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Starmade | When in build mode, lighten Mode-esque shader effect is applied to nearby chunks of any nearby block-based entities.
Closed, FinishedPublic

Tokens
"Like" token, awarded by Zackey_TNT."The World Burns" token, awarded by Planr."Heartbreak" token, awarded by SpaceKing.
Assigned To
Authored By
Planr, Jun 21 2015

Description

Sometimes, when I play StarMade on my Windows 8.1 computer, I get this weird shader effect when in build mode, that makes all the block-based entities around me look like they have lighten mode on them, even if lighten mode is turned off in advanced build mode. It only affects entities nearby me.

This bug happened to me today after I flew to a shop and bought some damage pulse computers and damage pulse modules, then used the admin command "/give_all_items Planr 50000" in order to supply myself with enough of the blocks for what I needed to build.

I forgot to take a screenshot and have since been unable to reproduce this bug, but if it happens again I will be sure to share a screenshot and mention exactly what I was doing when it occurred.

Details

Commits
Restricted Diffusion Commit
Restricted Diffusion Commit
Restricted Diffusion Commit
Task Type
Bug
Testing Results
Affected Gamemode(s)
Singleplayer
Reproducible
Yes
Last tested (version)
0.197.47
Category
Engine
First occurrence (version)
v0.19289
Hardware/Software/System
OS-Specific
No
Hardware-Specific
No
Video Card Vendor
NVIDIA
Video Card Model
nVidia GeForce GTX 960M
Steps to reproduce
  1. enter a ship
  2. go in build mode and then in ship mode
  3. all entities near you should be white-ish (including yourself if you go in 3rd person cam)
  4. only visible in ship or astronaut mode.
Tester information (Internal use only)

Partially fixed:

Just noticed that the blinking also applies for all nearby entities.

The blinking gets stuck for them but not when you're watching in build mode. In ship or astronaut mode, all nearby entities appear to have that white-ish look.

Detected video (Graphicsinfo.txt)

Running on thread: ClientThread
Adapter: igdumdim64
Driver Version: 10.18.14.4062
Vendor: NVIDIA Corporation
OpenGL Version: 4.4.0 NVIDIA 345.05
Renderer: GeForce GTX 960M/PCIe/SSE2
GLSL Ver: 4.40 NVIDIA via Cg compiler

SMC-Report

Starmade System Checker Report
Sun 06/21/2015
14:57:45.12

RESULTS:
Windows version: Windows 8.1 64-bit ....PASS
Processor: Intel(R) Core(TM) i7-4720HQ CPU @ 2.60GHz (8 CPUs), ~2.6GHz
Memory: 16384MB RAM
Graphics Card name: NVIDIA GeForce GTX 960M ....UNKNOWN
Java version: 64-bit Java 8 ....PASS

