|
NiteHawk
|
 |
« Reply #30 on: November 26, 2010, 06:25:28 AM » |
|
Do you know what the random memory error was aboot?
|
|
|
|
|
NiteHawk
|
 |
« Reply #31 on: November 26, 2010, 06:28:39 AM » |
|
-Corrupt score bug -Fix issue when crashing and relogging, you end up with maximum amount of credits in 2.0. -Crashlog date doesn't seem to be correct. I had 3 crashlogs sent to me with the exact same date/time. -Make guns initial speed faster in general. -Bug where a 'clone' wouldn't disconnect fully after a kick. -AI SB need to start with max crew. -AI SB shields fluxuate from max to empty when firing on them. Happens server side (after f9) too. -If engines are disabled and you can't use keys, you can use F keys to move around still. -Memory leak when playing terran (*may be other races?). Need to figure out how to replicate or where it comes from. -Winning game errors server/client. == Again overall I don't like the rotation way I had to do , but I don't think there is much option when using filmstrips at the moment until we possibly go to something different. I removed the sync stuff from the list since I think Brent almost has it all down anyways . 
|
|
|
|
|
Trompete
|
 |
« Reply #32 on: November 26, 2010, 09:14:58 AM » |
|
Do you know what the random memory error was aboot?
I didn't debug it yet.had a few drinks in me but had enough sense to find and disable the code 
|
|
|
|
|
|
Trompete
|
 |
« Reply #33 on: November 26, 2010, 09:18:25 AM » |
|
Also, promotions don't work anymore.i set my prestige to a huge number and nothing happened.setting my rank index worked though. It's weird how many bugs me and bro find when we have the power of canadian whiskey
|
|
|
|
|
|
NiteHawk
|
 |
« Reply #34 on: December 03, 2010, 07:43:48 PM » |
|
-Fix issue when crashing and relogging, you end up with maximum amount of credits in 2.0. Should be fixed -Crashlog date doesn't seem to be correct. I had 3 crashlogs sent to me with the exact same date/time. -Make guns initial speed faster in general. -Bug where a 'clone' wouldn't disconnect fully after a kick. -AI SB need to start with max crew. <-- was actually because when a ship is built on a planet, there population doesn't increase. Now it scales depending on how many modules they currently have, which rises as the ships built (so you'll see there crew slowly raising). -AI SB shields fluxuate from max to empty when firing on them. Happens server side (after f9) too. <-- needs testing, seems okay now -If engines are disabled and you can't use keys, you can use F keys to move around still. -Winning game errors server/client. Also changed: -Reverted rotation back to what it was, didn't like where it was going, will have to figure out a better way. -Crew vs Mass has been changed. You gain more crew for more mass (30% more). Ship repair rate has been reduced as well (50% reduction). This will benefit larger ships repair rate over a smaller ship alot more, and more greatly in a starbase. Still tweaking this however. -Ships when built will gain crew as there modules are placed, if they are built on a planet. This will allow, for example, starbases to start with full crew rather then 1-2k worth of crew. Havent uploaded it yet to svn, still working on it.. 
|
|
|
|
|
Harpor
|
 |
« Reply #35 on: December 04, 2010, 06:03:21 AM » |
|
hmm a clone that remains when disconnecting.. ive noticed the same thing in 1.4 however its pretty rare...
i noticed it when i multi log into a server with about 6 names and my frontier crashes. however even after restarting my labtop there is usually 1 clone name still in the server. now it doesnt register as a current player but the name remains just drifting and unkillable.
however this bug is quite rare and ive only seen it happen 2ce ever.
|
A Dragons Word Is Stronger Than Trust [WD Creed]
|
|
|
|
NiteHawk
|
 |
« Reply #36 on: December 04, 2010, 08:26:13 AM » |
|
Yep we get it too sometimes, undetermined yet why it happens but we'll figure it out  Thanks for the feedback though!
