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Aug 25 2015

SmilingDemon moved T569: Unable to save Blueprint to local, Blueprint not saving Properly. from New / Unconfirmed to Feedback on the Issue Navigation board.
Aug 25 2015, 7:36 PM · CBS: Functional, Starmade
SmilingDemon claimed T569: Unable to save Blueprint to local, Blueprint not saving Properly..

Try to upload a blueprint to the server,spawn it and save it again to local.
verify that it is in the same state as it was before upload to the server.

Aug 25 2015, 7:36 PM · CBS: Functional, Starmade
SmilingDemon moved T551: Turrets are not saved and linked correctly in shipyards from Unclassed to Issue affecting current release on the Starmade board.
Aug 25 2015, 7:30 PM · CBS: Shipyards, Starmade
SmilingDemon changed the status of T551: Turrets are not saved and linked correctly in shipyards from Open to In Queue (Game).
Aug 25 2015, 7:24 PM · CBS: Shipyards, Starmade
SmilingDemon added a comment to T551: Turrets are not saved and linked correctly in shipyards.

Problem shows as following.

  1. Load provided Shipyard and ship


  1. Dock ship to shipyard (2 fully articulated turrets docked left and right

Ship looks like this

  1. deconstruct to design
  2. rebuild from design
  3. undock and enter core
  4. take blueprint and compare the two

  1. see that the ship looks correct client side (even for a second client that jumps in after the build got undocked and moved)
  2. unload the sector and on return you will see that the build ship will have lost parts

(mostly the turret barrels)

  1. search for them at sector coordinate 0 0 0
Aug 25 2015, 7:24 PM · CBS: Shipyards, Starmade
SmilingDemon moved T551: Turrets are not saved and linked correctly in shipyards from Feedback to Open / Validated on the Issue Navigation board.
Aug 25 2015, 6:53 PM · CBS: Shipyards, Starmade
SmilingDemon added a comment to T551: Turrets are not saved and linked correctly in shipyards.

-Validated-

Aug 25 2015, 6:53 PM · CBS: Shipyards, Starmade
SmilingDemon renamed T551: Turrets are not saved and linked correctly in shipyards from Certain turrets on ships not appearing in Shipyard test area to Turrets are not saved and linked correctly in shipyards.
Aug 25 2015, 6:53 PM · CBS: Shipyards, Starmade
SmilingDemon closed T566: Inventory Issue with Stack Splitting as Rejected.

-Rejected-
duplicates T529

Aug 25 2015, 5:14 AM · GUI/HUD, Starmade

Aug 24 2015

SmilingDemon moved T565: Null pointer Exception when using "create Docking" on a station from New / Unconfirmed to Feedback on the Issue Navigation board.
Aug 24 2015, 9:02 PM · CBS: Rails, Starmade
SmilingDemon triaged T565: Null pointer Exception when using "create Docking" on a station as High priority.
Aug 24 2015, 9:02 PM · CBS: Rails, Starmade
SmilingDemon claimed T565: Null pointer Exception when using "create Docking" on a station.

Are there one or more shipyards present on that station?
did you use the shipyard shortly before that?

Aug 24 2015, 9:00 PM · CBS: Rails, Starmade
SmilingDemon added a comment to T551: Turrets are not saved and linked correctly in shipyards.

Found so far:
when placing docks with the help of the "create dock" feature, they will become physical and be lost into space on reload .

Aug 24 2015, 8:53 PM · CBS: Shipyards, Starmade
SmilingDemon added a comment to T545: Shipyard ate my ship.

associated with T551 maybe

Aug 24 2015, 8:38 PM · Starmade
SmilingDemon changed Last tested (version) from 0.19401 to 0.19407 (Dev) on T529: Unable to split multi stacked items.
Aug 24 2015, 7:23 PM · Starmade
SmilingDemon added a comment to T560: Lighting Issue on Mac.

frame buffer is on ? Try toggling them in game with Tab+F3

Aug 24 2015, 4:30 PM · Starmade
SmilingDemon added a comment to T535: Error: Number of Fragment Texture Image Units exceeds HW limits.

just add the log.txt.o file of the last try here (drag and drop) its in starmade/logs

Aug 24 2015, 5:03 AM · Engine, Starmade

Aug 23 2015

SmilingDemon added a comment to T551: Turrets are not saved and linked correctly in shipyards.

