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Dec 22 2015

lancake moved T1004: New stations turn into red hull blocks. from Open / Validated to Confirmed on the Issue Navigation board.
Dec 22 2015, 1:56 PM · Game Development (Alpha), Engine (Data), Starmade
lancake updated the task description for T1004: New stations turn into red hull blocks..
Dec 22 2015, 1:48 PM · Game Development (Alpha), Engine (Data), Starmade
lancake updated the task description for T1004: New stations turn into red hull blocks..
Dec 22 2015, 1:48 PM · Game Development (Alpha), Engine (Data), Starmade
lancake added a comment to T1004: New stations turn into red hull blocks..

Easy to reproduce, the fix for this may work for T916 too.

Dec 22 2015, 1:47 PM · Game Development (Alpha), Engine (Data), Starmade
Zeta-X11 added a comment to T590: BlockConfigImport.xml loses nested tabs..

Skip through http://www.freeformatter.com/xml-formatter.html .
At the exit:

<Config>
   <Element>
      <example0>
         <Block icon="530" name="CUSTOM_ID_007" textureId="33, 33, 33, 33, 33, 33" type="CUSTOM_ID_007">
            <Armour>0</Armour>
         </Block>
         <example1>
            <Block icon="530" name="CUSTOM_ID_006" textureId="33, 33, 33, 33, 33, 33" type="CUSTOM_ID_006">
               <Armour>0</Armour>
            </Block>
            <example2>
               <Block icon="530" name="CUSTOM_ID_005" textureId="33, 33, 33, 33, 33, 33" type="CUSTOM_ID_005">
                  <Armour>0</Armour>
               </Block>
               <example3>
                  <Block icon="530" name="CUSTOM_ID_004" textureId="33, 33, 33, 33, 33, 33" type="CUSTOM_ID_004">
                     <Armour>0</Armour>
                  </Block>
               </example3>
            </example2>
         </example1>
      </example0>
      <DeathStar>
         <Block icon="530" name="CUSTOM_ID_003" textureId="33, 33, 33, 33, 33, 33" type="CUSTOM_ID_003">
            <Armour>0</Armour>
         </Block>
         <example1>
            <Block icon="530" name="CUSTOM_ID_002" textureId="33, 33, 33, 33, 33, 33" type="CUSTOM_ID_002">
               <Armour>0</Armour>
            </Block>
            <example2>
               <Block icon="530" name="CUSTOM_ID_001" textureId="33, 33, 33, 33, 33, 33" type="CUSTOM_ID_001">
                  <Armour>0</Armour>
               </Block>
               <example3>
                  <Block icon="530" name="CUSTOM_ID_000" textureId="33, 33, 33, 33, 33, 33" type="CUSTOM_ID_000">
                     <Armour>0</Armour>
                  </Block>
               </example3>
            </example2>
         </example1>
      </DeathStar>
   </Element>
</Config>

...No, it is the same thing.
No formatting.

Dec 22 2015, 10:24 AM · Blockconfig, Starmade
Zackey_TNT changed the status of T989: 99.N % non damage effect ratio dealing 0 damage to blocks (but deal expected shield damage) from Open to In Queue (Game).

Tested with ion and stop affect

Dec 22 2015, 5:02 AM · Game Development (Alpha), CBS: Weapons, Starmade
Zackey_TNT reassigned T834: Turrets. Random parts of turrets are disappearing off players stations and ships from Zackey_TNT to spunkie.

Reassigning back to Tim

Dec 22 2015, 1:27 AM · CBS: Rails, Quality Assurance, Starmade
Zackey_TNT updated subscribers of T834: Turrets. Random parts of turrets are disappearing off players stations and ships.
Dec 22 2015, 1:25 AM · CBS: Rails, Quality Assurance, Starmade
Zackey_TNT merged task T919: Ships (and ship cores, turrets, etc.) keep being teleported to planet core into T834: Turrets. Random parts of turrets are disappearing off players stations and ships.
Dec 22 2015, 1:25 AM · CBS: Rails, Starmade
Zackey_TNT claimed T834: Turrets. Random parts of turrets are disappearing off players stations and ships.

Merging bug reports.