|
|
|
|
|
NiteHawk
|
 |
« Reply #37 on: December 04, 2010, 10:51:47 AM » |
|
Anyways, crew = mass. generally the larger the ship and modules, the more crew. I removed the fact that AI starbases had extra crew VS human starbases, as I have increases the MASS vs Crew. Originally all ships were about 800 to 1.5k maximum crew. So the repair rate wouldn't change as much. Now the crew will scale from about 1k (basic scout) to 5.5k (loaded dread). Overall, I may still need to tweak the mass on modules so that scouts are lower, as I was hoping to have scouts at around 500-700 crew, but I'll worry about this another week. But the repair rate is better on larger ships now. This should counter balance the speed/rotation/acceleration that small ships vs large ships have, because a small ship can dodge alot better, specially because the game speed is a bit increased, and ships now have there own acceleration. We'll have to make sure acceleration isn't 'too' fast, and that repair rate isn't too high on the bigger ships. It WILL be lower on smaller ships soon though. Just not today during testing 
|
|
|
|
|
NiteHawk
|
 |
« Reply #38 on: December 04, 2010, 06:32:16 PM » |
|
-ZOMG CRAZY CRASH <-- should be fixed by Brents changes, will need to beat test slot fill-up sometime tomorrow. -Pointer bug when scrolling starting from top, hitting up arrow to move to bottom of the list, and scroll up.
-Havik got crazy shipdamage score. Check to see how his could happen. -Geo was having docking bug issues still. Basically, he can get near it, but it never receives docking clearance on his end. Can F9 to get on the dock as the server has docked him. Maybe lag issue.
-Crashlog date doesn't seem to be correct. I had 3 crashlogs sent to me with the exact same date/time. <-- Nevermind, after checking this, __TIME__ is referring to the time the file was compiled. This works to tell wha dump belongs to what exe and debug file. -Bug where a 'clone' wouldn't disconnect fully after a kick. -If engines are disabled and you can't use arrow keys, you can use F keys to move around still.
-Winning game errors server/client. -Crash on disconnect sometimes. -F9 can cause a blowup. (Aka server thinking you have 0 hull)
Special Notes: -Check holding down spacebar to fire. -Check gun damage, gun/ship speed&acceleration, game speed
-Adjust time until weapons disappear (modules files) since guns are faster now.
|
|
|
|
|
NiteHawk
|
 |
« Reply #39 on: December 06, 2010, 06:46:24 AM » |
|
Brent made a change that we're going to be working on in the next few days, it could solve alot of problems. Simply put objectlist order on server might be different vs the clients objectlist order due to lag if several things are being initialized at the same time. (Aka order of spawn could be different.) So it has the potential to desync objects via not updating the right object, or updating the incorrect object. Though it's probably not often, it would be enough to 'slowly' desync the game. I am hoping that if this 'does' fix one of the issues we are working on, then it's the cause for other things too. Some objects (starting with ships) will now have a GUID, which will be the same on both server and client.
-Pointer bug when scrolling starting from top, hitting up arrow to move to bottom of the list, and scroll up. -Geo was having docking bug issues still. Basically, he can get near it, but it never receives docking clearance on his end. Can F9 to get on the dock as the server has docked him. Maybe lag issue. -Bug where a 'clone' wouldn't disconnect fully after a kick.
-If engines are disabled and you can't use arrow keys, you can use F keys to move around still.
-Crash on disconnect sometimes. -F9 can cause a blowup. (Aka server thinking you have 0 hull) -Brents GUID fix & test.
-When you blowup, it displays the credits you get back from death. Should use Credits_Q for quiet add
Special Notes: -Check holding down spacebar to fire. -Check gun damage, gun/ship speed&acceleration, game speed
|
|
|
|
|
NiteHawk
|
 |
« Reply #40 on: December 06, 2010, 07:49:15 PM » |
|
Updated list. AI and using the F/etc keys won't allow movement if your engines are dead (aka engine is too far damaged). This already happens when trying to use the arrow keys, but you could move still if you used the F key (follow) because AI type movement wasn't restricted by this. Ship will still rotate much like you could, but will not be able to thrust until engines are back online.
