StarMade 0.074: Multi Player Bug Fixes

    schema

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    • Schine
    Hello and welcome to StarMade,
    this is a small update that fixes some multi player bugs.

    Bug Fixes

    • Updating segments will no longer flicker: When you shot a missile at a structure before, the segments went a way for a short time, which caused some ugly graphics. Also the code for re-requests is now a little more optimized, since the removal of the bug also brought the removal of some useless instructions with it.


    • Missiles and Blasters could not do damage: This was real evil bug, that was introduced with the endless universe update. As the server saves to disk every 5 minutes, a wrong instruction caused it to clean up all loaded segments, basically leaving every object empty. Only newly requested objects would be solid until the next auto-save. This wasn't visible at all in the game, but it took effect in some nasty glitches, like flying into objects getting you entangled in that objects, as well as of course weapons doing no damage at all.


    • Server Crash with instantly exploding missiles: A crash that could happen, if an object was created and then instantly destroyed lead up to a ghost object on the server as the client tried to response to an object that was not on the server anymore.


    • Kicked out of ship bug: There was a strange bug, that sometimes got you kicked out of your ship


    • Re-Synchronization Bug: These were actually two separate bugs at once. One long known that caused a Re-Synch on everyone when another player joined a game. A Re-Synch is a critical error, which can be recovered. However it should not happen as this is a last resort. The Re-Synch could mess up the mass calculation and the weapon graphics (no lasers displayed, only explosions (Elladan encountered that afaik)). This is now fixed and a re-synch is fully working now. Also, I finally found out, what is causing the re-synch in the first place.

      (only read this if you are interested in the technical background of this bug) After someone joins, a player is created with the state 'new'. As the new player requests a full synchronize on every object, the new player gets sent to him and it state changes from 'new' to 'available' only to be sending changed data and not initial data (e.g. the name). It however was a mistake, to set the object to available, since it only has been fully sent to one player, causing all the other player to get a fraction of an object they don't know, hence triggering the re-synch. The fix was to save the state if a single player requests a full synch, and reset its state, once that was done.

    Turning speed now relative to mass
    As a new 'feature', the turning speed of ships will now slow, as their mass grows, giving smaller ships the opportunity to outmaneuver the bigger ones. I'm still thinking about adding a new module that would further modify the turning speed.

    Thanks for playing StarMade,
    - schema