Examined the circuit.
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Feb 25 2017
Nice command area, but it actually shows the problem:
The ship is out of power.
It shows ~12k rail mass enhancers being used.
Anything above the free-limit will not work anymore when the rail mass enhancers run out of power.
No, thank you, will ask for details if I cant find the problem, I have an idea what it could be.
Well, on the copy on the testserver, all smaller things were moving properly.
Partially back and forth on the same spot, but still looked working.
I am not sure if there is some type of spam-protection to fight brute force attacks.
But a length 128 mix of upper and lowercase chars + numbers should already deliver a quite high entropy.
However, sure, if special characters could be made possible, that may help with security.
There was a behaviour change in the logic a few releases ago, that made it more reliable (in terms of preserving signals), but also gave it the ability to preserve too many signals in large circuits and lockup the logic processing.
That would exactly explain the working state for a "fixed loading time".
-QA Testing-
Feb 24 2017
Yeah, exactly its the LWJGL causing it, that part is out of our code range to my knowledge.
So we can look into it again after updating our LWJGL.
Issue has been fixed long time ago.
After multiple attempts to examine this, it showed that this has to be some display/count issue with the number of references to the file.
No feedback from author and unable to reproduce.
Pushing forward -> Issue has been fixed by the launcher, as it now stores all files in its own directory, and not in a system specific storage.
After rereading this:
Its not support to run two game instances from one installation directory.
Issue has been fixed according to development.
Not seen it happen again in the last weeks.
We stopped supporting intel video cards alltogether, as they have a very wide range of functionality, but usually lack major components to properly handle 3d-rendering in the scale we need.
Will reject the report for now, as its more a windows behaviour problem, than actually a fault on the starmade side.
Ah, yeah, well the windows built in scaling options do not play well with most games.
Tried that behaviour a few times with large groups and watched them closely.
Could not reproduce the error,
unless I alt+f4 while the block operations are in progress,
and thus destroying my action-queue in mid of its processing.
While I do not have an OSX system,
@erthparadine and @Drakkart will be able to confirm a fix if needed.
Cannot really test this.
Did not hear of issues, assuming its fine now.
Fix confirmed then.
Great.
-QA Testing-
Added related thread, with more log samples if needed.
SMD-Thread
Feb 23 2017
-QA Testing-
-QA Testing-
Did not happen for a long time now.
Assuming fix works.
Closing issue.
-QA Testing-
-QA Testing-
Can you reproduce this without using an exploit clock?
As any signal triggering more than usual updates (especially visual active updates) it will run into an anti-spam mode and if it does not recover from slower operation it will stop working completely.
Torch cannot destroy a faction module anymore.
Thank you for the report,
however this is a duplicate, will merge it into the original report.
Feb 22 2017
Did not get any further replies, nor new reports about this happening.
Assuming it is fixed.
Feb 21 2017
Great, a lot of stuff got fixed on the way,