amerigoV
February 22nd, 2020, 22:28
Its been a bit. I decided to update and run through a combat. This is all on a copied over campaign from FGC.
Things that I found that do not seem to be in the list of issues. Since I had two instances open, I'll list has Host and Player, where Player is the second instance that joined the game.
Joining a game (local host)
Opening a second instance of FGU and hit "join game" gave the following popup error on the Player FGU
[2/22/2020 2:49:04 PM] [NOTICE] Launcher scene starting.
[2/22/2020 2:49:34 PM] [<color="red">ERROR</color>] Unable to update session list from lobby server.
[2/22/2020 2:49:44 PM] [NOTICE] Attempting named connection to server. [amerigoV]
[2/22/2020 2:49:44 PM] [NOTICE] Unable to check lobby server for available cloud servers.
[2/22/2020 2:49:48 PM] [NOTICE] Network setup cancelled by user.
[2/22/2020 2:49:49 PM] [NOTICE] Attempting named connection to server. [amerigoV]
[2/22/2020 2:49:49 PM] [NOTICE] Unable to check lobby server for available cloud servers.
[2/22/2020 2:49:53 PM] [NOTICE] Network setup cancelled by user.
[2/22/2020 2:51:49 PM] [<color="red">ERROR</color>] Unable to update session list from lobby server.
[2/22/2020 2:51:49 PM] [<color="red">ERROR</color>] Unable to update session list from lobby server.
[2/22/2020 2:52:09 PM] [<color="red">ERROR</color>] Unable to update session list from lobby server.
[2/22/2020 2:52:09 PM] [<color="red">ERROR</color>] Unable to update session list from lobby server.
After closing the box, I was able to join the local campaign.
Error as player when host table is shut down
I wanted to reload the host, so I shut it down while the local player version was attached. Here is the error on the Player side that resulted
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (buttoncontrol) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (subwindow) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (genericcontrol) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (genericcontrol) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (subwindow) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (customdie) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (linkcontrol) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (customdie) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (subwindow) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (customdie) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (buttoncontrol) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (customdie) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (buttoncontrol) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (buttoncontrol) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (customdie) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (customdie) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (buttoncontrol) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (windowinstance) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (windowinstance) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (windowinstance) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (chatentry) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (ModifierStack) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (stringcontrol) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (DiceTowerManager) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (stringcontrol) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (ChatManager) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (stringcontrol) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (numbercontrol) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (CombatManager2) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [NOTICE] Launcher scene starting.
Not finding added module
I added a Module (Eberron for Savage Worlds) into the modules directory while the program was up. It did not find it on the Host. Upon restarting Host FGU, the module appeared.
Not sure what trigger this error
Player selected a partially created PC. I clicked on the Portrait, selected 5e/D&D, the Drow. As I poked around it puked up this on the Player side (update: I had to cut like 95% of it because it exceeded the post length here on the boards - so I kept the start/end of it):
[2/22/2020 3:12:29 PM] [<color="red">ERROR</color>] TIMER UPDATE: System.NullReferenceException
at (wrapper managed-to-native) UnityEngine.GameObject.SetActive(UnityEngine.GameO bject,bool)
at FG.UIQueue.GetControl (DCANLKPNMIA OIDPJHPGMBB) [0x00037] in <30aef83569e2427ea32b1ad01af00d2a>:0
at FG.UIQueue.GetControl (DCANLKPNMIA OIDPJHPGMBB, UnityEngine.Transform PELBEOGJCPG) [0x00000] in <30aef83569e2427ea32b1ad01af00d2a>:0
at FG.BackgroundFrameUI.NDOMKADMJFE (NNGALHHHCND KGGEAMINEHM, System.Int32 DEIABGHLIIN, System.Int32 AEPBBNGJMBP, System.Int32 HDMNOGCLNOC, System.Int32 NEIPPALDIAL, System.Int32 ONHIHBFKAAE) [0x00041] in <30aef83569e2427ea32b1ad01af00d2a>:0
at FG.BackgroundFrameUI.GHAIMCNBFPC (NNGALHHHCND KGGEAMINEHM) [0x0009c] in <30aef83569e2427ea32b1ad01af00d2a>:0
at FG.BackgroundFrameUI.SetBackground (System.String FDNMAKNJMII, UnityEngine.Vector2 KDOLCCJLOPE, UnityEngine.Vector2 MIBLJNOEIGO) [0x00061] in <30aef83569e2427ea32b1ad01af00d2a>:0
...
