[News] - BugFix

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    • [News] - BugFix

      Hello players,


      Here are some more fixes :)

      - fixed crash from pressing tab on some dialog text entries
      - added playername autocomplete to text input panels that require player names
      - added advanced options to deal with possible graphics driver bugs (compression, and mipmap options)
      - improved synchronization of server segment requests to hopefully get rid of physical chunk errors (those that won't go away after restart and cache clear)
      - fixed migration crah when trying to migrate block type taht is not known in the block config (custom blocks)
      - compressed inventory-changed tranmission for factory blocks to be more scalable
      - fixed AI error (FSMException) on servers
      - fixed bug that would cause crash on starup (ResourceException)
      - improved segment sorter to be more thread safe
      - fixed bug where player character could be considered neutral for a short time. player character now set faction id to player's faction id before spawning
      - fixed bug where sector information would not be updated correctly in sql database (causing protection mode of sector not to save, respawning asteroids etc)
      - added mining effect
      - improved responsiveness of all beams
      - hopefully fixed crash from sorting factions by relation in teh faction hub panel
      - implemented proceduraly generated background (still a little slow, can be turned on in the ingame options)

      Please be especially careful with this pre-build if you plan to use it on a server, and even in singleplayer please make sure you backup your database before you use this build. Also please don't use this build to work on big projects, as i can't guarantee the data generated by the pre-build to be 100% error free, because a database migration has to be done from the old version.

      You can download the build here: files.star-made.org/build/pre/…build_20140207_163603.zip

      (The username and password is "dev")

      This version will be installed on play.star-made.org:4242 to test.


      Thanks for playing StarMade,

      - schema
    • Hello players,

      More fixes for the prebuild. These are 90% of the bug reports coming in.

      I'm still hunting one specific bug triggering a crash when using advanced build mode. I put in some extra checks, since this crash requires active checking (the bug causing operation is not crashing when it happens but at the time I actively check for teh bug so I have to find out the exact operation first to fix it, and for that I depend on testing since the bug doesn't happen on my machine)

      The procedural backgrounds are now sped up to be as fast as regular backgrounds. They do require framebuffer now though (system will automatically check and try to use it if procedural backgrounds are turned on, and should revert to normal skybox background otherwise)

      I calculated the seed of the background by 16x16x16-sector star system, so each system now has a unique feel to it, and it will persistent throughout a universe (until the universe is reset), the background will blend to black and change at the borders of a system.

      - fixed crash on loading shop AI skin (NullPointer)
      - inserted more tests to find a specific bug causing a gl exception
      - switched to regular textures for better compression and mipmap handling (some graphics card threw OUT_OF_MEMORY, despite having plenty on using compressed texture arrays)
      - decreased texture size of ultra quality shadows (not noticable, but cuts memory consumption in half)
      - implemented adapting procedural backgrounds in different qualities (resolution. Please note that some graphics cards don't support 4096)



      Please be especially careful with this pre-build if you plan to use it on a server, and even in singleplayer please make sure you backup your database before you use this build. Also please don't use this build to work on big projects, as i can't guarantee the data generated by the pre-build to be 100% error free, because a database migration has to be done from the old version.

      You can download the build here: files.star-made.org/build/pre/…build_20140209_132901.zip

      (The username and password is "dev")

      This version will be installed on play.star-made.org:4242 to test.



      Thanks for playing StarMade,

      - schema
    • Hello players,

      Another batch of fixes (still havent foudn the crash for the advanced build mode. Keep the reports coming :) )
      - fixed nullpointer crash when joining multiplayer in the vicinity of an NPC player (made multiplayer on a fresh server basically unplayable)
      - fixed jiggling when traveling in docked ship or turret
      - slightly optimized object position transmission to reduce data that has to be sent on update


      Please be especially careful with this pre-build if you plan to use it on a server, and even in singleplayer please make sure you backup your database before you use this build. Also please don't use this build to work on big projects, as i can't guarantee the data generated by the pre-build to be 100% error free, because a database migration has to be done from the old version.

      You can download the build here: files.star-made.org/build/pre/…build_20140209_235342.zip

      (The username and password is "dev")

      This version will be installed on play.star-made.org:4242 to test.



      Thanks for playing StarMade,

      - schema
    • Hello players,

      I think i finally got the bug that caused crashes in advanced build mode. Has to do with anti-aliasing out of all things.