Sadly the only thing i do have confirmed is that the Blueprint is corrupted.
that isnt helping in anyway so far.
we need a reliable way to produce a blueprint like that to pinpoint a bug.

Aug 23 2015, 8:24 PM · CBS: Shipyards, Starmade
SmilingDemon added a comment to T556: Parse error with G_NORMAL_MAPPING = false on loading (100%).

Caused by G_NORMAL_MAPPING = false on my AMD R9 280x it seems

Aug 23 2015, 5:48 PM · Engine, Starmade
SmilingDemon moved T554: Shooting at pirate stations does not cause pirates to spawn and engage you from New / Unconfirmed to Feedback on the Issue Navigation board.
Aug 23 2015, 12:47 PM · AI, Starmade
SmilingDemon added a comment to T554: Shooting at pirate stations does not cause pirates to spawn and engage you.

Did you attack the Station with Missiles ? If yes this report would be a dublicate of T471.

Aug 23 2015, 12:47 PM · AI, Starmade
SmilingDemon triaged T554: Shooting at pirate stations does not cause pirates to spawn and engage you as Normal priority.
Aug 23 2015, 12:45 PM · AI, Starmade
SmilingDemon claimed T554: Shooting at pirate stations does not cause pirates to spawn and engage you.
Aug 23 2015, 12:44 PM · AI, Starmade
SmilingDemon moved T553: AI on multi-turret chain set to shoot at missiles shoots at all from New / Unconfirmed to Open / Validated on the Issue Navigation board.
Aug 23 2015, 10:14 AM · AI, Starmade
SmilingDemon placed T553: AI on multi-turret chain set to shoot at missiles shoots at all up for grabs.

-Validated-
i remember to have had a working PD turret Chain sometime ago .. so it did work at one point

Aug 23 2015, 10:14 AM · AI, Starmade
SmilingDemon triaged T553: AI on multi-turret chain set to shoot at missiles shoots at all as Normal priority.
Aug 23 2015, 10:13 AM · AI, Starmade
SmilingDemon claimed T553: AI on multi-turret chain set to shoot at missiles shoots at all.
Aug 23 2015, 10:12 AM · AI, Starmade
SmilingDemon moved T551: Turrets are not saved and linked correctly in shipyards from New / Unconfirmed to Feedback on the Issue Navigation board.
Aug 23 2015, 9:57 AM · CBS: Shipyards, Starmade
SmilingDemon added a comment to T551: Turrets are not saved and linked correctly in shipyards.

SalsaDoom
spawn in your Blueprint on singleplayer and tell me what happens

Aug 23 2015, 9:57 AM · CBS: Shipyards, Starmade
SmilingDemon changed Reproducible from issuerepro:yes to issuerepro:no on T551: Turrets are not saved and linked correctly in shipyards.
Aug 23 2015, 9:54 AM · CBS: Shipyards, Starmade

Aug 22 2015

SmilingDemon triaged T551: Turrets are not saved and linked correctly in shipyards as Normal priority.
Aug 22 2015, 11:17 PM · CBS: Shipyards, Starmade
SmilingDemon added a comment to T551: Turrets are not saved and linked correctly in shipyards.

you do put in attachment by drag and drop into the Comment window like this

Aug 22 2015, 11:11 PM · CBS: Shipyards, Starmade
SmilingDemon claimed T551: Turrets are not saved and linked correctly in shipyards.
Aug 22 2015, 11:05 PM · CBS: Shipyards, Starmade
SmilingDemon moved T550: beam weapon not causing warhead to explode from Unclassed to Issue affecting current release on the Starmade board.
Aug 22 2015, 10:57 PM · CBS: Weapons, Starmade
SmilingDemon added a comment to T550: beam weapon not causing warhead to explode.

-Confirmed-
to reproduce

Aug 22 2015, 10:56 PM · CBS: Weapons, Starmade
SmilingDemon changed the status of T550: beam weapon not causing warhead to explode from Open to In Queue (Game).
Aug 22 2015, 10:53 PM · CBS: Weapons, Starmade
SmilingDemon added a comment to T550: beam weapon not causing warhead to explode.