Dec 22 2015, 1:25 AM · CBS: Rails, Quality Assurance, Starmade
Zackey_TNT added a comment to T919: Ships (and ship cores, turrets, etc.) keep being teleported to planet core.

I have a base on a planet. On the shipyard, build a ship that has turrets or other docked entities. Dock the ship to the base. Logoff, wait for server restart. When you come back some of the turrets are in the planet core.
Same happens if, in build mode, I create a docked entity to the base. On server restart that docked entity will be in planet core.
These do not happen if I spawn a ship from a core and then manually dock it to either the base or the ship.
One thing that may be relevant is not renaming the docked entity upon creation. I just leave it whatever pops up.
It seems to be the exact same bug as reported here: http://phab.starma.de/T834 , except that mine get sent to the planet core because I'm in a planet sector.

Dec 22 2015, 1:24 AM · CBS: Rails, Starmade
Zackey_TNT added a comment to T590: BlockConfigImport.xml loses nested tabs..

Still unable to reproduce, Asumming was fixed with the compl

Dec 22 2015, 1:15 AM · Blockconfig, Starmade
Zackey_TNT closed T622: Blocks not added to inventory on removal from ship. as Closed.

-Closing-
Well Above 30 days since last reply.... Assuming bug is fixed

Dec 22 2015, 1:11 AM · CBS: Shipyards, Starmade

Dec 21 2015

godmars added a comment to T752: Shipyard loading issue and greyed out buttons.

For anyone who's had this happen before; do you recall it occuring regardless of what state the shipyard is in? I.E. , with or without a blueprint loaded up on it, with ships docked to it or not, etc

Dec 21 2015, 11:22 PM · CBS: Shipyards, Starmade
Chandler changed the status of T958: Locking missiles do no damage to pirates that cross sector boundaries. from Open to In Queue (Game).
Dec 21 2015, 10:04 PM · Game Development (Alpha), CBS: Weapons, Starmade
Chandler lowered the priority of T958: Locking missiles do no damage to pirates that cross sector boundaries. from Normal to Low.
Dec 21 2015, 10:04 PM · Game Development (Alpha), CBS: Weapons, Starmade
Chandler moved T958: Locking missiles do no damage to pirates that cross sector boundaries. from Feedback to Confirmed on the Issue Navigation board.
Dec 21 2015, 10:04 PM · Game Development (Alpha), CBS: Weapons, Starmade
Chandler added a comment to T958: Locking missiles do no damage to pirates that cross sector boundaries..

I was able to get it to happen once on Andir's server. I have asked him to submit the logs for that time period 3:25-3:50 CST US was my time.
-Got a pirate station agitated.
-backed into next sector and started firing.
I am not convinced this is because of crossing sector. hence the submitting the logs, so you can see what is happening..

Dec 21 2015, 10:03 PM · Game Development (Alpha), CBS: Weapons, Starmade
Andir added a comment to T958: Locking missiles do no damage to pirates that cross sector boundaries..

Logs per request

Dec 21 2015, 10:03 PM · Game Development (Alpha), CBS: Weapons, Starmade
SmilingDemon closed T548: "Filter by block name" does not work for multi slots as Closed.

filter no longer highlights.
filtered items and stacks are shown exclusive now.
so this is resolved and fixed.

Dec 21 2015, 9:22 PM · Engine, Starmade
SmilingDemon changed the status of T548: "Filter by block name" does not work for multi slots from In Queue (Game) to Resolved.
Dec 21 2015, 9:20 PM · Engine, Starmade
SmilingDemon claimed T548: "Filter by block name" does not work for multi slots.
Dec 21 2015, 9:20 PM · Engine, Starmade
Chandler changed the status of T962: Cannon/Missile Turret overshooting from Open to In Queue (Game).
Dec 21 2015, 7:15 PM · AI, Starmade
Chandler moved T962: Cannon/Missile Turret overshooting from Feedback to Confirmed on the Issue Navigation board.
Dec 21 2015, 7:15 PM · AI, Starmade
Chandler updated the task description for T962: Cannon/Missile Turret overshooting.
Dec 21 2015, 7:15 PM · AI, Starmade
Chandler updated the task description for T962: Cannon/Missile Turret overshooting.
Dec 21 2015, 7:14 PM · AI, Starmade
Chandler added a comment to T962: Cannon/Missile Turret overshooting.