Serverconfig (server.cfg)
WORLD = world0 //set world to use (set 'old' for using the old world). if no world exists a new one will be set automatically
PROTECT_STARTING_SECTOR = false //Protects the starting sector
ENABLE_SIMULATION = true //Universe AI simulation
CONCURRENT_SIMULATION = 256 //How many simulation groups may be in the universe simultaniously (performance)
ENEMY_SPAWNING = true //Enables enemy spawing
SECTOR_SIZE = 12000 //Sets the size of sectors in the universe **WARNING** scaling the size of an existing universe down may cause issues
BLUEPRINT_DEFAULT_PRIVATE = true //If true, set blueprints private as default (else they are public)
FLOATING_ITEM_LIFETIME_SECS = 240 //How much seconds items floating in space should be alive
SIMULATION_SPAWN_DELAY = 420 //How much seconds between simulation spawn ticks
SIMULATION_TRADING_FILLS_SHOPS = true //Trading guild will deliver stock to shops
SECTOR_INACTIVE_TIMEOUT = 20 //Time in secs after which sectors go inactive (-1 = off)
SECTOR_INACTIVE_CLEANUP_TIMEOUT = 10 //Time in secs after which inactive sectors are completely removed from memory (-1 = off)
USE_STARMADE_AUTHENTICATION = false //allow star-made.org authentication
REQUIRE_STARMADE_AUTHENTICATION = false //require star-made.org authentication (USE_STARMADE_AUTHENTICATION must be true)
PROTECTED_NAMES_BY_ACCOUNT = 10 //How many player names a player may protect with his account (if exceeded, the player name, that was logged in the longest time ago gets unprotected)
DEFAULT_BLUEPRINT_ENEMY_USE = true //Default option to use uploaded ships in waves
LOCK_FACTION_SHIPS = true //If true, ships of other factions cant be edited, activated, or entered
DEBUG_FSM_STATE = false //transfer debug FSM state. Turning this on may slow down network
PHYSICS_SHAPE_CASTING_TUNNELING_PREVENTION = false //Makes a convex cast for hight speed object to prevent clipping. High Cost. (Bugged right now, so dont turn it on)
CATALOG_SLOTS_PER_PLAYER = -1 //How many slots per player for saved ships (-1 for unlimited)
UNIVERSE_DAY_IN_MS = 1200000 //how long is a 'day' (stellar system rotation) in milliseconds (-1 to switch off system rotation)
FORCE_DISK_WRITE_COMPLETION = false //forces writing operations of raw data to disk directly after operation. For some OS this prevents raw data corruption
ASTEROIDS_ENABLE_DYNAMIC_PHYSICS = true //enables asteroids to be able to move in space
ENABLE_BREAK_OFF = false //debug (don't activate unless you know what you're doing)
COLLISION_DAMAGE = false //colliding into another object does damage
COLLISION_DAMAGE_THRESHOLD = 2.0 //Threshold of Impulse that does damage (the lower, the less force is needed for damage)
SKIN_ALLOW_UPLOAD = true //if off, skin uploading to server is deactivated
CATALOG_NAME_COLLISION_HANDLING = false //if off, saving with an existing entry is denied, if on the name is automatically changed by adding numbers on the end
SECTOR_AUTOSAVE_SEC = 300 //Time interval in secs the server will autosave (-1 for never)
PHYSICS_SLOWDOWN_THRESHOLD = 40 //Milliseconds a collision test may take before anti-slowdown mode is activated
THRUST_SPEED_LIMIT = 145 //How fast ships, etc. may go in m/s . Too high values may induce physics tunneling effects
MAX_CLIENTS = 32 //Max number of clients allowed on this server
SUPER_ADMIN_PASSWORD_USE = false //Enable super admin for this server
SUPER_ADMIN_PASSWORD = mypassword //Super admin password for this server