      The correct normals will make all shapes that have non-cubic (wedges, corners, etc) faces a lot better to look at, as finally the light can be calculated accurately with the correct normal. They no longer shade the normal with another cubic face. False lighting from the pre-baked lighting raytracing can still occur (if you place blocks next to wedges on certain positions)
      - fixed crash when system tries to draw floating item that doesn't exist
      - added (probably) final vertex component mask for cube shader
      - added correct normals for wedges
      - added correct normals for corners
      - added correct normals for penta
      - added correct normals for tetra
      - fixed GL_INVALID_OPERATION Error happening in build mode. Happened when using multi-sampled frame buffers and reading pixels from it (in advanced build mode to check for mouse position)
      - improved lighting
      - reduced green color in procedural backgrounds
      - implemented admin-command "/delay_save seconds" for server admins to create backups without being in danger of a writing process messing with it. Make sure to wait a bit after using this command since in case there are running write requests, they will continue to run and finish. (/delay_save 0 will turn the delay off immediately)


      Please be especially careful with this pre-build if you plan to use it on a server, and even in singleplayer please make sure you backup your database before you use this build. Also please don't use this build to work on big projects, as i can't guarantee the data generated by the pre-build to be 100% error free, because a database migration has to be done from the old version.

      You can download the build here: files.star-made.org/build/pre/…build_20140210_181939.zip

      files.star-made.org/build/pre/…build_20140210_205725.zip

      (The username and password is "dev")

      This version will be installed on play.star-made.org:4242 to test.



      Thanks for playing StarMade,

      - schema
    • Hello players,

      Multisided gravity should now finally work as intended.

      Here is the changelog:
      - fixed possible server crash on invalid docking update
      - fixed object being declared as modified blueprint after it already has fully spawned (and then blocks where added afterwards)
      - fixed gravity bug where player would already be in velocity when activating the gravity block
      - fixed gravity (pointing somewhere other than downwards) warping the player to a seemingly random position
      - fixed glitching of active object when astronaut gets suddenly thrown out of an object(e.g. /destroy_entity was used on a ship with a player in it)
      - in case of emergency shutdown (forced termination from outside by an admin) the database will no longer attempt to compact itself (as that may under rare circumstances cause corruption)
      - fixed gravity bug where player would suddenly be put out of gravity. Also made some gravity blocks look like they weren't working at all (since it was instantly stopped). Gravity lifts should now finally be usable
      - added gradient to adv build mode block preview
      - added extra alpha for block preview in adv build mode, so that blocks that are completely transparent cans till be easily seen
      - improved lighting for back-shading being better handled with block light
      - fixed shadow not working in the last version
      - improved lighting for block light to illuminate shadowed areas better
      - fixed crash in sun sectors with shadows (light was at zero pos)
      - included tolerance for modified blueprints (server cfg). New version blueprints should be more resilient against falsely triggering blueprint modification. Still, please make sure the object is fully loaded before saving a blueprint
      - kupu updated normal maps
      - fixed build box flickering when trying to build in build mode on a moving object
      - fixed bug in recursive price calculation of blueprints+docked


      Please be especially careful with this pre-build if you plan to use it on a server, and even in single player please make sure you backup your database before you use this build. Also please don't use this build to work on big projects, as i can't guarantee the data generated by the pre-build to be 100% error free, because a database migration has to be done from the old version.

      You can download the build here: files.star-made.org/build/pre/…build_20140212_190421.zip (will be available ~10 min after this was posted)

      files.star-made.org/build/pre/…build_20140212_230541.zip

      (The username and password is "dev")

      This version will be installed on play.star-made.org:4242 to test.



      Thanks for playing StarMade,

      - schema
    • Hello players,

      I hope this update will fix the "crash at 100%" errors for the players that are able to play versions before 0.1

      If you get a chunk error, please send in a manual report (CrashAndBugReport menu in the connection setup & preferences screen). The errors are fortunately not data loss as normally a relog will bring them back. I still need to fix it nonetheless.

      Here is the changelog:
      - fixed normal/bump mapping (some wrong vectors caused the lighting to change, and the bump look wrong)
      - improved self-illumination of light source blocks
      - fixed shaders for some graphics card (ATI (mostly mac ones))
      - fixed further 'vector-zero-length' exception

      Please be especially careful with this pre-build if you plan to use it on a server, and even in single player please make sure you backup your database before you use this build. Also please don't use this build to work on big projects, as i can't guarantee the data generated by the pre-build to be 100% error free, because a database migration has to be done from the old version.

