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Starmade | Game will only calculate damage for the first few missiles rendered
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Description

When large amounts of missiles are rendered only the damage for the first few fired will be calculated, this causes problems with Swarm Missiles in large battles

Details

Task Type
Bug
Testing Results
Affected Gamemode(s)
Multiplayer
Reproducible
uncertain
Last tested (version)
0.19556
Category
Control Block System: Weapons
First occurrence (version)
0.19556
Hardware/Software/System
OS-Specific
No
Hardware-Specific
No
Video Card Vendor
AMD/ATI
Video Card Model
AMD Radeon R9 200 Series
User/Reporter/Contact
Username on Registry
RedAlert_007
Detected video (Graphicsinfo.txt)

Running on thread: ClientThread
Adapter: lmimirr
Driver Version: 2.50.0.596
Vendor: ATI Technologies Inc.
OpenGL Version: 4.5.13399 Compatibility Profile Context 15.200.1062.1004
Renderer: AMD Radeon R9 200 Series
GLSL Ver: 4.40

SMC-Report

Do not have access to this tool, Banned from forums

Serverconfig (server.cfg)

I do not have access to this file

Clientconfig (settings.cfg)
C_USE_NEW_PLAYER_MODEL_ = true
CONTROL_HELP = false
C_MOUSE_BUTTOM_SWITCH = false
G_RESOLUTION = 1920 x 1080
G_FULLSCREEN = true
G_VSYNCH = false
G_FOV = 85.0
G_MAX_SEGEMENTSDRAWN = 200000
G_DRAW_SURROUNDING_GALAXIES_IN_MAP = false
HIT_INDICATION_NUMBERS_LIFETIME = 0.4
D_LIFETIME_NORM = 0
G_WINDOWED_BORDERLESS = false
S_SOUND_SYSTEM_ENABLED = true
S_SOUND_ENABLED = true
S_SOUND_VOLUME_GLOBAL = 4
N_TRANSMIT_RAW_DEBUG_POSITIONS = false
C_SELECTED_JOYSTICK = 0
ICON_BAKERY_BLOCKSTYLE_ROTATE_DEG = -90.0
MOUSE_WHEEL_SENSIBILITY = 7.0E-4
BUILD_MODE_SHIFT_SPEED = 25.0
ORBITAL_CAM_SPEED = 0.5
G_DAMAGE_DISPLAY = 600
G_STAR_COUNT = 4096
G_VBO_BULKMODE_SIZE = 4
G_DRAW_FOG = false
G_DRAW_BEAMS = true
G_DRAW_EXHAUST_PLUMS = true
D_INFO_CONTROLMANAGER = false
D_INFO_SHADER = true
T_ENABLE_TEXTURE_BAKER = false
D_INFO_DRAW_TIMES = false
D_INFO_DRAW_SPACE_PARTICLE = false
G_SPACE_PARTICLE = true
G_DRAW_MOUSE_COLLISION = false
G_ATMOSPHERE_SHADER = normal
G_SHADOW_QUALITY = BEST
G_DRAW_SHIELDS = true
G_DRAW_WATER = true
G_DRAW_BACKGOUND = true
G_WATER_USER_MIPMAPS = false
E_NAVIGATION_FILTER = 613
G_DRAW_ENTITIES = true
G_FRUSTUM_CULLTING = true
G_DRAW_EFFECTS = true
G_SHADER_RELOAD = false
G_FRAMRATE_FIXED = 30
G_SHADERS_ACTIVE = true
G_DEBUG_DRAW_GRID = false
G_DEBUG_DRAW_LINES = true
F_FRAME_BUFFER_USE = false
T_TERRAIN_DRAW = true
T_TERRAIN_WIREFRAME_DRAW = false
G_CULLING_ACTIVE = true
G_TEXTURE_ARRAYS = false
G_AUTO_NORMALIZATION = true
G_DRAW_BY_SIDES = true
G_WIREFRAMED = false
G_NORMAL_MAPPING = false
G_TEXTURE_COMPRESSION_BLOCKS = false
G_TEXTURE_ARRAY_COMPRESSION = true
G_TEXTURE_ARRAY_MIPMAP = true
G_TEXTURE_MIPMAP = true
G_SHADOWS = false
G_SHADOWS_VSM = false
S_PAUSED = false
S_SETTINGS_SHOW = false
MINIMAP_MODE = SMALL
SECTOR_INDICATION_MODE = INDICATION_ONLY
S_KEY_ALLOW_DUPLICATES = true
G_PROD_BG = true
G_PROD_BG_QUALITY = 2048
G_TEXTURE_PACK = Default
GIF_WIDTH = 640
GIF_HEIGHT = 640
GIF_FPS = 15
GIF_GUI = false
G_DEBRIS_THRESHOLD_MS = 4
G_TEXTURE_PACK_RESOLUTION = 128
S_INITIAL_SETTING = Multi Player
S_GAME_MODE = Sandbox
G_BONE_ANIMATION = true
P_NT_DEBUG_ACTIVE = false
P_PHYSICS_DEBUG_ACTIVE_OCCLUSION = false
P_PHYSICS_DEBUG_ACTIVE = false
P_PHYSICS_DEBUG_MODE = 0
G_DEUBG_LINE_DRAWING_ACTIVATED = fals
Java Version (32bit)

