Thank you!
TripleA map for Global 1940 Alpha Final
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Veqryn,
If I remember, i’ll try to play it again this weekend. Just got a new Star Trek game though, so don’t be surprised if I dont get too it. However, it just STOPS, it doesnt go back to the desktop, and it’s ALWAYS during the AI’s turn (both easy and hard).
Should help you narrow it down. As I said, it’s most likely a memory leak, it’s the only thing that seems to make sense too me.
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What version of the game are you playing?
And can you get the error to repeat regularily?
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@ Jennifer,
I know that the AIs take “forever” on the USA turn (when USA is not yet at war). However, if you wait long enough it WILL finish its turn. Sadly, it takes like 5-10 minutes.
Anyway, I really don’t recommend using the AIs for Global 1940 for this reason. The AIs were all coded to play “Revised” (and to some extent, AA50), so they just don’t understand any of the newest rules from Global.
If you could tell me, what map are you playing, and which AIs? Also, you can save the game while the AI is “thinking”, and then upload the game here for me to see. That would help a lot.@ Jim,
If you can’t copy and paste the error, please take a screenshot of it, or find some way to at least tell me the first few lines of it.
Also, I’d be curious to know what Seth did or did not do, to get it working again.thank you both,
with your help, we can all make triplea better -
What I did to get it working again was to simply go back to a previous save, redo everything, and then edit combat results. It happened on Jim’s turn, but I’ve had it happen a couple times on my turn in previous games. Below is the error report for another game that just crashed on me.
ava.lang.IndexOutOfBoundsException: Index: 0, Size: 0
at java.util.ArrayList.RangeCheck(Unknown Source)
at java.util.ArrayList.remove(Unknown Source)
at games.strategy.triplea.ui.history.HistoryLog.printRemainingTurn(HistoryLog.java:210)
at games.strategy.triplea.ui.history.HistoryLog.printFullTurn(HistoryLog.java:110)
at games.strategy.triplea.ui.EndTurnPanel.updateHistoryLog(EndTurnPanel.java:278)
at games.strategy.triplea.ui.EndTurnPanel.access$500(EndTurnPanel.java:43)
at games.strategy.triplea.ui.EndTurnPanel$8.run(EndTurnPanel.java:302)
at java.awt.event.InvocationEvent.dispatch(Unknown Source)
at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.awt.EventQueue.access$000(Unknown Source)
at java.awt.EventQueue$1.run(Unknown Source)
at java.awt.EventQueue$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
I’m attaching a savefile of the game as well.
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I was able to find the map that Jim was talking about and am attaching that as well. I’ll also post on that bug list site you linked me a week or so ago. It’s interesting to note that both of these times it crapped on US’s turn, I don’t know if that has anything to do with it or it’s simply a coincidence. Below is the error report. After a quick scan, these seem to be pretty much the exact same except for the index/size at the very top.
java.lang.IndexOutOfBoundsException: Index: 14, Size: 13
at java.util.ArrayList.RangeCheck(Unknown Source)
at java.util.ArrayList.remove(Unknown Source)
at games.strategy.triplea.ui.history.HistoryLog.printRemainingTurn(HistoryLog.java:210)
at games.strategy.triplea.ui.history.HistoryLog.printFullTurn(HistoryLog.java:110)
at games.strategy.triplea.ui.EndTurnPanel.updateHistoryLog(EndTurnPanel.java:278)
at games.strategy.triplea.ui.EndTurnPanel.access$500(EndTurnPanel.java:43)
at games.strategy.triplea.ui.EndTurnPanel$8.run(EndTurnPanel.java:302)
at java.awt.event.InvocationEvent.dispatch(Unknown Source)
at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.awt.EventQueue.access$000(Unknown Source)
at java.awt.EventQueue$1.run(Unknown Source)
at java.awt.EventQueue$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
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ya, someone else reported this too.
Arrays are things that can contain information (in this case moves), and the first item starts at place “0”.
So, an array with 5 items in it, will have a size of 5. However, the items will be at indexes 0-4
If you try to access index 5 or above, you will get the error.The good thing is that all these seem to be occurring at the same place, and we finally have some savegames of it. I promise to look into this asap.
thx for all the help,
veq -
Ok, I’ve found the problem.
