StarMade Prebuild 0.09435: important fixes (updated 0.09437)

    schema

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    • Schine
    Hello players,

    This version has some important fixes for the server and client. It will be up about 15 min after this post.

    get it here: http://files.star-made.org/build/pre/starmade-build_20131021_160157.zip

    update: http://files.star-made.org/build/pre/starmade-build_20131023_142525.zip (fixed bug where only one ship can be docked at once)

    update: http://files.star-made.org/build/pre/starmade-build_20131023_234107.zip (fixed weapons not working (hashcode optimization didn't calcualted good values))

    (as always: "dev" is username/passwd. The build will be installed to "play.star-made.org:4242". Server admins: please be careful with installing pre-builds on your live server as they can contain game breaking bugs)

    I aim to push this for a live release as soon as possible. If everything is ok, I'll release in about 24 hours.

    The bugs fixed are ray collision not always working (very annoying in build mode), and a fix for a server freeze that is happen fairly often. Also the sector debug message is now only sent to admins. Chain docking should now also work properly. Work on new features has been done, but cannot be accessed by players yet.



    Thank you for playing StarMade,

    - schema
     
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    Dam you schema, tell us more about the new features, we are waiting!!!
     
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    Ill give it a try schema to see if it sorts my freezing issues, thanks for the great game any ways , you are really working hard :)
     
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    so im still getting this when im starting up, no idea if its bad or not:



    ERROR: no content in Resource: /home/starmadeServerScripts/StarMade/file:/home/starmadeServerScripts/StarMade/StarMade.jar!/org/schema/game/network/commands
     
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    Glad you squashed that ray collision bug. Ran into that last night quite a bit.

    Now, time to test out some new chain docking ideas...
     
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    • Legacy Citizen
    hey there, Server just froze again, got EOF exception again server was only up with 4 people on, if i go back to buid 0.094 though i dont get them.
     
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    [SERVERSOCKET] Connection made. starting new processor 34672, /127.0.0.1; local: 4242, /127.0.0.1, keepalive false
    [SERVER] connection registered
    [SERVER][PROCESSOR] client setup completed. listening for input
    [SERVER] client has not send any login information: 1001 / 10000
    [SERVER] client has not send any login information: 2001 / 10000
    [SERVER] client has not send any login information: 3001 / 10000
    [SERVER] client has not send any login information: 4001 / 10000
    [SERVER] client has not send any login information: 5001 / 10000
    [SERVER] client has not send any login information: 6002 / 10000
    [SERVER] client has not send any login information: 7002 / 10000
    [SERVER] client has not send any login information: 8002 / 10000
    [SERVER] client has not send any login information: 9002 / 10000
    [SERVER] client has not send any login information: 10003 / 10000
    [SERVER] NULL CLIENT TIMED OUT: DISCONENCTING
    java.net.SocketException: Socket closed
    at java.net.SocketInputStream.read(SocketInputStream.java:183)
    at java.net.SocketInputStream.read(SocketInputStream.java:121)
    at java.net.SocketInputStream.read(SocketInputStream.java:203)
    at java.io.DataInputStream.readInt(DataInputStream.java:388)
    at org.schema.schine.network.server.ServerProcessor.run(SourceFile:801)
    at java.lang.Thread.run(Thread.java:722)
    Ignore the local host thats my auto restart script, issue is the server wont restart because when it freezes it still pings.
     

    schema

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    • Schine
    can you send me the logs to my email please. I\'ll take a look at it.
     
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    I don\'t know why, but since the recent update (official, not prebuild) I have been experiencing block lag for some reason even on singleplayer. Can this be because I use 200 render distance?
     
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    the email i used is [email protected]



    Also i wasnt sure what ur email was so i copied the logs folder from my server then put it into my client directory then ran the crashreport jar to send it to you, no idea if it worked
     
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    I can now dock things to other docked things, but still can\'t dock a larger ship when it has turrets/ships mounted. When attempting to use the docking mount, I undocked from, I get a \'Docking block is in use by [Random Turret in the area].\' This persists even when the turret in question has been destroyed.

    Also getting a \'chain may only be 3 deep\' message when attempting to use other gantries.
     
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    Did some testing with my 10-turret, 2-shieldplate ship and it seems that the 3-deep message incorrectly displays when something\'s too big and one turret being on a dock prevents use of any other docks on the ship/structure by anything (docking block in use).
     
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    found a bug in this devbuild:

    Place and erase a Shipcore and you have 2 in you inventory
     
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    its said alot, but who doesn\'t like to know they are total freakin geniuses?



    and this project of yours, well man this game is better than anything I have yet played ever. Its better than anything that the super genius of Wile E Coyote could ever have dreamed up to catch a road runner. So thanks for the stars and letting us play there.



    will rogers
     
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    Spawning ships with multiple turrets causes all of them to fly off in random directions, and they cannot ever be reattached.
     
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    • Purchased!
    • Community Content - Bronze 2
    • Legacy Citizen 2
    I can\'t decide if that\'s hilarious or not... \"We\'re FREE!!!!\"

    On a more serious note, I\'m sure Schema will get around to it. That man is a god.
     
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    Might be the same bug with \"docking block in use\". At least with pre-existing ships, *one* turret stays on (the rest are unable to be docked because of that one turret).
     
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    I would like to know about when you put things up, so that when you say 24 horus from now I know about when that will be. (also put in what time zone it is in)

    Thanks in advance!