You can still always warp out if you are able to use your qdrive. Not sure if I will make qdrive die if engine dies, I'd say no to be honest, but a good idea might be to lower the hitpoints on the qdrive itself, for example, so its a bit more risky. Any says on this?
|
|
|
|
|
Sandtrooper
|
 |
« Reply #41 on: December 15, 2010, 09:42:32 PM » |
|
* Cannot target "dead" colonies /w "Z" ("dead" being uninhabitable planets with colonies with some pop left, like Charon) * Improper ship kill credit reporting (i only get like 100 bucks instead of 30 grand LOL, most likely the "assist kill" is at fault) * Some bullets still go through ships without hitting them.
All testing/general gaming done offline.
|
 Fleet Admiral Sandtrooper 2nd in Command of TRIBE TRIBE-SD) オークエボリューション(Oak Evolution)
|
|
|
|
NiteHawk
|
 |
« Reply #42 on: December 16, 2010, 02:23:25 PM » |
|
* Cannot target "dead" colonies /w "Z" ("dead" being uninhabitable planets with colonies with some pop left, like Charon) * Improper ship kill credit reporting (i only get like 100 bucks instead of 30 grand LOL, most likely the "assist kill" is at fault) * Some bullets still go through ships without hitting them.
All testing/general gaming done offline.
Well with credits , the credits are split. if you only do 10% hull damage and someone else like AI does 90%, then you will get 10% credits as well. This was to split up credits/ship damage so not one ship is getting it. If there is incorrect scoring then I need to take a look. I know theres some wacky bug that can occur giving you a ton of credits. But otherwise credits are split depending on how much damage. Perhaps I can thorw up 'how' much damage you did beside the credits score message so you know how much you got from the base. (I'd add a percentage and possible the base of the actual ship? Don't know) I'm not sure I 100% understand you for the first one '"dead" being uninhabitable planets with colonies with some pop left, like Charon'. Planets shouldn't have colonies if they have no population left? Image showing maybe? Yeah I know the bullet issue, I might have to set back the bullets to what they were, issues is its going to hurt FPS unfort. I'll see a solution for this, just sucks to kill some FPS for it due to some fast ships, ah well.
|
|
|
|
|
Sandtrooper
|
 |
« Reply #43 on: December 16, 2010, 02:47:25 PM » |
|
I 100% understand you for the first one '"dead" being uninhabitable planets with colonies with some pop left, like Charon'. Planets shouldn't have colonies if they have no population left? Image showing maybe?
Usually Charon becomes uninhabitable after a few shots, the colony stays there until it gets blown away (as in killing it until the pop hits zero) unless somebody caps it by orbiting in which the habitability of the planet/moon recovers. At the time the habitability % of Charon was zero/0%, and I couldn't target it /w "Z", so I had to manually target it to get a look.
|
 Fleet Admiral Sandtrooper 2nd in Command of TRIBE TRIBE-SD) オークエボリューション(Oak Evolution)
|
|
|
|
NiteHawk
|
 |
« Reply #44 on: December 16, 2010, 02:58:32 PM » |
|
I 100% understand you for the first one '"dead" being uninhabitable planets with colonies with some pop left, like Charon'. Planets shouldn't have colonies if they have no population left? Image showing maybe?
Usually Charon becomes uninhabitable after a few shots, the colony stays there until it gets blown away (as in killing it until the pop hits zero) unless somebody caps it by orbiting in which the habitability of the planet/moon recovers. At the time the habitability % of Charon was zero/0%, and I couldn't target it /w "Z", so I had to manually target it to get a look. Perfect, this is what I wanted  I know what it is, thanks!
|
|
|
|
|