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Dec 20 2015

NuclearFun claimed T989: 99.N % non damage effect ratio dealing 0 damage to blocks (but deal expected shield damage).
Dec 20 2015, 8:01 PM · Game Development (Alpha), CBS: Weapons, Starmade
NuclearFun claimed T962: Cannon/Missile Turret overshooting.
Dec 20 2015, 7:08 PM · AI, Starmade

Dec 17 2015

NuclearFun closed T988: docking causes crash as Closed.

-QA Testing-
Fix confirmed

Dec 17 2015, 9:25 PM · CBS: Rails, Starmade
NuclearFun moved T988: docking causes crash from Backlog / Unclassed to Confirmed fix on the Quality Assurance board.
Dec 17 2015, 9:23 PM · CBS: Rails, Starmade
NuclearFun closed T852: "Shields Down" message displayed when docked entities shields depleted as Rejected.

Probably due to TabF8 switching between entities.

Dec 17 2015, 10:42 AM · GUI/HUD, Starmade

Dec 15 2015

NuclearFun added a comment to T852: "Shields Down" message displayed when docked entities shields depleted.

be ware that if you hit 1 (maybe your weapons) and the entity you had TabF8 switched from has the docking module on 1 it will activate it

Dec 15 2015, 10:25 PM · GUI/HUD, Starmade

Dec 14 2015

NuclearFun changed the status of T988: docking causes crash from Open to In Queue (Game).

How to reproduce: trying to redock a turret to a ship crashes java (especially after a restart/not with a "freshly" built ship)

Dec 14 2015, 11:24 PM · CBS: Rails, Starmade
NuclearFun moved T988: docking causes crash from Open / Validated to Confirmed on the Issue Navigation board.
Dec 14 2015, 11:22 PM · CBS: Rails, Starmade
NuclearFun added a comment to T988: docking causes crash.

Suspecting infinite loop as well.
Log gets spammed with :
[2015-12-14 22:54:06] UPDATE MASSS: 494.666; (68662.87, 120127.75, 138773.48)
message.

Dec 14 2015, 10:07 PM · CBS: Rails, Starmade
NuclearFun claimed T988: docking causes crash.
Dec 14 2015, 10:03 PM · CBS: Rails, Starmade
NuclearFun added a comment to T852: "Shields Down" message displayed when docked entities shields depleted.

tested it, with Tab+F8 and there one gets the message.
If nobody has anything against it i would reject the bug as if it really is just about TabF8 it is not really a concern (with TabF8 being a little bit buggy in itself)

Dec 14 2015, 10:00 PM · GUI/HUD, Starmade
NuclearFun claimed T852: "Shields Down" message displayed when docked entities shields depleted.
Dec 14 2015, 9:57 PM · GUI/HUD, Starmade

Dec 5 2015

NuclearFun changed the status of T942: shield sharing against explosions is fixed at 50% shield capacity no matter what the config says from Open to In Queue (Game).

happens exactly as described in the report but also with Damage Pulse.
How to reproduce: testing different weapon systems against docked entities: Missiles and Damage Pulse will break blocks while the shields of the motherships are above 25%

Dec 5 2015, 9:40 PM · Starmade
NuclearFun set Task Type to issuetype:bug on T942: shield sharing against explosions is fixed at 50% shield capacity no matter what the config says.
Dec 5 2015, 9:35 PM · Starmade
NuclearFun moved T942: shield sharing against explosions is fixed at 50% shield capacity no matter what the config says from Open / Validated to Confirmed on the Issue Navigation board.
Dec 5 2015, 9:34 PM · Starmade
NuclearFun claimed T942: shield sharing against explosions is fixed at 50% shield capacity no matter what the config says.
Dec 5 2015, 12:51 PM · Starmade

Nov 29 2015

NuclearFun added a comment to T882: Logging out in gravity well of wormhole results in ship loss..

i am putting that on Feedback, still got no success in testing that

Nov 29 2015, 8:58 PM · Engine, Starmade
NuclearFun moved T882: Logging out in gravity well of wormhole results in ship loss. from Open / Validated to Feedback on the Issue Navigation board.
Nov 29 2015, 8:58 PM · Engine, Starmade

Nov 27 2015

NuclearFun added a comment to T882: Logging out in gravity well of wormhole results in ship loss..
In T882#32918, @spunkie wrote:

This sounds similar to T428 which is in queue, when it's fixed this problem should go away. I'm guessing the reason a wormhole can remove you from the ship entirely is due to the extreme speeds the ship can reach vs a normal ships max overdrive.

