c4countdownA group for contestants and lovers of the Channel 4 game show 'Countdown'.
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It is currently Thu Jul 29, 2010 10:36 pm
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Charlie Reams
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Post subject: Bug reports Posted: Wed Jul 23, 2008 6:34 pm |
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Joined: Fri Jan 11, 2008 2:33 pm Posts: 7161 Location: Cambridge
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This is a list of known bugs. Please post bugs that you encounter, but check this list first to avoid duplication. General stuff- The URL is ugly, hard to remember and keeps changing. This will be fixed when I can afford a decent domain name. Fixed.
- I can accept the same challenge more than once. Fixed.
- If someone rejects my challenge or disconnects, I don't get notified at all. Fixed.
- Challenge window shows my name, rather than opponent's. Fixed
- Logging out doesn't work. (Thanks Howard.) Fixed
Game window- If I shut the game window during the game, the game just gets stuck. Yeah, this is annoying, but has a fairly obvious workaround...
- The summary screen says "C1" and "C2" but these aren't defined anywhere else. Fixed
- Players see different dialogue for the same event. [/b] Fixed.
Spectator mode- Messages sometimes get lost if there's a sudden flurry of them.
- Numbers rounds describe the events incorrectly.
Letters game- If I click the Vowel/Consonants buttons really fast, I get extra letters in the next round. Fixed.
- DC's words don't show up in the game summary until after the next round. Fixed.
- Susie says the same thing regardless of the reason my word was disallowed. Fixed.
- Non-alpha characters can be entered in words. (Thanks Jono) Fixed.
- Game sometimes gets stuck after selecting the letters. (Thanks Kirk and Dan) Fixed.
Numbers game- Post-round text says "I screwed up" even if I wasn't asked for a method. Fixed.
Conundrum game (thanks Jono) - Sometimes both players can buzz. This is an aesthetic oddity, but the result of the round is still given correctly. Fixed.
- Wrong answers sometimes causes game to hang. Might be related to pressing backspace (which the game won't allow.) Fixed.
Last edited by Charlie Reams on Tue Aug 12, 2008 7:37 pm, edited 2 times in total.
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Jon O'Neill
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Post subject: Re: Known bugs Posted: Wed Jul 23, 2008 6:39 pm |
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Joined: Tue Jan 22, 2008 12:45 am Posts: 1664 Location: London, UK
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#'][/.;,<>?@:~{}+_-=!"£$%^&*()`¬\|éúíáóíÍÓÁáíóá are typeable.
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Jon O'Neill
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Post subject: Re: Known bugs Posted: Wed Jul 23, 2008 6:41 pm |
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Joined: Tue Jan 22, 2008 12:45 am Posts: 1664 Location: London, UK
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In the game summary thing where you click Next Round, it says "C1's letters" and the like, but it's not obvious that the name on the left means C1 to me. Maybe have that written by their names.
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Jon O'Neill
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Post subject: Re: Known bugs Posted: Wed Jul 23, 2008 6:41 pm |
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Joined: Tue Jan 22, 2008 12:45 am Posts: 1664 Location: London, UK
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There's a bug in your post. The conundrum section is mistitled.
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Jon O'Neill
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Post subject: Re: Known bugs Posted: Wed Jul 23, 2008 6:42 pm |
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Joined: Tue Jan 22, 2008 12:45 am Posts: 1664 Location: London, UK
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No appeal feature in numbers rounds.
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Dan Vanniasingham
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Post subject: Re: Known bugs Posted: Tue Jul 29, 2008 2:30 am |
Joined: Mon Jan 21, 2008 1:38 am Posts: 288 Location: Enfield, Middlesex
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Myself and Kirk discovered that the conundrum game has a tendency to crash when a player gets their answer wrong - this may be related to the backspace key, which I would often press after ballsing up my typing (even though you cannot backspace and type the solution properly, I found it a reflex reaction, made funnier by Kirk finding it rather irritating).
Also, whilst getting it wrong twice, Kirk was unable to type the right answer as he must've buzzed just after me. It could be that he got the first letter, then stopped typing as the screen said "Dan V is typing his solution", and was then unable to declare the right answer as the initial letter was taken as his offering (it's late, that might make sense). In that case, does the opponent have to type the full answer straight after buzzing, just in case the opponent is wrong (which makes sense, but isn't clear)?
Think that's it, Kirk had already challenged me 20 times before I could get a log each time, so the log I sent could be completely useless as it was him thrashing me in a bug-free 9 rounder
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Charlie Reams
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Post subject: Re: Known bugs Posted: Tue Jul 29, 2008 10:59 am |
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Joined: Fri Jan 11, 2008 2:33 pm Posts: 7161 Location: Cambridge
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Dan Vanniasingham wrote: Also, whilst getting it wrong twice, Kirk was unable to type the right answer as he must've buzzed just after me. It could be that he got the first letter, then stopped typing as the screen said "Dan V is typing his solution", and was then unable to declare the right answer as the initial letter was taken as his offering (it's late, that might make sense). In that case, does the opponent have to type the full answer straight after buzzing, just in case the opponent is wrong (which makes sense, but isn't clear)? Thanks for this, I think it's fixed now. The conundrum is a bit of a nightmare because of the lag.
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Kirk Bevins
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Post subject: Re: Known bugs Posted: Tue Jul 29, 2008 2:19 pm |
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Joined: Mon Jan 21, 2008 5:18 pm Posts: 4151 Location: York, UK
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I was just playing the conundrum game and it kept freezing every so often - I think after Stitcher got an answer wrong and backspaced. This was this afternoon so I think the problem still lies.
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Charlie Reams
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Post subject: Re: Known bugs Posted: Tue Jul 29, 2008 2:21 pm |
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Joined: Fri Jan 11, 2008 2:33 pm Posts: 7161 Location: Cambridge
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Kirk Bevins wrote: I was just playing the conundrum game and it kept freezing every so often - I think after Stitcher got an answer wrong and backspaced. This was this afternoon so I think the problem still lies. The backspace-related bug is not fixed. No one has sent me any console output so I have no idea what's causing it. This is a difficult bug for me to reproduce so please email me your console contents if it happens to you.