-Validated-

Aug 22 2015, 10:52 PM · CBS: Weapons, Starmade
SmilingDemon claimed T550: beam weapon not causing warhead to explode.
Aug 22 2015, 10:51 PM · CBS: Weapons, Starmade
SmilingDemon claimed T511: cannot deconstruct to design/without design if shipyard inventory is full but has linked empty chests.
Aug 22 2015, 10:29 PM · CBS: Rails, Starmade
SmilingDemon closed T511: cannot deconstruct to design/without design if shipyard inventory is full but has linked empty chests as Closed.

-QA Testing-

Aug 22 2015, 10:27 PM · CBS: Rails, Starmade
SmilingDemon moved T552: Shipyard Deconstruction from Unclassed to Rejected / Duplicate / Invalid on the Starmade board.
Aug 22 2015, 9:55 PM · CBS: Functional, Starmade
SmilingDemon added a comment to T552: Shipyard Deconstruction.

-Rejected- as a user error

Aug 22 2015, 9:54 PM · CBS: Functional, Starmade
SmilingDemon closed T552: Shipyard Deconstruction as Rejected.
Aug 22 2015, 9:52 PM · CBS: Functional, Starmade
SmilingDemon added a comment to T552: Shipyard Deconstruction.

This would be a known problem then and a duplicate of T511 or a follow up bug of that one.
You did connect storages properly to the shipyard computer (same way as it is done for Salvage CPU - storage) ?
If not, then what you did describe is the intended behaviour (even was mentioned in the shipyard announcement video)

Aug 22 2015, 9:39 PM · CBS: Functional, Starmade
SmilingDemon claimed T552: Shipyard Deconstruction.
Aug 22 2015, 9:29 PM · CBS: Functional, Starmade
SmilingDemon added a comment to T535: Error: Number of Fragment Texture Image Units exceeds HW limits.

works without a problem on my HD4000 system
check for newer drivers

Aug 22 2015, 4:53 PM · Engine, Starmade
SmilingDemon moved T544: reboot key combo (tab+y) in astronaut mode causes nullpointer from Unclassed to Issue affecting current release on the Starmade board.
Aug 22 2015, 11:39 AM · Engine, Starmade
SmilingDemon changed the status of T544: reboot key combo (tab+y) in astronaut mode causes nullpointer from Open to In Queue (Game).
Aug 22 2015, 11:39 AM · Engine, Starmade
SmilingDemon added a comment to T544: reboot key combo (tab+y) in astronaut mode causes nullpointer.

-confirmed-
to reproduce

Aug 22 2015, 11:38 AM · Engine, Starmade
SmilingDemon claimed T544: reboot key combo (tab+y) in astronaut mode causes nullpointer.
Aug 22 2015, 11:07 AM · Engine, Starmade
SmilingDemon changed the status of T517: Multiplayer: Loading designs does not work. from Open to Resolved.
Aug 22 2015, 10:25 AM · CBS: Rails, Starmade

Aug 20 2015

SmilingDemon placed T467: Highlighting/selecting sectors on galaxy map up for grabs.

cant QA this
i havent had the problem and no access to any older NV GPU

Aug 20 2015, 5:56 PM · Galaxy Map, Starmade
SmilingDemon placed T533: ship cores generate power after removal of all reactors up for grabs.
Aug 20 2015, 8:15 AM · Engine, Starmade
SmilingDemon moved T533: ship cores generate power after removal of all reactors from Unclassed to Issue affecting current release on the Starmade board.
Aug 20 2015, 8:11 AM · Engine, Starmade
SmilingDemon added a project to T533: ship cores generate power after removal of all reactors: Starmade.
Aug 20 2015, 8:11 AM · Engine, Starmade
SmilingDemon moved T533: ship cores generate power after removal of all reactors from New / Unconfirmed to Open / Validated on the Issue Navigation board.
Aug 20 2015, 8:09 AM · Engine, Starmade
SmilingDemon added a comment to T533: ship cores generate power after removal of all reactors.

