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Aug 11 2015

NuclearFun created T493: New Launcher - installation directory.
Aug 11 2015, 7:26 PM · Starmade
NuclearFun added a comment to T381: High CPU usage in Advanced build. .

i have to agree with Rokiyo, my fps data ( http://i60.tinypic.com/ndo3ft.jpg ) also shows a approx. 4ms increase in time per frame... that is worth looking into i would guess

Aug 11 2015, 6:44 PM · Engine, Starmade

Aug 9 2015

NuclearFun closed T14: mouse sensitivity sync as Closed.
Aug 9 2015, 8:09 PM · Engine, Starmade
NuclearFun set Task Type to issuetype:bug on T14: mouse sensitivity sync.
Aug 9 2015, 8:08 PM · Engine, Starmade
NuclearFun moved T14: mouse sensitivity sync from Backlog / Unclassed to Confirmed fix on the Quality Assurance board.
Aug 9 2015, 8:07 PM · Engine, Starmade
NuclearFun added a comment to T14: mouse sensitivity sync.

confirmed fix

Aug 9 2015, 8:07 PM · Engine, Starmade
NuclearFun claimed T14: mouse sensitivity sync.
Aug 9 2015, 7:48 PM · Engine, Starmade
NuclearFun added a comment to T434: AI Turrets get stuck.

you still need those mass enhancers on the base of the turret (where the barrel is docked to)

Aug 9 2015, 7:09 PM · Game Development (Alpha), AI, Starmade

Aug 5 2015

NuclearFun added a comment to T434: AI Turrets get stuck.

The ball turrets (they look awesome btw) are lighter, every dock has 50 mass "free", so only the bigger turrets need mass enhancers to support their barrels.
also: You only get that 1% speed message if you enter the barrel normal from astronaut mode (not switch up from the base or mothership).

Aug 5 2015, 11:20 AM · Game Development (Alpha), AI, Starmade

Aug 4 2015

NuclearFun added a comment to T451: [Windows 10] Changing desktop minimizes game.

can confirm the issue that starmade minimizes when tabbed out, haven't had a problem with it (it always reopened so far)

Aug 4 2015, 6:38 PM · Engine, Starmade

Aug 2 2015

NuclearFun added a comment to T434: AI Turrets get stuck.

There are no mass enhancers on the base of the turrets. At entering the barrel i get the message that it only operates on 1% of speed.

Aug 2 2015, 3:50 PM · Game Development (Alpha), AI, Starmade

Jul 30 2015

NuclearFun added a comment to T441: Gravity Neutralizes oddly across surfaces .

I had no success reproducing any of those issues, either i do not correctly understand the initial bug report or those bugs got fixed right away.

Jul 30 2015, 10:27 AM · Engine, Starmade

Jul 28 2015

NuclearFun lowered the priority of T443: Turrets Aiming at Marker of Entity When Asteroid is Targeted (and other issues) from Normal to Low.
Jul 28 2015, 10:15 PM · Game Development (Beta), AI, Starmade
NuclearFun changed the status of T443: Turrets Aiming at Marker of Entity When Asteroid is Targeted (and other issues) from Open to In Queue (Game).

confirmed

Jul 28 2015, 10:02 PM · Game Development (Beta), AI, Starmade
NuclearFun moved T443: Turrets Aiming at Marker of Entity When Asteroid is Targeted (and other issues) from Open / Validated to Confirmed on the Issue Navigation board.
Jul 28 2015, 10:01 PM · Game Development (Beta), AI, Starmade
NuclearFun changed Last tested (version) from 0.1932 to 0.19348 on T443: Turrets Aiming at Marker of Entity When Asteroid is Targeted (and other issues) .
Jul 28 2015, 9:50 PM · Game Development (Beta), AI, Starmade
NuclearFun added a comment to T443: Turrets Aiming at Marker of Entity When Asteroid is Targeted (and other issues) .

Confirmed in parts:

Jul 28 2015, 9:42 PM · Game Development (Beta), AI, Starmade
NuclearFun claimed T443: Turrets Aiming at Marker of Entity When Asteroid is Targeted (and other issues) .
Jul 28 2015, 9:22 PM · Game Development (Beta), AI, Starmade
NuclearFun added a comment to T381: High CPU usage in Advanced build. .

