I think the best thing you could do for testing would be to list the features that are supposed to be implemented at present. That way we know what's supposed to be doing what, and can check accordingly.

Also, whenever anything currently maintained crashes for me, I'll post the log to the appropriate thread with info on what was happening at the time. If anything else is needed, ask and I'll do what I can.

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AssumedPseudonym
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Tue May 19, 2015 9:51 am

 The problem I’m specifically referring to in the previous post was pointed out by Wolfy on IRC and apparently only shows up when he has TBR active. I’ve been unable to recreate it, myself — and not for lack of trying — so admittedly I’m not even sure what I would need to do to fix it. Having the game crash when trying to access the ship interior by pressing the “S” key while flying around is a pretty serious issue, though. He posted a Ministry ticket about it, even, since he had the crash log to do so.
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JohnBWatson
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Tue May 19, 2015 9:09 pm

Yikes. Maybe it has something to do with your virtual devices?

You could ask him if he's running any other mods, perhaps a compatibility error could also exist.

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AssumedPseudonym
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Tue May 19, 2015 9:30 pm

 Actually, this ticket and this ticket explain what’s happening. Apparently the players who aren’t having trouble with TBR are the people running the game under Wine instead of running it natively on Windows (which is about as bass-ackwards a bug as I’ve ever heard of and also another clear sign of Linux’s superiority over Windows, but that’s for another forum ^.~).
 That would be a good thing to ask people to test, now that I think about it. Could I get a round of people sounding off on whether they’re on Windows or Wine, whether they’re affected by either of the above tickets, and whether they’re on 1.5 or one of the 1.6 betas? Hell, I’ll even start us off:
 AssumedPseudonym: Wine — 1.6b4 — Neither ticket applies.
 AssumedPseudonym: Windows — 1.6b4 — Both tickets apply.
 AssumedPseudonym: Windows — 1.5 — Neither ticket applies.
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JohnBWatson
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Wed May 20, 2015 12:04 am

Windows:

AE system A appears to have replaced Eridani in name only.

S refuses to open ship screen. Says I'm not in a system.

Second system will not load.

That's as far as I could get.

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AssumedPseudonym
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Wed May 20, 2015 5:02 am

 I found the issue. …Sort of.

 Here’s a general timeline of how this has all gone:
» Learn about bug shortly after 1.6b1 via Wolfy on IRC.
» Try to get bug to happen on my computer. No success.
» Wolfy creates Ministry ticket.
» Hypothesis by Wolfy that it may be Windows/Wine in nature.
» Download fresh copy of Transcendence 1.6b4 and TBR on step-father-in-law’s Windows computer. Bug happens.
» Determine that bug does not happen in the 1.5 release.
» Wolfy finds mention of thrown error in game engine source code. Updates ticket.
» Further confirmation on forum that bug is likely Windows/Wine related.
» Decompile TBR and comment out likely suspects. Bug still happens.
» Comment out all modules from master file, adding back in until bug happens.
» Cut everything but the top entry in guilty XML file. No bug.
» Lightbulb. Undo and comment out single UNID toward bottom. No bug.
» Peer bemusedly at relevant and entirely unexpected responsible code.
» Add comment to Wolfy’s ticket.
» Wolfy verifies commenting suspect UNID out fixes both dockscreen and gate issue.

 It turns out to be a fairly innocuous looking bit of code for a virtual station that paints overlays on ore-bearing asteroids if the playership has an advanced miner’s hold installed that I made. Why Wine likes the code and Windows doesn’t is beyond me, and not really something I can fix (have fun with that one, George). All I can do is comment out the offending virtual station until the underlying issue gets fixed and put up a pre-alpha 1.1.1 patch, which will happen later tonight or early tomorrow.
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AssumedPseudonym
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Wed May 20, 2015 5:50 am

 Update of the (insert random time period here): The TBR pre-alpha has been patched and reuploaded. The 1.1.1 patch fixes two problems players on Windows had while playing the 1.6 betas, those being the error thrown while trying to access the ship interior dockscreen and the infinite loop caused by trying to gate. It also removes the honking during system generation.
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Shrike
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Wed May 20, 2015 5:53 am

AssumedPseudonym wrote:It also removes the honking during system generation.

