Hello and welcome to StarMade,
after testing the pre builds on the new test server, it seems to be running fine (2 days without crash or freeze). Of cause I can't promise 100% percent that this new version won't make any problems, but we did a lot more work to test.
Thanks to anyone testing and sending in reports!
There are still a few bugs that really upset me, but they are getting less and less.
As always please keep your backups when updating!
As for some main features:
Turning speed now depends on ship dimension
The turning speed per axis now depends on the dimensions of the Ship. This means if you build a long stick for example, you will have a good speed to roll, but less speed to look around. Mass does also still play a factor, but much much less than before
Pirate station difficulty
newly spawned pirate stations are now fixed and also get a random difficulty level to be more challenging: Turrets will be more powerful, and or have shields (as well as shields for the station itself)
Quick search and quick switch for inventories
inventories will now have a search bar. All blocks not containing the search term will blend out on the fly. Also you can now put an object in a chest and back when shift-clicking it.
Undocked objects now get velocity of mothership
If you fly in a direction and undock, the undocked object will now continue to fly in that direction. This could be used to build your own torpedo with docked disintegrator filled ships.
Ship search and more navigation filters
In the navigation filler, turrets and/or docked ships can now be filtered for the list. You can also now search for the last ship you have entered, making it a lot easier to find your ship if you die unexpected.
Notice for servers suffering from block chunk corruption
There is now a server config entry called FORCE_DISK_WRITE_COMPLETION, which should help with the problem. It's adviced for servers to turn it on in any case, except for servers that have problems/lags with disk IO operations
And lots more
Explaining every point in detail would take too much time, and most points are relatively self-explanitory. If you have questions, feel free to ask.
- fixed god and invisiblity mode admin command causing docking area ignore mode
- added profiling for sector loading to find source of lag spike
- fixed naming bug when saving blueprints locally
- fixed loading of locally saved blueprints
- turret data now also force written to disk before saving as blueprint
- fixed source of ghost objects (with no collision and no indicator): error when docking target UID does not exist
- possible fix against raw block file corruption (for specific operating systems that have the problem)
- sped up initial loading (check if object has any blocks is done progressively, and not forced). Reduces sector loading lag if there are lots of objects in there
- eliminated frame rate drop from drawing shield hits on large structures
- disabling GUI will now be reset on startup (disabling the GUI was often mistaken for a bug)
- implemented fast invetory switch for storage (hold left shift, changable in key mapping options)
- added server cfg option to make player invulnerable after death for an amount of time (spawn camping protection)
- fixed undocking position snap back (as well as probably a few other glitches, since the network transformation controller reset the position on control change)
- undocked objects now inherit velocity of mothership
- chat can now be done in spawn menu
- added quick search for inventories
- shield is now synchronized from the server at a certain amount of percent (modifiable in server.cfg) changed, as well as always on full/empty
- power is now synchronized from the server at a certain amount of percent (modifiable in server.cfg) changed, as well as always on full/empty
- fixed faction permission for blueprints not working
- overheating core status is now saved and persistent
- server.cfg option to change way to buy blueprints from credits to total blocks of the blueprints
- players can now search for the last ship they entered (last entered value is also saved in player state)
- added background for advanced build mode orientation to make it easier to distinguish
- cockpits now respect the orientation they were placed in (still a little wonky)
- ship turning speed now directly depends on ship dimension (build a stick: great roll, not so good yaw and pitch...) balanced to be a bonus.
- debug mode restricted to admins
- fixed docks of pirate station (fixed for new generated stations)
- added random diffculty to pirate stations to increase turrets size, and add shilds
- docked entities will now be cloaked/jammed if the mothership is cloaked/jammed
- fixed shield hits not showing on bottom faces
- turrets no longer target NPC shops directly (friendly fire could still happen)
- AI will no longer try to target overheating ships (and being reset because of it later in the FSM. Caused inactive AI)
- AI now includes all missile modules in the check of engagement range (missile ship without amc only had 50 range)
- fixed targeting (fire and forget) missile for AI usage
- fixed connection bug (came with new method of reading the stream)
- fixed (older) bug where initial connection tranfer to client wasn't fully completed (structural bug)
- fixed fast inventory switch with existing stacks
- moved option to force write all open files after writing operation to server config (as it was only relevant for some OS)
- implemented base of system to increase amount of different orinatations for corner blocks (in place but not active, as the orientations have to be added individually, and that takes some time to do)
- server cfg option to drop credits on death into space
- turning speed now displayed in build mode stats
- refined new turning speed model
- fixed buying blueprint with blocks option
- server shutdown more gentle to the database (waiting for unfinished buisness of other threads)
- fixed bug where docked objects (turrets) would stop flying with the mothership (looks like lag, but was the object stoping to transfer its position to the turrets after switching to lightweight physics objects when the object is in another sector than the player on the client)
- fixed bug where owners of the ship could only take items if they had enough credits to theoretically buy it
- setting 0 for a price in a personal shop will no longer crash when trying to buy
- fixed a compile error for a shader for some graphics card (game would not load)
- fixed bug that would add a bad physics object on client (and make the client being stuck)
- fixed blueprints loading wrong types of wedge blocks
- fixed game crashing when adjusting sound volume
- sound volume of entities is now updated on the fly
- scaling of tuning speed vs ship dimension is now exposed in server config
As always, please don't panic if something goes wrong. I'll do my best to fix it ASAP. If you have a server that still suffers from lag. Please contact me via email to schema at star-made.org, so I can help, and hopefully fix the issue as soon as possible.