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Jon Stitcher
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Post subject: Re: Known bugs Posted: Sat Aug 02, 2008 9:13 am |
Joined: Mon Jan 21, 2008 1:26 am Posts: 18
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Hey mate, was trying the game vs optimus prune today and it asked me to pick another letter once all 9 were up and didnt start the clock, this was in the console
Exception in thread "AWT-EventQueue-1" java.lang.IllegalArgumentException: Invalid remove at javax.swing.JTextArea.replaceRange(Unknown Source) at com.sun.deploy.util.ConsoleWindow$25.run(Unknown Source) at java.awt.event.InvocationEvent.dispatch(Unknown Source) at java.awt.EventQueue.dispatchEvent(Unknown Source) at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source) at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source) at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.run(Unknown Source)
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Gary Male
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Post subject: Re: Known bugs Posted: Sat Aug 02, 2008 10:04 am |
Joined: Sat Jul 26, 2008 4:25 am Posts: 283 Location: Lincolnshire
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When it is the computer's turn to declare first, Optimus Prune is declaring word as soon as the round starts in the observer window - technically I think it's before the human player gets to see the last letter selected. I found this while observing my own game. I think the following is everything relevant from the console, but it's quite easy to replicate. (Yes, I declared nothing at all, I'm not cheating. Stitcher.)
CX Reading Decoding... Decoded, message: Rd 2. Letters picked by C2 CX 0: Got event: EV[key=-4349357516745972574: Rd 2. Letters picked by C2] EVINSERT:Rd 2. Letters picked by C2 Spectator got 1 keys CX Reading Decoding... Decoded, message: CX 0: Got event: EV[key=0: ] GameEvent{key=4073230974401376028,o=87622} SX Yep GameEvent{key=4073230974401376028,o=D} Picked D GameEvent{key=4073230974401376028,o=U} Picked U GameEvent{key=4073230974401376028,o=Q} Picked Q GameEvent{key=4073230974401376028,o=I} Picked I GameEvent{key=4073230974401376028,o=J} Picked J GameEvent{key=4073230974401376028,o=U} Picked U GameEvent{key=4073230974401376028,o=L} Picked L GameEvent{key=4073230974401376028,o=O} Picked O Spectator got 1 keys CX Reading Decoding... Decoded, message: Selected DUQIJULON CX 0: Got event: EV[key=-4349357516745972574: Selected DUQIJULON] EVINSERT:Selected DUQIJULON Spectator got 1 keys CX Reading Decoding... Decoded, message: CX 0: Got event: EV[key=0: ] Spectator got 1 keys CX Reading Decoding... Decoded, message: Optimus Prune declared JONQUIL CX 0: Got event: EV[key=-4349357516745972574: Optimus Prune declared JONQUIL] EVINSERT:Optimus Prune declared JONQUIL Spectator got 1 keys CX Reading Decoding... Decoded, message: CX 0: Got event: EV[key=0: ] GameEvent{key=4073230974401376028,o=N} GameEvent{key=4073230974401376028,o=JONQUIL} Picked N Attempting clock start Clock started successfully. Clock ended successfully. Spectator got 1 keys CX Reading Decoding... Decoded, message: Gary Male declared CX 0: Got event: EV[key=-4349357516745972574: Gary Male declared ] EVINSERT:Gary Male declared Spectator got 1 keys CX Reading Decoding... Decoded, message: CX 0: Got event: EV[key=0: ] Spectator got 1 keys CX Reading Decoding... Decoded, message: Dictionary corner had [JONQUIL] CX 0: Got event: EV[key=-4349357516745972574: Dictionary corner had [JONQUIL]] EVINSERT:Dictionary corner had [JONQUIL] Spectator got 1 keys CX Reading Decoding... Decoded, message: CX 0: Got event: EV[key=0: ] Spectator got 1 keys CX Reading Decoding... Decoded, message: CX 0: Got event: EV[key=0: ] GameEvent{key=4073230974401376028,o=} I said , he said JONQUIL Awaiting maxes... GameEvent{key=4073230974401376028,o=[JONQUIL]}
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Charlie Reams
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Post subject: Re: Known bugs Posted: Sat Aug 02, 2008 10:06 am |
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Joined: Fri Jan 11, 2008 2:33 pm Posts: 7161 Location: Cambridge
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Stitcher: did you have the console window or a spectator window open at the time?
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Charlie Reams
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Post subject: Re: Known bugs Posted: Sat Aug 02, 2008 10:09 am |
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Joined: Fri Jan 11, 2008 2:33 pm Posts: 7161 Location: Cambridge
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Gary Male wrote: When it is the computer's turn to declare first, Optimus Prune is declaring word as soon as the round starts in the observer window - technically I think it's before the human player gets to see the last letter selected. I found this while observing my own game. I think the following is everything relevant from the console, but it's quite easy to replicate. (Yes, I declared nothing at all, I'm not cheating. Stitcher.) You might also notice you get to see the numbers selection prematurely in the spectator window. Both will be fixed when I disallow spectating your own games. That's currently allowed for testing purposes.
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Gary Male
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Post subject: Re: Known bugs Posted: Sat Aug 02, 2008 10:18 am |
Joined: Sat Jul 26, 2008 4:25 am Posts: 283 Location: Lincolnshire
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Test 2. Just having the console window open I got this on a new test - I think it shows the server is sending the word the computer player gets to the client *Edit - and is viewable* before the clock starts:
SX Sending... SX Waiting... GameEvent{key=-5074184217195225575,o=87622} SX Yep GameEvent{key=-5074184217195225575,o=M} Picked M GameEvent{key=-5074184217195225575,o=U} Picked U GameEvent{key=-5074184217195225575,o=S} Picked S GameEvent{key=-5074184217195225575,o=O} Picked O GameEvent{key=-5074184217195225575,o=T} Picked T GameEvent{key=-5074184217195225575,o=E} Picked E GameEvent{key=-5074184217195225575,o=G} Picked G GameEvent{key=-5074184217195225575,o=E} Picked E GameEvent{key=-5074184217195225575,o=L} Picked L GameEvent{key=-5074184217195225575,o=MOLEST} Attempting clock start Clock started successfully. Clock ended successfully. GameEvent{key=-5074184217195225575,o=mogulest} GameEvent{key=-5074184217195225575,o=[LEGUMES]} I said mogulest, he said MOLEST
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Gary Male
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Post subject: Re: Known bugs Posted: Sat Aug 02, 2008 10:23 am |
Joined: Sat Jul 26, 2008 4:25 am Posts: 283 Location: Lincolnshire
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Thinking about it, it's only really a bug if it happens against a human, the console has the same messages come up in the same order, and it's Stitcher you're playing against.
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Jon Stitcher
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Post subject: Re: Known bugs Posted: Sun Aug 03, 2008 1:58 pm |
Joined: Mon Jan 21, 2008 1:26 am Posts: 18
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Reams, I had neither open at the time of the error, I opened the console after it did that.