Nov 27 2015, 1:49 PM · Engine, Starmade

Nov 26 2015

NuclearFun added a comment to T882: Logging out in gravity well of wormhole results in ship loss..

I somewhat fear that it is Lag induced and maybe server(-setting) or even ship dependent as i had no success reproducing that bug (although i always had relatively low ping and lag).
I was always logged in matching the speed of my ship.

Nov 26 2015, 6:20 PM · Engine, Starmade

Nov 23 2015

NuclearFun claimed T882: Logging out in gravity well of wormhole results in ship loss..
Nov 23 2015, 5:10 PM · Engine, Starmade

Nov 17 2015

NuclearFun added a comment to T852: "Shields Down" message displayed when docked entities shields depleted.

i tried it against missile isanths and cannon isanths. Turrets got destroyed after ship shields got under 50% but there never was any shield down message

Nov 17 2015, 12:37 AM · GUI/HUD, Starmade

Nov 16 2015

NuclearFun added a comment to T852: "Shields Down" message displayed when docked entities shields depleted.

I had no success what so ever in reproducing this bug. Neither with my own designs (using a clock to fire at a docked entity) nor with the provided blueprint and pirate Isanths, both in release as well as the latest dev build there was not a single instance where the shields down warning was wrongly displayed...

Nov 16 2015, 4:42 PM · GUI/HUD, Starmade

Nov 15 2015

NuclearFun claimed T852: "Shields Down" message displayed when docked entities shields depleted.
Nov 15 2015, 4:20 PM · GUI/HUD, Starmade

Nov 14 2015

NuclearFun added a comment to T645: can't remove blocks behind non cubic blocks.
In T645#29071, @lancake wrote:
In T645#28733, @spunkie wrote:

-QA Testing-
Partial fix
Only a few more quirks to iron out.
Certain instances where non cube blocks are next to other blocks will cause the copy selection area to disappear making it impossible to tell what is being copied until you select to paste it and see the preview. This usually happens where your cursor is pointing through the cubic area of a non cube block and hitting the block next to it.
A more minor effect of the above is when the selection area is not invisible its flipped from its usual orientation when pointing at that side.
https://youtu.be/ix0SyYfmAIU

Those instances spunkie describes also stop you from removing a block next to non cubic block, including that the copy selection area (and remove mode/build mode area highlight) is not visible.
Examples taken from T800
You can remove this wedge:


But not the solid block behind it:

Nov 14 2015, 5:23 PM · Game Development (Beta), Engine (Building), Starmade

Nov 13 2015

NuclearFun added a comment to T764: Anti-aliasing does not work.

Seems truly to be an issue with Nvidia (at last, you guys must have felt left out :-P )
can also confirm, works on my Radeon 270X:

Nov 13 2015, 12:02 AM · Engine, Starmade

Nov 4 2015

NuclearFun created T815: Can not remove blocks inside other blocks (only blocks with visible Texture can be removed).
Nov 4 2015, 8:31 PM · Engine, Starmade

Oct 29 2015

NuclearFun changed Last tested (version) from 0.19448 (Dev) to 0.19452 (Dev) on T777: turret parts can clip through certain entities.
Oct 29 2015, 5:53 PM · Quality Assurance, CBS: Rails, Starmade
NuclearFun changed the status of T777: turret parts can clip through certain entities from Open to In Queue (Game).

How to reproduce: Turret (base and barrel) or moving Rail entity+undocked entity (could not confirm this issue with chain docked entities): movement of the undocked entity seems to have proper collision detection but movement of the turret (by player or AI) can produce this bug (clipping through).

