StarMade v0.199.152 Optimizations, Memory optimizations, and fixes

    Erth Paradine

    Server Admln & Bug Reporter
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    If you had an existing customFactionConfig/FactionConfig.xml prior to the update, you WILL have to make MANUAL revisions to update the file. As the game engine DOES NOT do it for you, despite what QA observed/expressed in the original ticket: ⚓ T1420 Typo in FactionConfig.xml and FactionConfigTemplate.xml

    To do this, just copy customFactionConfig/FactionConfigTemplate.xml to customFactionConfig/FactionConfig.xml, and look in customFactionConfig/FactionConfigError.xml to determine your original before-update settings. Of-course restart your server after making the adjustments.
     
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    Had a rather nasty little server crash after the update. Happened when one of my players joined. log attached, but this seems to be the start of the errors:

    Code:
    2016-08-12 20:50:16] Exception!!! Overflow in AABB, object removed from simulation {RigBExOrig@619459032([CCS|SER Ship[Hephestos](368)])}; (NaN, NaN, NaN); (NaN, NaN, NaN)
    [2016-08-12 20:50:16] If you can reproduce this, please email [email protected]
    
    [2016-08-12 20:50:16] Please include above information, your Platform, version of OS.
    
    [2016-08-12 20:50:16] Thanks.
    
    [2016-08-12 20:50:16] [UNIVERSE] WARNING: Sector UPDATE took 53; sectors updated: 55
    [2016-08-12 20:50:16] [SERVER][UPDATE] WARNING: UNIVERSE update took 53
    [2016-08-12 20:50:16] java.lang.IllegalStateException: Exception: NaN position for Ship[FCL-AMT-1011468730735609](392); PObject: null
    [2016-08-12 20:50:16]     at org.schema.game.common.data.world.SimpleTransformableSendableObject.updateLocal(SourceFile:1149)
    [2016-08-12 20:50:16]     at obfuscated.Vu.updateLocal(SourceFile:2478)
    [2016-08-12 20:50:16]     at obfuscated.VI.updateLocal(SourceFile:562)
    [2016-08-12 20:50:16]     at org.schema.game.common.controller.EditableSendableSegmentController.updateLocal(SourceFile:1118)
    [2016-08-12 20:50:16]     at obfuscated.VP.updateLocal(SourceFile:472)
    [2016-08-12 20:50:16]     at org.schema.game.server.controller.GameServerController.update(SourceFile:1344)
    [2016-08-12 20:50:16]     at org.schema.schine.network.server.ServerController.run(SourceFile:270)
    [2016-08-12 20:50:16]     at java.lang.Thread.run(Thread.java:745)
     

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    Lone_Puppy

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    I think you may have forgotten the "export as 3D model button"
     

    Winterhome

    Way gayer than originally thought.
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    What do you mean?
    A lot of modern logic clocks feature two shootout rails aimed at eachother. I have reason to believe that the fixes applied in this bugfix caused the bug in which those are now completely broken.

    The docked bit bouncing between two shootout rails now gets undocked with some sort of NaN error for its position and/or velocity.
     

    Lone_Puppy

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    I think that's an exploit that was fixed.

    Today I noticed in single player mode, creative mode is not on by default any more.
     

    Winterhome

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    I think that's an exploit that was fixed.
    by what measurement is using an existing mechanic an exploit?

    Does that mean that using rail rotators, rail basics, or literally anything other than delays to crank up clock speed is also an exploit?
     

    Lone_Puppy

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    by what measurement is using an existing mechanic an exploit?
    I understand where you're coming from with the logic that it is a part of the same rail link, but when first introduced, I understood a shoot out rail to eject the docker on it reaching the end of its run in one direction. Which is what it is doing now.

    But I agree that behaviour that's now used for clocks would be great to keep.
     
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    Ah, what happened to the Creative mode feature in the inventory menu?
     

    Blaza612

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    I understand where you're coming from with the logic that it is a part of the same rail link, but when first introduced, I understood a shoot out rail to eject the docker on it reaching the end of its run in one direction. Which is what it is doing now.

    But I agree that behaviour that's now used for clocks would be great to keep.
    Skooma at this point has two options, either A) Keep shootout rails working and not being shit or B) Make the default speed for actual rails much higher than the currently useless speed.
     
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    Ah, what happened to the Creative mode feature in the inventory menu?
    in single player type 'creative_mode [your player name] true'

    check your server config, it sounds like it was over written

    and please give us a high speed clock
     
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    in single player type 'creative_mode [your player name] true'

    check your server config, it sounds like it was over written

    and please give us a high speed clock
    Thanks!. And as for the clock thing, I'd love to, but I have no idea what that means. o_O
     

    Lancake

    Head of Testing
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    Did they fix the issue with asteroids losing most of the resource contents that they use to have?
    Not fixed yet unfortunately, tested it on a fresh world and got 0.96% ore+shards, so still getting more credits from the junk than the minerals,

    (564 ore, 636 shards compared to 1,117 ice and a whopping 123,079 Chabaz)
    That is complete garbage, hopefully they return the asteroids to the composition levels they had prior to the 32 chunk update.
    Good update but ore bug needs to be fixed ASAP. Its ruining multiplayer.
    Only knew about that about 1 day before release, by then it's too late to include a fix for it. