Possibly more information about the origin of the malfunctioned state:
T2408: Shipyard only partially loading entities, then hanging
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May 26 2017
Open for testing.
@Manithro
As this seems to be a specific problem, and not a general one,
may you please provide us a blueprint of the shipyard so we can test it?
This looks more like a bug-report than a support ticket.
May 25 2017
On more testing it looks more like editing a ship is what changes the tracking. The first time I put a missile computer down the missile seems to track but if I delete it and re-place it it won't track properly so width doesn't seem to be a factor.
May 24 2017
As above, its Upload from Local to Multiplayer.
Also wish we can search in that menu than have to scroll a very long drop-down list...
Nothing to add.
Might be a few AMD drivers not working properly here, did you try to upgrade or downgrade your driver?
Thank you. I might have an old laptop with an ATI card lying around. Ill check it out
-Validated-
May 23 2017
Hmm, you may be right about this being the influence of multiple light sources rather than a normal-map issue. Sunlight in particular can have some unexpected influences it seems, including on block faces which should not be able to receive direct sunlight. I tried some tests in a void sector as well but blocks were still sunlit? Enabling shadows did not change the effects either.
I'll try to play around with it some more in different scenarios. In my example on a station, the affected face was basically opposite the local star, i.e. the face that is mostly in shadow (not using the shadows option, but meaning that face is not actively lit by the star). What really struck me was observing how the lighting cues changed when I moved around the face. For example when viewing the horizontal pipe side, when I moved "up" the specular highlights moved "down" and vice-versa, indicating that the pipe was concave. On other facings the cues moved as expected for a convex pipe.
After applying numbers to check for rotational / inversion issues, i am unable to spot errors.
Probably the local blueprint upload list dialog box. Upon pressing that, I get a very long program hang myself, so I generally hit the button and then alt-tab out and do something else :P
They all shoot out diagonally now, at a 45° angle between the direction it is supposed to go, and the direction perpendicular to it. Video made by author shows it clearly too.
-Validated-
Yeah, something's not right with them. Merging task with another one.
Wiki is wrong then, the sensor will only output true as default when something reaches 100%. That could be maximum speed achieved if linked to thrusters, or for chests in this case when they're completely full.
They still appear just fine for me in the test sector, could it be something else causing it for you? There was a report about them not working properly when docked to stations or planets, or at least related to docking.
Confirmed by Kupu, putting in queue.
In T2385#100190, @Ithirahad wrote:It is a single activator triggering a large number of forcefield and forcefield wedge blocks distributed across several chunks, likely more than 50000. But this, alone, should not qualify as a 'logic bomb.' It doesn't alternate or repeat automatically to produce a sustained load on the server. Essentially, this 'feature' is just punishing large-scale implementation of the logic system that does not produce a noticeable effect on servers, which I can't imagine is an intended result. (therefore, bug.)
As I'm experiencing it too, then it can happen to other people as well. I do not need confirmation on that, just the questions I asked in my feedback suggestion.
Does width matter here and if off-center weapons cause this behavior to always trigger? From what I've seen it's no, but only the task owner can double check this for sure which is why the issue is set on feedback for confirmation.
Which menu are you talking about specifically?
I'm not entirely sure if it is the normal maps themselves. In your example you have 2 light sources, the one from the star/middle of a system, and your flash light. I did see some weird things when doing your example but it all seemed consistent if I placed my structure at the top of a system, right above a system.
The sides of each of these were very consistent with my flashlight as the star light did not affect it then.
May 22 2017
We've been having problems with fleets refusing to mine on LvD as well. I tested with some 3k miners. The salvage computers had salvage beams and a storage attached. Plenty of power and thrust. When issuing the command, nothing happens.
Im having the same issue. My setup was a plexdoor box that closed around the entity while it was still on the rail, then a shootout rail to disconnect, and a pickup rail on the receiving entity. It all works as intended, The plexdoor enclosure keeps the entity in place when the shootout rail disconnects it, then after five seconds the pickup rail attaches it the next entity. The problem is that at that point, the object im moving is now stuck. Even breaking the rail docker wont free it, Only after I restart my game will it unfreeze.
It's only for the block icons, placing the rod lights will give you the correct colour.
I have had this issue when using select target lockon missile turrets
May 21 2017
May 20 2017
The game hangs for 7-10 seconds when I open the menu, but that is significantly better than crashing outright. Somewhere its fixed itself.
May 19 2017
My homing missles do all diverge from the locked target.
In single- and multiplayer. They diverge from the target in perfect curve away from it into empty space.
May 18 2017
May 17 2017
May 16 2017
It was a redundant openal32.dll file in my system32 folder the game tried to call instead of the one in /Starmade/natives/windows/ folder. The redundancy caused everything to go nuts, renaming the redundant OpenAl32.dll solved both the sound and the FPS issue.
Not much to add, blackholes render on top of everything except for the cube edges of the system you're in and text.
May 15 2017
You'll get that error if you're trying to build/paste something within the dimension box of another ship/station that is not part of the entity you're pasting on.
We'll make it an optional limitation that is off as default setting.
In T2391#100364, @5ilence wrote:Awesome lancake, glad you could find the cause here! Note: I incorrectly explained the 'steps to reproduce' in the origainal task, line 4 should read 'C the Rail, and V the storage'. Always get that mixed up haha
Awesome lancake, glad you could find the cause here! Note: I incorrectly explained the 'steps to reproduce' in the origainal task, line 4 should read 'C the Rail, and V the storage'. Always get that mixed up haha
Are you still experiencing issues with this? The logs you've posted seem to indicate some problem making the backup to begin with, causing it to constantly retry it for every restart.
Uploading a blueprint to a server should not trigger an entire backup though.
Great, if it's fixed already then this can be closed