Thanks for playing StarMade,
- schema
after testing the pre builds on the new test server, it seems to be running fine (2 days without crash or freeze). Of cause I can't promise 100% percent that this new version won't make any problems, but we did a lot more work to test.
Thanks to anyone testing and sending in reports!
There are still a few bugs that really upset me, but they are getting less and less.
As always please keep your backups when updating!
As for some main features:
Turning speed now depends on ship dimension
The turning speed per axis now depends on the dimensions of the Ship. This means if you build a long stick for example, you will have a good speed to roll, but less speed to look around. Mass does also still play a factor, but much much less than before
Pirate station difficulty
newly spawned pirate stations are now fixed and also get a random difficulty level to be more challenging: Turrets will be more powerful, and or have shields (as well as shields for the station itself)
Quick search and quick switch for inventories
inventories will now have a search bar. All blocks not containing the search term will blend out on the fly. Also you can now put an object in a chest and back when shift-clicking it.
Undocked objects now get velocity of mothership
If you fly in a direction and undock, the undocked object will now continue to fly in that direction. This could be used to build your own torpedo with docked disintegrator filled ships.
Ship search and more navigation filters
In the navigation filler, turrets and/or docked ships can now be filtered for the list. You can also now search for the last ship you have entered, making it a lot easier to find your ship if you die unexpected.
Notice for servers suffering from block chunk corruption
There is now a server config entry called FORCE_DISK_WRITE_COMPLETION, which should help with the problem. It's adviced for servers to turn it on in any case, except for servers that have problems/lags with disk IO operations
And lots more
Explaining every point in detail would take too much time, and most points are relatively self-explanitory. If you have questions, feel free to ask.
- fixed god and invisiblity mode admin command causing docking area ignore mode
- added profiling for sector loading to find source of lag spike
- fixed naming bug when saving blueprints locally
- fixed loading of locally saved blueprints
- turret data now also force written to disk before saving as blueprint
- fixed source of ghost objects (with no collision and no indicator): error when docking target UID does not exist
- possible fix against raw block file corruption (for specific operating systems that have the problem)
- sped up initial loading (check if object has any blocks is done progressively, and not forced). Reduces sector loading lag if there are lots of objects in there
- eliminated frame rate drop from drawing shield hits on large structures
- disabling GUI will now be reset on startup (disabling the GUI was often mistaken for a bug)
- implemented fast invetory switch for storage (hold left shift, changable in key mapping options)
- added server cfg option to make player invulnerable after death for an amount of time (spawn camping protection)
- fixed undocking position snap back (as well as probably a few other glitches, since the network transformation controller reset the position on control change)
- undocked objects now inherit velocity of mothership
- chat can now be done in spawn menu
- added quick search for inventories
- shield is now synchronized from the server at a certain amount of percent (modifiable in server.cfg) changed, as well as always on full/empty
- power is now synchronized from the server at a certain amount of percent (modifiable in server.cfg) changed, as well as always on full/empty
- fixed faction permission for blueprints not working
- overheating core status is now saved and persistent
- server.cfg option to change way to buy blueprints from credits to total blocks of the blueprints
- players can now search for the last ship they entered (last entered value is also saved in player state)
- added background for advanced build mode orientation to make it easier to distinguish
- cockpits now respect the orientation they were placed in (still a little wonky)
- ship turning speed now directly depends on ship dimension (build a stick: great roll, not so good yaw and pitch...) balanced to be a bonus.
- debug mode restricted to admins
- fixed docks of pirate station (fixed for new generated stations)
- added random diffculty to pirate stations to increase turrets size, and add shilds
- docked entities will now be cloaked/jammed if the mothership is cloaked/jammed
- fixed shield hits not showing on bottom faces
- turrets no longer target NPC shops directly (friendly fire could still happen)
- AI will no longer try to target overheating ships (and being reset because of it later in the FSM. Caused inactive AI)
- AI now includes all missile modules in the check of engagement range (missile ship without amc only had 50 range)
- fixed targeting (fire and forget) missile for AI usage
- fixed connection bug (came with new method of reading the stream)
- fixed (older) bug where initial connection tranfer to client wasn't fully completed (structural bug)
- fixed fast inventory switch with existing stacks
- moved option to force write all open files after writing operation to server config (as it was only relevant for some OS)
- implemented base of system to increase amount of different orinatations for corner blocks (in place but not active, as the orientations have to be added individually, and that takes some time to do)
- server cfg option to drop credits on death into space
- turning speed now displayed in build mode stats
- refined new turning speed model
- fixed buying blueprint with blocks option
- server shutdown more gentle to the database (waiting for unfinished buisness of other threads)
- fixed bug where docked objects (turrets) would stop flying with the mothership (looks like lag, but was the object stoping to transfer its position to the turrets after switching to lightweight physics objects when the object is in another sector than the player on the client)
- fixed bug where owners of the ship could only take items if they had enough credits to theoretically buy it
- setting 0 for a price in a personal shop will no longer crash when trying to buy
- fixed a compile error for a shader for some graphics card (game would not load)
- fixed bug that would add a bad physics object on client (and make the client being stuck)
- fixed blueprints loading wrong types of wedge blocks
- fixed game crashing when adjusting sound volume
- sound volume of entities is now updated on the fly
- scaling of tuning speed vs ship dimension is now exposed in server config
As always, please don't panic if something goes wrong. I'll do my best to fix it ASAP. If you have a server that still suffers from lag. Please contact me via email to schema at star-made.org, so I can help, and hopefully fix the issue as soon as possible.
Thanks for playing StarMade,
- schema