Found that the farther they are the greater the misses. Also, with the close up targets, the targets where hit the first few times, but then gradually started missing more..

Dec 21 2015, 7:14 PM · AI, Starmade
Chandler added a comment to T962: Cannon/Missile Turret overshooting.

Yes issue still persists. Not sure i follow your "cannon and guided systems" as that is not what the ticket is for.
Its the missile with cannon slave that is over shooting targets so not sure what you mean by "cannon and guided". I have had no issues with guided missiles(missile/plus) or any of the cannon systems.
However the missile slaved with cannon AI turret is overshooting its target even at point black range( ~100).
I suspect that it has something to do with the speed increases of that combination 1-2 patches ago.
Perhaps that weapons system projectile speed was increased but the calculations for targeting were not now causing the weapons system to overshoot its target constantly and consistently.

Dec 21 2015, 6:49 PM · AI, Starmade
Gannathore added a comment to T962: Cannon/Missile Turret overshooting.

Yes issue still persists. Not sure i follow your "cannon and guided systems" as that is not what the ticket is for.

Dec 21 2015, 6:21 PM · AI, Starmade
Chandler created T1014: Ai continues to fire after making peace with an enemy..
Dec 21 2015, 5:12 PM · Game Development (Alpha), AI, Starmade
Chandler moved T962: Cannon/Missile Turret overshooting from Open / Validated to Feedback on the Issue Navigation board.
Dec 21 2015, 4:17 PM · AI, Starmade
Chandler changed Last tested (version) from Yes to .1954 on T962: Cannon/Missile Turret overshooting.
Dec 21 2015, 4:17 PM · AI, Starmade
Chandler added a comment to T962: Cannon/Missile Turret overshooting.

So far cannon and guided missile systems are working fine.. Are you still having these issues?

Dec 21 2015, 4:16 PM · AI, Starmade
Urza created T1013: Missiles don't hit the target anymore.
Dec 21 2015, 3:36 PM · CBS: Weapons, Starmade
lancake moved T669: Weapon info menu and structure menu show inaccurate information. from Feedback to Open / Validated on the Issue Navigation board.
Dec 21 2015, 3:10 PM · Issue Navigation, Starmade
lancake added a comment to T669: Weapon info menu and structure menu show inaccurate information..

Oh, only now I noticed it was still in feedback. Moving to the correct column now, I'll start doing a full check up on it later, will probably take several fixes till the whole system is fixed :)

Dec 21 2015, 3:09 PM · Issue Navigation, Starmade
Chandler moved T958: Locking missiles do no damage to pirates that cross sector boundaries. from Open / Validated to Feedback on the Issue Navigation board.
Dec 21 2015, 2:40 PM · Game Development (Alpha), CBS: Weapons, Starmade
Chandler added a comment to T958: Locking missiles do no damage to pirates that cross sector boundaries..

What server are you using? Is it one I am able to join?

Dec 21 2015, 2:39 PM · Game Development (Alpha), CBS: Weapons, Starmade
cyberus111 added a comment to T856: Turrets from Pirates stations are not decay anymore.

IMHO this is another example of a "bug" that should be left as a feature, risk vs reward.

Dec 21 2015, 1:35 PM · Game Development (Beta), Prefabs, Starmade
luizsilveira added a comment to T919: Ships (and ship cores, turrets, etc.) keep being teleported to planet core.

I have a base on a planet. On the shipyard, build a ship that has turrets or other docked entities. Dock the ship to the base. Logoff, wait for server restart. When you come back some of the turrets are in the planet core.

Dec 21 2015, 11:14 AM · CBS: Rails, Starmade
Andir added a comment to T958: Locking missiles do no damage to pirates that cross sector boundaries..

I don't think it matters, but Debian linux server with Windows Clients.

Dec 21 2015, 10:10 AM · Game Development (Alpha), CBS: Weapons, Starmade
Andir added a comment to T958: Locking missiles do no damage to pirates that cross sector boundaries..

