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Starmade | shifted/missaligned planet plate
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Description

Hi. I love StarMade. My wife and I both opted in to the pre-release from Steam. We have both been playing the single player version in order to learn the game. Everything has been working great until recently. Both my wife and I are experiencing the exact same issue. (She has Windows 8 and I have Windows 7). The problem occurs when we quit the game and restart the game, if we are on our home planet, the one side of the planet that we are on when we quit the game, it is failing to load correctly upon restarting the game, and the planet plane is all inside of the core of the planet, and all docked ships are inside of the core. The other sides of the planet load just fine. It is only the side with my base and docked ships which I am standing on when I quit the game which fails to load upon restarting the game. It is as if the terrain plane is rotated at an angle and is stuck inside of the planet core, but the other sides are aligned correctly and place the terrain as expected. What happens is that I am spawned on the surface of a naked planet core or slightly inside the core. I have to hit up, and I am not in any gravity, so I can reach obit outside of the gravity of the Planet in Astronaut mode. The side that I was on with my base and docked ships can be seen protruding about 10% or 20% out of the planet's core with the rest inside the core!

The interesting thing is that if I then build a little scooter ship in orbit, and fly to a shop far enough away so that the planet de-loads it's surfaces, (10 or 20 kilometers), and then fly back to my planet, then the plane is redrawn correctly and the plane rights itself and my base, docked ships, and the planet surface has reset, and I can then go down to the planet and play normally. Also, if I quit the game in orbit outside of the planet's gravity field, then the game seems to load normally and I do not encounter the problem. The problem seems to only be happening when I am on the surface of my home planet (or in a building) and quit the game, then when I start the game again and hit "spawn", I am standing on a naked planet core, and the terrain fails to load on the one side that myself and my buildings and docked ships are on, the plane is rotated and stuck inside of the planet core. Others have said that if you are inside of your docked ship on the planet, or inside of a build block on the planet, then it is safe and the planet will load correctly after quitting. I am too afraid to test that, so I cannot say. I did test the theory that if you quit the game outside of the gravity of the planet, like in orbit, then the planet loads correctly. I was able to confirm that. As long as I quit the game above my planet base, out in orbit, then the planet seems to load correctly upon restarting the game and the plane with my base and docked ships is aligned correctly and not drawn inside of the core.

I have noticed that others have complained about this problem, and you seem to be aware of the problem, and seem to have announced that it was fixed with version .19361, but that is the version I have loaded and the problem is still occurring. As far as I can tell, I never even encountered this problem until I updated to version .19361. Can you please advise.

Also, I have noticed that you cannot see your salvage beams through a glass block. If I build a cockpit and put glass around the ship core, then I can see space, the stars and planets, and other ships and objects, from inside of the ship core, but my savage beams are not showing up. If I put a camera on the front of the cockpit, outside of the glass blocks, then I can see the beam just fine. I think that you should be able to see your weapons fire, through glass blocks just like you can see the stars and planets and other ships. I don't know if I am doing something wrong, but this appears to be a bug. The glass blocks appear to be opaque to the salvage beam and are preventing one from seeing the weapons beam from the ship core if the ship core is enclosed in glass blocks.

Also, I wish to make a request. I love the new Flashlight, but I was thinking even before news of the Flashlight, that we need a search/flood light block for our ships too. There are times when I wish I had a light on my ship that I could turn on and see what is on the dark side of an Asteroid, or inside of a hollowed out Asteroid or other dark place. A search/flood light block for our ships which functions like the Flashlight, only with a little more distance throw (a bit more powerful) that could be turned on and off from the ship hot-bar would be fantastic and add much mood and realism to the game.

Thanks for the job you do. I think your game is fantastic and I look forward to the future. I hope you are getting over your illness and are feeling better. Keep up the great work!

Details

Task Type
Bug
Testing Results
Affected Gamemode(s)
Singleplayer
Reproducible
Yes
Last tested (version)
.19361
Category
Universe
First occurrence (version)
uncertain but I first noticed it with version .19320 and it is happening on version .19361
Hardware/Software/System
OS-Specific
Windows Only
Hardware-Specific
No
Video Card Vendor
NVIDIA
Video Card Model
GeForce 9600 GT
User/Reporter/Contact
URL to Starmadedock thread
http://phab.starma.de/T452
Username on Registry
JediPauly
URL to Steam thread
unknown
Detected video (Graphicsinfo.txt)

Running on thread: ClientThread
Adapter: nvd3dumx,nvwgf2umx,nvwgf2umx
Driver Version: 9.18.13.4144
Vendor: NVIDIA Corporation
OpenGL Version: 3.3.0
Renderer: GeForce 9600 GT/PCIe/SSE2
GLSL Ver: 3.30 NVIDIA via Cg compiler

