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    Version 0.032 - 0.034 were all short releases which I (for the first time) had someone who helped me testing and finding bugs. Big thanks to the awesome TurboDemoMan!
    changes from 0.032 to 0.035

    • [GENERAL][BALANCE] balanced damage and blast radius of missiles

    • [GENERAL][BALANCE] every element now has a mass of 0.5 instead of 1

    • [SEGMENTLOADER][CLIENT] Improved loading of segments, so less segment errors would occur

    • [SEGMENTLOADER][BUG] Fixed reloading and purging of segments with tab+F6 and tab+F7

    • [SEGMENTLOADER][BUG] Fixed error that calculated the mass wrong after reload

    • [UI][BUG] No more shooting when closing a panel with the 'x'

    • [UI][BUG] Fixed bug that would cause the player to exit the ship when pressing esc

    • [GENERAL][BUG] fixed bug that could cause freeze when object were deleted

    • [GENERAL][BUG] fixed bug where players couldn't buy stuff at the shop anymore and indicators would not show the correct distance when a round ended

    • [LAUNCHER][FEATURE] added a dialog to define, how much memory StarMade may use (with 32 bit java, the max memory should be less then 1024MB, since it could be that java will run out of memory because too much memory was reserved for Java taking away memory from the JVM. see http://java-monitor.com/forum/showthread.php?t=570 )

    • [GENERAL][MEMORY] Improved the memory footprint a lot by re-using directly allocated buffers with a dynamic size instead of allocating new ones

    • [SOUND][BUG] fixed bug that would play weapon sounds twice in single player

    • [GENRAL][BUG] fixed bug that would cause 'phantom' modules or a wrong calculation of weapon and missile capabilities

    • [UI][FEATURE] added big arrow that points to the front of the ship if entered first time

    • [UI][BUG] The Game Menu...
    Originally, I planned to do some new features, but there is a reddit playdate coming up on saturday. So for this week I'll focus on improving the stability and the control of StarMade.
    for more information about the playdate, go to http://www.reddit.com/r/Playdate/comments/rquxk/discussion_starmade_focus_time_saturday_apr_07_at/

    changelog from 0.030 to 0.031

    • [GENERAL][BUG] fixed bug that could cause crash on a cache miss from the controllingMap

    • [GRAPHICS][BUG] Explosions and missiles weren't drawn in the last version. Switched to a more efficient method of drawing

    • [GRAPHICS][BUG] Particle sorting was imprecise

    • [GENERAL][BALANCE] implemented and balanced missiles for grouping

    • [GENERAL][BALANCE] missiles are now primed immediately, but will not hit the ship, that fired them

    • [GENERAL][PERFORMANCE] the initial loading of sprites and overlays is now done fully at load time, so that lags on slower machines would not happen.

    • [GRAPHICS][BUG] thruster plumes would not draw under a shield

    • [GENERAL][BUG] added check for controlled elements, so corrupt db data won't consider empty segments as controlled

    • [SOUND][ADD] added sound for missile fire
    This juicy update features a lot of fixes and quite a few improved controls.
    First and foremost is a new control feature which lets the player select the object nearest to him with the key 'g' or the object he is looking at with 'f'.
    Also, there are some major graphics updates with on one side will improve compatibility on older machines, and on the other replace the stall low quality background image (when it's fully done). It also gives me the option to dynamically create new hi quality backgrounds for other star systems for example. A nice little touch is the lens flare effect (which can only be seen when the bloom effect has been turned on)

    For the bugfixes:
    I fixed some major compatibility errors with Linux and Mac, which couldn't start the game due to an error in the launcher.
    Also, some long lasting errors are now catched, like for example the issue that single player could not be started if another program was using the port 4242.
    Finally I reduced the amount of log entries produced to give an additional boost for I/O operations

    Full changelog from 0.029 to 0.030:

    • [GRAPHICS][FEATURE] added very nice looking lens flare effect

    • [GRAPHICS][FEATURE] implemented new star drawer. Background now looks a lot better

    • [GRAPHICS][FEATURE] implemented new shader and system for space particles. Also implemented motion blur, so there is a better sense for moving at speed

    • [GENERAL][BUG] fixed bug in build mode drawer, that caused crash

    • [GENERAL][BUG] fixed bug in build mode drawer, that would cause empty selection boxes to be drawn

    • [PHYSICS][BUG] Improved raycasting physics: In build mode, when reaching the end of a segment, the placement of another block in the next segment would sometimes not work because the ray cast considered the other segment nearer as the segment, in which the placement should occur

    • [COMPATIBILITY][LINUX] fixed bug,...
    This update is again full of bugfixes. I'm trying to get some testers soon for another big test. When that test is successfull and the game runs (almost) crash free, I'm going to begin with the next big feature implementations, which will be AI, colonization and the reactivation of an open world.

    [GRAPHICS][BUG] fixed unlikely situation, where racing condition would not notify drawer of free resources, which causes a stop of updating block segments
    [GENERAL][BUG] when removing an element from a ship, the inventory modification was not send to the server correctly, leading to the possibility, that elements could be lost. This probably caused other bugs, too.
    [GENERAL][BALANCE] Thrusters effects now stack a lot slower
    [GENERAL][BUG] modifying groups of elements could lead to a calculation error in their effects (when a group was split into 2 groups by removing elements in the middle)
    [GENERAL][BUG] enabled ability to board missile and harvest controllers
    [GENERAL][BUG] fixed bug that prevented the player from placing an element on a ship right after the shop panel was closed
    This update is all about Bugfixes.
    Special thanks to Boldninja from www.binarychaos.net who helped me test!

    • [GENERAL][UI] added connection dialog so the game terminated, when the connect hangs (so it won't keep running in background)

    • [GENERAL][BUG] Fixed bug that would cause freeze, because a weapon fired, which isn't present on all clients yet

    • [NETWORK][BUG] fixed lag causing bug: the client became out of synch with a ping > 100. This is now prevented by periodically checking the synchronization

    • [GRAPHICS][BUG] fixed bug that would cause the graphics to stop updating cube segments after a while. This was caused because in some cases, segments didn't give back their currently reservated resources to the drawer

    • [GENERAL][UI] added drop down for server selection in client startup dialog that saves the last entered entries