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Kirk Bevins
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Post subject: Re: Known bugs Posted: Sun Aug 03, 2008 9:04 pm |
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Joined: Mon Jan 21, 2008 5:18 pm Posts: 4151 Location: York, UK
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Conundrum bug:
I clicked next round for the conundrum and eagerly awaited it. Nothing. Why not? It HAD happened but it came up as a tab on the bottom and not displayed on the main screen and therefore I missed it.
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Kirk Bevins
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Post subject: Re: Known bugs Posted: Mon Aug 04, 2008 12:00 am |
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Joined: Mon Jan 21, 2008 5:18 pm Posts: 4151 Location: York, UK
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Conundrum bug number 2: After winning the conundrum (I've not experienced losing it yet  ) the main screen does not have SUBTLEBIB -> BUBBLIEST (C1 on 3.4 seconds) as it used to.
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Charlie Reams
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Post subject: Re: Known bugs Posted: Mon Aug 04, 2008 8:22 pm |
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Joined: Fri Jan 11, 2008 2:33 pm Posts: 7161 Location: Cambridge
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Kirk Bevins wrote: After winning the conundrum (I've not experienced losing it yet  ) the main screen does not have SUBTLEBIB -> BUBBLIEST (C1 on 3.4 seconds) as it used to. I can't reproduce this. Is it still happening? Anyone else?
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Michael Wallace
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Post subject: Re: Known bugs Posted: Tue Aug 12, 2008 8:52 pm |
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Joined: Mon Jan 21, 2008 5:01 am Posts: 3292 Location: London
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Dunno if you know about this yet, but there seems to be a pretty minor problem in firefox in that the google advert box obscures the 'username' and 'first name' fields when you try and register. Like a say, not a big deal, but thought I'd mention it.
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Charlie Reams
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Post subject: Re: Known bugs Posted: Tue Aug 12, 2008 9:04 pm |
| Site Admin |
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Joined: Fri Jan 11, 2008 2:33 pm Posts: 7161 Location: Cambridge
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Michael Wallace wrote: Dunno if you know about this yet, but there seems to be a pretty minor problem in firefox in that the google advert box obscures the 'username' and 'first name' fields when you try and register. Like a say, not a big deal, but thought I'd mention it. I wasn't aware of that but it should be fixed now, thanks.
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Jon Corby
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Post subject: Re: Known bugs Posted: Tue Aug 12, 2008 9:53 pm |
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Joined: Mon Jan 21, 2008 8:36 am Posts: 4477
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When the summary of the letters round comes up, I noticed Des was saying "What's your word $name". I wasn't playing somebody called $name at the time. Fucking awesome program though  Love it, love it, love it.
_________________ Officially the second most postingest c4c forummer.
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Charlie Reams
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Post subject: Re: Known bugs Posted: Tue Aug 12, 2008 10:27 pm |
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Joined: Fri Jan 11, 2008 2:33 pm Posts: 7161 Location: Cambridge
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Jon Corby wrote: When the summary of the letters round comes up, I noticed Des was saying "What's your word $name". Huh, I fixed that earlier, must've forgotten to upload the changes. The rest of your comment makes me very happy indeed.
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Jon Corby
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Post subject: Re: Known bugs Posted: Wed Aug 13, 2008 7:31 am |
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Joined: Mon Jan 21, 2008 8:36 am Posts: 4477
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Also, Dinos challenged me to a game while Jono & I were playing. When Jono & I had finished, I accepted his challenge, but now he was already playing Michael. I closed the game window down, but when we both became free, we couldn't start another game. We both challenged each other and (from talking to Dinos on msn) we could both start the game but when we clicked "next round" we wer both just hanging, as if waiting for the other to start. We both logged out of apterous and back in again, and it all worked fine.
Actually, while I'm on the subject, my "challenges" pane got quite crowded, and didn't update very cleanly (when a new challenge appeared the text in the current one got corrupted near the top). It left a lot of unnecessary stuff in there (games which had been abandoned). Oh yeah, and also while I was waiting for Dinos & Michael to finish, their score wasn't updating in the "current games" pane...
_________________ Officially the second most postingest c4c forummer.
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Paul Howe
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Post subject: Re: Known bugs Posted: Wed Aug 13, 2008 4:56 pm |
Joined: Tue Jan 22, 2008 2:25 pm Posts: 1015
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Just had my first couple of games againts Charlie and Kirk, very impressive!
Haven't quite got the hang of entering the numbers yet though, I had three solutions ready that I managed not to get any points for.
The only minor bug I can report is when I was spectating Kirk v Charlie, the conundrum didn't appear, but otherwise seems very slick.
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Kirk Bevins
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Post subject: Re: Known bugs Posted: Wed Aug 13, 2008 8:52 pm |
| God |
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Joined: Mon Jan 21, 2008 5:18 pm Posts: 4151 Location: York, UK
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Not really a bug but I just had HUMOUS disallowed - could this be added to the dictionary as it's in the ODE.
Edit: And me and Paul both had DECLASSING disallowed in hypercountdown.
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Charlie Reams
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Post subject: Re: Known bugs Posted: Thu Aug 14, 2008 4:59 pm |
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Joined: Fri Jan 11, 2008 2:33 pm Posts: 7161 Location: Cambridge
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Kirk Bevins wrote: Not really a bug but I just had HUMOUS disallowed - could this be added to the dictionary as it's in the ODE.
Edit: And me and Paul both had DECLASSING disallowed in hypercountdown. Please post this and other dictionary problems in the CountMax errors thread. Hopefully Jim will pick it up from there.
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Kirk Bevins
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Post subject: Re: Known bugs Posted: Thu Aug 14, 2008 11:10 pm |
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Joined: Mon Jan 21, 2008 5:18 pm Posts: 4151 Location: York, UK
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For the numbers game, if you declare one away it forces you to get the target regardless and says you declared the target when you didn't. As a result if you don't get the target spot on you will always get 0 points.
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Paul Howe
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Post subject: Re: Known bugs Posted: Thu Aug 14, 2008 11:43 pm |
Joined: Tue Jan 22, 2008 2:25 pm Posts: 1015
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Minor bug:
The time get the conundrum was reported as about 3 seconds too late: ie buzz on 2 secs, it says you take 5, buzz on 29, it says 32! No major ill effects, i.e. its definitely possible to buzz before 3 secs and right at the death, just the reported time is wrong. Also seems to be peculiar to one conundrum challenge between me and Kirk. Didn't think to get console output unfortunately.