SERVER_LISTEN_IP = all //Enter specific ip for the server to listen to. use "all" to listen on every ip
SOCKET_BUFFER_SIZE = 65536 //buffer size of incoming and outgoing data per socket
PHYSICS_LINEAR_DAMPING = 0.05 //how much object slow down naturally (must be between 0 and 1): 0 is no slowdown
PHYSICS_ROTATIONAL_DAMPING = 0.05 //how much object slow down naturally (must be between 0 and 1): 0 is no slowdown
AI_DESTRUCTION_LOOT_COUNT_MULTIPLIER = 0.9 //multiply amount of items in a loot stack. use values smaller 1 for less and 0 for none
AI_DESTRUCTION_LOOT_STACK_MULTIPLIER = 0.9 //multiply amount of items spawned after AI destruction. use values smaller 1 for less and 0 for none
CHEST_LOOT_COUNT_MULTIPLIER = 0.9 //multiply amount of items in a loot stack. use values smaller 1 for less and 0 for none
CHEST_LOOT_STACK_MULTIPLIER = 0.9 //multiply amount of items spawned in chests of generated chests. use values smaller 1 for less and 0 for none
USE_WHITELIST = false //only names/ips from whitelist.txt are allowed
FILTER_CONNECTION_MESSAGES = false //don't display join/disconnect messages
USE_UDP = false //Use 'User Datagram Protocol' (UDP) instead of 'Transmission Control Protocol' (TCP) for connections
AUTO_KICK_MODIFIED_BLUEPRINT_USE = false //Kick players that spawn modified blueprints
AUTO_BAN_ID_MODIFIED_BLUEPRINT_USE = false //Ban player by name that spawn modified blueprints
AUTO_BAN_IP_MODIFIED_BLUEPRINT_USE = false //Ban player by IP that spawn modified blueprints
REMOVE_MODIFIED_BLUEPRINTS = false //Auto-removes a modified blueprint
DEBUG_SEGMENT_WRITING = false //Debugs correctness of writing of segments (costs server performance)
TCP_NODELAY = true //Naggles algorithm (WARNING: only change when you know what you're doing)
PING_FLUSH = false //flushes ping/pong immediately (WARNING: only change when you know what you're doing)
RECIPE_BLOCK_COST = 5000 //How much blocks have to be invested to create a recipe (min 0)
SHOP_SPAWNING_PROBABILITY = 0.1 //(must be between 0 and 1): 0 is no shops spawned in asteroid sectors, 1 is shop spawned in everyone (default: 8% -> 0.08)
RECIPE_REFUND_MULT = 0.5 //how much blocks are refunded from selling a recipe (must be between 0 and 1): 0 no refund, 1 full refund
RECIPE_LEVEL_AMOUNT = 4000 //On how much created blocks will a recipe level up (base value) (min 0)
DEFAULT_SPAWN_SECTOR_X = 2 //DEFAULT Spawn Sector X Coordinate
DEFAULT_SPAWN_SECTOR_Y = 2 //DEFAULT Spawn Sector Y Coordinate
DEFAULT_SPAWN_SECTOR_Z = 2 //DEFAULT Spawn Sector Z Coordinate
MODIFIED_BLUEPRINT_TOLERANCE = 0.1 //Tolerance of modified blueprint trigger (default = 10%)
TURNING_DIMENSION_SCALE = 1.1 //Scaling of tuning speed VS ship dimension (default = 1.1)
DEFAULT_SPAWN_LOCALPOINT_X_1 = 0.0 //First Rotating Spawn: Local Pos X Coordinate
DEFAULT_SPAWN_LOCALPOINT_Y_1 = -6.5 //First Rotating Spawn: Local Pos Y Coordinate
DEFAULT_SPAWN_LOCALPOINT_Z_1 = -8.0 //First Rotating Spawn: Local Pos Z Coordinate
DEFAULT_SPAWN_LOCALPOINT_X_2 = 7.0 //Second Rotating Spawn: Local Pos X Coordinate
DEFAULT_SPAWN_LOCALPOINT_Y_2 = -6.5 //Second Rotating Spawn: Local Pos Y Coordinate
DEFAULT_SPAWN_LOCALPOINT_Z_2 = 0.0 //Second Rotating Spawn: Local Pos Z Coordinate
DEFAULT_SPAWN_LOCALPOINT_X_3 = 0.0 //Third Rotating Spawn: Local Pos X Coordinate
DEFAULT_SPAWN_LOCALPOINT_Y_3 = -6.5 //Third Rotating Spawn: Local Pos Y Coordinate
