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Aug 11 2015
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likely related to T398
Aug 9 2015
Fix confirmed.
Fix confirmed, line has enough space to not clip if it is wrapped.
Fix confirmed, unable to spot any more missing icons for now.
Aug 8 2015
Aug 5 2015
Fix confirmed, when attempting to set the destination, an error message pops up stating 'invalid faction id', and the destination is not set.
Tested with @SmilingDemon on the testserver.
I also recommend making no_kick a parameter for ban commands, and (if possible) have the reason be an optional parameter at the end.
Aug 3 2015
Don't forget to change the status to 'in queue' on confirmation too ;)
Jul 30 2015
Jul 28 2015
Fix confirmed
Jul 27 2015
That does not answer the question.
The question is regarding how to force such a crash, when it normally never occurs, or how to 'fool' the game into thinking it crashed last time.
Jul 26 2015
It would help to know how the game notices the last launch ended in a JVM-crash, so it is possible to fake a crash of the previous run.
Fix confirmed for cloaker.
The jammer however still doesn't have a cooldown indicator, it also cannot be deactivated from hotbar anymore.
Jul 24 2015
Fix confirmed for single chains with all weapon types.
Jul 23 2015
Cannot confirm fix in 0.19336 (built on 23.07.2015, 00:52:38).
- 'Abandon home' option missing from faction menu
- no change in behaviour of 'Leave faction', message only states, that the faction will disband if you are the last member
Fix confirmed, when the cloak and or jam is disrupted by a scanner, neither can be immedeatly reactivated.
Jul 22 2015
Failed to confirm fix in 0.19333
The test on whether or not the fix worked was performed using /faction_point_turn to force the check. The system, the station was originally in, remained claimed.
If the fix was not included in that build yet, please revert the status of the ticket to 'resolved' immedeatly.
Jul 20 2015
Fix confirmed:
The new option in the server.cfg is "OVERRIDE_INVALID_BLUEPRINT_TYPE", and it is true by default.
Fix confirmed.
Fix confirmed, the current output is:
General: [ERROR] sector_chmod [SectorX(Integer), SectorY(Integer), SectorZ(Integer), +/-(String), peace/protected/noenter/noexit/noindications/nofploss(String)](e.g. /sector_chmod 10 12 15 + noenter): No parameters provided: need 5
General: [ERROR] usage: Changes the sector mode: example '/sector_chmod 8 8 8 + peace'. available modes are 'peace'(no enemy spawn), 'protected'(no attacking possible), 'noenter'(disables entering sector), 'noexit'(disables leaving sector), 'noindications'(disables hud indicators), 'nofploss'(disables faction point loss)
Jul 17 2015
The output of the syntax help for /sector_chmod in the last test consists of 2 lines:
General: [ERROR] sector_chmod [SectorX(Integer), SectorY(Integer), SectorZ(Integer), +/-(String), peace/protected/noenter/noexit/noindications/nofploss(String)](e.g. /sector_chmod 10 12 15 + noenter): No parameters provided: need 5
General: [ERROR] usage: Changes the sector mode: example '/sector_chmod 8 8 8 + peace', available modes are 'peace'(no enemy spawn), 'protect'(no attacking possible)
The typo is indeed fixed in the 1st line, however, the 2nd line still contains it.
The 2nd line also only lists 2 of the 6 options listed in the 1st line.
Ticket closed, as fix is confirmed.
I was too early here.
No devbuild, which contained the fix was, released yet.
I'd like to also request, that the fix for this bug be a serverside config-option(ofc as it is an extreme exploit, the fix is enabled by default), seeing as the force-docked-stations function normally and do not risk breaking the game(only its balance).
However, using this exploit, one can create several really interesting contraptions:
- Factory-ships
- Almost invincible ships with weakspot(as homebase-protection does not propagate to the mother-entity, its blocks will be the weakpoint, eventually destroying the rail used to dock the station, instantly dropping the station as a normal station in space)[if all parties have it and agree to it, I see no problem]
- Premanufactured warpgates(the warpgates on docked stations will act normally, however an entity passing through them will not trigger it, until it is undocked and the station is normalized. This allows for easy warpgate deployment, as all that is required is a ship undocking the station at the target location, with the gate being unusable until then) The galaxy map will also update the gate's connection and the station's location if the ship moves, so arrival at the deployed gate will always be possible and is currently not broken.