Well, i tried to reproduce the problem. Couldn't get reliable data from the CPU (poor signal to noise ratio :( and i would need a better logger if i would go for some statistics...)
But: FPS alone gets hit heavier than i expected:
http://i60.tinypic.com/ndo3ft.jpg
(130 sek, 10 sek normal, 10 sek advanced, inside a 50k mass ship)

Jul 28 2015, 9:15 PM · Engine, Starmade

Jul 25 2015

NuclearFun closed T414: Loot is not generated when the entity is destroyed by an AI/Turret as Closed.
Jul 25 2015, 7:39 PM · Engine, Starmade
NuclearFun moved T414: Loot is not generated when the entity is destroyed by an AI/Turret from Backlog / Unclassed to Confirmed fix on the Quality Assurance board.
Jul 25 2015, 7:39 PM · Engine, Starmade
NuclearFun changed the status of T287: Pirates move to max weapon range. from Open to In Queue (Game).
Jul 25 2015, 6:38 PM · AI, Starmade
NuclearFun moved T287: Pirates move to max weapon range. from Open / Validated to Confirmed on the Issue Navigation board.
Jul 25 2015, 6:33 PM · AI, Starmade
NuclearFun added a comment to T287: Pirates move to max weapon range..

Could not reproduce the claim that pirates will move out to maximum weapon range, in my tests it always seems to be about 50% of max range.
Still, pirates will move out to a range where they can not fire their other weapons (eg. a pirate ship with beams and cannons/beams will move out to about 50% of the cannon/beam weapon range and thus can not hit their target with the beam).
Pirates would even disengage by themselves as they move out of their engagement range. Does not seem to be dependent of AI difficulty setting.

Jul 25 2015, 6:28 PM · AI, Starmade
NuclearFun claimed T287: Pirates move to max weapon range..
Jul 25 2015, 4:05 PM · AI, Starmade

Jul 23 2015

NuclearFun updated the task description for T414: Loot is not generated when the entity is destroyed by an AI/Turret.
Jul 23 2015, 9:15 PM · Engine, Starmade
NuclearFun updated the task description for T397: AI ships can not use anti missile turrets.
Jul 23 2015, 9:14 PM · AI, Starmade
NuclearFun renamed T397: AI ships can not use anti missile turrets from AI ships can not use anti mssile turrets to AI ships can not use anti missile turrets.
Jul 23 2015, 9:13 PM · AI, Starmade
NuclearFun changed Reproducible from issuerepro:none to issuerepro:yes on T414: Loot is not generated when the entity is destroyed by an AI/Turret.
Jul 23 2015, 8:50 PM · Engine, Starmade
NuclearFun changed the status of T414: Loot is not generated when the entity is destroyed by an AI/Turret from Open to In Queue (Game).
Jul 23 2015, 8:48 PM · Engine, Starmade
NuclearFun changed the status of T397: AI ships can not use anti missile turrets from Open to In Queue (Game).
Jul 23 2015, 8:48 PM · AI, Starmade
NuclearFun moved T414: Loot is not generated when the entity is destroyed by an AI/Turret from Open / Validated to Confirmed on the Issue Navigation board.
Jul 23 2015, 8:37 PM · Engine, Starmade
NuclearFun added a comment to T414: Loot is not generated when the entity is destroyed by an AI/Turret.

confirmed

Jul 23 2015, 8:36 PM · Engine, Starmade
NuclearFun claimed T414: Loot is not generated when the entity is destroyed by an AI/Turret.
Jul 23 2015, 8:30 PM · Engine, Starmade
NuclearFun moved T397: AI ships can not use anti missile turrets from Open / Validated to Confirmed on the Issue Navigation board.
Jul 23 2015, 8:15 PM · AI, Starmade
NuclearFun created T432: Resetting turret position with "c" has no collision check.
Jul 23 2015, 8:11 PM · Game Development (Beta), CBS: Rails, Starmade
NuclearFun changed Last tested (version) from 0.19319 to 0.19337 on T397: AI ships can not use anti missile turrets.
Jul 23 2015, 7:59 PM · AI, Starmade
NuclearFun added a comment to T397: AI ships can not use anti missile turrets.

confirmed.

Jul 23 2015, 7:58 PM · AI, Starmade
NuclearFun claimed T397: AI ships can not use anti missile turrets.
Jul 23 2015, 5:13 PM · AI, Starmade

Jul 19 2015

NuclearFun created T421: Missiles do once again damage mother entities (turret base and motherships).
Jul 19 2015, 1:12 PM · CBS: Weapons, Starmade