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Jun 15 2018
Jun 14 2018
Jun 12 2018
Obsolete issue.
Jun 11 2018
Jun 9 2018
Is this how to close tasks?!... anyway i think there were some changes with fight mechanics - so the bug doesn't appear anymore.
Jun 8 2018
Thanks for the work.
Capping at 100% ratio doesnt allow for 100% conversion to a damage type. The numbers for primary, secondary and tertiary damage types (at 100% ratio) will thus be capped at 83%, 67% and 50% respectively.
Here it is.
Jun 7 2018
Jun 6 2018
Fixed now, although the beacon effect needs a bit of a buff still so that it is more visible.
Only happens if you try to shift + v link logic to any other block.
It was some issue with the death beam changes, fixed quickly after that.
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
Jun 2 2018
May 31 2018
May 30 2018
May 28 2018
May 27 2018
May 24 2018
May 21 2018
May 20 2018
Please address this as soon as you can.
I'm still getting crashes from weapons fire but I'm not sure if it's related. Logs attached.
May 1 2018
First I missinterpret the request, but that's make me think to an idea : A jump attractor who don't forbide jump but deviate path less than 90° (prevent escapes) making destination the source emitor.
Apr 30 2018
I get this bug on 0.200.335 but Can't reproduce it actually, my config wasn't with reload "-1" as Dev weapon is.
[Resolved]in 0.201.006
Still a problem in 201.006
Apr 27 2018
Seeing power transfer beams were mostly used for internal docked power modules that required high efficiency and that isn't required anymore this ticket can probably be closed. While the issue is annoying its not really important when remotely powering another entity which was probably the reason for the power supply beam in the first place.