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Crash after detaching leader (v1.2.0)

 
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Crash after detaching leader (v1.2.0) - 1/27/2013 3:14:49 AM   
michaelm


Posts: 9106
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From: Sydney, Australia
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I repaired a French unit that had a leader attached.

Then tried to detached leader and got an error.





Contents of log file
Log date: 2013-01-27 14:07:33
[14:07:33][ee4][3]Commander: The Great War(v 1.1.4)
[14:07:33][ee4][8]Operating system: Windows 7 Service Pack 1
[14:07:33][ee4][8]Number of processors: 4
[14:07:33][ee4][3]Audio device used: Generic Software
[14:07:33][ee4][8]OpenGL 1.5: OK
[14:07:33][ee4][8]OpenGL Context version: 3.1
[14:07:33][ee4][8]OpenGL Vendor: Intel
[14:07:33][ee4][8]OpenGL Renderer: Intel(R) HD Graphics Family
[14:07:33][ee4][3]Setting vsync
[14:07:33][ee4][3]Initializing video player
[14:07:33][ee4][8]Allocating new vertex buffer
[14:07:33][ee4][3]Loading main script
[14:07:33][ee4][3]Loading app script
[14:07:33][ee4][3]Script init
[14:07:33][ee4][3]App version:1.1.4
[14:07:33][ee4][5]Today is: 27.1.2013
[14:07:34][ee4][8]Starting track: main_menu
[14:07:38][ee4][8]Creating new audio source. Count: 0
[14:07:44][ee4][8]Map loaded in 0.033sec
[14:07:45][ee4][8]Maximum texture size: 8192
[14:07:48][ee4][Warning]Scene initialized in: 3.325 seconds
[14:07:48][ee4][Warning] Memory usage: 1634308 bytes
[14:07:48][ee4][Warning] Memory allocation time: 0.001 sec
[14:07:48][ee4][Warning] Memory deallocation time: 0.001 sec
[14:07:49][ee4][8]Starting track: game2
[14:07:49][ee4][Warning]Hud initialized in:0.885 seconds
[14:07:59][ee4][8]Creating new audio source. Count: 1
[14:08:07][ee4][Error]ui/selection_tab.lua:412 ui/selection_tab.lua:412: attempt to index local 'unit' (a nil value)
[14:08:07][ee4][Error]ui/selection_tab.lua:412 ui/selection_tab.lua:412: attempt to index local 'unit' (a nil value)

Consistent error. Reload save and can repeat. Save attached with sequence in next post.

Attachment (1)

< Message edited by michaelm -- 2/9/2013 10:20:08 AM >


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Michael
Post #: 1
RE: Crash after detaching leader (v1.1.4) - 1/27/2013 3:20:04 AM   
michaelm


Posts: 9106
Joined: 5/5/2001
From: Sydney, Australia
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French unit is one with Jaffe attached on Western front.
1. Go to unit
2. Repair it
3. Detach commander

Attachment (1)

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Michael

(in reply to michaelm)
Post #: 2
RE: Crash after detaching leader (v1.1.4) - 1/27/2013 3:48:47 AM   
michaelm


Posts: 9106
Joined: 5/5/2001
From: Sydney, Australia
Status: offline
Further to this.
If you re-select the unit, the problem is fixed as the SelectUnit has been reset.
Repairing an unit appears to 'un-select' the unit. You notice the green Commander range disappears.
However, the unit still shows in the unit panel which gives the impression it is still selected.





Attachment (1)

< Message edited by michaelm -- 1/27/2013 3:53:06 AM >


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Michael

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RE: Crash after detaching leader (v1.1.4) - 1/29/2013 9:18:36 AM   
michaelm


Posts: 9106
Joined: 5/5/2001
From: Sydney, Australia
Status: offline
Is this a known defect? And to be fixed?

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Michael

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Post #: 4
RE: Crash after detaching leader (v1.1.4) - 2/2/2013 2:40:21 PM   
michaelm


Posts: 9106
Joined: 5/5/2001
From: Sydney, Australia
Status: offline
bump

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Michael

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Post #: 5
RE: Crash after detaching leader (v1.1.4) - 2/2/2013 2:45:12 PM   
Lord Zimoa


Posts: 681
Joined: 10/10/2008
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I recall this is fixed on the upcoming patch list, but will double check, thanks for the report!

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(in reply to michaelm)
Post #: 6
RE: Crash after detaching leader (v1.1.4) - 2/9/2013 5:30:13 AM   
michaelm


Posts: 9106
Joined: 5/5/2001
From: Sydney, Australia
Status: offline
Same crash under the new beta 1.2.0

Attachment (1)

< Message edited by michaelm -- 2/9/2013 5:36:00 AM >


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Michael

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Post #: 7
RE: Crash after detaching leader (v1.1.4) - 2/9/2013 11:53:03 AM   
Myrddraal

 

Posts: 295
Joined: 11/13/2012
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Thanks for testing Michael. Confirmed bug but unfortunately not fixed yet.

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Post #: 8
RE: Crash after detaching leader (v1.1.4) - 2/9/2013 12:14:55 PM   
Myrddraal

 

Posts: 295
Joined: 11/13/2012
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Fixed now. The fix will be in the full (non-beta) patch release.

(in reply to Myrddraal)
Post #: 9
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