Valid ... though i dont know if it is intended

Aug 20 2015, 8:09 AM · Engine, Starmade
SmilingDemon triaged T533: ship cores generate power after removal of all reactors as Low priority.
Aug 20 2015, 8:08 AM · Engine, Starmade
SmilingDemon claimed T533: ship cores generate power after removal of all reactors.
Aug 20 2015, 8:07 AM · Engine, Starmade

Aug 19 2015

SmilingDemon shifted T522: Graphical artifacts on entities with "bloom" off from the S1 Public space to the S3 Starmade space.
Aug 19 2015, 5:51 PM · Textures, Starmade
SmilingDemon closed T522: Graphical artifacts on entities with "bloom" off as Rejected.

no answer
rejecting this
it is normally the frame buffer setting on AMD GPU based systems

Aug 19 2015, 5:50 PM · Textures, Starmade
SmilingDemon moved T525: doors and forcefields can make a ship invulnerable from Open / Validated to Feedback on the Issue Navigation board.
Aug 19 2015, 5:49 PM · Blockconfig, Starmade
SmilingDemon added a comment to T525: doors and forcefields can make a ship invulnerable.

Zackey .. could you put up an example blueprint ?

Aug 19 2015, 5:48 PM · Blockconfig, Starmade

Aug 18 2015

SmilingDemon closed T530: Planet plate "sunk" after server stop/start as Rejected.

this duplicates the Reports in T452

Aug 18 2015, 9:22 PM · Starmade
SmilingDemon added a comment to T527: Checkerboard pattern on advanced armor.

from 19377

Aug 18 2015, 4:56 PM · Textures, Starmade
SmilingDemon moved T520: Manual movement on turret rail axis broken from Unclassed to Issue affecting current dev-build on the Starmade board.
Aug 18 2015, 2:08 PM · Engine, Starmade
SmilingDemon added a comment to T517: Multiplayer: Loading designs does not work..

i can easily reproduce that
the only thing xou need is a somehow broken shipyard as i have build it

Aug 18 2015, 7:49 AM · CBS: Rails, Starmade

Aug 17 2015

SmilingDemon moved T525: doors and forcefields can make a ship invulnerable from Unclassed to Issue affecting current release on the Starmade board.
Aug 17 2015, 8:06 PM · Blockconfig, Starmade
SmilingDemon moved T525: doors and forcefields can make a ship invulnerable from New / Unconfirmed to Open / Validated on the Issue Navigation board.
Aug 17 2015, 8:06 PM · Blockconfig, Starmade
SmilingDemon added a project to T525: doors and forcefields can make a ship invulnerable: Starmade.
Aug 17 2015, 8:02 PM · Blockconfig, Starmade
SmilingDemon claimed T525: doors and forcefields can make a ship invulnerable.
Aug 17 2015, 7:58 PM · Blockconfig, Starmade
SmilingDemon moved T526: Support and effect block count not showing when there are no main blocks from New / Unconfirmed to Open / Validated on the Issue Navigation board.
Aug 17 2015, 7:50 PM · Game Development (Beta), CBS: Weapons, Starmade
SmilingDemon moved T526: Support and effect block count not showing when there are no main blocks from Unclassed to Issue affecting current release on the Starmade board.
Aug 17 2015, 7:48 PM · Game Development (Beta), CBS: Weapons, Starmade
SmilingDemon added a project to T526: Support and effect block count not showing when there are no main blocks: Starmade.
Aug 17 2015, 7:47 PM · Game Development (Beta), CBS: Weapons, Starmade
SmilingDemon placed T526: Support and effect block count not showing when there are no main blocks up for grabs.
Aug 17 2015, 3:59 PM · Game Development (Beta), CBS: Weapons, Starmade
SmilingDemon triaged T526: Support and effect block count not showing when there are no main blocks as Low priority.
Aug 17 2015, 3:59 PM · Game Development (Beta), CBS: Weapons, Starmade
SmilingDemon added a comment to T526: Support and effect block count not showing when there are no main blocks.

i do not think that this is a real bug ... a weapon without main system blocks has indeed no working effect at all which is the same as having 0 blocks .. right ?

