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
Description
Details
- Task Type
- Bug
- Affected Gamemode(s)
- Multiplayer
- Reproducible
- uncertain
- Last tested (version)
- 0.19556
- Category
- Control Block System: Weapons
- First occurrence (version)
- 0.19556
- OS-Specific
- No
- Hardware-Specific
- No
- Video Card Vendor
- AMD/ATI
- Video Card Model
- AMD Radeon R9 200 Series
- Username on Registry
- RedAlert_007
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
Do not have access to this tool, Banned from forums
I do not have access to this file
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
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>
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
-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?
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.
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
As of the latest update, now not even the first few rendered will do damage, missiles won't do damage at all.
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.