      You can download the build here: files.star-made.org/build/pre/…build_20140213_175122.zip

      (The username and password is "dev". The link will be working around 15 minutes after this news post)

      This version will be installed on play.star-made.org:4242 to test.


      Thanks for playing StarMade,

      - schema
    • Hello players,


      We are almost at release state. Thanks to all the people that send in reports! I'm going to focus mostly on the reports now, as well as the debug info I get from the testserver, videos, and streams.

      Something to check out which really surprised me that it would actually run:



      There is still an GL_INVALID_OPERATION error on startup with some graphics cards. I added some extra debug to hopefully find and get rid of that as well soon.

      If you get a chunk error, please send in a manual report (CrashAndBugReport menu in the connection setup & preferences screen). The errors are fortunately not data loss as normally a relog will bring them back. I still need to fix it nonetheless.

      Here is the changelog:
      - when GUI is disabled, indicators in build mdoe are no longer drawn
      - settings no longer reset to default if one setting is no longer valid
      - using btwise operations on shader for graphics cards that support them (small fps boost for those cards)
      - fixed crash when more then one item is sold to a player shop at a price of 0 credits (divide by zero)
      - fixed crash when recording screenshot or give with framebuffers and anti-aliasing activated (still minor bug with white background on screenshot)
      - improved error response when shadows are not supported on a graphics cards
      - fixed crash when in rotating cam mode and changing sectors
      - fixed occasional crash in cubatom panel when dragging from hotbar
      - put in some extra debug info to find the GL_INVALID_OPERATION that is happening on some cards

      Please be especially careful with this pre-build if you plan to use it on a server, and even in single player please make sure you backup your database before you use this build. Also please don't use this build to work on big projects, as i can't guarantee the data generated by the pre-build to be 100% error free, because a database migration has to be done from the old version.

      You can download the build here: files.star-made.org/build/pre/…build_20140218_203401.zip

      (The username and password is "dev". The link will be working around 15 minutes after this news post)

      This version will be installed on play.star-made.org:4242 to test.



      Thanks for playing StarMade,

      - schema
    • Hello players,

      This build contains bugfixes, and one core redesign. This is the last thing that was really begging to be changed in the core for a long time. The result should be up to 20% memory gain (depending on the type of ships/structures of course). Especially big war ships should have the biggest reduction in memory footprint. And internally the implemented datastructure is also a lot nicer to handle, since a lot less references are there (one long native value vs an object).

      This change needs testing in connected blocks and block structure: check if your weapons, shields, etc still have the same value as before the patch, and if firing any weapons/cloak/etc result in a crash, as well as changing the assignment to the numbers of weapons.
      (as a sidenote: I just purchased an XBOX 360 controller without owning an XBOX. This should be a fun upgrade)

      If you get a chunk error, please send in a manual report (CrashAndBugReport menu in the connection setup & preferences screen). The errors are fortunately not data loss as normally a relog will bring them back. I still need to fix it nonetheless.

      Here is the changelog:


      Please be especially careful with this pre-build if you plan to use it on a server, and even in single player please make sure you backup your database before you use this build. Also please don't use this build to work on big projects, as i can't guarantee the data generated by the pre-build to be 100% error free, because a database migration has to be done from the old version.

      You can download the build here: files.star-made.org/build/pre/…build_20140223_005822.zip

      (to use that please extract that file into a folder named "StarMade" and put a launcher in the directory below: e.g. if you extract it to c:\users\schema\games\StarMade, the launcher has to be in c:\users\schema\games for it to see the installation)

      (The username and password is "dev". The link will be working around 15 minutes after this news post)

      This version will be installed on play.star-made.org:4242 to test.