at FG.TextFrameUI.Draw (System.String PBHPENKOPBO, System.String KDNFEJPDJJL, HEENKGIJFCP BDGABGMBGDP, UnityEngine.Vector2 PNJDNPKAGEI, UnityEngine.Vector2 LKNIIJDIHNF, System.String FDNMAKNJMII, UnityEngine.Vector2 GHMCFIIBNCE, UnityEngine.Vector2 EHOBKHGOAAI) [0x0000a] in <30aef83569e2427ea32b1ad01af00d2a>:0
at FG.TooltipUI.Show (UnityEngine.Vector2 KDOLCCJLOPE, System.String PBHPENKOPBO, NOLLBNJFLGC GCBLELJAMEB, KOMOEGJBJFB FGCCOGIIDLD) [0x0015c] in <30aef83569e2427ea32b1ad01af00d2a>:0
at FG.FGDesktop.ShowTooltip (System.String PBHPENKOPBO, System.Int32 DPIPGEKLGDA) [0x00028] in <30aef83569e2427ea32b1ad01af00d2a>:0
at LEECPKFJIAJ.FHEBAFNGKHA (System.String JOAKEJODPOP) [0x0000f] in <30aef83569e2427ea32b1ad01af00d2a>:0
at LEECPKFJIAJ.MKHOHGBCEDF () [0x00011] in <30aef83569e2427ea32b1ad01af00d2a>:0
at BHPIKEKLDAF.DIPMGGBFGJP () [0x00090] in <30aef83569e2427ea32b1ad01af00d2a>:0
at FG.FGDesktop.Update () [0x00096] in <30aef83569e2427ea32b1ad01af00d2a>:0
When I closed it, it puked up some more (that I did not capture), then it let me select a portrait and was fine.
No Grouping on Player Side
See attached pick. On the Player side, the grouping drop down box did not reflect any groups for modules. Grouping was working host-side.
SWADE - Sub Powers (an entry under Powers using the Sub Power option from the right click radial menu) shows a link to the Power but does not activate
Example, say I have Bolt and make a sub-Power with higher damage. Both have a box/link that should be to the Bolt power. But only the Original Power entry link is active.
Beyond that, the ruleset and mechanics of things seemed to work pretty well. LOS worked nicely.
Things that I found that do not seem to be in the list of issues. Since I had two instances open, I'll list has Host and Player, where Player is the second instance that joined the game.
Joining a game (local host)
Opening a second instance of FGU and hit "join game" gave the following popup error on the Player FGU
[2/22/2020 2:49:04 PM] [NOTICE] Launcher scene starting.
[2/22/2020 2:49:34 PM] [<color="red">ERROR</color>] Unable to update session list from lobby server.
[2/22/2020 2:49:44 PM] [NOTICE] Attempting named connection to server. [amerigoV]
[2/22/2020 2:49:44 PM] [NOTICE] Unable to check lobby server for available cloud servers.
[2/22/2020 2:49:48 PM] [NOTICE] Network setup cancelled by user.
[2/22/2020 2:49:49 PM] [NOTICE] Attempting named connection to server. [amerigoV]
[2/22/2020 2:49:49 PM] [NOTICE] Unable to check lobby server for available cloud servers.
[2/22/2020 2:49:53 PM] [NOTICE] Network setup cancelled by user.
[2/22/2020 2:51:49 PM] [<color="red">ERROR</color>] Unable to update session list from lobby server.
[2/22/2020 2:51:49 PM] [<color="red">ERROR</color>] Unable to update session list from lobby server.
[2/22/2020 2:52:09 PM] [<color="red">ERROR</color>] Unable to update session list from lobby server.
[2/22/2020 2:52:09 PM] [<color="red">ERROR</color>] Unable to update session list from lobby server.
After closing the box, I was able to join the local campaign.
Error as player when host table is shut down
I wanted to reload the host, so I shut it down while the local player version was attached. Here is the error on the Player side that resulted
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (buttoncontrol) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (subwindow) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (genericcontrol) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (genericcontrol) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (subwindow) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (customdie) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (linkcontrol) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (customdie) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (subwindow) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (customdie) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (buttoncontrol) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (customdie) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (buttoncontrol) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (buttoncontrol) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (customdie) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (customdie) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (buttoncontrol) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (windowinstance) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (windowinstance) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (windowinstance) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (chatentry) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (ModifierStack) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (stringcontrol) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (DiceTowerManager) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (stringcontrol) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (ChatManager) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (stringcontrol) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (numbercontrol) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [<color="red">ERROR</color>] Object (CombatManager2) deleted without cleaning up attached Lua object.