Oct 29 2015, 5:52 PM · Quality Assurance, CBS: Rails, Starmade
NuclearFun moved T777: turret parts can clip through certain entities from Open / Validated to Confirmed on the Issue Navigation board.
Oct 29 2015, 5:48 PM · Quality Assurance, CBS: Rails, Starmade
NuclearFun added a comment to T777: turret parts can clip through certain entities.

at first i suspected a connection with players, but the collision system seems sometimes just random as in many cases it works as intended and then not again...

Oct 29 2015, 5:47 PM · Quality Assurance, CBS: Rails, Starmade

Oct 28 2015

NuclearFun added a comment to T777: turret parts can clip through certain entities.

Turrets and rail docked entities definitely can clip through undocked opjects although this does not happen all the time, still need time and tests to figure out why and when...

Oct 28 2015, 11:01 PM · Quality Assurance, CBS: Rails, Starmade

Oct 26 2015

NuclearFun claimed T777: turret parts can clip through certain entities.
Oct 26 2015, 9:20 PM · Quality Assurance, CBS: Rails, Starmade

Sep 30 2015

NuclearFun changed the status of T716: Missile with 100% pull/push/stop Do not have a "Hit Marker" upon hitting targeted ship from Open to In Queue (Game).

how to reproduce: The report is spot on, also full EMP and full ION effect (when firing on unshielded targets) on missiles will not show a hit indicator.
Seems in fact to be dependent if damage is dealt.

Sep 30 2015, 10:05 PM · Game Development (Beta), CBS: Weapons, Starmade
NuclearFun changed Last tested (version) from 0.19431 to 0.19439 on T716: Missile with 100% pull/push/stop Do not have a "Hit Marker" upon hitting targeted ship.
Sep 30 2015, 9:57 PM · Game Development (Beta), CBS: Weapons, Starmade
NuclearFun moved T716: Missile with 100% pull/push/stop Do not have a "Hit Marker" upon hitting targeted ship from Open / Validated to Confirmed on the Issue Navigation board.
Sep 30 2015, 9:52 PM · Game Development (Beta), CBS: Weapons, Starmade

Sep 29 2015

NuclearFun claimed T716: Missile with 100% pull/push/stop Do not have a "Hit Marker" upon hitting targeted ship.
Sep 29 2015, 10:42 PM · Game Development (Beta), CBS: Weapons, Starmade

Sep 20 2015

NuclearFun updated the task description for T687: All weapons don't always hit the 1st entity in line of sight.
Sep 20 2015, 7:50 PM · CBS: Rails, Starmade
NuclearFun created T687: All weapons don't always hit the 1st entity in line of sight.
Sep 20 2015, 6:12 PM · CBS: Rails, Starmade

Sep 15 2015

NuclearFun added a comment to T633: Long range beams not firing at full range..
Sep 15 2015, 7:17 PM · CBS: Weapons, Starmade
NuclearFun placed T645: can't remove blocks behind non cubic blocks up for grabs.
Sep 15 2015, 12:04 AM · Game Development (Beta), Engine (Building), Starmade

Sep 14 2015

NuclearFun added a comment to T645: can't remove blocks behind non cubic blocks.

Hi! The issue seems to fixed with wedges but i still get those wrong selection areas with tetras and heptas in 0.19435.

Sep 14 2015, 5:50 PM · Game Development (Beta), Engine (Building), Starmade
NuclearFun changed the status of T657: Switching between multiple turrets on ship unpredictable/broken from Open to In Queue (Game).

On ships with more turrets complete unusable. If you try to switch entities on ships with more turrets most of the time one gets stuck only able to switch between two turrets...

Sep 14 2015, 5:36 PM · CBS: Rails, Starmade
NuclearFun changed Reproducible from issuerepro:none to issuerepro:yes on T657: Switching between multiple turrets on ship unpredictable/broken.
Sep 14 2015, 5:31 PM · CBS: Rails, Starmade
NuclearFun moved T657: Switching between multiple turrets on ship unpredictable/broken from Open / Validated to Confirmed on the Issue Navigation board.
Sep 14 2015, 5:31 PM · CBS: Rails, Starmade
NuclearFun claimed T657: Switching between multiple turrets on ship unpredictable/broken.
Sep 14 2015, 5:24 PM · CBS: Rails, Starmade

Sep 13 2015

NuclearFun closed T576: Amount sellable appended instead of replace when overselling using sell amount as Closed.