The ping were pretty low... it's a server on the same network <1ms gigabit. Can you test a ship in your sector, flying to another sector and the locked on volley is released? It's a very common thing and I don't know how else to help. My sector sizes are all at 2.5k (not sure what default is, but we were adjusting the sector sizes to make ships stay in the same sector for longer) and/because we get this all the time.

Dec 21 2015, 10:09 AM · Game Development (Alpha), CBS: Weapons, Starmade
Zackey_TNT claimed T925: More transparency issues.

Claiming.

Dec 21 2015, 10:04 AM · Game Development (Alpha), Engine (Rendering), Starmade
Zackey_TNT claimed T989: 99.N % non damage effect ratio dealing 0 damage to blocks (but deal expected shield damage).

Claiming.

Dec 21 2015, 9:55 AM · Game Development (Alpha), CBS: Weapons, Starmade
Zackey_TNT added a comment to T919: Ships (and ship cores, turrets, etc.) keep being teleported to planet core.

I was unable to reproduce this affect

Dec 21 2015, 9:52 AM · CBS: Rails, Starmade
Zackey_TNT moved T919: Ships (and ship cores, turrets, etc.) keep being teleported to planet core from Open / Validated to Feedback on the Issue Navigation board.
Dec 21 2015, 9:52 AM · CBS: Rails, Starmade
godmars claimed T432: Resetting turret position with "c" has no collision check.
Dec 21 2015, 4:55 AM · Game Development (Beta), CBS: Rails, Starmade
Chandler added a comment to T958: Locking missiles do no damage to pirates that cross sector boundaries..

Tested Negative, unable to confirm.
Placed ship in one sector, warped to sector next door. Fired on the other ship, damage was done. Also attacked a pirate station, and was damaging pirate ships in the next sector.

Dec 21 2015, 2:50 AM · Game Development (Alpha), CBS: Weapons, Starmade
Joriom added a comment to T642: Shipyard unloads designs after restart.

Well, at least blocks aren't lost here. >.>

Dec 21 2015, 12:06 AM · CBS: Shipyards, Starmade

Dec 20 2015

Chandler claimed T962: Cannon/Missile Turret overshooting.
Dec 20 2015, 11:47 PM · AI, Starmade
AndyP placed T432: Resetting turret position with "c" has no collision check up for grabs.

Assignee 'Oninoni' left the testing team.

Dec 20 2015, 11:08 PM · Game Development (Beta), CBS: Rails, Starmade
AndyP placed T526: Support and effect block count not showing when there are no main blocks up for grabs.

Assignee 'Oninoni' left the testing team.

Dec 20 2015, 11:08 PM · Game Development (Beta), CBS: Weapons, Starmade
AndyP placed T689: Tab + F6 causes nullpointer when in build mode up for grabs.

Assignee 'Oninoni' left the testing team.

Dec 20 2015, 11:08 PM · Engine, Starmade
AndyP placed T536: switching rail types and then removing it doesn't remove logic link up for grabs.

Assignee 'jzimmerman4' left the testing team.

Dec 20 2015, 11:07 PM · CBS: Rails, Starmade
AndyP placed T604: icons in hotbar become their replaced block up for grabs.

Assignee 'jzimmerman4' left the testing team.

Dec 20 2015, 11:07 PM · Game Development (Beta), GUI/HUD, Starmade
AndyP placed T612: Ships created in shipyards lose Transporter target up for grabs.

Assignee 'jzimmerman4' left the testing team.

Dec 20 2015, 11:07 PM · Game Development (Beta), CBS: Shipyards, Starmade
AndyP placed T745: Lost weapon assign when enter build block up for grabs.

Assignee 'jzimmerman4' left the testing team.

Dec 20 2015, 11:07 PM · Game Development (Alpha), CBS: Weapons, Starmade
AndyP placed T287: Pirates move to max weapon range. up for grabs.

Assignee 'NuclearFun' left the testing team.

Dec 20 2015, 11:03 PM · AI, Starmade
AndyP placed T434: AI Turrets get stuck up for grabs.

Assignee 'NuclearFun' left the testing team.

Dec 20 2015, 11:03 PM · Game Development (Alpha), AI, Starmade
AndyP placed T494: missile damage on shield/armor HP breakthrough odd results up for grabs.

Assignee 'NuclearFun' left the testing team.