DEFAULT_SPAWN_LOCALPOINT_Z_3 = 7.0 //Third Rotating Spawn: Local Pos Z Coordinate
DEFAULT_SPAWN_LOCALPOINT_X_4 = -8.0 //Forth Rotating Spawn: Local Pos X Coordinate
DEFAULT_SPAWN_LOCALPOINT_Y_4 = -6.5 //Forth Rotating Spawn: Local Pos Y Coordinate
DEFAULT_SPAWN_LOCALPOINT_Z_4 = 0.0 //Forth Rotating Spawn: Local Pos Z Coordinate
PLAYER_DEATH_CREDIT_PUNISHMENT = 0.1 //players credits lost of total on death (must be between 0 and 1): 1 = lose all, 0 = keep all
PLAYER_DEATH_CREDIT_DROP = false //drop credits lost on death into space instead
PLAYER_DEATH_BLOCK_PUNISHMENT = false //player will drop all his blocks into space on death
PLAYER_DEATH_PUNISHMENT_TIME = 300 //Time interval in seconds after death of a player in which the player is not punished
PLAYER_DEATH_INVULNERABILITY_TIME = 5 //Time the player is invulnerable after death in sec
PLAYER_HISTORY_BACKLOG = 30 //how many login history objects (with name, IP, account-name, and time) should be saved by player state
PROJECTILES_ADDITIVE_VELOCITY = true //initial projectile speed depend on relative linear velocity of object fired from
PROJECTILES_VELOCITY_MULTIPLIER = 1.0 //multiplicator for projectile velocity
IGNORE_DOCKING_AREA = false //ignores docking area size
ALLOW_UPLOAD_FROM_LOCAL_BLUEPRINTS = true //enables clients being able to upload their pre-build-blueprints to the server
SHOP_NPC_STARTING_CREDITS = 10000000 //how much credits do shops start with
SHOP_NPC_RECHARGE_CREDITS = 100000 //how much credits do shops gain about every 10 min
AI_WEAPON_AIMING_ACCURACY = 1000 //how accurate the AI aims (the higher the value the more accurate vs distance. 10 = about 99% accuracy at 10m)
BROADCAST_SHIELD_PERCENTAGE = 5 //percent of shields changed for the server to broadcast a shield synch
BROADCAST_POWER_PERCENTAGE = 50 //percent of power changed for the server to broadcast a power synch (not that critical)
ADMINS_CIRCUMVENT_STRUCTURE_CONTROL = true //admins can enter ships of any faction
STAR_DAMAGE = true //suns dealing damage to entities
SQL_NIO_FILE_SIZE = 256 //megabyte limit of .data file when to use NIO (faster) (must be power of 2)
PLANET_SIZE_MEAN = 175.0 //Planet size mean (normal gaussian distribution) (min 50)
PLANET_SIZE_DEVIATION = 100.0 //Planet size standard deviation. Note: normal gaussian distribution graph scaled horizontally by 1/3 (min 0)
PLAYER_MAX_BUILD_AREA = 50 //max area a player may add/remove in adv. build mode
NT_SPAM_PROTECT_TIME_MS = 30000 //period of spam protection
NT_SPAM_PROTECT_MAX_ATTEMPTS = 30 //max attempts before refusing connections in spam protect period (default is 1/sec for 30 sec)
NT_SPAM_PROTECT_EXCEPTIONS = 127.0.0.1 //ips excepted from spam control (separate multiple with comma) (default is localhost)
NT_SPAM_PROTECT_ACTIVE = true //enables connection spawn protection (flooding servers with login attempts)
USE_PERSONAL_SECTORS = false //will spawn a player in a locked sector sandbox (warning, don't use unless you know what you do)
BATTLE_MODE = false //turn on battlemode (warning, don't use unless you know what you're doing)
BATTLE_MODE_CONFIG = battleSector=0,0,0,Physics.smsec;battleSector=15,15,15,Physics.smsec;countdownRound=300;countdownStart=30;maxMass=-1;maxDim=300;maxMassPerFaction=-1; //General config for battlemode
BATTLE_MODE_FACTIONS = [TeamA, fighters, 500,500,500, 0.5,0.1,0.9];[TeamB, fighters, -500,-500,-500, 0.5,0.9,0.2];[TeamFFA,ffa, 0,0,-500, 0.2,0.9,0.9];[Spectators,spectators, 0,500,0,0.8,0.4,0.8] //Faction config for battlemode