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Charlie Reams
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Post subject: Re: Known bugs Posted: Fri Aug 15, 2008 12:10 am |
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Joined: Fri Jan 11, 2008 2:33 pm Posts: 7161 Location: Cambridge
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Paul Howe wrote: The time get the conundrum was reported as about 3 seconds too late: ie buzz on 2 secs, it says you take 5, buzz on 29, it says 32! No major ill effects, i.e. its definitely possible to buzz before 3 secs and right at the death, just the reported time is wrong. Also seems to be peculiar to one conundrum challenge between me and Kirk. Didn't think to get console output unfortunately. This is fixed now. It was timing from when the window opened rather than from when the conundrum appears.
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Kirk Bevins
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Post subject: Re: Known bugs Posted: Fri Aug 15, 2008 5:05 pm |
| God |
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Joined: Mon Jan 21, 2008 5:18 pm Posts: 4151 Location: York, UK
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Me and Michael were doing conundrum attack when a conundrum went unsolved. After this happened, the program froze. Below are the last few lines of the console:
ClientGame-6588376554788808561 << GameEvent{key=-6588376554788808561,pos=1,o=net.server.game.ConundrumEvent$Timeout@287e60} CX awaiting message ClientReceiveThread >> GameEvent{key=-6588376554788808561,o=net.server.game.ConundrumEvent$TimeoutUnsolved@1d334a8} GameEvent{key=-6588376554788808561,o=net.server.game.ConundrumEvent$TimeoutUnsolved@1d334a8} Awoken! CX timeout unsolved CFRAME Timeout unsolved CATALYTIC ClientReceiveThread >> net.MessageToClient$GameQuit@151aa16 net.MessageToClient$GameQuit@151aa16 Quitting game -6588376554788808561 CX Synch stage 1 (writing)... ClientGame-6588376554788808561 << GameEvent{key=-6588376554788808561,pos=1,o=87621} CX Synch stage 2 (reading)...
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Charlie Reams
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Post subject: Re: Known bugs Posted: Fri Aug 15, 2008 6:58 pm |
| Site Admin |
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Joined: Fri Jan 11, 2008 2:33 pm Posts: 7161 Location: Cambridge
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Kirk, you're a hero. Other players take note: this is the best possible way to report a bug. Thanks to Kirk providing plenty of context and the console output, it took me only about 10 minutes to fix a relatively obscure bug that would have taken hours to reproduce. More reports like this please!
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Michael Wallace
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Post subject: Re: Known bugs Posted: Sat Aug 16, 2008 12:27 pm |
| Racoonteur |
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Joined: Mon Jan 21, 2008 5:01 am Posts: 3292 Location: London
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On trying to log in:
u=[[Raccoon]][[SELECT * FROM users WHERE username='Raccoon' LIMIT 1;]] Warning: Cannot modify header information - headers already sent by (output started at /home/charlie/www/login.php:6) in /home/charlie/www/connect.inc.php on line 65
Warning: Cannot modify header information - headers already sent by (output started at /home/charlie/www/login.php:6) in /home/charlie/www/connect.inc.php on line 66
Warning: Cannot modify header information - headers already sent by (output started at /home/charlie/www/login.php:6) in /home/charlie/www/login.php on line 8
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Charlie Reams
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Post subject: Re: Known bugs Posted: Sat Aug 16, 2008 12:46 pm |
| Site Admin |
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Joined: Fri Jan 11, 2008 2:33 pm Posts: 7161 Location: Cambridge
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I knew at least one person would log in while I was fiddling with stuff... Things will be back to normal shortly.
Edit: Okay, normal service is resumed.
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Kirk Bevins
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Post subject: Re: Known bugs Posted: Sun Aug 17, 2008 5:25 pm |
| God |
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Joined: Mon Jan 21, 2008 5:18 pm Posts: 4151 Location: York, UK
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Me and Dinos did numbers attack and after round 16 I went to put my pizza in the oven. I came back to start round 17 and I did it but on Dinos' computer, the round had not started. Here is the console:
CV=0, conts=0,0, sol=3, contlines=3,3, carolBeat = false And relax CX Synch stage 1 (writing)... ClientGame-105606832497381169 << GameEvent{key=-105606832497381169,pos=1,o=87621} CX Synch stage 2 (reading)... ClientReceiveThread >> GameEvent{key=-105606832497381169,o=87622} GameEvent{key=-105606832497381169,o=87622} CX Synch done. CX Synch stage 1 (writing)... ClientGame-4741693399104119627 << GameEvent{key=-4741693399104119627,pos=0,o=87621} CX Synch stage 2 (reading)... ClientReceiveThread >> GameEvent{key=-4741693399104119627,o=87622} GameEvent{key=-4741693399104119627,o=87622} CX Synch done. CX showing large pick dlg CX wants 4 larges. CX wanted 4 larges. ClientGame-4741693399104119627 << GameEvent{key=-4741693399104119627,pos=0,o=4} ClientReceiveThread >> GameEvent{key=-4741693399104119627,o=game.RoundSummaryNumbers$Challenge@13163dd} GameEvent{key=-4741693399104119627,o=game.RoundSummaryNumbers$Challenge@13163dd} Showing numbers frame. Sending target ClientGame-4741693399104119627 << GameEvent{key=-4741693399104119627,pos=0,o=641} Method request?
EDIT: we both close that applet and then Dinos says, about 3 minutes later, oh, the numbers have appeared now.
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Charlie Reams
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Post subject: Re: Known bugs Posted: Sun Aug 17, 2008 5:54 pm |
| Site Admin |
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Joined: Fri Jan 11, 2008 2:33 pm Posts: 7161 Location: Cambridge
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Kirk Bevins wrote: EDIT: we both close that applet and then Dinos says, about 3 minutes later, oh, the numbers have appeared now. Console all looks normal, but I would need to see Dinos's console really. I think the most likely explanation is that the numbers window appeared underneath some other stuff and Dinos didn't notice it. This is still something of a problem but, until I can fix it, it's easy enough to work around.
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Kirk Bevins
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Post subject: Re: Known bugs Posted: Sun Aug 17, 2008 6:35 pm |
| God |
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Joined: Mon Jan 21, 2008 5:18 pm Posts: 4151 Location: York, UK
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I'm not so sure. Just did round 4 and apparently Dinos' screen for declaring was blank so I declared 8 and he didn't declare anything. The program then seemingly froze for me but Dinos said he had clicked 6 small numbers but nothing happened. After a while I decided to close the program and as soon as i did, 6 small numbers appeared on the screen and the clock started.
