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Some bugs i found


MadaFizzle
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Hi everyone,
i tried the last version of this game on windows 7 and mac os x lion and i found those bugs:

- w7 64bit - if i play a random map saving as usual and turn off, when i want to resume the game it gives an error, like the save files comes from another version.

- w7 64bit - when i resume a skirmish, the enemy doesn't move anymore. They don't attack and move, they just keep collecting resources and defend at least when i attack. them.

- mac osx lion - i can't see water, while i see fishes flyng in circles. To see water i have to disable "water - use actual depth".

Hope this helps to improve your job.

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Hi everyone,

i tried the last version of this game on windows 7 and mac os x lion and i found those bugs:

- w7 64bit - if i play a random map saving as usual and turn off, when i want to resume the game it gives an error, like the save files comes from another version.

- w7 64bit - when i resume a skirmish, the enemy doesn't move anymore. They don't attack and move, they just keep collecting resources and defend at least when i attack. them.

- mac osx lion - i can't see water, while i see fishes flyng in circles. To see water i have to disable "water - use actual depth".

Hope this helps to improve your job.

The water bug happens with some machines, and if the files are from other version doesn't work. About respond a fire enemy, that happens to me, that is big behavior bug. Happens even with players. I believe is a behavior in UnitAi.js
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Hi everyone,

i tried the last version of this game on windows 7 and mac os x lion and i found those bugs:

- w7 64bit - if i play a random map saving as usual and turn off, when i want to resume the game it gives an error, like the save files comes from another version.

Do you have the error? Without actual message, we're just shooting in the dark.

- w7 64bit - when i resume a skirmish, the enemy doesn't move anymore. They don't attack and move, they just keep collecting resources and defend at least when i attack. them.

Yes, the AI doesn't support saved games yet (neither does the multiplayer, so saved games isn't of much use now :D). For the AI, it's just like a new game starts. So it will try all stuff like it does for new games before starting to attack. Some things aren't possible anymore (like researching techs), so there's a chance it just stops advancing there.

- mac osx lion - i can't see water, while i see fishes flyng in circles. To see water i have to disable "water - use actual depth".

Hope this helps to improve your job.

IIRC, the "use actual depth" is disabled by default. It should be disabled by default, as it's not only causing problems on OSX, it also eats CPU cycles like sweet cakes on integrated Intel graphical cards.

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Mine:

ERROR: JavaScript error: gui/savedgames/load.js line 20 TypeError: Engine.GetEngineInfo is not a function init([object Object],(void 0))@gui/savedgames/load.js:20

ERROR: GUI page 'page_loadgame.xml': Failed to call init() function

System info:

OS : Windows 8.1

CPU : Intel Core i5-3230M @ 2.60GHz (1x2x2), 2.59 GHz
Memory : 6GB RAM
Graphics Card : Intel Intel® HD Graphics 4000
OpenGL Drivers : 4.0.0 - Build 10.18.10.3308; nvoglv64.dll (9.18.13.3182), nvoglv32.dll (9.18.13.3182)
Sound Card : Intel® Display Audio; NVIDIA Virtual Audio Device (Wave Extensible) (WDM); Realtek High Definition Audio;
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This is indeed a major problem currently AI hope wraitii, my friends will help to resolve this problem, let us look forward to solve this problem.

w7 32bit - when i resume a skirmish, the enemy doesn't move anymore. They don't attack and move, they just keep collecting resources and defend at least when i attack. them.

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Do you have the error? Without actual message, we're just shooting in the dark.

Well, i just get this when i try to load:

"Loading aborted - Failed to load saved game state. It might have been saved with an incompatible version of the game."

But i created this file with this version. If you need a more detailed error explain me how to get it.

I think you need to recompile. On windows, you could take the latest svn which had an autobuild today

Recompile?

Hi, can you post the system_info.txt for that Mac? It's in the game's log folder.

I don't know why that option is enabled by default anyway :unsure:

Ok i'll copy here:

OS : Darwin 11.4.2 (Darwin Kernel Version 11.4.2: Thu Aug 23 16:26:45 PDT 2012; root:xnu-1699.32.7~1/RELEASE_I386)

CPU : i386, Intel Core2 T7600 @ 2.33GHz (1x2x1), 2.33 GHz

Memory : 2048 MiB; 1855 MiB free

Graphics Card : ATI ATI Radeon X1600 OpenGL Engine

OpenGL Drivers : 2.1 ATI-7.4.1; OpenGL 2.1 ATI-7.4.1

Video Mode : 1440x900:32

Sound Card : Unknown

Sound Drivers : Unknown

OpenGL Extensions:

GL_ARB_depth_texture

GL_ARB_draw_buffers

GL_ARB_draw_elements_base_vertex

GL_ARB_fragment_program

GL_ARB_fragment_program_shadow

GL_ARB_fragment_shader

GL_ARB_half_float_pixel

GL_ARB_half_float_vertex

GL_ARB_imaging

GL_ARB_instanced_arrays

GL_ARB_multisample

GL_ARB_multitexture

GL_ARB_occlusion_query

GL_ARB_pixel_buffer_object

GL_ARB_point_parameters

GL_ARB_point_sprite

GL_ARB_provoking_vertex

GL_ARB_shader_objects

GL_ARB_shader_texture_lod

GL_ARB_shading_language_100

GL_ARB_shadow

GL_ARB_shadow_ambient

GL_ARB_sync

GL_ARB_texture_border_clamp

GL_ARB_texture_compression

GL_ARB_texture_cube_map

GL_ARB_texture_env_add

GL_ARB_texture_env_combine

GL_ARB_texture_env_crossbar

GL_ARB_texture_env_dot3

GL_ARB_texture_float

GL_ARB_texture_mirrored_repeat

GL_ARB_texture_non_power_of_two

GL_ARB_texture_rectangle

GL_ARB_texture_rg

GL_ARB_transpose_matrix

GL_ARB_vertex_array_bgra

GL_ARB_vertex_blend

GL_ARB_vertex_buffer_object

GL_ARB_vertex_program

GL_ARB_vertex_shader

GL_ARB_window_pos

GL_EXT_abgr

GL_EXT_bgra

GL_EXT_blend_color

GL_EXT_blend_equation_separate

GL_EXT_blend_func_separate

GL_EXT_blend_minmax

GL_EXT_blend_subtract

GL_EXT_clip_volume_hint

GL_EXT_draw_range_elements

GL_EXT_fog_coord

GL_EXT_framebuffer_blit

GL_EXT_framebuffer_multisample

GL_EXT_framebuffer_object

GL_EXT_geometry_shader4

GL_EXT_gpu_program_parameters

GL_EXT_multi_draw_arrays

GL_EXT_packed_depth_stencil

GL_EXT_provoking_vertex

GL_EXT_rescale_normal

GL_EXT_secondary_color

GL_EXT_separate_specular_color

GL_EXT_shadow_funcs

GL_EXT_stencil_two_side

GL_EXT_stencil_wrap

GL_EXT_texture_compression_dxt1

GL_EXT_texture_compression_s3tc

GL_EXT_texture_env_add

GL_EXT_texture_filter_anisotropic

GL_EXT_texture_lod_bias

GL_EXT_texture_mirror_clamp

GL_EXT_texture_rectangle

GL_EXT_texture_sRGB

GL_EXT_transform_feedback

GL_EXT_vertex_array_bgra

GL_APPLE_aux_depth_stencil

GL_APPLE_client_storage

GL_APPLE_element_array

GL_APPLE_fence

GL_APPLE_float_pixels

GL_APPLE_flush_buffer_range

GL_APPLE_flush_render

GL_APPLE_object_purgeable

GL_APPLE_packed_pixels

GL_APPLE_pixel_buffer

GL_APPLE_rgb_422

GL_APPLE_row_bytes

GL_APPLE_specular_vector

GL_APPLE_texture_range

GL_APPLE_transform_hint

GL_APPLE_vertex_array_object

GL_APPLE_vertex_array_range

GL_APPLE_vertex_program_evaluators

GL_APPLE_ycbcr_422

GL_ATI_blend_equation_separate

GL_ATI_blend_weighted_minmax

GL_ATI_separate_stencil

GL_ATI_texture_compression_3dc

GL_ATI_texture_env_combine3

GL_ATI_texture_float

GL_ATI_texture_mirror_once

GL_IBM_rasterpos_clip

GL_NV_blend_square

GL_NV_fog_distance

GL_NV_light_max_exponent

GL_NV_texgen_reflection

GL_SGI_color_matrix

GL_SGIS_generate_mipmap

GL_SGIS_texture_edge_clamp

GL_SGIS_texture_lod

SMBIOS:

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Well, i just get this when i try to load:

"Loading aborted - Failed to load saved game state. It might have been saved with an incompatible version of the game."

But i created this file with this version. If you need a more detailed error explain me how to get it.

Recompile?

My answer was addressed to the post #5, niektb and his "Engine.GetEngineInfo is not a function" error. Sorry if it was not clear.