LEADERBOARD_BACKLOG = 24 //time in hours to keep leaderboard backlog (the more time, the more data has to be sent to client)
ANNOUNCE_SERVER_TO_SERVERLIST = false //announces the server to the starmade server list so clients can find it. Hostname must be provided for HOST_NAME_TO_ANNOUNCE_TO_SERVER_LIST!
HOST_NAME_TO_ANNOUNCE_TO_SERVER_LIST =  //this must be a valid hostname (either ip or host, e.g. play.star-made.org)
SERVER_LIST_NAME = NoName //max length 64 characters
SERVER_LIST_DESCRIPTION = NoDescription //max length 128 characters
MISSILE_DEFENSE_FRIENDLY_FIRE = true //can shoot down own or missiles from own faction
USE_DYNAMIC_RECIPE_PRICES = true //use recipe based prices (the price is the price of the parts it is made out of in crafting)
MAKE_HOMBASE_ATTACKABLE_ON_FP_DEFICIT = true //Home bases become attackable if a faction's Faction Points are in the minus and the faction doesn't own any territory
PLANET_SPECIAL_REGION_PROPABILITY = 240 //one out of thisValue chance of a special region spawning per planet plate (cities, pyramids, etc) (changing this value migth change some plates, but won't change any plates that are already modified by a player)
NT_BLOCKUPDATE_QUEUE_SIZE = 127 //how many blocks are sent per update. Huge placements will shot faster, but it will consume more bandwidth and is subject to spamming players
CHUNK_REQUEST_THREAD_POOL_SIZE_TOTAL = 25 //Thead pool size for chunk requests (from disk and generated)
CHUNK_REQUEST_THREAD_POOL_SIZE_CPU = 3 //Available threads of total for CPU generation. WARNING: too high can cause cpu spikes. About the amount of available cores minus one is best
BUY_BLUEPRINTS_WITH_CREDITS = false //buy blueprints directly with credits
SHOP_USE_STATIC_SELL_BUY_PRICES = false //shop buy and sell price change depending on stock (shop prices will always stay the same if true)
SHOP_SELL_BUY_PRICES_UPPER_LIMIT = 1.2 //maximum of base price a shop will want depending on its stock (e.g. max 120 credits if the normal cost is 100)
SHOP_SELL_BUY_PRICES_LOWER_LIMIT = 0.8 //minimum of base price a shop will want depending on its stock (e.g. max 80 credits if the normal cost is 100)
MINING_BONUS = 1 //general multiplier on all mining
MAX_COORDINATE_BOOKMARKS = 20 //coordinate bookmarks per player allowed
ALLOWED_STATIONS_PER_SECTOR = 1 //how many stations are allowed per sector
STATION_CREDIT_COST = 1000000 //how much does a station or station blueprint cost
SKIN_SERVER_UPLOAD_BLOCK_SIZE = 256 //how fast should skins be transferred from server to clients (too high might cause lag) [default 256 ~ 16kb/s]
ALLOW_OLD_DOCKING_BEAM = false //enables old docking beam
WEIGHTED_CENTER_OF_MASS = true //if on, the center of mass for each structured will be calculated based on block mass. On 'false', the center of mass is always the core position
SECURE_UPLINK_ENABLED = false //dedicated servers can be registered on the StarMade registry
SECURE_UPLINK_TOKEN =  //uplink token, provided when registering a dedicated server
USE_STRUCTURE_HP = true //ships and other structures use the hitpoint system. if off, a ship will overheat when the core gets taken out (old)
SHOP_REBOOT_COST_PER_SECOND = 100.0 //Cost to reboot a ship at a shop (per second it would take to reboot in space)
SHOP_ARMOR_REPAIR_COST_PER_HITPOINT = 1.0 //Cost to repair a ship's armor at a shop
Clientconfig (settings.cfg)