Clock started successfully. Clock ended successfully. Thread-569 << GameEvent{key=-7741566666838606199,pos=1,o=EDITABLE} ClientReceiveThread >> GameEvent{key=-7741566666838606199,o=EDITABLE} GameEvent{key=-7741566666838606199,o=EDITABLE} ClientReceiveThread >> GameEvent{key=-7741566666838606199,o=} GameEvent{key=-7741566666838606199,o=} ClientReceiveThread >> GameEvent{key=-7741566666838606199,o=[DIABETES, BEADIEST, ABSEILED, EDITABLE]} GameEvent{key=-7741566666838606199,o=[DIABETES, BEADIEST, ABSEILED, EDITABLE]} ClientReceiveThread >> net.MessageToClient$GotReward@ef028b net.MessageToClient$GotReward@ef028b I got a pencil ** Award: Kirk Bevins: a pencil I said EDITABLE, he said Awaiting maxes... CX Synch stage 1 (writing)... ClientGame-7741566666838606199 << GameEvent{key=-7741566666838606199,pos=1,o=87621} CX Synch stage 2 (reading)... ClientReceiveThread >> GameEvent{key=-7741566666838606199,o=87622} GameEvent{key=-7741566666838606199,o=87622} CX Synch done. ClientReceiveThread >> GameEvent{key=-7741566666838606199,o=game.RoundSummaryNumbers$Challenge@ed66c9} GameEvent{key=-7741566666838606199,o=game.RoundSummaryNumbers$Challenge@ed66c9} Showing numbers frame. AWT-EventQueue-4 << GameEvent{key=-7741566666838606199,pos=1,o=net.MessageToServer$GameQuit@1feba51} Sending target ClientReceiveThread >> net.MessageToClient$GameQuit@103462c net.MessageToClient$GameQuit@103462c Quitting game -7741566666838606199 ClientGame-7741566666838606199 << GameEvent{key=-7741566666838606199,pos=1,o=0} Method request?
EDIT: I told Dinos how to obtain his console and he said it was blank.
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Kirk Bevins
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Post subject: Re: Known bugs Posted: Sun Aug 17, 2008 8:39 pm |
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Joined: Mon Jan 21, 2008 5:18 pm Posts: 4151 Location: York, UK
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Doing a conundrum attack against one of the apterous bots. I buzzed with the answer to the conundrum - the timer stopped and allowed me to type my answer in but when I did, nothing happened.
ClientReceiveThread >> GameEvent{key=899927739158466955,o=87622} GameEvent{key=899927739158466955,o=87622} ClientReceiveThread >> GameEvent{key=899927739158466955,o=IRNETESNG} GameEvent{key=899927739158466955,o=IRNETESNG} ClientReceiveThread >> GameEvent{key=899927739158466955,o=3158} GameEvent{key=899927739158466955,o=3158} CX Synch done. CX Conundrum round started... CX getting shuffle... CX Got shuffle, passing to player... TPP 5 CX initializing plexer... CX awaiting message Awoken! CX want buzz ClientGame899927739158466955 << GameEvent{key=899927739158466955,pos=0,o=net.server.game.ConundrumEvent$BuzzRequest@b7cdc6} CX awaiting message Awoken! CX got unexpected message: Message[c=Thread[Thread-737,4,http://www.apterous.org/-threadGroup],o=net.server.game.ConundrumEvent$InterfaceGiveAnswer@1b8935b] CX awaiting message ClientReceiveThread: [] [java.net.SocketException: Connection reset]java.net.SocketException: Connection reset at java.net.SocketInputStream.read(Unknown Source) at java.net.SocketInputStream.read(Unknown Source) at java.io.ObjectInputStream$PeekInputStream.peek(Unknown Source) at java.io.ObjectInputStream$BlockDataInputStream.peek(Unknown Source) at java.io.ObjectInputStream$BlockDataInputStream.peekByte(Unknown Source) at java.io.ObjectInputStream.readObject0(Unknown Source) at java.io.ObjectInputStream.readObject(Unknown Source) at net.DirectNetworkLayer.readObject(DirectNetworkLayer.java:124) at net.client.CXInfoClient$ReceiveThread.run(CXInfoClient.java:54)
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Kirk Bevins
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Post subject: Re: Known bugs Posted: Sun Aug 17, 2008 9:14 pm |
| God |
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Joined: Mon Jan 21, 2008 5:18 pm Posts: 4151 Location: York, UK
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Me again - sorry to be a pain. Just playing D o D and it asked me to declare my word - I had 2 words listed but no box popped up to ask me which to click on. As a result, the game could not proceed. David told me his screen just said "waiting for Kirk to declare". Here's my console:
Clock started successfully. Clock ended successfully. ClientReceiveThread >> GameEvent{key=1743638026097137147,o=ISOBAR} GameEvent{key=1743638026097137147,o=ISOBAR} Exception in thread "Thread-785" java.security.AccessControlException: access denied (java.net.SocketPermission apterous.org resolve) at java.security.AccessControlContext.checkPermission(Unknown Source) at java.security.AccessController.checkPermission(Unknown Source) at java.lang.SecurityManager.checkPermission(Unknown Source) at java.lang.SecurityManager.checkConnect(Unknown Source) at sun.awt.SunToolkit.getImageFromHash(Unknown Source) at sun.awt.SunToolkit.getImage(Unknown Source) at javax.swing.ImageIcon.<init>(Unknown Source) at javax.swing.ImageIcon.<init>(Unknown Source) at game.Person.getAvatar(Person.java:81) at applet.ChatPanel.<init>(ChatPanel.java:23) at applet.ChatPanel.<init>(ChatPanel.java:15) at net.client.ScriptWriter.getChatPanel(ScriptWriter.java:116) at applet.letters.LettersDeclareFrame.<init>(LettersDeclareFrame.java:38) at applet.letters.LettersFrame.clockEnd(LettersFrame.java:277) at applet.letters.LettersFrame.access$1(LettersFrame.java:246) at applet.letters.LettersFrame$1.timeUp(LettersFrame.java:59) at applet.ClockPanel$1.timeUp(ClockPanel.java:28) at util.PausableTimer$1.run(PausableTimer.java:34)
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Jon Corby
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Post subject: Re: Known bugs Posted: Wed Aug 20, 2008 8:49 am |
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Joined: Mon Jan 21, 2008 8:36 am Posts: 4477
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All right matey. Just tried to log in and it said "Logging in as Jon Corby" and then just hung. Console contents: Code: SRC: Opening socket... SRC: Opening socket ostream... SRC: Opening socket istream... SRC: Done socket... Thread-8 << net.MessageToServer$IdentifySelf@30d082 ClientReceiveThread >> net.MessageToClient$LoggedIn@94884d net.MessageToClient$LoggedIn@94884d Exception in thread "ClientReceiveThread" java.lang.NullPointerException at net.client.CXInfoClient.loggedIn(CXInfoClient.java:116) at net.MessageToClient$LoggedIn.act(MessageToClient.java:27) at net.client.CXInfoClient$ReceiveThread.run(CXInfoClient.java:61)