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Ok i'll copy here:

OS : Darwin 11.4.2 (Darwin Kernel Version 11.4.2: Thu Aug 23 16:26:45 PDT 2012; root:xnu-1699.32.7~1/RELEASE_I386)

CPU : i386, Intel Core2 T7600 @ 2.33GHz (1x2x1), 2.33 GHz

Memory : 2048 MiB; 1855 MiB free

Graphics Card : ATI ATI Radeon X1600 OpenGL Engine

OpenGL Drivers : 2.1 ATI-7.4.1; OpenGL 2.1 ATI-7.4.1

Video Mode : 1440x900:32

Sound Card : Unknown

Sound Drivers : Unknown

OpenGL Extensions:

GL_ARB_depth_texture

GL_ARB_draw_buffers

GL_ARB_draw_elements_base_vertex

GL_ARB_fragment_program

GL_ARB_fragment_program_shadow

GL_ARB_fragment_shader

GL_ARB_half_float_pixel

GL_ARB_half_float_vertex

GL_ARB_imaging

GL_ARB_instanced_arrays

GL_ARB_multisample

GL_ARB_multitexture

GL_ARB_occlusion_query

GL_ARB_pixel_buffer_object

GL_ARB_point_parameters

GL_ARB_point_sprite

GL_ARB_provoking_vertex

GL_ARB_shader_objects

GL_ARB_shader_texture_lod

GL_ARB_shading_language_100

GL_ARB_shadow

GL_ARB_shadow_ambient

GL_ARB_sync

GL_ARB_texture_border_clamp

GL_ARB_texture_compression

GL_ARB_texture_cube_map

GL_ARB_texture_env_add

GL_ARB_texture_env_combine

GL_ARB_texture_env_crossbar

GL_ARB_texture_env_dot3

GL_ARB_texture_float

GL_ARB_texture_mirrored_repeat

GL_ARB_texture_non_power_of_two

GL_ARB_texture_rectangle

GL_ARB_texture_rg

GL_ARB_transpose_matrix

GL_ARB_vertex_array_bgra

GL_ARB_vertex_blend

GL_ARB_vertex_buffer_object

GL_ARB_vertex_program

GL_ARB_vertex_shader

GL_ARB_window_pos

GL_EXT_abgr

GL_EXT_bgra

GL_EXT_blend_color

GL_EXT_blend_equation_separate

GL_EXT_blend_func_separate

GL_EXT_blend_minmax

GL_EXT_blend_subtract

GL_EXT_clip_volume_hint

GL_EXT_draw_range_elements

GL_EXT_fog_coord

GL_EXT_framebuffer_blit

GL_EXT_framebuffer_multisample

GL_EXT_framebuffer_object

GL_EXT_geometry_shader4

GL_EXT_gpu_program_parameters

GL_EXT_multi_draw_arrays

GL_EXT_packed_depth_stencil

GL_EXT_provoking_vertex

GL_EXT_rescale_normal

GL_EXT_secondary_color

GL_EXT_separate_specular_color

GL_EXT_shadow_funcs

GL_EXT_stencil_two_side

GL_EXT_stencil_wrap

GL_EXT_texture_compression_dxt1

GL_EXT_texture_compression_s3tc

GL_EXT_texture_env_add

GL_EXT_texture_filter_anisotropic

GL_EXT_texture_lod_bias

GL_EXT_texture_mirror_clamp

GL_EXT_texture_rectangle

GL_EXT_texture_sRGB

GL_EXT_transform_feedback

GL_EXT_vertex_array_bgra

GL_APPLE_aux_depth_stencil

GL_APPLE_client_storage

GL_APPLE_element_array

GL_APPLE_fence

GL_APPLE_float_pixels

GL_APPLE_flush_buffer_range

GL_APPLE_flush_render

GL_APPLE_object_purgeable

GL_APPLE_packed_pixels

GL_APPLE_pixel_buffer

GL_APPLE_rgb_422

GL_APPLE_row_bytes

GL_APPLE_specular_vector

GL_APPLE_texture_range

GL_APPLE_transform_hint

GL_APPLE_vertex_array_object

GL_APPLE_vertex_array_range

GL_APPLE_vertex_program_evaluators

GL_APPLE_ycbcr_422

GL_ATI_blend_equation_separate

GL_ATI_blend_weighted_minmax

GL_ATI_separate_stencil

GL_ATI_texture_compression_3dc

GL_ATI_texture_env_combine3

GL_ATI_texture_float

GL_ATI_texture_mirror_once

GL_IBM_rasterpos_clip

GL_NV_blend_square

GL_NV_fog_distance

GL_NV_light_max_exponent

GL_NV_texgen_reflection

GL_SGI_color_matrix

GL_SGIS_generate_mipmap

GL_SGIS_texture_edge_clamp

GL_SGIS_texture_lod

SMBIOS:

Thanks for the info. The Mac's graphics card (Radeon X1600) is fairly low end by today's standards, so maybe we just pushed it beyond its limits, or as wraitii said, it could be a lingering driver bug. I would simply leave that option disabled in your config, and if everything else works, be happy ;) Or if possible, consider upgrading the graphics card, but on very old systems, that may not be worth it.

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Thanks for the info. The Mac's graphics card (Radeon X1600) is fairly low end by today's standards, so maybe we just pushed it beyond its limits, or as wraitii said, it could be a lingering driver bug. I would simply leave that option disabled in your config, and if everything else works, be happy ;) Or if possible, consider upgrading the graphics card, but on very old systems, that may not be worth it.

Ok, i wrote it here because i thought it was a bug for every mac... :wink2:

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