C_USE_NEW_PLAYER_MODEL_ = true
CONTROL_HELP = false
C_MOUSE_BUTTOM_SWITCH = false
G_RESOLUTION = 1920 x 1080
G_FULLSCREEN = false
G_VSYNCH = false
G_FOV = 110.0
G_MAX_SEGEMENTSDRAWN = 1200
G_DRAW_SURROUNDING_GALAXIES_IN_MAP = false
HIT_INDICATION_NUMBERS_LIFETIME = 1.5
D_LIFETIME_NORM = 0
G_WINDOWED_BORDERLESS = false
S_SOUND_SYSTEM_ENABLED = true
S_SOUND_ENABLED = true
S_SOUND_VOLUME_GLOBAL = 1
N_TRANSMIT_RAW_DEBUG_POSITIONS = false
C_SELECTED_JOYSTICK = -1
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 = 3000
G_STAR_COUNT = 1024
G_VBO_BULKMODE_SIZE = 8
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 = false
G_DRAW_MOUSE_COLLISION = false
G_ATMOSPHERE_SHADER = normal
G_SHADOW_QUALITY = BAREBONE
G_DRAW_SHIELDS = true
G_DRAW_WATER = true
G_DRAW_BACKGOUND = true
G_WATER_USER_MIPMAPS = false
E_NAVIGATION_FILTER = 621
G_DRAW_ENTITIES = true
G_FRUSTUM_CULLTING = true
G_DRAW_EFFECTS = true
G_SHADER_RELOAD = false
G_FRAMRATE_FIXED = -1
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 = true
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 = LARGE
SECTOR_INDICATION_MODE = INDICATION_ONLY
S_KEY_ALLOW_DUPLICATES = true
G_PROD_BG = true
G_PROD_BG_QUALITY = 4096
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 = false
G_WINDOW_START_POSITION = center
G_DRAW_GUI_ACTIVE = true
G_DRAW_NO_OVERLAYS = false
G_PARTICLE_SORTING = true
P_PHYSICS_ACTIVATED = true
G_SMOKE_QUALITY = false
G_DRAW_STARS = true
G_DRAW_PASTE_PREVIEW = true
G_USE_SPRITE_VBO = true
S_TUTORIAL = false
G_AUTOSELECT_CONTROLLERS = true
S_INFO_DRAW = SOME_INFO
G_VBO_FLAG = STATIC
N_LAG_COMPENSATION = true
N_IGNORE_SAVED_UPLINK_CREDENTIALS_IN_SINGLEPLAYER = true
N_SERVER_TIME_UPDATE_FREQUENCE = 2000
M_TEXTURE_PACK_CONFIG_TOOL = ./data/textures/block/Default/64/
G_MULTI_SAMPLE = 0
M_MOUSE_SENSITIVITY = 0.5
G_HIT_INDICATION_SIZE = 1.5
F_BLOOM = false
F_BLOOM_INTENSITY = 0.001
S_MOUSE_LOCK = true
G_DRAW_ADV_BUILDMODE_BLOCK_PREVIEW = true
G_DRAW_ALL_CONNECTIONS = false
G_SHOW_PURE_NUMBERS_FOR_SHIELD_AND_POWER = false
S_FLIP_HOTBAR_MOUSEWHEEL_WITHOUT_CTRL = true
S_ZOOM_MOUSEWHEEL = ZOOM
S_MOUSE_SHIP_INVERT = false
S_MOUSE_ALL_INVERT = false
S_USE_REGION_SIGNATURE_TEST = false
G_PREVIEW_TO_BUILD_BLOCK_TEST = false
S_EXIT_ON_ESC = false
G_USE_HIGH_QUALITY_ACKGROUND = true
G_DRAW_POPUPS = true
G_USE_VBO_MAP = true
G_DRAW_JUMP_OVERLAY = true
G_MAG_FILTER_LINEAR_BLOCKS = false
G_MAG_FILTER_LINEAR_GUI = false
G_MAX_BEAMS = 4096
SEGMENT_REQUEST_BATCH = 32
CLIENT_BUFFER_SIZE = 65536
ICON_BAKERY_SINGLE_RESOLUTION = 150
G_RAYTRACE_COUNT = 16
ICON_BAKERY_SINGLE_ICONS = false
G_MUST_CONFIRM_DETACHEMENT_AT_SPEED = 10.0
G_USE_SHADER4 = true
O_OCULUS_RENDERING = false
G_USE_VERTEX_LIGHTING_ONLY = false
CLIENT_TRAFFIC_CLASS = true
G_DRAW_SELECTED_BLOCK_WOBBLE = true
G_USE_TWO_COMPENENT_SHADER = false
A_FORCE_AUTHENTICATION_METHOD = -1
MIN_FFA = 2
B_UNDO_REDO_MAX = 30
N_ARTIFICIAL_DELAY = 0
SEGMENT_PIECE_QUEUE_SINGLEPLAYER = 32767
G_MAX_MISSILE_TRAILS = 256
G_USE_OCCLUSION_CULLING = false
C_AUTOASSIGN_WEAPON_SLOTS = true
G_DRAW_NT_STATS_OVERLAY = false
CLIENT_CUSTOM_TEXTURE_PATH = ./customBlockTextures
SECRET = none
USE_OPEN_AL_SOUND = true
LIMIT_FPS_UNFOCUS = true
GUI_USE_DISPLAY_LISTS = false
USE_GL_MULTI_DRAWARRAYS = true
USE_GL_MULTI_DRAWARRAYS_INITIAL_SET = true
CHAT_CLOSE_ON_ENTER = true
A_FORCE_LOCAL_SAVE_ENABLED_IN_SINGLE_PLAYER = false
G_SHIP_INFO_ZOOM = 0
G_SINGLEPLAYER_CREATIVE_MODE = true
Java Version (32bit)