Aug 17 2015, 3:59 PM · Game Development (Beta), CBS: Weapons, Starmade
SmilingDemon shifted T526: Support and effect block count not showing when there are no main blocks from the S1 Public space to the S3 Starmade space.
Aug 17 2015, 3:57 PM · Game Development (Beta), CBS: Weapons, Starmade
SmilingDemon claimed T526: Support and effect block count not showing when there are no main blocks.
Aug 17 2015, 3:48 PM · Game Development (Beta), CBS: Weapons, Starmade
SmilingDemon closed T520: Manual movement on turret rail axis broken as Closed.
Aug 17 2015, 3:35 PM · Engine, Starmade
SmilingDemon updated the task description for T517: Multiplayer: Loading designs does not work..
Aug 17 2015, 1:44 PM · CBS: Rails, Starmade
SmilingDemon changed the edit policy for T520: Manual movement on turret rail axis broken.
Aug 17 2015, 10:00 AM · Engine, Starmade
SmilingDemon updated the task description for T520: Manual movement on turret rail axis broken.
Aug 17 2015, 9:25 AM · Engine, Starmade
SmilingDemon shifted T520: Manual movement on turret rail axis broken from the S1 Public space to the S3 Starmade space.
Aug 17 2015, 9:24 AM · Engine, Starmade
SmilingDemon claimed T522: Graphical artifacts on entities with "bloom" off.

The effect is wobbling when you do move around right ?

Aug 17 2015, 6:49 AM · Textures, Starmade

Aug 16 2015

SmilingDemon created T520: Manual movement on turret rail axis broken.
Aug 16 2015, 9:00 PM · Engine, Starmade
SmilingDemon added a comment to T516: Launcher falsely claims need for update when switching versions[linux&OSX only].

confirmed by Megacrafter127 and Gamel

Aug 16 2015, 6:00 PM · Starmade
SmilingDemon changed the status of T516: Launcher falsely claims need for update when switching versions[linux&OSX only] from Open to In Queue (Launcher).
Aug 16 2015, 5:58 PM · Starmade
SmilingDemon placed T516: Launcher falsely claims need for update when switching versions[linux&OSX only] up for grabs.
Aug 16 2015, 5:56 PM · Starmade
SmilingDemon set Task Type to issuetype:bug on T516: Launcher falsely claims need for update when switching versions[linux&OSX only].
Aug 16 2015, 5:55 PM · Starmade
SmilingDemon claimed T516: Launcher falsely claims need for update when switching versions[linux&OSX only].
Aug 16 2015, 5:53 PM · Starmade
SmilingDemon shifted T515: Capslock (or something else) causes cursor to be lost while in GUI interfaces from the S1 Public space to the S3 Starmade space.
Aug 16 2015, 7:59 AM · GUI/HUD, Starmade
SmilingDemon closed T515: Capslock (or something else) causes cursor to be lost while in GUI interfaces as Rejected.

this is reported as part of T322

Aug 16 2015, 7:58 AM · GUI/HUD, Starmade

Aug 15 2015

SmilingDemon created T514: Communication of installed Game Version.
Aug 15 2015, 7:23 PM · Starmade

Aug 14 2015

SmilingDemon closed T486: Filter menu doesn't fully display as Closed.
Aug 14 2015, 8:01 PM · GUI/HUD, Starmade
SmilingDemon added a comment to T494: missile damage on shield/armor HP breakthrough odd results.
Aug 14 2015, 6:46 AM · Starmade, Game Development
SmilingDemon added a comment to T494: missile damage on shield/armor HP breakthrough odd results.

sounds correct to me.
the damage expands as a sphere and if the damage gets blocked by a shield (even though it kills the shield) it wont expand further in that direction. and depending on the impact angle there are different shapes of the effect to be expected i guess.

Aug 14 2015, 6:45 AM · Starmade, Game Development

Aug 10 2015

SmilingDemon changed the status of T483: Nullpointer with "T" weapons menu from Open to In Queue (Game).
Aug 10 2015, 7:30 AM · Engine, Starmade

Aug 9 2015

SmilingDemon claimed T486: Filter menu doesn't fully display.
Aug 9 2015, 4:02 PM · GUI/HUD, Starmade
SmilingDemon moved T486: Filter menu doesn't fully display from Unclassed to Issue affecting current dev-build on the Starmade board.
Aug 9 2015, 4:02 PM · GUI/HUD, Starmade