This is even worse than it seems because even when you disconnect the logic the docker still flips.
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Jan 26 2016
i did tried it last with download 79 ... will try again when there is a newer one
Blueprint ?
Logfile?
and, i even tried it on several servers, and i get the same thing, and when i go to singleplayer, it seems that when i activate it, it wont reactivate, i can connect other logic blocks and then activate them, but it continues to give me the null pointer even after i remove the logic blocks, and usually the game wont let me place the blocks, but it lets me place them, then it gives me the null pointer after i activate them
no, i did not use create docking when i did this, i have made logic torpedoes in the past, but after i tried it on a server, it seems that i get a null poiner
@SmilingDemon: This should be fixed with one of the latest commits; I'm unsure, however, as we have been unable to reproduce the bug on any system or vm. You can test it when the build server is working again ~
Jan 25 2016
I've actually done some extensive testing on this. Additionally, this issue and T652 are related.
I cant reproduce that
please provide a bluepeint that causes this problem
and the logfile from the crash (from starmade\logs)
Spaceking, can you make a video to show me what you are doing? I am unable to reproduce.
Jan 24 2016
-QA Testing-
The -server option passed to the jvm is strangely not listed in your screenshot, but is present in the code.
Jan 23 2016
if this happens on any server, if using a windows computer, use the command prompt in administrator mode, and flush your dns
resolver cache, i have had to do this several times and it has worked for me
-Confirmed-
-QA Testing-
Behavior may have changed.
Oh really ? It's weird because in contrast to you the blue plan is the only one which I'm 100% sure to haven't use in the 3 cases described above (nor for mirroring or alignment) ; in opposite to the red (the one I use most for alignment) and the green (sometimes too but less often.
-QA Testing-
checked again
the browse and selection of install location is a bit wobbly on ubuntu ... but it works.
its only a somehow unexpected behaviour for me as primary windows user i think.
given explanation next to browse helps
-QA Testing-
Cannot reproduce anymore on both 32bit and 64bit, closing.
-QA Testing-
Still fixed, as far as I can tell.
Ah good, lol =)
Setting this issue to "rejected" as it was no bug report and should not count to "fixed bugs" that way.
Reinstall of Java after Memory(RAM) Bios settings adjusted to solve the common Overclock crash fixed it.
Jan 22 2016
Nope, just like every time I tried to fix motherboard configuration, Solution does not work...
We're trying to restrict shields from ships and make them station only. We've had limited success by changing the ID number of shields to -redacted- and -redacted- respectively but it's definitely a stopgap solution. I'll poke BDLS to poke the configs.
Starting the Launcher as a fresh install without a Steam client installed crashes when trying to Login.
Skipping the Login part lets you start it just fine.
output from win7 cmd prompt:
Microsoft Windows [Version 6.1.7601] Copyright (c) 2009 Microsoft Corporation. Alle Rechte vorbehalten.C:\Users\Q>"C:\Users\Q\Desktop\Starmade Launcher.lnk"C:\Users\Q>[2284:0122/231411:INFO:renderer_main.cc(200)] Renderer process starte d[1408:0122/231458:INFO:renderer_main.cc(200)] Renderer process started [3144:0122/231458:INFO:renderer_main.cc(200)] Renderer process started [3632:0122/231514:INFO:CONSOLE(12450)] "ReferenceError: steam is not defined at D:\Starmade\starmade-launcher-win32-x64\resources\app.asar\lib\main.js:15 5:51 at D:\Starmade\starmade-launcher-win32-x64\resources\app.asar\node_modules\a ngular\angular.js:10249:13 at processQueue (D:\Starmade\starmade-launcher-win32-x64\resources\app.asar\ node_modules\angular\angular.js:14678:28) at D:\Starmade\starmade-launcher-win32-x64\resources\app.asar\node_modules\a ngular\angular.js:14694:27 at Scope.$eval (D:\Starmade\starmade-launcher-win32-x64\resources\app.asar\n ode_modules\angular\angular.js:15922:28) at Scope.$digest (D:\Starmade\starmade-launcher-win32-x64\resources\app.asar \node_modules\angular\angular.js:15733:31) at Scope.$apply (D:\Starmade\starmade-launcher-win32-x64\resources\app.asar\ node_modules\angular\angular.js:16030:24) at done (D:\Starmade\starmade-launcher-win32-x64\resources\app.asar\node_mod ules\angular\angular.js:10545:47) at completeRequest (D:\Starmade\starmade-launcher-win32-x64\resources\app.as ar\node_modules\angular\angular.js:10717:7) at XMLHttpRequest.requestLoaded (D:\Starmade\starmade-launcher-win32-x64\res ources\app.asar\node_modules\angular\angular.js:10658:9)", source: D:\Starmade\s tarmade-launcher-win32-x64\resources\app.asar\node_modules\angular\angular.js (1 2450)
Your setup worked fine for me. The activation that touches the rail gets triggered when something moves on it, that sends a signal to the button and the button is linked back to the rail block the entity should be sitting on.
-Confirmed-
I found out that mirror symmetry still mirrors unrotable blocks, but only on the blue symmetry. It's fine for red or green.
my "FRONT" blocks get mirror to "BACK" on the opposite blue side with mirror cubes enabled.
I found out that mirror symmetry still mirrors unrotable blocks, but only on the blue symmetry. It's fine for red or green.
my "FRONT" blocks get mirror to "BACK" on the opposite blue side with mirror cubes enabled.
Shortened comment by Author:
His logs:
On ubuntu(12,14)x64, [browse] does not update the install directory path.
Also: [continue]'s glow overlays [browse] and interferes with click events.
did a fast test
-validated-
removed the launcher settings and replaced the launcher with newest version and it asks just fine where to install the game.
Note: this change currently only has one visible effect: the visibility of the steam account linking section of the launcher options.
Jan 21 2016
Ok, I have found an unsafe solution to the problem, it is Win10 causing the problem, the solution is to run Javaw.exe with admin privilages, which is very unsafe as far as I know...
Also, thanks for your time and effort in trying to fix this. I appreciate it. I have never seen any other game dev team do something as good as this.
To my knowledge, the JVM crash reports I posted earlier are still valid, nothing has changed... I look into the game log and it is still the same as before... Just stops somewhere with no logged error, and the place it stops at is random. The fact that JVM is blaming native code as the problem tells me this may not be something you can fix, (I could be wrong, but this is on the win10 OS) so maybe I should just delete this ticket, seeing as I can start up the game after a try or three.
-Rejected-
Works fine for me, And as submitter has not responded... I will assume this was fixed in an update.