-QA Testing-

Sep 13 2015, 9:48 PM · Starmade
NuclearFun moved T576: Amount sellable appended instead of replace when overselling using sell amount from Backlog / Unclassed to Confirmed fix on the Quality Assurance board.
Sep 13 2015, 9:47 PM · Starmade

Sep 11 2015

NuclearFun changed the status of T647: Turrets on ships built in shipyard do not inherit AI settings. from Open to In Queue (Game).

How to reproduce: convert a blueprint with turrets (like anti missile turrets) to a design -> load the design (here the settings are still correct) -> let the design to be built by the shipyard -> turrets now in standard "ships"/"any" settings

Sep 11 2015, 5:08 PM · CBS: Shipyards, Starmade
NuclearFun changed Reproducible from issuerepro:none to issuerepro:yes on T647: Turrets on ships built in shipyard do not inherit AI settings. .
Sep 11 2015, 5:02 PM · CBS: Shipyards, Starmade
NuclearFun moved T647: Turrets on ships built in shipyard do not inherit AI settings. from Open / Validated to Confirmed on the Issue Navigation board.
Sep 11 2015, 5:01 PM · CBS: Shipyards, Starmade

Sep 10 2015

NuclearFun claimed T647: Turrets on ships built in shipyard do not inherit AI settings. .
Sep 10 2015, 11:42 AM · CBS: Shipyards, Starmade
NuclearFun changed the status of T645: can't remove blocks behind non cubic blocks from Open to In Queue (Game).

-Confirmed-

Sep 10 2015, 11:42 AM · Game Development (Beta), Engine (Building), Starmade
NuclearFun moved T645: can't remove blocks behind non cubic blocks from Open / Validated to Confirmed on the Issue Navigation board.
Sep 10 2015, 11:39 AM · Game Development (Beta), Engine (Building), Starmade

Sep 9 2015

NuclearFun added a comment to T645: can't remove blocks behind non cubic blocks.

I somehow think there is a related issue (or at least there was a related issue - could not find it) because the same is still true for Remove Mode, in certain circumstances the selection goes the wrong way:


->

Sep 9 2015, 6:57 PM · Game Development (Beta), Engine (Building), Starmade
NuclearFun claimed T645: can't remove blocks behind non cubic blocks.
Sep 9 2015, 5:39 PM · Game Development (Beta), Engine (Building), Starmade

Aug 27 2015

NuclearFun added a comment to T553: AI on multi-turret chain set to shoot at missiles shoots at all.

you have to take note that in certain turret orientations the axis behaves a little bit weird. The provided blueprint from the op worked fine for me (after manually setting both).
FYI: I declaimed this because i am away on holidays next week.

Aug 27 2015, 9:24 PM · AI, Starmade
NuclearFun placed T553: AI on multi-turret chain set to shoot at missiles shoots at all up for grabs.
Aug 27 2015, 1:52 PM · AI, Starmade
NuclearFun added a comment to T553: AI on multi-turret chain set to shoot at missiles shoots at all.

which will apparently force the second turret into 'ship' setting

Aug 27 2015, 12:28 PM · AI, Starmade
NuclearFun changed the status of T574: Improper orientation of blocks when using undo in advanced build mode from Open to In Queue (Game).

How to reproduce:

  1. place block with orientation (wedge)
  2. replace with different block using the replace tool
  3. undo
Aug 27 2015, 11:37 AM · CBS: Shipyards, Starmade
NuclearFun set Last tested (version) to 0.1912 on T574: Improper orientation of blocks when using undo in advanced build mode .
Aug 27 2015, 11:26 AM · CBS: Shipyards, Starmade
NuclearFun moved T574: Improper orientation of blocks when using undo in advanced build mode from Open / Validated to Confirmed on the Issue Navigation board.
Aug 27 2015, 11:25 AM · CBS: Shipyards, Starmade
NuclearFun changed the status of T576: Amount sellable appended instead of replace when overselling using sell amount from Open to In Queue (Game).

