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Post by Space Borders on May 10, 2015 10:20:17 GMT -5
I Hope this is the last fix before the actual release! we are all really excited!! Sorry but it'll take a little longer, but hopefully not much. After all, we all want a smooth gameplay experience. 
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Post by Space Borders on May 10, 2015 13:56:21 GMT -5
Oops, camera shake reenables itself. Will also fix that with the coming beta.  Also, AM Cerberus seems kinda OP now. All you have to do is stay out of enemy range, they pretty much go down without firing a single round. Maybe we should decrease the range in normal mode?
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Post by Space Borders on May 11, 2015 7:11:02 GMT -5
Clinkzbone: Had a chance to test the last beta yet? I'm really curious, whether the recent update has fixed the main issue.
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Post by Clinkzbone on May 11, 2015 8:14:33 GMT -5
Bad news: Still crashing. Good news: I finally have crash logs to show you. They all say: Exception Type: EXC_BAD_ACCESS (SIGSEGV) Exception Subtype: KERN_INVALID_ADDRESS at 0xb664e00000011e00 Triggered by Thread: 0 See attached. Attachments:Crash Logs.docx (56.06 KB)
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Post by Space Borders on May 11, 2015 9:11:50 GMT -5
My initial / wrong conclusion (don't bother reading): OK, checked out the log and unfortunately it is from v2.1.4b4 (not b6). We are clearly dealing with a memory access violation here, but the stack trace is rubbish. According to it you moved an AM Cerberus, which created a harvester somehow that started a new survival mode game. Either the symbol file is corrupt or the entire build is corrupt. Anyway, this is v2.1.4b4, the one with the bad build "settings". If you could find a b6 crash log, that would help a lot. Thanks a lot anyway, this has at least confirmed, that b4 is a total mess on 64bit systems. If you have more crash logs keep them coming. This part just tells you about the exception, but not about the origin of the crash. If you can put them in a zip and send them all, that would be awesome!!! Update: The crash log is OK after all. I made a little mistake when symbolicating it. Indeed, the crash originates from the docking procedure. Although I don't want to be overly optimistic after the past few days, this should really do it! drive.google.com/file/d/0B7HoTq2dCVCtLTZsdmV6Zm53alE/view?usp=sharing
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Post by three3pryme on May 11, 2015 19:19:51 GMT -5
I encontered a wierd glitch, there was an earthquake camera in Starport one. the camera was shaking rapidly for about 5 seconds after it let me move and i havent been able to re-duplicate the same action, and it hasnt happened again. i played Starport one 20 more times and no more earthquake. it was kinda funny tho
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Post by three3pryme on May 11, 2015 19:21:06 GMT -5
UPDATE: and if you ask, no it was NOT from the build you JUST sent
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Post by Space Borders on May 12, 2015 3:12:30 GMT -5
I encontered a wierd glitch, there was an earthquake camera in Starport one. the camera was shaking rapidly for about 5 seconds after it let me move and i havent been able to re-duplicate the same action, and it hasnt happened again. i played Starport one 20 more times and no more earthquake. it was kinda funny tho Yeah that's pretty normal. Happens when you switch from the background "video" to a mission, while there is a big explosion, like a ship blowing up, or the nuke going off. Will fix that though. Thanks for posting.
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Post by Space Borders on May 12, 2015 7:35:20 GMT -5
Any news regarding the docking crash? Really hope it's fixed now.
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Post by Clinkzbone on May 12, 2015 8:08:26 GMT -5
Sorry, just got home. Will download the build now.
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Post by Space Borders on May 12, 2015 8:31:42 GMT -5
Take your time, there is no rush. 
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Post by Clinkzbone on May 12, 2015 8:35:57 GMT -5
Docking problem: SOLVED
New issue: Mothership refuses to fire weapons.
EDIT: NEVER MIND. It just ran out of energy. Can we please have the energy indicator back?
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Post by Space Borders on May 12, 2015 8:41:19 GMT -5
I think this might be because you don't have enough energy to fire them, especially given that you have reset the game and (probably) not upgraded the energy levels. The artillery can use more energy than available, but will make the mothership require more time to recharge afterwards. Anyway, it's great to hear the docking problem is solved. 
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Post by Space Borders on May 12, 2015 8:50:03 GMT -5
The blue energy bar used to indicate that. Perhaps the mothership should somehow show that it is out of energy, with a blinking light maybe.
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Post by Clinkzbone on May 12, 2015 8:50:40 GMT -5
Yeah it ran out of energy.
Can we please have the energy indicator back? Right now we have no way of telling how much energy we have until our turrets refuse to fire, by which time it's too late. It's silly to implement an energy management system but not include a way for us to check if we are managing our energy correctly. A flashing light that turns on when we're out of energy wouldn't be especially useful because we could be on 10%, thinking we're fine but finding we can't shoot when the enemy shows up. Maybe make the blue bar show energy instead of fuel? Much more useful.
On a completely different note, to nerf AM turrets, reduce turning speed?
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