Microsoft Windows [Version 6.1.7601]
Copyright (c) 2009 Microsoft Corporation. All rights reserved.

X:\Windows\system32>java -d32
Error: This Java instance does not support a 32-bit JVM.
Please install the desired version.

X:\Windows\system32>

Java Version (64bit)
Microsoft Windows [Version 6.1.7601]
Copyright (c) 2009 Microsoft Corporation.  All rights reserved.

X:\Windows\system32>java -d64
Usage: java [-options] class [args...]
           (to execute a class)
   or  java [-options] -jar jarfile [args...]
           (to execute a jar file)
where options include:
    -d32          use a 32-bit data model if available
    -d64          use a 64-bit data model if available
    -server       to select the "server" VM
                  The default VM is server.

    -cp <class search path of directories and zip/jar files>
    -classpath <class search path of directories and zip/jar files>
                  A ; separated list of directories, JAR archives,
                  and ZIP archives to search for class files.
    -D<name>=<value>
                  set a system property
    -verbose:[class|gc|jni]
                  enable verbose output
    -version      print product version and exit
    -version:<value>
                  Warning: this feature is deprecated and will be removed
                  in a future release.
                  require the specified version to run
    -showversion  print product version and continue
    -jre-restrict-search | -no-jre-restrict-search
                  Warning: this feature is deprecated and will be removed
                  in a future release.
                  include/exclude user private JREs in the version search
    -? -help      print this help message
    -X            print help on non-standard options
    -ea[:<packagename>...|:<classname>]
    -enableassertions[:<packagename>...|:<classname>]
                  enable assertions with specified granularity
    -da[:<packagename>...|:<classname>]
    -disableassertions[:<packagename>...|:<classname>]
                  disable assertions with specified granularity
    -esa | -enablesystemassertions
                  enable system assertions
    -dsa | -disablesystemassertions
                  disable system assertions
    -agentlib:<libname>[=<options>]
                  load native agent library <libname>, e.g. -agentlib:hprof
                  see also, -agentlib:jdwp=help and -agentlib:hprof=help
    -agentpath:<pathname>[=<options>]
                  load native agent library by full pathname
    -javaagent:<jarpath>[=<options>]
                  load Java programming language agent, see java.lang.instrument

    -splash:<imagepath>
                  show splash screen with specified image
See http://www.oracle.com/technetwork/java/javase/documentation/index.html for m
ore details.

X:\Windows\system32>

Event Timeline

Unknown Object (User) updated the task description. (Show Details)Feb 15 2016, 11:34 PM
Unknown Object (User) changed Category from none/unspecified to Control Block System: Weapons.
Unknown Object (User) set First occurrence (version) to Latest version at the time of posting.
Unknown Object (User) changed Video Card Vendor from uncertain to AMD/ATI.
Unknown Object (User) set Video Card Model to AMD Radeon R9 200 Series.
Unknown Object (User) edited Detected video (Graphicsinfo.txt). (Show Details)
Unknown Object (User) edited SMC-Report. (Show Details)
Unknown Object (User) edited Serverconfig (server.cfg). (Show Details)
Unknown Object (User) edited Clientconfig (settings.cfg). (Show Details)
Unknown Object (User) edited Java Version (32bit). (Show Details)
Unknown Object (User) edited Java Version (64bit). (Show Details)
Unknown Object (User) set Username on Registry to RedAlert_007.
Unknown Object (User) changed Affected Gamemode(s) from none/unspecified to Multiplayer.
Unknown Object (User) set Last tested (version) to Current version at the time of writing.
Unknown Object (User) added a subscriber: Unknown Object (User).
Unknown Object (User) created this task.
Restricted Application added a project: Issue Navigation. · View Herald TranscriptFeb 15 2016, 11:34 PM
lancake claimed this task.

-Feedback-

Missile explosions are queued if they exceed a value per second, that's intended since each explosion takes a certain amount of RAM and you simply can't do 1000 of them at the same time without risking running out of memory.

However, like I said above, they are queued and they should still deal damage after a short time after a visible hit.