Reproducible exactly as described in the report.
First click appends the amount as described in the report, click OK and a error message is displayed ("Shop cannot stock...") a second click on OK will display the correct amount the shop could buy and a third click on OK will sell the item.

Aug 27 2015, 11:20 AM · Starmade
NuclearFun changed Last tested (version) from 0.19401 to 0.19412 on T576: Amount sellable appended instead of replace when overselling using sell amount.
Aug 27 2015, 11:14 AM · Starmade
NuclearFun moved T576: Amount sellable appended instead of replace when overselling using sell amount from Open / Validated to Confirmed on the Issue Navigation board.
Aug 27 2015, 11:13 AM · Starmade
NuclearFun claimed T576: Amount sellable appended instead of replace when overselling using sell amount.
Aug 27 2015, 11:05 AM · Starmade
NuclearFun claimed T574: Improper orientation of blocks when using undo in advanced build mode .
Aug 27 2015, 11:05 AM · CBS: Shipyards, Starmade

Aug 26 2015

NuclearFun added a comment to T553: AI on multi-turret chain set to shoot at missiles shoots at all.
In T553#19550, @33Cav wrote:

The issue is not that either of the turrets fail to shoot at missiles, but that the middle of the chain acts like it is using the "All" setting for targets. This results in the end of the chain firing at missiles, and the middle of the chain firing at ships FIRST in a combat situation.

Aug 26 2015, 5:49 PM · AI, Starmade

Aug 25 2015

NuclearFun added a comment to T553: AI on multi-turret chain set to shoot at missiles shoots at all.

Can not reproduce.

Aug 25 2015, 5:42 PM · AI, Starmade

Aug 24 2015

NuclearFun claimed T553: AI on multi-turret chain set to shoot at missiles shoots at all.
Aug 24 2015, 2:32 PM · AI, Starmade

Aug 23 2015

NuclearFun updated the task description for T542: Gravity Unit not working far away from core of the Ship.
Aug 23 2015, 6:01 PM · Engine, Starmade
NuclearFun changed the status of T542: Gravity Unit not working far away from core of the Ship from Open to In Queue (Game).

confirmed

Aug 23 2015, 5:55 PM · Engine, Starmade
NuclearFun updated the task description for T542: Gravity Unit not working far away from core of the Ship.
Aug 23 2015, 5:55 PM · Engine, Starmade
NuclearFun moved T542: Gravity Unit not working far away from core of the Ship from Open / Validated to Confirmed on the Issue Navigation board.
Aug 23 2015, 5:46 PM · Engine, Starmade
NuclearFun created T556: Parse error with G_NORMAL_MAPPING = false on loading (100%).
Aug 23 2015, 4:50 PM · Engine, Starmade

Aug 22 2015

NuclearFun added a comment to T542: Gravity Unit not working far away from core of the Ship.

I tried for quite some time now to reproduce this (with over 700m distance to the core) but to now success.
Is there the possibility that it is a issue with sector borders?

Aug 22 2015, 6:34 PM · Engine, Starmade
NuclearFun claimed T542: Gravity Unit not working far away from core of the Ship.
Aug 22 2015, 3:37 PM · Engine, Starmade

Aug 19 2015

NuclearFun changed the status of T434: AI Turrets get stuck from Open to In Queue (Game).

confirmed

Aug 19 2015, 5:18 PM · Game Development (Alpha), AI, Starmade
NuclearFun changed Last tested (version) from 0.19355 (Dev) to 0.19388 on T434: AI Turrets get stuck.
Aug 19 2015, 5:17 PM · Game Development (Alpha), AI, Starmade
NuclearFun moved T434: AI Turrets get stuck from Feedback to Confirmed on the Issue Navigation board.
Aug 19 2015, 5:16 PM · Game Development (Alpha), AI, Starmade
NuclearFun added a comment to T434: AI Turrets get stuck.

to illustrate the problem (i cleaned the provided blueprint a little bit, added mass enhancers and removed the collision block on the horizontal turret movement:
https://www.youtube.com/watch?v=9o2XguVIWJ4&feature=youtu.be

