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Nov 2 2015
-QA Testing-
Another one, after getting the first desynch i rejoined and me and cablestinks were playing without problems. When SchnellBier joined though, both of us already on the test server got desynched.
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Nov 1 2015
Got this on mine, but barely on the top. I also have an AMD, although it is a Radeon HD 6700
No Difference using Demons Settings
This type of turret behavior has been reported before but andy closed it due to not being able to reproduce the behavior. Unlike the description in this task i got it to fire oddly with any of the non pulse weapons.
Tested in singleplayer as well as the test server random wormhole lines flickering about depending on camera view direction in the galactic map.
https://youtu.be/vSYASjyaXJ4
if you need another blueprint. let me know.
also you can join races from the structure menu. no permission module needed
some of the issues are outdated for the current dev
Nevermind, resolution was set improperly. Huh. Please delete this, I can't figure how I can do it myself.
I encountered some more unusual behavior with un-removable "ghost" blocks seemingly related to this and managed to capture it on film. Taken on 0.19465 (Dev).
I am noticing that I am having this issue in single player as well, so disregard this, I am trying to figure out what is wrong.
In this case I am referring to the display module only. In build mode its more practical to pull the shields directly from the docked entity and not add / show the ratio of them to the parent. Otherwise things can get very confusing. Not pulling the shield statistics on a display module, however, completely eliminates the possibility of having a moving display module and receiving accurate ship shield information from one.
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
This belongs in T645, it's not really mentioned but both what you describe and what spunkie says rely on the same mechanic.
Are you talking about the display module only? The build mode info panel doesn't do that either. It's also pretty much useless to show you that if only 50% of each entity's shield applies on the docked entity. Reason why I always thought it was intended.
luc´s info files about it
couldnt find anything usefull so far in the logs
this one contains a map opening
older NV with OpenGL 3.3 again
selected system turns white
I used Smiling Demon's settings for my test, My default also had no problems if required to list I shall.
Sorry for getting to responding so late, I am not used to the site.
The pirate station [Prate Station] is not found in the StarSide stations folder. The exception comes most frequently from the [Prate Station] due to its old docking. The addendum is that the station does not exist in the files for stations and is not able to be found in the console with commands.
Oct 31 2015
They now respawn (if enabled) if there is 1 asteroid left or if it's completely empty. The sector can't contain any other entity (ships/stations/...)
Appears to be fixed now.
-QA Testing-
zackey_tnt: add your settings then and put it up for grabs again. otherwise no one else might touch it.
This does not affect my GPU (GTX 760) With latest gforce drivers.
Oct 30 2015
-QA Testing-
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I did check that, it is the latest driver for my NVIDIA GEFORCE GTX260. so nothing I can do here
In T506#28961, @AndyP wrote:In general, a slider is easier to use, if it takes system memory into account. (However, a slider with textbox beside, representing the current value, and leaving the option to manually enter a number would not harm too... so depends on actual implementation it will get.)
- Andy
For the 32 bit versions of the launcher, a slider will suffice, as the maximum is fixed at 1024Mb. In case of the 64bit version, the real maximum would be so large, it would be ridiculous to include in a slider, so I recommend to either:
- have the maximum of the slider be the amount of physical RAM of the computer, if the launcher is able to detect it.
- use a spinner instead of a slider. clicking the up button of the spinner will double the value(or add 1024, if the value is 1024 or higher), whereas the down button of the spinner will do the reverse, with a minimum value of 1.
As for what a spinner is: http://www.java2s.com/Code/JavaImages/SwingSpinnerTest.PNG
Yes, java can only use powers of two, as valid steps, so 1100 for example will result in the next higher power of two as real max.
While the behaviour is very inconsistent on this. Depending on exact demand and stepping it goes up, the actual limit can be higher or lower than the one specified.
Reference of error
(Search, index, and alike)
it should just "stop" when out of power, and continue when power is restored.
forgot -QA Testing-
Same as before, response teams don't have MOB in their name. Could be related to T672 though, the fleet doesn't always spawn, and if it does it's 2 sectors far.
This may be an unfortunate combination of video card and driver,
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-Validated-
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Fix breaks hazard blocks so it's not applied anymore. Normal maps got removed for hull to improve on it a bit.
-QA Testing-
This isn't just the shipyards on v0.19456 it happens with everything.