So my question is, did you still see the damage happen or not?

lancake shifted this object from the S1 Public space to the S3 Starmade space.Feb 16 2016, 8:24 AM
lancake changed the visibility from "Custom Policy" to "Public (No Login Required)".
lancake changed the edit policy from "Task Author" to "Starmade (Project)".
lancake set Task Type to Bug.
lancake changed First occurrence (version) from Latest version at the time of posting to 0.19556.
lancake set OS-Specific to No.
lancake set Hardware-Specific to No.
lancake edited Clientconfig (settings.cfg). (Show Details)
lancake edited Java Version (64bit). (Show Details)
lancake set Reproducible to uncertain.
lancake changed Last tested (version) from Current version at the time of writing to 0.19556.
lancake triaged this task as Normal priority.
lancake edited Clientconfig (settings.cfg). (Show Details)Feb 16 2016, 8:26 AM
lancake edited Java Version (64bit). (Show Details)
lancake moved this task from New / Unconfirmed to Feedback on the Issue Navigation board.
Unknown Object (User) added a comment.Feb 16 2016, 9:43 AM

I first observed the bug when I was in a battle where hostiles were using Logic Swarm Missiles fired in rapid succession, while these missiles were firing a large amount of missile entities were present, they did damage to us, our missiles never did damage until they turned their logic swarmers off, then we were able to damage them.

Benevolent27 added a subscriber: Benevolent27.EditedMar 9 2016, 7:01 PM

I don't know if this is the same issue you are referring to or not, but we have been having a lot of trouble with missiles recently on our server. After a reboot, it seems like missiles will do some damage for a while, and then they stop. This is a server-wide issue. All players on the server can no longer damage anything with missiles.

Now, in single player, I have had a slightly different issue, where missiles simply do no damage at all. Just none, right off the bat.

And another issue, which may be related has to do with cannons. The situation was a little more complicated. I will do my best to detail out the issue clearly. I was testing cannon damage on the server where missile damage is not working at all. I noticed, in addition, some very strange occurrences with cannons. I have a bomber ship, that has 2 entities which rotate at 45 degree angles around the main ship, like wings deploying. The two power cores, or "wings," extend to a 45 degree and then a 90 degree angle at max deployment in relation to the main ship. Turrets are then attached to the power cores, so as to use that power. Now, I was attacking the bomber with another ship with rapid fire cannons (with 100% punch-through effect on) to test how it took damage. I noticed that when I was shooting at the wings, the shields of the bomber were not going down at all. The power cores were fully deployed at 90 degree angles to the ship. This was happening for both of them. I could see shield damage values happening, but no decrease in the main ship's shields. The wings do not have any shields of their own, so it should be sharing the main ship's shields. When attacking the main ship, it was damaging the main shields, but when I would alternate between the docked entity and the main ship, the main ship's shields would magically go from 25% to 50% for no apparent reason. Over and over it kept resetting back to 50% somehow. So, I concentrated my fire just on the main ship. The shields then went down to 0%. Then there were red damage values showing, however no damage was being taken at all. Also, when shields were down, the attached entities also did not take any damage, but those damage values showed as shield damage (even though they have no shields). And in addition to this, I was not able to even hit the wings at around 50 blocks down the length of the wing. The hits simply did not register. The hits also did not register at all for the turrets, which are on the far end of the wing. There was no damage values at all.

These issues are new, since the last update and hotfix, as of 03-09-16. Also, other players were reporting that their cannons were also not doing damage.

If you ask me, I think there must have been some rework to the part of the code that queues damage and instead of it handling the queuing properly, it is simply throwing the damage out the window. And instead of resetting to act normally, when the server is no longer under heavy load, it is not resetting, so it is till throwing damage out the window. There seems to be some sort of modification to the code involving damage to shields, and that is also broken, resetting shields back to 50% for some reason and not handling shield damage to attached entities right.

Well, I hope this info is helpful to someone. lol

Unknown Object (User) added a comment.Sep 5 2016, 9:06 PM

As of the latest update, now not even the first few rendered will do damage, missiles won't do damage at all.

Restricted Application added a project: Starmade. · View Herald TranscriptSep 5 2016, 9:06 PM
AndyP changed the task status from Open to Feedback.Feb 21 2017, 8:53 PM
Restricted Application added a project: Waiting on Author. · View Herald TranscriptFeb 21 2017, 8:53 PM
Unknown Object (User) added a comment.Feb 22 2017, 7:41 PM

Im not sure why this is has been assigned feedback so I am assuming you want me to respond if this has been fixed.

If that is what you are after then this has not been fixed.

Restricted Application edited projects, added Customer responded; removed Waiting on Author. · View Herald TranscriptFeb 22 2017, 7:41 PM
Restricted Application changed the task status from Feedback to Open. · View Herald Transcript