[2/22/2020 3:06:15 PM] [NOTICE] Launcher scene starting.
Not finding added module
I added a Module (Eberron for Savage Worlds) into the modules directory while the program was up. It did not find it on the Host. Upon restarting Host FGU, the module appeared.
Not sure what trigger this error
Player selected a partially created PC. I clicked on the Portrait, selected 5e/D&D, the Drow. As I poked around it puked up this on the Player side (update: I had to cut like 95% of it because it exceeded the post length here on the boards - so I kept the start/end of it):
[2/22/2020 3:12:29 PM] [<color="red">ERROR</color>] TIMER UPDATE: System.NullReferenceException
at (wrapper managed-to-native) UnityEngine.GameObject.SetActive(UnityEngine.GameO bject,bool)
at FG.UIQueue.GetControl (DCANLKPNMIA OIDPJHPGMBB) [0x00037] in <30aef83569e2427ea32b1ad01af00d2a>:0
at FG.UIQueue.GetControl (DCANLKPNMIA OIDPJHPGMBB, UnityEngine.Transform PELBEOGJCPG) [0x00000] in <30aef83569e2427ea32b1ad01af00d2a>:0
at FG.BackgroundFrameUI.NDOMKADMJFE (NNGALHHHCND KGGEAMINEHM, System.Int32 DEIABGHLIIN, System.Int32 AEPBBNGJMBP, System.Int32 HDMNOGCLNOC, System.Int32 NEIPPALDIAL, System.Int32 ONHIHBFKAAE) [0x00041] in <30aef83569e2427ea32b1ad01af00d2a>:0
at FG.BackgroundFrameUI.GHAIMCNBFPC (NNGALHHHCND KGGEAMINEHM) [0x0009c] in <30aef83569e2427ea32b1ad01af00d2a>:0
at FG.BackgroundFrameUI.SetBackground (System.String FDNMAKNJMII, UnityEngine.Vector2 KDOLCCJLOPE, UnityEngine.Vector2 MIBLJNOEIGO) [0x00061] in <30aef83569e2427ea32b1ad01af00d2a>:0
...
at FG.TextFrameUI.Draw (System.String PBHPENKOPBO, System.String KDNFEJPDJJL, HEENKGIJFCP BDGABGMBGDP, UnityEngine.Vector2 PNJDNPKAGEI, UnityEngine.Vector2 LKNIIJDIHNF, System.String FDNMAKNJMII, UnityEngine.Vector2 GHMCFIIBNCE, UnityEngine.Vector2 EHOBKHGOAAI) [0x0000a] in <30aef83569e2427ea32b1ad01af00d2a>:0
at FG.TooltipUI.Show (UnityEngine.Vector2 KDOLCCJLOPE, System.String PBHPENKOPBO, NOLLBNJFLGC GCBLELJAMEB, KOMOEGJBJFB FGCCOGIIDLD) [0x0015c] in <30aef83569e2427ea32b1ad01af00d2a>:0
at FG.FGDesktop.ShowTooltip (System.String PBHPENKOPBO, System.Int32 DPIPGEKLGDA) [0x00028] in <30aef83569e2427ea32b1ad01af00d2a>:0
at LEECPKFJIAJ.FHEBAFNGKHA (System.String JOAKEJODPOP) [0x0000f] in <30aef83569e2427ea32b1ad01af00d2a>:0
at LEECPKFJIAJ.MKHOHGBCEDF () [0x00011] in <30aef83569e2427ea32b1ad01af00d2a>:0
at BHPIKEKLDAF.DIPMGGBFGJP () [0x00090] in <30aef83569e2427ea32b1ad01af00d2a>:0
at FG.FGDesktop.Update () [0x00096] in <30aef83569e2427ea32b1ad01af00d2a>:0
When I closed it, it puked up some more (that I did not capture), then it let me select a portrait and was fine.
No Grouping on Player Side
See attached pick. On the Player side, the grouping drop down box did not reflect any groups for modules. Grouping was working host-side.
SWADE - Sub Powers (an entry under Powers using the Sub Power option from the right click radial menu) shows a link to the Power but does not activate
Example, say I have Bolt and make a sub-Power with higher damage. Both have a box/link that should be to the Bolt power. But only the Original Power entry link is active.
Beyond that, the ruleset and mechanics of things seemed to work pretty well. LOS worked nicely.