Reassembly

Reassembly

Reassembler
Picten 28 May, 2016 @ 7:21am
Buildings critical bug
When i try to load a save file of this faction with a building design on it, the game just keeps crashing with either "SPACETIME_SEGFAULT" or "Device or resource busy" error.
This will keep happening until you play as a different faction then load your reassembler save file again, but at the cost of all your building designs being corrupted and being replaced by random asteroid patterns.
This bug won't happen when playing as other factions, and its guranteed to happen when making/regenerating a new universe.

Edit: This happened again, in a slightly different way but same result of all the building designs being corrupted. When regenerating a world, the game gives the "Hang Detected" error when the loading bar reaches about three quarters. I regenerated the world again after relaunching reassembly, and it worked without crashing once but the building designs was still all gone. I'm assuming the bug described above starts happening if you try to load the world again.
Its becoming annoying to manually re-import all of the building designs, Can someone help me with this problem?
Last edited by Picten; 28 May, 2016 @ 8:55pm
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Showing 1-11 of 11 comments
GsaGenDavid 29 May, 2016 @ 3:00pm 
Try going to your main steam directory folder and deleting GameOverlayRender.dll, GameOverlayRender.log, GameOverlayRender64.dll and GameOverlayUI.exe . Be sure to back up these files before hand, but from what I've seen whenever you restart the game it will download these again. I had gotten the "SPACETIME_SEGFAULT" error under a different circumstance, and this is what I did to fix it.
Picten 29 May, 2016 @ 9:40pm 
Originally posted by GsaGenDavid:
Try going to your main steam directory folder and deleting GameOverlayRender.dll, GameOverlayRender.log, GameOverlayRender64.dll and GameOverlayUI.exe . Be sure to back up these files before hand, but from what I've seen whenever you restart the game it will download these again.
I tried it, but no changes.

Edit: Got the pattern now, loading your savefile after playing as a different faction causes the "SPACETIME_SEGFAULT" Error once and corrupts your building files. After that, regenerating your world will load your savefile correctly wituout errors.
All errors other than that one error is "Device or Resource Busy" error.
Hope this helps.
Last edited by Picten; 29 May, 2016 @ 9:58pm
Galenmacil  [developer] 30 May, 2016 @ 6:24pm 
Picten: So, to summarize, if your start a new game and select the Reassembler faction, it will work fine if you stick to playing that save game slot? "Root" structure will get corrupted if you load another save that use another faction and then load back the Reassembler save slot?

Edit: Just to be sure, have you tried removing or renaming the "[My Saved Games Folder]\Reassembly\data\cvars.txt" file? This will ensure the game use the default CVARS definitions. Also, perhaps try to "verify" the game installation via the Steam Reassembly properties under the "Local Files" tab and click "Verify Integrity of Game Cache" button.
Last edited by Galenmacil; 30 May, 2016 @ 6:30pm
Picten 30 May, 2016 @ 8:55pm 
Originally posted by Galenmacil:
Picten: So, to summarize, if your start a new game and select the Reassembler faction, it will work fine if you stick to playing that save game slot? "Root" structure will get corrupted if you load another save that use another faction and then load back the Reassembler save slot?

Edit: Just to be sure, have you tried removing or renaming the "[My Saved Games Folder]\Reassembly\data\cvars.txt" file? This will ensure the game use the default CVARS definitions. Also, perhaps try to "verify" the game installation via the Steam Reassembly properties under the "Local Files" tab and click "Verify Integrity of Game Cache" button.

All Reassembler saves work fine unless there's a valid building design in it, which causes the game to permamently freeze with the "Hang Detected" error the first time you try to load your save, and after that you start crashing when loading/generating a world until the building design gets corrupted by loading a different savefile allowing the files to load in the Reassembler save.

I tried it again after verifying cache and removing Cvars, but the bug is still happening.
Last edited by Picten; 30 May, 2016 @ 8:57pm
Err0r77 31 May, 2016 @ 1:09pm 
What Happened!:Nuke: NUKE NUKE :Nuke:
Galenmacil  [developer] 31 May, 2016 @ 5:11pm 
Ok. Going to investigate this. Have you tried with the "Bee" faction to build a "rooted" structure? Does it work?
Picten 31 May, 2016 @ 6:16pm 
Originally posted by Galenmacil:
Ok. Going to investigate this. Have you tried with the "Bee" faction to build a "rooted" structure? Does it work?

Tried loading in a Bee savefile with buildings on it, the same bug happened.

Another strange thing is, even through the building design gets corrupted they still generate in the world through that's probably because the crash happens after the world is generated. (Always crashes on "Generating: Loading")
Last edited by Picten; 31 May, 2016 @ 6:16pm
Galenmacil  [developer] 31 May, 2016 @ 6:43pm 
I see. I started a game to see if I could replicate the problem. I played for 1 hour. I had rooted blueprints defined but the game did not generate any so far... but it did crash in the middle of a big battle however.

So, since the same thing happen with the Bee faction, I would think this is a bug within Reassembly. I do not know if rooted blueprints are popular amongs players. I would assume unexperienced ones do not know how they work. This could explain why nobody reported anything so far.
Picten 31 May, 2016 @ 7:04pm 
Originally posted by Galenmacil:
So, since the same thing happen with the Bee faction, I would think this is a bug within Reassembly. I do not know if rooted blueprints are popular amongs players. I would assume unexperienced ones do not know how they work. This could explain why nobody reported anything so far.

So i guess we have to ask the developer?

PS. I just reached Two hundred ship designs in your faction, just wanted to say thank you for making this mod.
Audion 31 Dec, 2016 @ 7:34pm 
I read over old threads, and apparently the Bee have a unique building core, that should be used instead to avoid instability
Perhaps this should be applied to this faction as well?
Galenmacil  [developer] 2 Jan, 2017 @ 6:53pm 
Well, the block definition parameters for a "ROOT" type is pretty straightforward. Vanilla Reassembly defines a few for three different factions: Bees, Borgs and Hostile Plants. They all contain the same data:

{
[block numerical id],
shape=RECT_ROOT,
name="Root",
features=ROOT,
group=[faction numerical id],
fillColor=[24 bit Hexadecimal color code],
fillColor1=[24 bit Hexadecimal color code],
lineColor=[24 bit Hexadecimal color code],
growRate=16.5
}

Values in brackets fluctuate depending on the faction. I used this very same format to define the ROOT block for the Reassembler faction... It is possible Arthur used some hard-coded values for the Bees rooting. Only him could answer that. :KOh:
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