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Labs stops working when cancelling

Posted: 30 Dec 2006, 00:17
by TradeMark
I just played my very first game at this version of spring, and i had to reclaim my labs every time when i wanted to build some other unit.

It was very annoying... very annoying... can you fix it?

Posted: 30 Dec 2006, 01:05
by Tobi
I cant reproduce here, can you give a more detailed explanation?

Posted: 30 Dec 2006, 01:23
by Tim-the-maniac
You mean the bug when using ctrl to build stuff? I think trepan knows about it, although he said he couldnt reproduce it.
For me, whenever i use ctrl to build stuff (makes 20) the lab then becomes useless unless you use alt-build.

Posted: 30 Dec 2006, 01:26
by TradeMark
ctrl? ive never used ctrl to build stuff.. i use only shift

ive never got this bug before, only with newest spring, and in that game, some other players said they got same problems.

Posted: 30 Dec 2006, 01:31
by Tim-the-maniac
well how do you reproduce it then..?

Posted: 30 Dec 2006, 01:42
by LordMatt
It is temporary to begin with, and then gets worse and worse. I have only been able to get it to lock with multiple ctrl left and right commands. You can restart the lab with ALT commands, or by fiddling with it some more. Easiest way to avoid this is pick a proper build order to begin with and use the repeat key, and only increment singly with the mouse.

Posted: 30 Dec 2006, 01:53
by TradeMark
1) build a lab
2) start building unit A
3) keep building unit A, put it build unit B as well.
4) cancel building unit A
5) bug, it doesnt build unit B

http://replays.unknown-files.net/replay.php?id=143

edit: Oh fuck, now i know what you mean, the ctrl key which increases it more at a time!
yes i use that, and i have always used, but this new spring version seems to be bugged...

i use CTRL+SHIFT to build 100 units a time.

Posted: 30 Dec 2006, 05:14
by REVENGE
A good temp fix is instead of reclaiming your lab, give it to ally then give back.

Posted: 30 Dec 2006, 05:30
by hunterw
what change could've possibly introduced this bug?

what was wrong with labs' build orders that needed to be modified?

Posted: 30 Dec 2006, 05:50
by trepan
It would appear that you get a 0.5 second delay
for each cancelled build order that came before
the next unit. Until the next release, avoid the big
numbers :)

Posted: 30 Dec 2006, 06:00
by REVENGE
Ah, so it's a 50 second delay with 100 units?

Posted: 30 Dec 2006, 06:09
by trepan
Found and fixed the problem. Looks like someone
deleted a few lines of code during a cleanup... Now
to find out why builders guarding factories do the
chicken dance rather then assisting with builds.

Posted: 30 Dec 2006, 06:12
by LordMatt
trepan can you comment on why queuing something with alt bypasses the delay?

Posted: 30 Dec 2006, 06:16
by trepan
Because it shoves it into the front of the queue. The
"lock" time is due to the fact that the cancelled build
orders are actually converted to STOP commands.
The bug introduced by the deleted lines makes it so
that these STOP commands are not immediately
deleted, but instead have to wait their turn at the
SlowUpdate() booth.

Posted: 30 Dec 2006, 06:22
by LordMatt
Niice I learn something new all the time! I'll use that feature in the future. :-)

Posted: 04 Jan 2007, 08:31
by Iklash222
so can one dl a fixed exe soonish?

Posted: 06 Jan 2007, 05:19
by hawkki
I really hope there would be more information flow like this from the developers towards the community.

Posted: 06 Jan 2007, 08:41
by Iklash222
they do it on their free time... most do I suppose

:P hug a developer TODAY :roll:

Posted: 06 Jan 2007, 11:35
by Tobi
The information you're probably refering to (ETA for next version) will just be misused tbh, ie. people will bother us with 'why hasn't it released been yet???', 'you said you'd release in november, but it's january now' etc, so I personally refuse to give release ETAs for that reason.

Posted: 06 Jan 2007, 11:38
by Iklash222
imo its a big stopper and a hotfix should be issued but thats my opinion