SMC-Report

Starmade System Checker Report
Sat 08/08/2015
16:49:49.08

RESULTS:
Windows version: Windows 7 64-bit ....PASS
Processor: AMD Phenom(tm) II X4 955 Processor (4 CPUs), ~3.2GHz
Memory: 8192MB RAM
Graphics Card name: NVIDIA GeForce 9600 GT ....PASS
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 = 2000 //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 for blueprints not in catalog yet
DEFAULT_BLUEPRINT_FACTION_BUY = true //Default option for blueprints not in catalog yet
DEFAULT_BLUEPRINT_OTHERS_BUY = true //Default option for blueprints not in catalog yet
DEFAULT_BLUEPRINT_HOME_BASE_BUY = true //Default option for blueprints not in catalog yet
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 = 75 //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 = false //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 = 10 //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 = 225.0 //Planet size mean (normal gaussian distribution) (min 50)
PLANET_SIZE_DEVIATION = 85.0 //Planet size standard deviation. Note: normal gaussian distribution graph scaled horizontally by 1/3 (min 0)
PLAYER_MAX_BUILD_AREA = 10 //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
MAX_SIMULTANIOUS_EXPLOSIONS = 10 //the more the faster explosions at the same time are executed (costs in total about 20MB RAM each and of course CPU because it's all threaded) (10 is default for a medium powered singleplayer)
OVERRIDE_INVALID_BLUEPRINT_TYPE = true //If a loaded blueprint is invalid, it's type will be overridden
FACTION_FOUNDER_KICKABLE_AFTER_DAYS_INACTIVITY = 30 //Days of inactivity after which a founder may kick another founder
DEBUG_BEAM_POWER_CONSUMPTION = false //server will send notifications on power consumed (not counting power given from supply) on server (costs performance, so only use for debugging)
DEBUG_BEAM_TICKS_DONE = false //server will send notifications on ticks done on server (costs performance, so only use for debugging)
DEBUG_BEAM_POWER_PER_TICK = false //server will send notifications on beam power per tick on server (costs performance, so only use for debugging)
DEBUG_MISSILE_POWER_CONSUMPTION = false //server will send notifications on missiles on server (costs performance, so only use for debugging)
Clientconfig (settings.cfg)
 <replace this line with the file content> 


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 = 1500
G_DRAW_SURROUNDING_GALAXIES_IN_MAP = false
HIT_INDICATION_NUMBERS_LIFETIME = 0.4
D_LIFETIME_NORM = 30
G_WINDOWED_BORDERLESS = false
S_SOUND_SYSTEM_ENABLED = true
S_SOUND_ENABLED = true
S_SOUND_VOLUME_GLOBAL = 10
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 = 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 = 869
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 = SMALL
SECTOR_INDICATION_MODE = INDICATION_ONLY
S_KEY_ALLOW_DUPLICATES = true
G_PROD_BG = true
G_PROD_BG_QUALITY = 1024
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 = Single 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 = FPS_AND_PING
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 = 1.0
F_BLOOM = false
F_BLOOM_INTENSITY = 0.4
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 = SLOTS
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 = false
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 = 1024
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 = 50.0
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 = 128
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 = 2
Java Version (32bit)

I do not have 32 bit Java installed. I am running 64 bit java.

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

Java Version (64bit)

java version "1.8.0_51"
Java(TM) SE Runtime Environment (build 1.8.0_51-b16)
Java HotSpot(TM) 64-Bit Server VM (build 25.51-b03, mixed mode)

Event Timeline

JediPauly updated the task description. (Show Details)Aug 8 2015, 10:54 PM
JediPauly changed Category from none/unspecified to Universe.
JediPauly changed Affected Gamemode(s) from none/unspecified to Singleplayer.
JediPauly set First occurrence (version) to uncertain but I first noticed it with version .19320 and it is happening on version .19361.
JediPauly changed Reproducible from uncertain to Yes.
JediPauly set Last tested (version) to .19361.
JediPauly changed OS-Specific from No to Windows Only.
JediPauly changed Video Card Vendor from uncertain to NVIDIA.
JediPauly set Video Card Model to GeForce 9600 GT.
JediPauly edited Detected video (Graphicsinfo.txt). (Show Details)
JediPauly edited SMC-Report. (Show Details)
JediPauly edited Serverconfig (server.cfg). (Show Details)
JediPauly edited Clientconfig (settings.cfg). (Show Details)
JediPauly edited Java Version (32bit). (Show Details)
JediPauly edited Java Version (64bit). (Show Details)
JediPauly set URL to Starmadedock thread to http://phab.starma.de/T452.
JediPauly set Username on Registry to JediPauly.
JediPauly set URL to Steam thread to unknown.
JediPauly added a subscriber: JediPauly.
JediPauly created this task.
Restricted Application added a project: Issue Navigation. · View Herald TranscriptAug 8 2015, 10:54 PM

The Flashlight is great, but now we need a flood/spot light block with a little more distance throw and power for our ships too!

SmilingDemon changed the visibility from "Custom Policy" to "Public (No Login Required)".Aug 9 2015, 7:24 AM
SmilingDemon changed the edit policy from "Task Author" to "Starmade (Project)".
SmilingDemon set Task Type to Bug.
SmilingDemon set Hardware-Specific to No.
SmilingDemon renamed this task from Mr. to shifted/missaligned planet plate.
SmilingDemon closed this task as Invalid.
SmilingDemon claimed this task.
Restricted Application removed a project: Issue Navigation. · View Herald TranscriptAug 9 2015, 7:25 AM

Thanks for this flashed out report.

But this is then more an issue that duplicates T264 or T452 (which was more severe than your problem here)

Therefore i do reject this.

about salvage Beams behind glass - a known OpenGL problem that will be adressed at a later point.

the Ship flood light block was discussed and as of now isnt planned because of lighting performance problems associated with taht

AndyP shifted this object from the S1 Public space to the S3 Starmade space.
AndyP changed the edit policy from "Starmade (Project)" to "All Users".
AndyP removed SmilingDemon as the assignee of this task.Aug 22 2015, 10:07 AM
Restricted Application added a project: Universe. · View Herald TranscriptMar 10 2017, 6:29 PM