      - fixed one more GL_INVALID_OPERATION crash on 100% (on some graphics cards)
      - reduced memory consumption in several places
      -- decreased consumption from lots of small groups of usable blocks
      -- decreased consumption from control structure
      - improved control structure performance by using unified indexing data structure a lot better to handle in collections
      - fixed light shining through closed doors
      - implemented "lighten" mode for advanced build mode (makes blocks brighter)
      - fixed "NullPointerException: Exception: REQUESTED TYPE 0 IS NULL" client crash (happened when a block-connection came in too late after the source was already removed)
      - improved bulk-block-connection function to be more scalable and faster
      - (hopefully) fixed [KINEMATICCONTROLLER][UPDATEACTION] Exception possibly crashing the server on sector change in some situations
      - fixed faction protection from personal salvage beam
      - fixed NullPointer from AI trying to walk on object that no longer exists
      - fixed sudden change of background when changing systems (needs testing)
      - fixed huge video memory consumption when using high res procedural backgrounds with multisample (couldn't even start on powerful machines)
      - fixed mouse inversion when control is pressed
      - fixed crash when trying to talk to an NPC that has no affinity
      - fixed crash when using texture arrays
      - fixed server crash when update for a not existing network object comes in (after the object was deleted). It's normally already caught, but the debug message actually caused the crash in some situations
      - fixed server crash/freeze when a hacked old blueprint was uploaded to a server
      - added security that on other positions so the same method of getting the server to freeze can't be used there

      Thanks for playing StarMade,

      - schema
    • punaise mais file nous la maaaaaaaaaajjjjjjjj!!!

      Cela etant je sais pas quelle taille elle fera au total mais je pensequ'on aura un sacré gros patch.
      Enfin tu vois la difference avec Starbound elle est la, t'as vu le pavé? et puis il propose de tester le prebuild, ca fais moins "j'me fout de ta gueule"
    • Hello players,

      Finally, joystick and gamepad support have been implemented. This should enable players to use any input device with StarMade. I chose to implement it in a very abstract and detailed way to maximize compatibility and customization. You can access the menu in the option menu. Choose your joystick from the drop down (keep in mind that atm newly plugged in controllers require a restart to be noticed by the game, but it will be replaced with a refresh button soon).

      You can assign any axis of your joystick or gamepad to any usable axis of StarMade, as well as individually define sensibility, as well as invert each axis. The bottom part of the menu is to test your input device: buttons should light up if you have the right device selected. There might still be some bugs: Some controllers cause an initial value for axis (if you seem to move in any way without pressing anything, please slightly touch all the axes on your controller to reset the one that is causing the problem). Also some button assignments might not yet work.



      What is still to come is a dedicated save system for the joysticks, so you can make files for each of your input device as well as for StarMade to provide a list for joysticks/gamepads to have vanilla configurations.

      The system has been tested with an xbox360 controller and a logitech extreme 3d pro joystick.



      There were also some bugfixes done. Here is the full changelog:

      - implemented abstract controller support
      - implemented controller custom axis support
      - implemented controller custom button support
      - implemented abstract system to apply the same system as for keyboard to any controller
      - implemented controller button duplication check
      - implemented controller saving
      - implemented controller loading
      - implemented individual controller axis sensivity
      - improved GUI a bit: no more moving when keys pressed in some menus; no more fireing weapons when deactivating menus (might still be some menus missing to be included)
      - prevented OS from giving initial value for controllers (rotation when starting until controller touched)
      - integrated controller into camera system
      - implemented remote debug system to check on raw server positions
      - removed sector physics mirroring from sectors to a planet and vice versa (physics glitches possible, but will take care of possible heavy lag and random warps, until better solution found)
      - structure panel now available for any usable structure
      - fixed some missiles not showing up
      - fixed GUI texture compression (washed out GUI textures)
      - fixed a accuracy problem in segment sorting (small alpha errors on transparent blocks can still occur)
      - removed unaffected segments within missile blast radius from missile block update (missile performance)
      - missile damage now sends segment update directly instead of issuing re-requests on client (faster update when missile hits & better synchronization)
      - fixed possible bug in updating whole segments when missiles hit (collections (ship properties) not updating correctly)


      Please be especially careful with this pre-build if you plan to use it on a server, and even in single player please make sure you backup your database before you use this build. Also please don't use this build to work on big projects, as i can't guarantee the data generated by the pre-build to be 100% error free, because a database migration has to be done from the old version.

      You can download the build here: files.star-made.org/build/pre/…build_20140302_073735.zip

      nullpointer hotfix: files.star-made.org/build/pre/…build_20140302_102800.zip

      (to use that please extract that file into a folder named "StarMade" and put a launcher in the directory below: e.g. if you extract it to c:\users\schema\games\StarMade, the launcher has to be in c:\users\schema\games for it to see the installation)

      (The username and password is "dev". The link will be working around 15 minutes after this news post)

      This version will be installed on play.star-made.org:4242 to test.

      Thanks for playing StarMade,

      - schema