Dec 20 2015, 11:03 PM · Starmade, Game Development
AndyP placed T493: New Launcher - installation directory up for grabs.

Assignee 'NuclearFun' left the testing team.

Dec 20 2015, 11:03 PM · Starmade
AndyP placed T443: Turrets Aiming at Marker of Entity When Asteroid is Targeted (and other issues) up for grabs.

Assignee 'NuclearFun' left the testing team.

Dec 20 2015, 11:03 PM · Game Development (Beta), AI, Starmade
AndyP placed T574: Improper orientation of blocks when using undo in advanced build mode up for grabs.

Assignee 'NuclearFun' left the testing team.

Dec 20 2015, 11:03 PM · CBS: Shipyards, Starmade
AndyP placed T542: Gravity Unit not working far away from core of the Ship up for grabs.

Assignee 'NuclearFun' left the testing team.

Dec 20 2015, 11:03 PM · Engine, Starmade
AndyP placed T647: Turrets on ships built in shipyard do not inherit AI settings. up for grabs.

Assignee 'NuclearFun' left the testing team.

Dec 20 2015, 11:03 PM · CBS: Shipyards, Starmade
AndyP placed T777: turret parts can clip through certain entities up for grabs.

Assignee 'NuclearFun' left the testing team.

Dec 20 2015, 11:03 PM · Quality Assurance, CBS: Rails, Starmade
AndyP placed T716: Missile with 100% pull/push/stop Do not have a "Hit Marker" upon hitting targeted ship up for grabs.

Assignee 'NuclearFun' left the testing team.

Dec 20 2015, 11:03 PM · Game Development (Beta), CBS: Weapons, Starmade
AndyP placed T882: Logging out in gravity well of wormhole results in ship loss. up for grabs.

Assignee 'NuclearFun' left the testing team.

Dec 20 2015, 11:03 PM · Engine, Starmade
AndyP placed T942: shield sharing against explosions is fixed at 50% shield capacity no matter what the config says up for grabs.

Assignee 'NuclearFun' left the testing team.

Dec 20 2015, 11:03 PM · Starmade
AndyP placed T962: Cannon/Missile Turret overshooting up for grabs.

Assignee 'NuclearFun' left the testing team.

Dec 20 2015, 11:03 PM · AI, Starmade
AndyP placed T989: 99.N % non damage effect ratio dealing 0 damage to blocks (but deal expected shield damage) up for grabs.

Assignee 'NuclearFun' left the testing team.

Dec 20 2015, 11:03 PM · Game Development (Alpha), CBS: Weapons, Starmade
AndyP placed T582: Power supply beams cause massive framerate drops if they are docked to a ship up for grabs.

Assignee 'Gamel' left the testing team.

Dec 20 2015, 11:02 PM · Game Development (Beta), CBS: Functional, Starmade
AndyP placed T419: Zoomed out thruster block issue up for grabs.

Assignee 'Gamel' left the testing team.

Dec 20 2015, 11:01 PM · Game Development (Beta), Engine (Rendering), Starmade
AndyP placed T586: Unable to enter ship again after trying to dock to a rotator up for grabs.

Assignee 'Gamel' left the testing team.

Dec 20 2015, 11:01 PM · CBS: Rails, Starmade
AndyP placed T846: In game can't show full-width characters (Chinese, Japanese, Korean) But it works in setup window up for grabs.

Assignee 'Gamel' left the testing team.

Dec 20 2015, 11:01 PM · Translations, Starmade
AndyP placed T469: Z Fighting on Galaxy Map up for grabs.

Assignee 'thakyZ' left the testing team.

Dec 20 2015, 10:44 PM · GUI/HUD, Starmade
AndyP placed T532: Min-Size of tutorial dialog not always given (or: no line wrapping implemented.) up for grabs.

Assignee 'thakyZ' left the testing team.

Dec 20 2015, 10:44 PM · GUI/HUD, Starmade
AndyP placed T471: Hub-Issue: Pirate spawning / response fleets up for grabs.

Assignee 'thakyZ' left the testing team.

Dec 20 2015, 10:44 PM · CBS: Weapons, Starmade
AndyP placed T524: Weapons able to ignore line of sight if lag is involved up for grabs.

