0.6.1 Hotfix 2

Announcements and infodumps from the Species dev team.
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Quasar
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0.6.1 Hotfix 2

Post by Quasar » Mon Feb 03, 2014 7:50 am

Full Release: http://www.speciesgame.com/download
Patch: http://www.speciesgame.com/Downloads/Re ... patch).zip

If you are currently experiencing problems with the terrain/creature shaders, or haven't yet installed hotfix 1, or just aren't sure, please download the full version.
If you aren't experiencing any major problems, feel free to apply this hotfix via the patch.
- The Shader Model 3.0 Autodetect routine has been reverted to the original 0.6.0 one, which isn't as clean or pretty but, y'know, works.
- Thought bubbles and health/energy bars are back.
- Imported Creatures are now correctly added to the Species List and Clade Diagram (it's possible this was also responsible for a number of the crashes people are experiencing).
- Initialise From Exported no longer adds ghost creatures, which was preventing Clades from going extinct (also possibly related to some crashes)
- Improved error handling for some installation problems related to reading and accessing Profile.txt
- Added build number to crash reporting
Let's hope we've got most of the problems now! :)

MrKyurem
Posts: 106
Joined: Sun Sep 15, 2013 1:42 pm

Re: 0.6.1 Hotfix 2

Post by MrKyurem » Mon Feb 03, 2014 9:19 am

I don't wanna say this...

...but I broke it.

InvalidOperationException

An unexpected error has occurred.

Species, Version=0.6.1.57, Culture=neutral, PublicKeyToken=null

at Microsoft.Xna.Framework.Graphics.GraphicsDevice.RawDrawUserPrimitives(PrimitiveType primitiveType, Int32 primitiveCount, Void* vertexData, Int32 vertexStride)
at Microsoft.Xna.Framework.Graphics.GraphicsDevice.DrawUserPrimitives[T](PrimitiveType primitiveType, T[] vertexData, Int32 vertexOffset, Int32 primitiveCount)
at SpeciesALRE.Drawables.FlatRenderTarget.Draw(GraphicsDevice GraphicsDevice, Effect effect)
at SpeciesALRE.Drawables.NoiseMap.Create(GraphicsDevice GraphicsDevice, SpriteBatch spriteBatch, BlurredRenderTarget mapRenderTarget, Effect effect)
at SpeciesALRE.World.ClimateSystem.SetTemperatureStyle(GraphicsDevice GraphicsDevice, SpriteBatch spriteBatch, Texture2D heightMap, Int32 TemperatureStyle)
at SpeciesALRE.UI.UIManager.NewWorld_Update()
at SpeciesALRE.UI.UIManager.Update(Vector2 MousePosition, Boolean isMouseDown, KeyboardState kState)
at SpeciesALRE.Game1.Update(GameTime gameTime)
at Microsoft.Xna.Framework.Game.Tick()
at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
at Microsoft.Xna.Framework.GameHost.OnIdle()
at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(Int32 dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at Microsoft.Xna.Framework.WindowsGameHost.Run()
at Microsoft.Xna.Framework.Game.Run()
at SpeciesALRE.Program.Main(String[] args)

EDIT: And again.

ArgumentOutOfRangeException

This parameter must be a valid index within the array.
Parameter name: elementCount

Species, Version=0.6.1.57, Culture=neutral, PublicKeyToken=null

at Microsoft.Xna.Framework.Graphics.Texture.ValidateCopyParameters[T](T[] data, Int32 dataIndex, Int32 elementCount)
at Microsoft.Xna.Framework.Graphics.VertexBuffer.CopyData[T](Int32 offsetInBytes, T[] data, Int32 startIndex, Int32 elementCount, Int32 vertexStride, UInt32 options, Boolean isSetting)
at Microsoft.Xna.Framework.Graphics.DynamicVertexBuffer.SetData[T](Int32 offsetInBytes, T[] data, Int32 startIndex, Int32 elementCount, Int32 vertexStride, SetDataOptions options)
at Microsoft.Xna.Framework.Graphics.DynamicVertexBuffer.SetData[T](T[] data, Int32 startIndex, Int32 elementCount, SetDataOptions options)
at SpeciesALRE.Instancing.InstancedModelPart.DrawHardwareInstancing(InstancedVertex[] instanceTransforms, Int32 numberToDraw)
at SpeciesALRE.Instancing.InstancedModelPart.Draw(InstancingTechnique instancingTechnique, InstancedVertex[] instanceTransforms, Int32 numberToDraw, Matrix view, Matrix projection, Single gameTime)
at SpeciesALRE.Instancing.InstancedModel.DrawInstances(InstancedVertex[] instanceTransforms, Int32 numberToDraw, Matrix view, Matrix projection, Single gameTime)
at SpeciesALRE.World.World.DrawVegetation(GraphicsDevice GraphicsDevice)
at SpeciesALRE.World.World.Draw(GraphicsDevice GraphicsDevice)
at SpeciesALRE.Game1.DrawGame(GameTime gameTime)
at SpeciesALRE.Game1.Draw(GameTime gameTime)
at Microsoft.Xna.Framework.Game.DrawFrame()
at Microsoft.Xna.Framework.Game.Tick()
at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
at Microsoft.Xna.Framework.GameHost.OnIdle()
at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(Int32 dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at Microsoft.Xna.Framework.WindowsGameHost.Run()
at Microsoft.Xna.Framework.Game.Run()
at SpeciesALRE.Program.Main(String[] args)