Aug 19 2015, 4:51 PM · Game Development (Alpha), AI, Starmade
NuclearFun claimed T434: AI Turrets get stuck.
Aug 19 2015, 3:15 PM · Game Development (Alpha), AI, Starmade
NuclearFun closed T488: Ships that are piloted dissapear and eject the pilot when pilot fires weapons as Closed.

confirmed fix

Aug 19 2015, 2:37 PM · Starmade
NuclearFun moved T488: Ships that are piloted dissapear and eject the pilot when pilot fires weapons from Backlog / Unclassed to Confirmed fix on the Quality Assurance board.
Aug 19 2015, 2:36 PM · Starmade
NuclearFun reopened T488: Ships that are piloted dissapear and eject the pilot when pilot fires weapons as "Resolved".
Aug 19 2015, 2:35 PM · Starmade
NuclearFun closed T488: Ships that are piloted dissapear and eject the pilot when pilot fires weapons as Closed.

Tested it out for quite some time, the behavior as seen before has gone completely. The Logs do not show any exceptions after disabling the radar jammer (the suspected cause for the problems described in the report) and the (probably) related T398 and T477 are resolved as well.

Aug 19 2015, 2:28 PM · Starmade
NuclearFun set Last tested (version) to 0.19388 on T488: Ships that are piloted dissapear and eject the pilot when pilot fires weapons.
Aug 19 2015, 2:22 PM · Starmade

Aug 16 2015

NuclearFun created T518: design unloading does not work.
Aug 16 2015, 6:13 PM · Starmade

Aug 14 2015

NuclearFun 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.
just from the description here without testing it myself i wouldnt consider this a bug.

Aug 14 2015, 10:07 AM · Starmade, Game Development

Aug 13 2015

NuclearFun changed the status of T494: missile damage on shield/armor HP breakthrough odd results from Open to In Queue (Game).
Aug 13 2015, 1:19 PM · Starmade, Game Development
NuclearFun moved T494: missile damage on shield/armor HP breakthrough odd results from Open / Validated to Confirmed on the Issue Navigation board.
Aug 13 2015, 1:18 PM · Starmade, Game Development
NuclearFun changed Last tested (version) from 0.19363 to 0.19366 on T494: missile damage on shield/armor HP breakthrough odd results.
Aug 13 2015, 1:17 PM · Starmade, Game Development
NuclearFun added a comment to T494: missile damage on shield/armor HP breakthrough odd results.

Interestingly the result vary depending on the direction (the side of the target you attack):
Front and Back gives you the craters with peaks as described in the report.

Aug 13 2015, 1:07 PM · Starmade, Game Development
NuclearFun claimed T494: missile damage on shield/armor HP breakthrough odd results.
Aug 13 2015, 12:18 PM · Starmade, Game Development

Aug 12 2015

NuclearFun added a comment to T501: Cooldown/reload animation not intuitive .

it looks like it pauses in the edges, very visible with a long reload weapon system (missile+100%beam for instance)

Aug 12 2015, 9:42 PM · Game Development (Beta), Models, Starmade
NuclearFun added a comment to T488: Ships that are piloted dissapear and eject the pilot when pilot fires weapons.

maybe related to T477 and/or T398

Aug 12 2015, 7:34 PM · Starmade
NuclearFun added a comment to T488: Ships that are piloted dissapear and eject the pilot when pilot fires weapons.

I noticed a problem with the Radar Jammer, in both of the provided Serverlogs you can find something like this:

Aug 12 2015, 7:05 PM · Starmade
NuclearFun claimed T488: Ships that are piloted dissapear and eject the pilot when pilot fires weapons.

OK, there is definitely something fishy going on here

Aug 12 2015, 6:27 PM · Starmade
NuclearFun created T501: Cooldown/reload animation not intuitive .
Aug 12 2015, 6:19 PM · Game Development (Beta), Models, Starmade
NuclearFun added a comment to T451: [Windows 10] Changing desktop minimizes game.

Clarification:
Starmade (with Fullscreen ON) minimizes if it gets switched to run in the background (either by changing desktops with win+tab or alt+tab).

Aug 12 2015, 10:58 AM · Engine, Starmade