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Starmade | module charge can go over its limit
Resolved, needs quality check / confirm fix, NormalPublic

Description

Dont know how, but,

Some sort of charging issue. Not sure.

Details

Task Type
Bug
Testing Results
Affected Gamemode(s)
Single and Multi
Reproducible
Yes
Last tested (version)
0.198.131
Category
Ingame GUI/HUD
First occurrence (version)
0.19485
Hardware/Software/System
OS-Specific
No
Hardware-Specific
No
Video Card Vendor
NVIDIA
Video Card Model
GT530
Steps to reproduce

I found 2 ways to reproduce this:

1st way is by having an admin update the config with the server/SP still running, the config would need values where you need less charge.

2nd way is by losing mass on your ship through docked entities:
If you have a 1000 mass ship with a 10 000 docked turret, you need a jump charge for 11 000 mass.
If you charge that amount, and then lose the 10 000 mass docked turret, your mass decreases but the charge of the jump drive doesn't update and stays charged for 11 000 mass, causing it to overcharge and this display issue.

Tester information (Internal use only)

Well I know what the glitch is about, but not what caused it.

If you charge a jumpdrive with for example 100 000 charge, change the config so it actually needs less charge for that ship, then upload that in-game by pressing Tab + .
You get this issue. It's basically the result of getting your charge over the actual limit.

Now I'm not sure if this was caused by an admin uploading a changed config for jumpdrive/scanner which caused it to go negative, but most server owners do a restart for that.

Is it possible that 2nd thing happened for you?

Serverconfig (server.cfg)
<replace this line with the file content>
Clientconfig (settings.cfg)
C_USE_NEW_PLAYER_MODEL_ = true
CONTROL_HELP = false
C_MOUSE_BUTTOM_SWITCH = false
G_RESOLUTION = 1360 x 768
G_FULLSCREEN = true
G_VSYNCH = false
G_FOV = 85.0
G_MAX_SEGEMENTSDRAWN = 2000
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 = 1
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 = 75.0
ORBITAL_CAM_SPEED = 0.5
G_DAMAGE_DISPLAY = 600
G_STAR_COUNT = 2048
G_VBO_BULKMODE_SIZE = 4
G_DRAW_FOG = false
G_DRAW_BEAMS = true
G_DRAW_EXHAUST_PLUMS = false
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 = 637
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 = true
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 = 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
G_MIPMAP_LEVEL_MAX = 3
M_MOUSE_SENSITIVITY = 1.1
G_HIT_INDICATION_SIZE = 3.0
F_BLOOM = true
F_BLOOM_INTENSITY = 0.1
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 = false
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 = 150
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 = 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 = 1
G_SINGLEPLAYER_CREATIVE_MODE = true
G_DRAW_LAG_OBJECTS_IN_HUD = false
G_SHOW_SYMMETRY_PLANES = true
LANGUAGE_PACK = english

Event Timeline

Napther updated the task description. (Show Details)Nov 11 2015, 5:27 PM
Napther changed Category from none/unspecified to Ingame GUI/HUD.
Napther set Last tested (version) to 0.19485.
Napther changed Video Card Vendor from uncertain to NVIDIA.
Napther set Video Card Model to GT530.
Napther edited Serverconfig (server.cfg). (Show Details)
Napther edited Clientconfig (settings.cfg). (Show Details)
Napther added a subscriber: Napther.
Napther created this task.
Restricted Application added a project: Issue Navigation. · View Herald TranscriptNov 11 2015, 5:27 PM
SmilingDemon shifted this object from the S1 Public space to the S3 Starmade space.Nov 11 2015, 7:06 PM
SmilingDemon changed the visibility from "Custom Policy" to "Public (No Login Required)".
SmilingDemon changed the edit policy from "Task Author" to "Starmade (Project)".
SmilingDemon set Task Type to Bug.
SmilingDemon set Affected Gamemode(s) to none/unspecified.
SmilingDemon set First occurrence (version) to 0.19485.
SmilingDemon set Reproducible to uncertain.
SmilingDemon removed Last tested (version).
SmilingDemon set OS-Specific to No.
SmilingDemon set Hardware-Specific to No.
SmilingDemon triaged this task as Normal priority.

-Feedback-

Nice Picture, but not enough info to do anything about it ;)

What have you been doing when that happened?
How was your movement?
Any logfiles available ?
Are the blue stripes the only irregular thing there ? (no idea what it actually should look like)
Please add your settings.cfg (just in case it is a reproducable problem due to setings on specific GPU´s)

This comment was removed by AndyP.

Copied your settings into a file attachment:

so 2 problems ?

  1. Weapons CPUs got unlinked from slaves and tertiary effects on trying to jump ?
  2. thats reported as random unlinking i think in T847
  1. the blue grafics glitch upwards from the hotbar ?