All important to finding problems is being able to easily replicate them. I found the steps to create this problem:During either Combat Move or NonCombat Move:
1. Make some moves
2. Turn on Edit Mode and then do something in Edit Mode
3. Turn off Edit Mode
4. Undo a move
5. Try to post the turn summary. (The Turn Summary history log creator will crap out)That is all that is needed it appears, to create this problem.
Seth, can you confirm for me if it occurs in any other situations? (like, does it occur ever without undoing moves or without edit mode?)
In the mean time, I’ll work on fixing this.
thx,
veq -
The fix took only an hour to figure out, but testing it, and tracking down why the code was like that in the first place, took 2 hours more.
Anyway, it is fixed for next version.
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Let me rephrase:
Crash means the game ceases to exist as an operating process. I don’t mean “hangs” on America’s turn (though if I ever got that far, I am sure it would annoy me) I literally mean in in the classic Windows 3.11 manner.
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Fixed in next version, does this mean a new version of the game engine of triplea? So, there will be a version 1.5.2.2? Will this take long to prepare, as not being able to undo moves is quite impossible, it happens all the time. I can confirm it occurs also WITHOUT edit mode. We had this occuring only by undoing done moves in combat/non combat.
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Fixed in next version, does this mean a new version of the game engine of triplea? So, there will be a version 1.5.2.2? Will this take long to prepare, as not being able to undo moves is quite impossible, it happens all the time. I can confirm it occurs also WITHOUT edit mode. We had this occuring only by undoing done moves in combat/non combat.
1.6 should be out in a week with the fix. However, i only tested it with edit mode. If it happens without edit mode, you need to tell me the steps to recreate it. I can’t fix it til I can recreate it.
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ok, I can try to get it to you, we encountered the bug first without any edits, but editted it out and were able to continue until the country came up again. Thanks for looking at it.
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FYI:
Global was updated today to version 2.9
(that is the file version)You guys all need to redownload it.
The fixes:
2.9
- Allowed Italy and Germany to declare war on Russia seperately, and for Russia to declare war seperately as well.
- Made Mongolian territories flip to Russian even if Japan attacks but loses against a Russian border territory.
- Allowed Chinese units to enter Burma and Kwangtung.
- Made all factories on originally Chinese territories be deleted if China controls them.
- Added connection between 30 and 31 Sea Zones, and changed map tiles to show a connection.
- Deleted connection between Newfoundland Labrador and 121 Sea Zone.
- Deleted connection between Rio de Oro and French West Africa.
- Added connection between Rio de Oro and Algeria.
- Deleted connection between Eastern Persia and 79 Sea Zone.
Everyone needs to download it.
http://sourceforge.net/projects/tripleamaps/files/maps/World War II Global.zipMake sure that both you and your opponents have it. If your opponent does not have it, then you might end up playing by the old version….
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Thank you!
Just one small cosmetic issue: The figure “32” of SZ 32 is seperated. The “3” is in SZ 32, the “2” is in SZ 30.
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A question. Edit mode doesn’t appear to have the option of placing a damaged BB or CV. Am I missing something somewhere or is it possible to do that?
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not possible yet,
i hope to code that soon -
1. [done] Allow non-combat move a submarine into a hostile sea zone (but make sure to disallow moving that unit any further if there is a destroyer there) (and create a new game option for this, since revised doesn’t work this way).
5. [done] Should be able to load in a sea zone if it became hostile this TURNDo these fixes require v1.6 program in addition to v2.9 map?
Or should they work with v1.5.2.1 program? -
1. [done] Allow non-combat move a submarine into a hostile sea zone (but make sure to disallow moving that unit any further if there is a destroyer there) (and create a new game option for this, since revised doesn’t work this way).
5. [done] Should be able to load in a sea zone if it became hostile this TURNDo these fixes require v1.6 program in addition to v2.9 map?
Or should they work with v1.5.2.1 program?i can not fix the engine once it is released, all the fixes are part of the next version (1.6)
to be more specific, as you know there are 2 files, the map file and the engine
the map file contains basic information about the map, such as territory connections, who starts with what, etc etc.
the engine is everything else, it does the rules, etc.
if there is a problem with the map like a connection error, or a trigger not working, then updating the map can fix that
if there is a problem with the engine, like movement validation, etc, then updating the engine can fix that
if there is something that the engine currently does not do, then you will have to update both the engine and the map
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Thanks, that makes sense :-)
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So I uninstall everything and then redownload?