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AstroNiki
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Re: 0.6.1 Hotfix 2

Post by AstroNiki » Mon Feb 03, 2014 2:49 pm

First post, hi!
I had black terrain and invisible creatures with the first release, creatures and terrain visible with the first hotfix, with crashes every couple of minutes, and in hotfix 2 the creatures are invisible again (i can see horns and eyes, dead bodies).
AMD athlon 64 X2 Dual Core 5200+ 2.61 GHz, 3 GB RAM, ATI Radeon HD 2600 Pro, Windows XP sp3
Check out my astrophotography: http://www.astroniki.fbl.pl http://www.facebook.com/AstroNiki1

Skylimit
Posts: 361
Joined: Tue Jul 10, 2012 5:57 pm

Re: 0.6.1 Hotfix 2

Post by Skylimit » Mon Feb 03, 2014 7:28 pm

Hurray for stability
Crashes are less common now

still no carnivores though ;)

MrKyurem
Posts: 106
Joined: Sun Sep 15, 2013 1:42 pm

Re: 0.6.1 Hotfix 2

Post by MrKyurem » Mon Feb 03, 2014 9:22 pm

Skylimit wrote:Hurray for stability
Crashes are less common now

still no carnivores though ;)
There's never been any carnivores, and there's a big reason why - they tend to be cannibals.

Skylimit
Posts: 361
Joined: Tue Jul 10, 2012 5:57 pm

Re: 0.6.1 Hotfix 2

Post by Skylimit » Mon Feb 03, 2014 9:33 pm

MrKyurem wrote: There's never been any carnivores, and there's a big reason why - they tend to be cannibals.
That is incorrect... as a matter of fact, long running simulations tended to have a carnivore problem

for instance here

Re: Finding the balance
Postby Skylimit » Wed Jun 26, 2013 7:54 pm


Hunger games 2
Type : Lake
Worldsize 1.5
Trees/grass : 0.51
Meat : 0.09
Fertility : Noise
Temp : Noise
Creature cap : 4250
Other : default

Outcome ...
Fasten Seat Belts ...

Carnivore 1 (you must be kidding?)
Size 1
Speed 2.5
Stamina 9.8
Attack 9.1
Growth Cost 44

Skylimit
Posts: 361
Joined: Tue Jul 10, 2012 5:57 pm

Re: 0.6.1 Hotfix 2

Post by Skylimit » Mon Feb 03, 2014 9:50 pm

And finally the balance problem was solved in hotfix 4
Now we have a new balance problem

Re: Finding the balance
Postby Skylimit » Sun Jun 30, 2013 7:39 am


As of hotfix 4 (and 5)

I get very balanced results, even with the default settings

I see that a 0.3 carnivore, is now called a 0.3 omnivore
But there is more...

I see the average species is an omnivore (with bias towards 0.2 maybe, due to -0.6 herbivore specialization restrictions)
But in long running simulations, we also see the extremes -0.6 herbivore, and the 1 Carnivore

So this looks pretty balanced to me now
AND this is all with just the default settings

All I changed is worldsize 1.5
Creature cap 4250

I also leave the fertility settings on the defaults

So bravo, this one looks fixed
Though you never mentioned there has been a change

Szatesz
Posts: 12
Joined: Sat Feb 01, 2014 9:57 am

Re: 0.6.1 Hotfix 2

Post by Szatesz » Mon Feb 03, 2014 10:07 pm

carnivores? simple --> nothing special options just play with the lowest fertility and make some rovers to feed high diet species and kill low diet species , and they will evolve soon
tested 0.6.1 with hotfix 1

Skylimit
Posts: 361
Joined: Tue Jul 10, 2012 5:57 pm

Re: 0.6.1 Hotfix 2

Post by Skylimit » Mon Feb 03, 2014 10:23 pm

Szatesz wrote:carnivores? simple --> nothing special options just play with the lowest fertility and make some rovers to feed high diet species and kill low diet species , and they will evolve soon
tested 0.6.1 with hotfix 1
That is artificial selection - how about when you delete all rovers, do they last?
I have tried everything, also start from randomized, which is pretty much the same
Carnivores don't survive

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Quasar
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Re: 0.6.1 Hotfix 2

Post by Quasar » Tue Feb 04, 2014 2:38 am

I think I just subdued the "ArgumentOutOfRange" exception. Commented out a line of code which I'm not even sure what the original purpose of was. Something to do with cleaning up the vegetation instance array and/or preventing skynet, I dunno.

Regardless, I was managing to replicate the error, but only irregularly, and I haven't seen it since commenting out that line. I'm not sure if it's fixed or just in hiding, but hoping for the former.

I'm currently midway through fixing the Gene Editor so it stops crashing when you go put invalid numbers into the discreet (yellow) genes.

Skylimit: haven't had a chance to look into the non-existence of evolved carnivores yet. f you want to look into it on your end, try genetically engineering a 1.0 carnivore and then feeding it meat and watching what happens on the Energy page. If there's a bug in the engine there, you might be able to spot it.

Finally, we've got a few other rare crashes being reported, which I'm hoping to address. 0.6.1 is supposed to be a stability upgrade, afterall, so don't stop reporting bugs and crashes! The more information I have, the easier it is to find and murder them in their sleep.

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