_________________ Officially the second most postingest c4c forummer.
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Charlie Reams
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Post subject: Re: Known bugs Posted: Wed Aug 20, 2008 8:56 am |
| Site Admin |
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Joined: Fri Jan 11, 2008 2:33 pm Posts: 7161 Location: Cambridge
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Jon Corby wrote: All right matey.
Just tried to log in and it said "Logging in as Jon Corby" and then just hung. Did you try logging in and out of the site itself? It sounds like your session timed out, although I guess it would be useful if it gave you some kind of notification to that effect.
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Jon Corby
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Post subject: Re: Known bugs Posted: Wed Aug 20, 2008 9:23 am |
| Chairman |
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Joined: Mon Jan 21, 2008 8:36 am Posts: 4477
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Seems to be okay now.
_________________ Officially the second most postingest c4c forummer.
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Jon Corby
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Post subject: Re: Known bugs Posted: Thu Aug 21, 2008 12:58 pm |
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Joined: Mon Jan 21, 2008 8:36 am Posts: 4477
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My mate at work often complains that his dialogue doesn't give the same details as mine with regards to the lengths of words - it will often just say the words with no clue as to how long they are or anything. Personally I probably wouldn't notice this as I don't need to count the letters in a word...
_________________ Officially the second most postingest c4c forummer.
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Paul Howe
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Post subject: Re: Known bugs Posted: Mon Aug 25, 2008 12:45 am |
Joined: Tue Jan 22, 2008 2:25 pm Posts: 1015
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In a fit of spastic typing I offered "J" in rd 21 of yesterday's duel, and was awarded a point. Admittedly not the biggest bug in the world, and my offering of "freeseas" (it's FREESIAS  ) was rightly disallowed so I doubt there's a larger issue. Unless J is actually in the ODE of course. And I just realised I missed ANORAK, which was actually spelt out in the selection. That's not a bug, it just made me very, very angry.
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Kirk Bevins
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Post subject: Re: Known bugs Posted: Mon Aug 25, 2008 1:57 am |
| God |
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Joined: Mon Jan 21, 2008 5:18 pm Posts: 4151 Location: York, UK
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Paul Howe wrote: In a fit of spastic typing I offered "J" in rd 21 of yesterday's duel, and was awarded a point. Admittedly not the biggest bug in the world, and my offering of "freeseas" (it's FREESIAS  ) was rightly disallowed so I doubt there's a larger issue. Unless J is actually in the ODE of course. And I just realised I missed ANORAK, which was actually spelt out in the selection. That's not a bug, it just made me very, very angry. I noticed both these when looking at your games - I was surprised u missed ANORAK when it was spelt out for you. As for FREESEAS, I thought you thought it meant an ocean that was anybodys to sail on.
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Jon O'Neill
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Post subject: Re: Known bugs Posted: Mon Aug 25, 2008 10:40 am |
| Ginger Ninja |
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Joined: Tue Jan 22, 2008 12:45 am Posts: 1664 Location: London, UK
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Paul Howe wrote: In a fit of spastic typing I offered "J" in rd 21 of yesterday's duel, and was awarded a point. Admittedly not the biggest bug in the world, and my offering of "freeseas" (it's FREESIAS  ) was rightly disallowed so I doubt there's a larger issue. Unless J is actually in the ODE of course. And I just realised I missed ANORAK, which was actually spelt out in the selection. That's not a bug, it just made me very, very angry. J is in, yes.
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Paul Howe
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Post subject: Re: Known bugs Posted: Mon Aug 25, 2008 11:52 am |
Joined: Tue Jan 22, 2008 2:25 pm Posts: 1015
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Ah, alright then. Going by the shorter ODE all the letters are in, which makes me wonder if there's a selection where 1 is the max.
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Michael Wallace
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Post subject: Re: Known bugs Posted: Mon Aug 25, 2008 3:24 pm |
| Racoonteur |
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Joined: Mon Jan 21, 2008 5:01 am Posts: 3292 Location: London
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Paul Howe wrote: Ah, alright then. Going by the shorter ODE all the letters are in, which makes me wonder if there's a selection where 1 is the max. Is there a list of valid 2 letter Countdown words? (I've seen plenty for Scrabble, but obviously that's a bit different)
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Kirk Bevins
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Post subject: Re: Known bugs Posted: Mon Aug 25, 2008 3:27 pm |
| God |
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Joined: Mon Jan 21, 2008 5:18 pm Posts: 4151 Location: York, UK
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Michael Wallace wrote: Paul Howe wrote: Ah, alright then. Going by the shorter ODE all the letters are in, which makes me wonder if there's a selection where 1 is the max. Is there a list of valid 2 letter Countdown words? (I've seen plenty for Scrabble, but obviously that's a bit different) But would you actually learn them? If you can't get better than 2 then perhaps Countdown isn't the game for you.
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Dinos Sfyris
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Post subject: Re: Known bugs Posted: Mon Aug 25, 2008 4:26 pm |
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Joined: Mon Jan 21, 2008 10:07 am Posts: 2383 Location: Sheffield
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I'll get the ball rolling:
OX
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Kirk Bevins
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Post subject: Re: Known bugs Posted: Mon Aug 25, 2008 5:38 pm |
| God |
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Joined: Mon Jan 21, 2008 5:18 pm Posts: 4151 Location: York, UK
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Me and Dinos doing conundrum attack - after I got BOUNDLESS we both clicked next round and nothing happened. Console:
Awoken! CX got guess response: net.server.game.ConundrumEvent$Correct@14ea256 CFRAME: informDeclaration P0 guessed BOUNDLESS on 3657 ms: Correct ClientGame5139390130681423395 << GameEvent{key=5139390130681423395,pos=0,o=net.server.game.ConundrumEvent$End@43d0cb} CX Synch stage 1 (writing)... ClientGame5139390130681423395 << GameEvent{key=5139390130681423395,pos=0,o=87621} CX Synch stage 2 (reading)...