Error: This Java instance does not support a 32-bit JVM.
Please install the desired version.

Java Version (64bit)

java version "1.8.0_45"
Java (TM) SE Runtime Environment (build 1.8.0_45-b15)
Java HotSpot (TM) 64-Bit Server VM (build 25.45-b02, mixed mode)

Event Timeline

There are a very large number of changes, so older changes are hidden. Show Older Changes
Planr set First occurrence (version) to v0.19289.Jun 21 2015, 7:41 PM
Planr changed Video Card Vendor from uncertain to NVIDIA.
Planr set Video Card Model to nVidia GeForce GTX 960M.
Planr edited Detected video (Graphicsinfo.txt). (Show Details)
Planr edited SMC-Report. (Show Details)
Planr edited Serverconfig (server.cfg). (Show Details)
Planr edited Clientconfig (settings.cfg). (Show Details)
Planr edited Java Version (32bit). (Show Details)
Planr edited Java Version (64bit). (Show Details)
Restricted Application added a project: Issue Navigation. · View Herald TranscriptJun 21 2015, 7:41 PM
AndyP set Task Type to Bug.Jun 21 2015, 7:43 PM
AndyP set Reproducible to uncertain.
AndyP set OS-Specific to No.
AndyP set Hardware-Specific to No.
AndyP edited Serverconfig (server.cfg). (Show Details)
AndyP edited Clientconfig (settings.cfg). (Show Details)
AndyP claimed this task.
AndyP changed the edit policy from "Planr (Planr)" to "Starmade (Project)".
AndyP moved this task from Unclassed to Issue affecting current release on the Starmade board.
AndyP moved this task from New / Unconfirmed to Open / Validated on the Issue Navigation board.
AndyP added a subscriber: AndyP.
AndyP removed AndyP as the assignee of this task.

Formal Validated

I assume it is some side-effect of a settings combination, will keep it here until we find a way to reproduce it.

AndyP claimed this task.Jun 27 2015, 12:22 AM
AndyP triaged this task as Normal priority.
AndyP shifted this object from the S1 Public space to the S3 Starmade space.Aug 11 2015, 11:15 PM
AndyP changed the visibility from "All Users" to "Public (No Login Required)".
AndyP changed the edit policy from "Starmade (Project)" to "All Users".
AndyP added a comment.Sep 3 2015, 6:33 PM

so conclusion:

Seems to happen with enabled shadows, and switching between build-mode and flight mode

Any place where this happens a lot, or is it a sole timing issue with full randomness?

e4278 added a comment.Sep 3 2015, 11:22 PM

Andy,
Now that i know what I'm looking for I can see it starts happening the first time I switch from flight mode to build mode (only when shadows are enabled) and it is pretty consistent.
The problem is not only limited to build mode though. I've seen the effect when in flight mode too.

Planr added a comment.Sep 4 2015, 2:51 AM

I play entirely without shadows. This bug still occurs for me from time to time.

I don't think it's nvidia restricted, I'm having the same issue with an AMD Radeon R9.

Turning on the Flashlight makes it go away:

http://i.imgur.com/pCbwGHi.gif

e4278 added a comment.Sep 5 2015, 9:22 PM

Tested again as of v0.19428.
For me it still happens consistently with shadows enabled and not at all when shadows are disabled.
It's the first switch from flight mode to build mode that seems to trigger it.

if I start a new game the lighting looks normal.
If I then tab+F8 Into a ship my player will enter the ship already in build mode. The lighting bug is not triggered by this.
I can then switch into flight mode and the bug still isn't triggered.
Only now, switching from flight mode to build mode (after the entity is done flashing) will the lighting bug appear and stay until I exit the game and restart it again.

Planr added a comment.Sep 6 2015, 8:40 PM

This bug happened again for me today while in build mode on a planet. No shadows whatsoever were enabled.

picture

Planr added a comment.Sep 6 2015, 8:42 PM

This is what it looks like with lighten mode on in buildmode at the same time. Its so ridiculously bright its hard to make out blocks.

picture with lighten on

Planr awarded a token.Sep 6 2015, 8:43 PM
AndyP edited Clientconfig (settings.cfg). (Show Details)Sep 7 2015, 8:07 PM
AndyP moved this task from Feedback to Open / Validated on the Issue Navigation board.
AndyP added a comment.Sep 7 2015, 8:12 PM

-Validated-

Okay, enough info.
We have to switch in and out of control of entities a few times and see if we can trigger something.
I had it once recently.