Copied your settings into a file attachment:


so 2 problems ?

  1. Weapons CPUs got unlinked from slaves and tertiary effects on trying to jump ?
  2. thats reported as random unlinking i think in T847
  3. the blue grafics glitch upwards from the hotbar ?

Only a GUI thing, the weapons were completely functional still, and when I came to relog they showed all their slaves again and the big blue glitched charging sequences were gone.

It could potentially be as a result in the gate failing to jump the Battleship due to power

AndyP edited Clientconfig (settings.cfg). (Show Details)Nov 15 2015, 3:46 PM
AndyP added a subscriber: AndyP.
In T848#31058, @Napther wrote:

Yeah, I figured Id bring it up in case anything turns up like this.

  1. I was trying to fit a "large" vessel through a warpgate that barely fits it - In trying to get through and adjust geometry and power my cores were warped back and forth. Fun times returning each damned time to get warped moments later.
  2. I may have hit the scanners while entering and exiting the vessel
  3. Logfiles... They are probably gone by this point, nor do I know how to use or find them.
  4. Actually, no, those weapons systems you see appear to have "unlinked" from their secondariness and effects, the missiles fired during this event operated as normal.
  5. Settings... Here: I believe these are the right ones

pasted into settings.cfg field

SmilingDemon removed SmilingDemon as the assignee of this task.

-Validated-
open for testing then ... doubt it can be reproduced though

@Napther Have you still been having this issue?

I had this issue 1-2 other times with just a stretched blue charge overlay, but they dissipated almost instantly back into their normal form. Otherwise, these have been an extremely random event

lancake added a subscriber: lancake.Apr 3 2016, 3:12 PM

Well I know what the glitch is about, but not what caused it.

If you charge a jumpdrive with for example 100 000 charge, then change the config so it actually needs less charge for that ship, then upload that in-game by pressing Tab + .
You get this issue. It's basically the result of getting your charge over the actual limit.

Now I'm not sure if this was caused by an admin uploading a changed config for jumpdrive/scanner which caused it to go negative, but most server owners do a restart for that.
@Napther

I found 2 ways to reproduce this,

1st way is by having an admin update the config so you need less charge but i don't know if you are in MP or not, and if that happened.
2nd way is by losing mass on your ship through docked entities:
If you have a 1000 mass ship with a 10 000 docked turret, you need a jump charge for 11 000 mass.
If you charge that amount, and then lose the 10 000 mass docked turret, your mass decreases but the charge of the jump drive doesn't update and stays charged for 11 000 mass, causing it to overcharge and this display issue.

Is it possible that 2nd thing happened for you?

lancake claimed this task.
lancake edited Steps to reproduce. (Show Details)May 23 2016, 4:41 PM
lancake edited Tester information (Internal use only). (Show Details)
lancake changed Affected Gamemode(s) from none/unspecified to Single and Multi.
lancake changed Reproducible from uncertain to Yes.
lancake set Last tested (version) to 0.198.131.
lancake renamed this task from Odd GUI Bug to module charge can go over its limit.
lancake changed the task status from Open to In Queue (Game).

-confirmed-

No answer from author but I know 2 ways to reproduce it, and fixing it at the right place should kill any other ways.

Restricted Application edited projects, added Starmade, Game Development; removed Issue Navigation. · View Herald TranscriptMay 23 2016, 4:42 PM
33Cav added a subscriber: 33Cav.May 23 2016, 11:50 PM

Losing mass through moving cargo away from a ship is also a way to produce this.

I don't think the blue stripes are related as I have encountered that issue without the overcharge issue. I have as yet been unable to find a way to reproduce it reliably but have thus far only encountered it on docked ships with client restarts (on MP) not solving that issue.

lancake raised the priority of this task from Normal to Release Blocker.
AndyP lowered the priority of this task from Release Blocker to Normal.Aug 22 2016, 7:03 AM
AndyP changed the task status from In Queue (Game) to In Queue.Mar 10 2017, 5:12 PM
Restricted Application added a project: GUI/HUD. · View Herald TranscriptMar 10 2017, 5:12 PM
AndyP added a comment.Mar 15 2017, 2:15 PM

Hm, leaving this in GUI/HUD but the original problem may be an underlying Engine issue.

AndyP moved this task from Backlog / Unclassed to Beta on the GUI/HUD board.Mar 15 2017, 2:15 PM
AndyP edited projects, added Game Development (Beta); removed Game Development.
lancake changed the task status from In Queue to Resolved.Oct 3 2017, 5:08 PM

should be fixed in next build.

Restricted Application added a project: Quality Assurance. · View Herald TranscriptOct 3 2017, 5:08 PM