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Dinos Sfyris
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Post subject: Re: Known bugs Posted: Mon Aug 25, 2008 5:45 pm |
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Joined: Mon Jan 21, 2008 10:07 am Posts: 2383 Location: Sheffield
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On Kirks BOUNDLESS conundrum it froze for me after he buzzed then recontinued a min later then we couldnt get to next round. I've sent you my console in a pm. Will put it here in future tho.
Dinos
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Dinos Sfyris
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Post subject: Re: Known bugs Posted: Wed Aug 27, 2008 6:54 pm |
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Joined: Mon Jan 21, 2008 10:07 am Posts: 2383 Location: Sheffield
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Often the next round comes up for me as a blank window, ie active but you can only see white. I was going to send you my console but its always blank as well.
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Dinos Sfyris
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Post subject: Re: Known bugs Posted: Tue Sep 02, 2008 8:20 pm |
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Joined: Mon Jan 21, 2008 10:07 am Posts: 2383 Location: Sheffield
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After round 7 it would not proceed to next round
ClientReceiveThread >> GameEvent{key=1388374489277442669,o=[GOODIE, DOITED, POGOED]} GameEvent{key=1388374489277442669,o=[GOODIE, DOITED, POGOED]} I said dooped, he said OOTID Awaiting maxes... CX Synch stage 1 (writing)... ClientGame1388374489277442669 << GameEvent{key=1388374489277442669,pos=1,o=87621} CX Synch stage 2 (reading)... ClientReceiveThread: [] [java.net.SocketException: Software caused connection abort: recv failed]java.net.SocketException: Software caused connection abort: recv failed at java.net.SocketInputStream.socketRead0(Native Method) at java.net.SocketInputStream.read(Unknown Source) at java.net.SocketInputStream.read(Unknown Source) at java.io.ObjectInputStream$PeekInputStream.peek(Unknown Source) at java.io.ObjectInputStream$BlockDataInputStream.peek(Unknown Source) at java.io.ObjectInputStream$BlockDataInputStream.peekByte(Unknown Source) at java.io.ObjectInputStream.readObject0(Unknown Source) at java.io.ObjectInputStream.readObject(Unknown Source) at net.DirectNetworkLayer.readObject(DirectNetworkLayer.java:124) at net.client.CXInfoClient$ReceiveThread.run(CXInfoClient.java:59) AWT-EventQueue-2 << net.MessageToServer$RequestGamesInProgress@374a56 AWT-EventQueue-2: [Failed to request games in progress] [java.net.SocketException: Software caused connection abort: socket write error]java.net.SocketException: Software caused connection abort: socket write error at java.net.SocketOutputStream.socketWrite0(Native Method) at java.net.SocketOutputStream.socketWrite(Unknown Source) at java.net.SocketOutputStream.write(Unknown Source) at java.io.ObjectOutputStream$BlockDataOutputStream.drain(Unknown Source) at java.io.ObjectOutputStream$BlockDataOutputStream.setBlockDataMode(Unknown Source) at java.io.ObjectOutputStream.writeNonProxyDesc(Unknown Source) at java.io.ObjectOutputStream.writeClassDesc(Unknown Source) at java.io.ObjectOutputStream.writeOrdinaryObject(Unknown Source) at java.io.ObjectOutputStream.writeObject0(Unknown Source) at java.io.ObjectOutputStream.writeFatalException(Unknown Source) at java.io.ObjectOutputStream.writeObject(Unknown Source) at net.DirectNetworkLayer.writeObject(DirectNetworkLayer.java:116) at net.client.CXInfoClient.sendMessage(CXInfoClient.java:203) at net.client.CXInfoClient.requestGamesInProgress(CXInfoClient.java:223) at applet.frontend.GamesPanel.requestUpdate(GamesPanel.java:80) at applet.frontend.GamesPanel.access$3(GamesPanel.java:78) at applet.frontend.GamesPanel$2.actionPerformed(GamesPanel.java:50) at javax.swing.AbstractButton.fireActionPerformed(Unknown Source) at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source) at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source) at javax.swing.DefaultButtonModel.setPressed(Unknown Source) at javax.swing.plaf.basic.BasicButtonListener.mouseReleased(Unknown Source) at java.awt.Component.processMouseEvent(Unknown Source) at javax.swing.JComponent.processMouseEvent(Unknown Source) at java.awt.Component.processEvent(Unknown Source) at java.awt.Container.processEvent(Unknown Source) at java.awt.Component.dispatchEventImpl(Unknown Source) at java.awt.Container.dispatchEventImpl(Unknown Source) at java.awt.Component.dispatchEvent(Unknown Source) at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source) at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source) at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source) at java.awt.Container.dispatchEventImpl(Unknown Source) at java.awt.Component.dispatchEvent(Unknown Source) at java.awt.EventQueue.dispatchEvent(Unknown Source) at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source) at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source) at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.run(Unknown Source) AWT-EventQueue-2 << net.MessageToServer$RequestGamesInProgress@f0a6e8 AWT-EventQueue-2: [Failed to request games in progress] [java.net.SocketException: Software caused connection abort: socket write error]java.net.SocketException: Software caused connection abort: socket write error at java.net.SocketOutputStream.socketWrite0(Native Method) at java.net.SocketOutputStream.socketWrite(Unknown Source) at java.net.SocketOutputStream.write(Unknown Source) at java.io.ObjectOutputStream$BlockDataOutputStream.drain(Unknown Source) at java.io.ObjectOutputStream$BlockDataOutputStream.setBlockDataMode(Unknown Source) at java.io.ObjectOutputStream.writeNonProxyDesc(Unknown Source) at java.io.ObjectOutputStream.writeClassDesc(Unknown Source) at java.io.ObjectOutputStream.writeOrdinaryObject(Unknown Source) at java.io.ObjectOutputStream.writeObject0(Unknown Source) at java.io.ObjectOutputStream.writeFatalException(Unknown Source) at java.io.ObjectOutputStream.writeObject(Unknown Source) at net.DirectNetworkLayer.writeObject(DirectNetworkLayer.java:116) at net.client.CXInfoClient.sendMessage(CXInfoClient.java:203) at net.client.CXInfoClient.requestGamesInProgress(CXInfoClient.java:223) at applet.frontend.GamesPanel.requestUpdate(GamesPanel.java:80) at applet.frontend.GamesPanel.access$3(GamesPanel.java:78) at applet.frontend.GamesPanel$2.actionPerformed(GamesPanel.java:50) at javax.swing.AbstractButton.fireActionPerformed(Unknown Source) at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source) at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source) at javax.swing.DefaultButtonModel.setPressed(Unknown Source) at javax.swing.plaf.basic.BasicButtonListener.mouseReleased(Unknown Source) at java.awt.Component.processMouseEvent(Unknown Source) at javax.swing.JComponent.processMouseEvent(Unknown Source) at java.awt.Component.processEvent(Unknown Source) at java.awt.Container.processEvent(Unknown Source) at java.awt.Component.dispatchEventImpl(Unknown Source) at java.awt.Container.dispatchEventImpl(Unknown Source) at java.awt.Component.dispatchEvent(Unknown Source) at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source) at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source) at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source) at java.awt.Container.dispatchEventImpl(Unknown Source) at java.awt.Component.dispatchEvent(Unknown Source) at java.awt.EventQueue.dispatchEvent(Unknown Source) at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source) at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source) at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.run(Unknown Source)
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Mikey Lear
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Post subject: Re: Known bugs Posted: Tue Sep 02, 2008 11:25 pm |
| Rookie |
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Joined: Thu Jan 24, 2008 11:48 pm Posts: 40
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Most of the time my chat tab just doesn't work. Have I been blacklisted from chatting? I type something and nothing appears and it doesn't have that friendly message saying who's there.
