Sort-of-triple bug report this time! Yeah, "sort of".
Alright, I'll start with the most peculiar: The Ferrous Moon ACS, and presumably other ACSes too under the right conditions (which I'm not sure what they are), is permanently down in "maintenance mode".
What happened was: Okay, so I like doing stuff the wrong way just to see if it'll break things. Because, y'know, my debugging instincts tell me to do it. So I do. So, I hack the FM ACS. I try to get all the way to the console, but fail, get kicked out, okay, it's locked, then after that it's in maintenance mode. No big deal. I erase my logs and fast-forward a few hours. Then I log back on it. I hack it all the way again, this time not horrendously failing. I enter the console, and I delete \sys\ then reboot. Cool, it goes down, and as expected I still don't have program authorization on other machines. Erase logs, fast forward again a bit, and poof, the ACS is back up. This time after hacking it, I put in Denial and run it before rebooting the system.
Okay, I have an incredibly-expensive very advanced Denial Zombie Machine. But - oops? The ACS goes into maintenance mode when I try to reconnect to it. And it loses the Denial Client status. No big deal. Same routine, logs and FF. Then I reconnect and hack my way through again. This time, just to be a thorough pain in the ass, I put on Denial, run it, then delete the \sys\ folder, THEN reboot.
As expected, the system fails its Kernel routine and kicks me off. And again as expected, it goes in maintenance mode immediately after. However, what's unexpected this time is that I still see the red outline in the world map indicating a Denial Zombie, and my Denial host program still shows the +1 zombie. Logs/FF routine, then reconn- wait, what? It's still in maintenance? Maybe I didn't wait long enough. Logs/FF again, this time making sure I fast-forward a whole day. Oh hey, what the hell is this, it's
still in maintenance mode? Doesn't the screen say "six hours max"?
Left and right are the same. Basically just showing the clock in top-left that shows that the server isn't coming back up even after well enough time has been given.
First thing that comes to mind is:
Okay, this is some weird new feature they just brought in or something, and I have to *actually* send an ingame email to the administrator like the screen says. But of course not. I get an invalid email recipient response from the ingame mail server and that idea is foiled. It's not like the in-game Steven Noonan would want to help a random uplink hacker get access to his ACS anyway - which beckons me (with a gun pointed at my face... or something) to bring up the "Social Engineering in Onlink" idea that, after second thought, sounds like it would be a hell of a lot of work (but with a potentially proportional addition to gameplay depth, if properly exploited... but then, you've got other, more important things to work on in onlink than entirely new game concepts that were never even part of the onlink game design in the first place).
So, anyway, back to my ACS problem. I log out of the game and back in, making sure to fast-forward, and... nope, ACS still down. Exit game and come back? ACS still down. Jail then liberate Steven Noonan? Nope, ACS still down. Launch a Denial attack on the ACS? Heh, that just fails no matter what, presumably because it still sees it as a client or something. In any event, the ACS system is just stuck there irreparably, effectively stalling the nagi quest.
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(this line intentionally noticeably ugly)
As for bugs #2 and #3, well, as you know I'm running the 64-bit windows client. At some point during the game, I didn't notice when, I started getting ridiculously long autosaving times like others have reported - 8, 10, even up to 15 seconds at times just for the collection thread to complete, then another 3 to 20 seconds for the WriteToDisk thread.
After this point, however, though a little while after I noticed the autosaving stops, I started getting completely random crashes on pressing some button or another. I presume it was only when pressing certain UI elements under certain conditions while the saving thread(s) was starting, but I can't be sure - each time, all I get is the default windows "This application has stopped functioning" popup, and CrissCross is non-responding, with the last thing it displays invariably being an autosave message (a normal autosave message, though often incomplete, i.e. cutting off in the middle of the line, but otherwise identical to others - no error or warning messages in sight).
Somewhat in relation to that bug, when I restart Onlink and reload my save after that (yes, the same save file that I assume it crashed while in the middle of writing it), I almost always get incredibly huge spams of various logs that weren't there, and blank-space logs. And I mean *huge* spams. This screenshot doesn't even begin to express the sheer amount of blank logs there are - and this happens
on every server in the game at the same time, including the gateways:
If you look very closely, you can see the (rather small) scrolling bar to the right. It's very small, indicating a lot of logs. Well, that's not even the half of it. If I want to clear that log, it'll take me around 2min20sec of repeated, intense clicking (despite having über CPU power all maxed on the log deleter allowing for quasi-instant deletion of logs). I know, because I've actually done it right after taking that screenshot.
And that's just the InterNIC server, which I had cleaned not long before (the routing logs you see there are the only logs of mine other than my "connection initiated" log at the very top"). I'm sure you'll also notice the wrongly-ordered log entries from their time stamps - and no, those aren't just modified logs, I made sure to unmodify them to be sure. If there's some way this could be normal and I just don't know it... then you're the ones who know.
This has obviously resulted in a
LOT of clutter in my savegame, making autosaving and loading times even worse. Here's a link to my save file:
http://www.filefront.com/14091573/DaFranker.xml.gz
Watch out, though. It's
huge. The uncompressed file went well past the 100MB mark a while ago, and that's when I stopped checking. That particular save was copied while the game was still running (though I made sure the autosave wasn't running). I can provide the save file taken after closing the game, too. However, the uncompressed xml of that one goes well over 400MBs (!!), so I don't even dare take a peek inside, lest I be stuck with an unresponsive computer for an hour or two (Windows' notepad is particularly inefficient when it comes to opening large files, and other text processors I've tried haven't fared any better so far). So here it is:
http://www.filefront.com/14092033/DaFranker.xml.gz
EDIT: And here come the Bugzilla entries, spread out in three since I don't know if they're three separate bugs or all one and the same:
http://www.ferrousmoon.com/bugzilla/show_bug.cgi?id=123
http://www.ferrousmoon.com/bugzilla/show_bug.cgi?id=124
http://www.ferrousmoon.com/bugzilla/show_bug.cgi?id=125