It looks like it happens on stations/planets initially and then stays this way until restart.
So possibly try different initial modes, like exit ship in flight-mode and then jump in a station/planet segment, possibly watch the build-mode flashing and try to exit while flashing, afterwards, or when its very bright or something.

Planr added a comment.EditedSep 8 2015, 3:42 AM

Happened to me again just now.

lighten mode off
lighten mode on

Before it happened I was running around and jumping on my planet after having just exited my ship, which I had just redocked at base after a mining run. Then I got in the build block and it started.

Zackey_TNT claimed this task.

Able to reproduce 77% of the time, Claiming & Processing

I think I know how to reproduce it. It's working fine for ships (for me at least), the white overlay resets correctly if you interrupt that flashing cycle for ships.

However, it seems to not do that for stations and planets.

  1. enter ship, switch to build mode
  2. exit ship when you see that white overlay flash
  3. enter build mode of a station or planet, you'll see the overlay flash of the ship you just left.
Zackey_TNT changed the task status from Open to In Queue (Game).Sep 29 2015, 1:38 AM

-Confirmed!-

I was able to reproduce this affect by switching between a shipcore and a buildblock on a station.

Brent's steps work and thus I don't need to list steps to reproduce.

(please note you must go from flight mode to build mode on a core then when the flash starts get out and into a buildblock on a station)

Restricted Application edited projects, added Game Development; removed Issue Navigation. · View Herald TranscriptSep 29 2015, 1:38 AM
Zackey_TNT raised the priority of this task from Normal to High.Sep 29 2015, 1:40 AM

Annoying unintended bug that disrupts gameplay flow.

Priority increased.

Only work around is relogging which is really frustrating.

AndyP lowered the priority of this task from High to Normal.Sep 29 2015, 11:37 AM
AndyP added a comment.EditedSep 29 2015, 11:44 AM

You can get rid of it, when going into a core, switch to build mode and then wait until the "build-mode" flashing is over.
After this its fixed.

Thanks to @lancake for pointing this out
(It was also written a few lines above, lol)

lancake mentioned this in Unknown Object (Maniphest Task).Apr 17 2016, 10:01 PM
schema added a commit: Restricted Diffusion Commit.Apr 21 2016, 6:40 AM
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Restricted Application edited projects, added Quality Assurance; removed Game Development. · View Herald TranscriptApr 21 2016, 6:40 AM
lancake changed the task status from Resolved to In Queue (Game).Apr 22 2016, 1:07 PM

-QA Testing-

Partially fixed:

You can still trigger the issue by leaving the shipcore while it's flashing white. Then entering it again. (see how to reproduce)
Now however it doesn't happen if you switch between ship <-> build mode in the middle of a flash.

Restricted Application edited projects, added Game Development; removed Quality Assurance. · View Herald TranscriptApr 22 2016, 1:07 PM
lancake edited Steps to reproduce. (Show Details)Apr 22 2016, 1:08 PM
lancake set Last tested (version) to 0.197.45.
lancake edited Tester information (Internal use only). (Show Details)
lancake changed Reproducible from uncertain to Yes.
schema added a commit: Restricted Diffusion Commit.Apr 23 2016, 2:29 PM
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Restricted Application edited projects, added Quality Assurance; removed Game Development. · View Herald TranscriptApr 23 2016, 2:29 PM
lancake changed the task status from Resolved to In Queue (Game).EditedApr 23 2016, 4:30 PM

-QA Testing-

Just noticed that the blinking also applies for all nearby entities.

The blinking gets stuck for them but not when you're watching in build mode. In ship or astronaut mode, all nearby entities appear to have that white-ish look.

Restricted Application edited projects, added Game Development; removed Quality Assurance. · View Herald TranscriptApr 23 2016, 4:30 PM
lancake edited Tester information (Internal use only). (Show Details)Apr 23 2016, 4:31 PM
lancake changed Last tested (version) from 0.197.45 to 0.197.46.
lancake edited Steps to reproduce. (Show Details)Apr 23 2016, 4:36 PM
lancake edited Tester information (Internal use only). (Show Details)
schema added a commit: Restricted Diffusion Commit.Apr 24 2016, 12:27 AM
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lancake closed this task as Closed.

-QA Testing-

Fix confirmed.

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lancake changed Last tested (version) from 0.197.46 to 0.197.47.Apr 24 2016, 1:04 PM
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