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Ships display lags behind real position or is totally wrong (master branch) #2859
Weird, I've never seen this and I can't reproduce it (with the same setup).
Does anything change when you rotate, move or zoom the main map view?
@LinuxDonald What should be fixed about the minimap? Maybe the ship icons could be drawn a little higher, but I don't think that's the problem here.
No output, except : "Ship created and weapons loaded." when the game starts.
Zooming or moving the ship out of view and then in will not change anything. The ship keeps its glitched position until it is moved.
All ships are affected : player, AI player, free trader and I suppose pirate, but I could not verify.
Does the ship also do normal movement when it's in the wrong position? Or does it just stand still and sometimes jump ahead?
What happens when you rotate the view? Does the ship stay on the same place on the map or does it rotate around the place where it should be?
Have you changed any settings? You can find your settings in
Does this only apply to ships? Or have you seen this with other units as well (the inhabitants that walk on the roads, the collectors etc.)?
Did you install the game through git? If so, could you try if the problem also exists in older versions?
When instructing a ship to move, it will stay stuck for a certain amount of time (a split second to several seconds) then start moving. When stuck the ship rotates, I think it is the rotation it should have if it was displayed at the right position.
Rotating the map doesn't change the glitched position, the ship sprite rotates normally (stay at the same glitched position).
My settings are slightly changed but it was all done from the menus (diff : https://gist.github.com/yhoyhoj/6f9367e2d74c534a8542dfc3691661bb).
It also applies to fishing boats and resource collectors, maybe normal settlers too but it is difficult so see. Also it is confirmed for pirate ships.
I cannot easily install an older version because the older version of fife and fifechan required for 2017.2 conflict with the new versions. I can test check out an older commit with git.
Additional info :
I have tried to reproduce this with the latest version of UH, Fife, and Fifechan (or at least what was the latest version at that moment 20 days ago).
I have been unable to reproduce the bug or to find a likely explanations for this so far
I got some photos and a savefile for this bug when it occurred on my machine running Arch Linux. I am running fife and fifechan from git. When I encountered this I did a search and found an old issue that I thought might be worth mentioning: #1203
I was also playing a randomly generated map.
Notes regarding save: Ships don't float through land immediately. Just speed up the game and move your ship around a bit and after a little while a ship will clip through the island. The trader ship is more likely to clip farther through land.
With this savefile I have been able to reproduce the problem, thanks!
I have also found the place where the problem would probably be:
As far as I understand it now:
The movement and pathfinding of the ships (and other units) happens in the python code.
I believe that the easiest solution would be to set the location of the fife instance to the actual position of the ship whenever a new step is taken.
Another solution would be to make the actual position also work with non-integer coordinates.
Fixing the underlying problem in a clean way would require either a lot of fife troubleshooting to make sure both pathfinders work well together, or it would require to replace the fife pathfinding with another mechanism to smooth movement.
Currently I'm not going to do that, but I can make sure that the locations sync up if they would get too far apart, effectively solving the symptoms of this problem.
The ships/units might jump a square sometimes, but if the problem is rare enough, that won't be noticable.