Uninstalled. 0/10.










HONK :P
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AssumedPseudonym
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Wed May 20, 2015 6:08 am

Shrike wrote:Uninstalled. 0/10.
 Pf. Did you even have installed when it did honk? ¬.¬;
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Shrike
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Wed May 20, 2015 6:17 am

AssumedPseudonym wrote:
Shrike wrote:Uninstalled. 0/10.
 Pf. Did you even have installed when it did honk? ¬.¬;
Well.......no.....but.....but honking! :(
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AssumedPseudonym
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Wed May 20, 2015 6:33 am

 Too late, already been removed. …Well, commented out, actually, if you really, really want the honking back in, you can download the new version, decompile it, and decomment it if you can find it — and no, I’m not going to tell you where it is because you didn’t have it installed to begin with. …So there. Nyah.
 <.< >.> <.< …Look for “DingToastIsDone” in the XML files… ¬.¬;
 More seriously, the “honking” is actually the reactor overload sound effect, played during system generation. It was actually originally part of a test to see what events fired when, checking <OnGlobalTopologyCreated> (enemy ship proximity alarm), <OnGlobalSystemCreated> (reactor overload alarm), and <OnGlobalUniverseCreated> (hull breach alarm). I kept the test because it was useful for reminding me that i had the game running due to extremely long system generation times when I started things up and wandered off to another window for a while. And then I forgot to take it out. And then I forgot where it was for a while.
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pixelfck
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Wed May 20, 2015 8:59 am

AssumedPseudonym wrote:More seriously, the “honking” is actually the reactor overload sound effect, played during system generation. It was actually originally part of a test to see what events fired when, checking <OnGlobalTopologyCreated> (enemy ship proximity alarm), <OnGlobalSystemCreated> (reactor overload alarm), and <OnGlobalUniverseCreated> (hull breach alarm). I kept the test because it was useful for reminding me that i had the game running due to extremely long system generation times when I started things up and wandered off to another window for a while. And then I forgot to take it out. And then I forgot where it was for a while.
Nice trick! I may just implement this into the Beyond the Mainline mod.

~Pixelfck
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Wed May 20, 2015 5:53 pm

 I’m actually considering extracting the code I used for that and making a completely separate mod of it to stick into my utility pack. Given how long system generation can take — Wolfy’s computer takes about fifteen minutes from ship selection to “Welcome to Transcendence!” to generate everything with all of the topology adding mods and expansions enabled, and my old Atom took almost an hour — it can be a useful reminder that the game is running if you’ve alt-tabbed while waiting for the game to start up.
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Tue Jun 09, 2015 3:25 am

 Update of the (insert random time period here): Still chugging along and making odd bits of progress here and there. I wound up trading and tweaking a few paint jobs, adjusting a few models, and adding a couple of new ships despite earlier claims that they were done. I blame lore. The ships image on the front page has been updated to reflect the changes, and that actually happened sometime last week or so. I have also coded more stations into the game, specifically Legion’s and Trinity’s, and Lambda’s are next on that agenda (though they won’t be functional as such for a while, yet).
 My current project is the Haetenaro center. I’ll deal with the shop and dock later, but right now what I’m working on is a minimalist casino for them. I have a slot machine in the works right now, and I’ll be putting in the blackjack table once I have the slots up and running. No further games are planned yet. The major thing this has accomplished is reaffirming my hatred for dockscreen coding. Also on the agenda sometime down the road are plans to start up a mission chain from the casino.
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Of all the things I’ve lost in life, I miss my mind the least. (I’m having a lot more fun without it!)

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