Assignee 'thakyZ' left the testing team.

Dec 20 2015, 10:44 PM · Game Development (Alpha), CBS: Weapons, Starmade
AndyP placed T548: "Filter by block name" does not work for multi slots up for grabs.

Assignee 'thakyZ' left the testing team.

Dec 20 2015, 10:44 PM · Engine, Starmade
AndyP placed T557: custom textures unpack into the wrong directory up for grabs.

Assignee 'thakyZ' left the testing team.

Dec 20 2015, 10:44 PM · Engine (Configuration), Game Development (Alpha), Starmade
AndyP placed T578: shipyard testing sector gravity and relational distance on return to normal space up for grabs.

Assignee 'thakyZ' left the testing team.

Dec 20 2015, 10:44 PM · CBS: Shipyards, Quality Assurance, Starmade
AndyP placed T589: BlockConfigImport creates a duplicate blocks after restarted. up for grabs.

Assignee 'thakyZ' left the testing team.

Dec 20 2015, 10:44 PM · Game Development (Alpha), Blockconfig, Starmade
AndyP placed T591: BlockConfigImport.xml not import recipes. up for grabs.

Assignee 'thakyZ' left the testing team.

Dec 20 2015, 10:44 PM · Game Development (Beta), Blockconfig, Starmade
AndyP placed T619: Shipyards display incorrect rotational data up for grabs.

Assignee 'thakyZ' left the testing team.

Dec 20 2015, 10:44 PM · Game Development (Beta), CBS: Shipyards, Starmade
AndyP placed T663: Shipyard running out of power causes loss of blocks up for grabs.

Assignee 'thakyZ' left the testing team.

Dec 20 2015, 10:44 PM · CBS: Shipyards, Starmade
AndyP placed T584: Adaptive message appears over Remove/replace button in ADV build mode up for grabs.

Assignee 'psycommando' left the testing team.

Dec 20 2015, 10:42 PM · GUI/HUD, Starmade
AndyP placed T618: Flora items missing from creative menu up for grabs.

Assignee 'psycommando' left the testing team.

Dec 20 2015, 10:42 PM · GUI/HUD, Starmade
AndyP placed T661: Faction block's rename function not working on asteroids up for grabs.

Assignee 'psycommando' left the testing team.

Dec 20 2015, 10:42 PM · Game Development (Beta), Engine (Building), Starmade
AndyP placed T776: planet atmosphere can't be disabled up for grabs.

Assignee 'psycommando' left the testing team.

Dec 20 2015, 10:42 PM · Game Development (Beta), Engine (Rendering), Starmade
AndyP placed T664: Descriptions of punch/pierce's effect are missing. up for grabs.

Assignee 'psycommando' left the testing team.

Dec 20 2015, 10:42 PM · Game Development (Alpha), Blockconfig, Starmade
AndyP updated subscribers of T408: Console update with -nogui does not exit.
Dec 20 2015, 10:15 PM · Starmade
AndyP merged task T1005: Linux update gets stuck after checking version.txt and does not close into T408: Console update with -nogui does not exit.
Dec 20 2015, 10:15 PM · Starmade
AndyP added a comment to T1005: Linux update gets stuck after checking version.txt and does not close.

duplicate, and will be replaced with the new launcher.

Dec 20 2015, 10:15 PM · Starmade
Chandler claimed T958: Locking missiles do no damage to pirates that cross sector boundaries..
Dec 20 2015, 9:08 PM · Game Development (Alpha), CBS: Weapons, Starmade
SmilingDemon moved T992: Steam Linux launcher doesn't start from New / Unconfirmed to Open / Validated on the Issue Navigation board.
Dec 20 2015, 8:46 PM · Starmade
SmilingDemon placed T992: Steam Linux launcher doesn't start up for grabs.

couldnt find a thing like that already reported.
have neither debian or steam around .. cant test anything on this

Dec 20 2015, 8:45 PM · Starmade
SmilingDemon triaged T992: Steam Linux launcher doesn't start as Normal priority.
Dec 20 2015, 8:40 PM · Starmade
SmilingDemon claimed T992: Steam Linux launcher doesn't start.
Dec 20 2015, 8:35 PM · Starmade
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