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Repeating crashes during combat processing at last nodes #16
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Stack traces aren't enough here... what screen did it crash on? What was the game doing? More details are needed to debug. I haven't had issues with combat resolving on my machines. |
Just pulled it again and caught the crash at the same screen:
Any ideas? |
It's still happening on the screen that shows the sortie score (like in this comment)? You're on the latest version? |
The last time it has happened just after night battle. The screen had closed by blue semiblocks, the fleet information had first appeared before score rank screen, the script had tiggered and crashed. There were only ~200 ms while the fleet was on screen top.
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What is this? What 'screen' did it close? IIRC the fleet information flashes briefly on-screen, and then the score screen is overlayed on top of it, and then the |
I have no idea what might be causing this on your end. A possible fix is to change L511-512: elif (self.kc_region.exists('next.png')
or self.kc_region.exists('next_alt.png')): to elif (self.regions['lower_right_corner'].exists('next.png')
or self.regions['lower_right_corner'].exists('next_alt.png')): (I should probably make this change anyways for optimization purposes) |
@stackhanovets the above change was pushed to master as of 0.2.4; has the issue been repeated since? |
@mrmin123 Good. I've tested normal, combined and strike force fleet - no more crashes have been occurred. However, in some times the script had stuck confusing minor damage sign on sortie start screen wiith fatique icon or during boss quote screen processing:
So the topic is solved. |
Few maps were tested, the interruptions had happened from time to time and had thrown similar tracebacks.
Log:
Cfg:
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