Okay so it definitely seems like an environment issue on my machine and not an issue with the launcher. I'll play with it and see if I can get it to work. If I get it to work I'll report back
Thanks for looking at this.
The output from the first item is in the text files I've attached. The behavior (failed to create a pipe) was identical for both the launcher from steam and the one from star-made.org.
As for the second one I didn't see any starmade-launcher.exe processes, however I did notice that I had 4...
The Launcher is in one of two locations (one from steam and one from direct download)
Launcher from Steam:
C:\Program Files (x86)\steam\steamapps\common\starmade\
Launcher downloaded from star-made.org:
C:\Users\<my user>\Games\Starmade\
where the Games folder is a folder I created.
I've...
Here's the log file, not much too it though just a single line that keeps updating with the timestamp of the most recent time I tried to run the launcher, along with a logging level of normal.
I just got a new laptop and can't get the new launcher to open on it.
I can use the old launcher and the game starts and I can play no problem.
It's Windows 10 build 10240 (64 bit to be pedantic)
Intel HD Graphics 520 (I've already updated drivers to the latest version)
As it's brand new I...
Not true!! I looked at the shader to try and fix it myself and the ; is there. Go look for yourself. Also I'm using the beta launcher and when I took the semicolon out to see what would happen that launcher recognized the file didn't match and re-downloaded one with the semi-colon
I would like to add that I am also getting this issue. I'm on Intel graphics and my drivers are the newest version, first thing I checked was to see if a new driver had been released since I did this last time.
The crash for me is a syntax error on line 262 of the cube-3d.vsh shader file in...
I actually really like this idea.
While it does pretty much completely overlap with cargo transfer in terms of material access I don't think it should replace cargo transfer. But being able to keep all the cargo in a docked container and then just link a storage block on the mother entity to...
keeping in mind the council has no say over what if any of the stuff they flag actually moves into the game, the devs still retain full control over all desicions.
Your point is we should remove a system that helps filter clutter and brings good forum content posted by the exisiting community...
Been putting in some RP decoration today and not to sound cliche, but I'd really like to see a sink texture added to the game.
Yep all that and the kitchen sink too....
Aesthetically I for one really enjoy the full column effect you can get in a room that is 3 open spaces tall by doing transporters in the floor and ceiling.
In terms of function I agree that reconciling the spawn behavior and the transporter orientation is probably more trouble than it's...
In broad terms I think being able to select a Turret Rail axis on the design, with R directly or through a list in the shipyard computer menu and loading a turret design that is also stored in the shipyard as a docked entity on that location would be the way to go. However it's easy to speak in...
I think a possible solution here is to add a toggle (or perhaps a timer) to the homebase faction block that allows the players to turn off invulnerability. If it's a toggle then there would be a minimum cooldown before it could be flipped, or perhaps a requirement that no enemies need to be...
I'm pretty sure the AI still has to be able to look at an enemy to get the lock.
(I've never actually tested it so I guess I can't guarantee that behavior, but if it can get a lock without looking then that's just plain silly)
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