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: http://files.star-made.org/build/pre/starmade-build_20140223_005822.zip
http://files.star-made.org/build/pre/starmade-build_20140224_030619.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
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: http://files.star-made.org/build/pre/starmade-build_20140223_005822.zip
http://files.star-made.org/build/pre/starmade-build_20140224_030619.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