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Jon Corby
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Post subject: Re: Known bugs Posted: Wed Sep 03, 2008 7:38 am |
| Chairman |
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Joined: Mon Jan 21, 2008 8:36 am Posts: 4477
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Mikey Lear wrote: Most of the time my chat tab just doesn't work. Have I been blacklisted from chatting? I type something and nothing appears and it doesn't have that friendly message saying who's there. Yeah, I get that too. Also, a very minor point - one of the "end of round" conversations last night went something like this: Des: What did you have there, Jon? Nick: I had MOUTHIER for 8. Either Nick is just exceptionally rude and butted in (like he always does when I'm trying to solve the conundrum  ), or there's a teensy little bug. Oh, also in some of the dialogue, "Susie" is spelt with a lower case 's' and it really upsets me.
_________________ Officially the second most postingest c4c forummer.
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Dinos Sfyris
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Post subject: Re: Known bugs Posted: Wed Sep 03, 2008 5:16 pm |
| Fanatic |
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Joined: Mon Jan 21, 2008 10:07 am Posts: 2383 Location: Sheffield
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On round 3 after 4 letters no more would appear, no matter how much I hoped they would when clicking for them
I said FETISH, he said FITCHES Awaiting maxes... CX Synch stage 1 (writing)... ClientGame-3111412657783075777 << GameEvent{key=-3111412657783075777,pos=0,o=87621} CX Synch stage 2 (reading)... ClientReceiveThread >> GameEvent{key=-3111412657783075777,o=87622} GameEvent{key=-3111412657783075777,o=87622} CX Synch done. Client waiting for pick Client got pick ClientGame-3111412657783075777 << GameEvent{key=-3111412657783075777,pos=0,o=1} Client sent pick ClientReceiveThread >> GameEvent{key=-3111412657783075777,o=T} GameEvent{key=-3111412657783075777,o=T} Picked T Client waiting for pick Client got pick ClientGame-3111412657783075777 << GameEvent{key=-3111412657783075777,pos=0,o=1} Client sent pick ClientReceiveThread >> GameEvent{key=-3111412657783075777,o=S} GameEvent{key=-3111412657783075777,o=S} Picked S Client waiting for pick Client got pick ClientGame-3111412657783075777 << GameEvent{key=-3111412657783075777,pos=0,o=1} Client sent pick ClientReceiveThread >> GameEvent{key=-3111412657783075777,o=M} GameEvent{key=-3111412657783075777,o=M} Picked M Client waiting for pick Client got pick ClientGame-3111412657783075777 << GameEvent{key=-3111412657783075777,pos=0,o=0} Client sent pick ClientReceiveThread >> GameEvent{key=-3111412657783075777,o=I} GameEvent{key=-3111412657783075777,o=I} Picked I Client waiting for pick Client got pick ClientGame-3111412657783075777 << GameEvent{key=-3111412657783075777,pos=0,o=0} Client sent pick ClientReceiveThread: [] [java.net.SocketException: Software caused connection abort: recv failed]java.net.SocketException: Software caused connection abort: recv failed at java.net.SocketInputStream.socketRead0(Native Method) at java.net.SocketInputStream.read(Unknown Source) at java.net.SocketInputStream.read(Unknown Source) at java.io.ObjectInputStream$PeekInputStream.peek(Unknown Source) at java.io.ObjectInputStream$BlockDataInputStream.peek(Unknown Source) at java.io.ObjectInputStream$BlockDataInputStream.peekByte(Unknown Source) at java.io.ObjectInputStream.readObject0(Unknown Source) at java.io.ObjectInputStream.readObject(Unknown Source) at net.DirectNetworkLayer.readObject(DirectNetworkLayer.java:124) at net.client.CXInfoClient$ReceiveThread.run(CXInfoClient.java:59)
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Dinos Sfyris
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Post subject: Re: Known bugs Posted: Sun Sep 07, 2008 10:50 am |
| Fanatic |
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Joined: Mon Jan 21, 2008 10:07 am Posts: 2383 Location: Sheffield
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After round 9 letters with Michael it said for both of us that it was waiting for the other to declare and never progressed
Picked A ClientReceiveThread >> GameEvent{key=2762149350136566886,o=S} GameEvent{key=2762149350136566886,o=S} Picked S Attempting clock start Clock started successfully. Clock ended successfully.
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Paul Howe
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Post subject: Re: Known bugs Posted: Mon Sep 08, 2008 7:47 pm |
Joined: Tue Jan 22, 2008 2:25 pm Posts: 1015
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Not sure if this is a bug or not, but playing against Apterous Prime I twice clicked end round early after entering my numbers solution and both times the bot offered no solution. Sadly this didn't work with the letters rounds.
EDIT: Didn't work against Apterous Rex so I assume not a bug.
Last edited by Paul Howe on Mon Sep 08, 2008 8:10 pm, edited 1 time in total.
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Paul Howe
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Post subject: Re: Known bugs Posted: Mon Sep 08, 2008 8:06 pm |
Joined: Tue Jan 22, 2008 2:25 pm Posts: 1015
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Oh and when I challenge Apterous Rex it says in the game browser I was playing Apterous Prime.
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