It was some issue with the death beam changes, fixed quickly after that.
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Jun 6 2018
This dialog window needs to get changed a bit, the 'send crash report' even if it would work, does not help us much.
Putting this in queue so that we don't forget. We had similar reports in the past such as T2042.
Cannon projectiles don't work on planet cores. Logs
java.lang.RuntimeException: TODO at org.schema.game.common.controller.damage.projectile.ProjectileHandlerDefault.handle(ProjectileHandlerDefault.java:36) at org.schema.game.common.controller.damage.projectile.ProjectileController.checkCollision(ProjectileController.java:317) at org.schema.game.common.controller.damage.projectile.ProjectileController.updateParticle(ProjectileController.java:1093) at org.schema.schine.graphicsengine.forms.particle.ParticleController.update(ParticleController.java:169) at org.schema.game.common.controller.damage.projectile.ProjectileController.update(ProjectileController.java:1131) at org.schema.game.client.controller.GameClientController.update(GameClientController.java:1237) at org.schema.schine.graphicsengine.core.GLFrame.update(GLFrame.java:805) at org.schema.schine.graphicsengine.core.GLFrame.doFrameAndUpdate(GLFrame.java:658) at org.schema.schine.graphicsengine.core.GraphicsContext.mainLoop(GraphicsContext.java:854) at org.schema.schine.graphicsengine.core.GraphicsContext.startUp(GraphicsContext.java:751) at org.schema.game.client.controller.GameMainMenuController.startGraphics(GameMainMenuController.java:1158) at org.schema.game.common.Starter.startMainMenu(Starter.java:1431) at org.schema.game.common.Starter.main(Starter.java:974)
Its power consumption config wasn't set to linear='true', causing it to not scale with weapon size. Should be fixed in next version, 0.201.058+
Reproduce this crash and upload your logstarmade.0.log by drag and dropping the file in the comment box of phabricator. Your logs are located in /StarMade/logs
Apr 22 2018
Assuming it's the same issue as in T2971. Neither tasks have logs so not too sure about it.
Acid damage and explosion damage doesn't like to co-exist on the same blocks. Easy enough to encounter by using a high damage acid weapon such as a death beam (up the damage in the config if needed) and shooting at a target with systems to cause integrity explosions.
shader issue that was fixed in the version after.
Apr 15 2018
Apr 1 2018
This is an issue related to have docks on your design. Ship size does not matter as this even occurs on the smallest of examples.
In T2925#121879, @gregoriustechneticies wrote:Does this Bugtracker not have a "Fixed" State? "Rejected" sounds like "This has never been a Bug, now go fuck yourself" to say it as rudely as possible, lol.
Lets hope this reply doesnt auto-re-open the issue XD
Mar 20 2018
An older issue that is more pronounced now. Could be related to T1539 but can always merge later if it's the same issue.
With the lighting source right above it, so behind the camera in the following pictures, you can clearly see that any surface not perpendicular to the lighting source is dimmed.
This is I believe how it should be, but some blocks are much darker than others.
Fixed by now.
fixed by now
Some other admin commands do not work with the new power system too, changing task a bit to include the ones I know.
Does not exist | |
---|---|
/entity_set_reactor_hp_percent | float |
Does not work with new power system | |
/entity_reboot | ~~~~~ |
/shield_damage | float |
/shield_regen | boolean |
/shield_outage | boolean |
An improvement would be to only have the tooltip display if you're hovering over the square with the block preview in it, excluding the arrows.
If you do this, then also reduce the tooltip delay for it so it shows faster.
Was part of the dev process, textures and icons get added near the very end.
Not enough info and too old of a task to still have that somewhere.
If you have this again, upload your logstarmade.0.log file in your /Starmade/logs folder
Caused by shield upkeep values, shield cap to regen ratio is off in this example.
One of the older issues, cargo doesn't always update visually. Duplicate, merging tasks together.
Merging tasks together.
T1602 might still cause issues though.
This issue is a follow up on T2694 as putting any other block in a 'ghost link' position results in this.
Duplicate, merging tasks.
The EULA has broken characters, and some parts were copy/pasted that should probably not be there like
A "png_get_copyright" function is available, for convenient use in "about" boxes and the like:
Seems wormholes are seen as stars still. If you get very close to the center, you'll even get the graphical effect of being within a star.
There's seems to be some heat damage, but hard to notice as usually you get TP'd before it is triggered.
I did die as an astronaut when being near the center so there's definitely a star there but with most likely low damage/heat strength.
Mar 18 2018
Transporters save their target UID in the blueprint, so spawning in a new one will make all of their links point towards the original entity of where the blueprint was taken from.
Most likely the original entity doesn't exist anymore, so you'll end up with invalid links unless the newly spawned entity has the exact same name.
Not a bug, but could be done better. Currently there's not enough information saved for the fleets to use the coordinate of a pickup area relative to the ship the drone is directly docked to. It still uses that coordinate though, but then relative to the mothership.
Instead it might be better to just use the coordinate relative to the main ship, which I think is also the suggestion of the OP. This has as downside that it would not work for pickup blocks on moving rails.
Mar 13 2018
Old bug, and its task is a bit outdated. Merging and updating tasks.
Can't reproduce it, issue is probably still there though. Logs might be enough to fix it, if not then this can be rejected.
Docks hitting docks is fine, but they do not deal damage to each other. Checked it again and it behaves like that still.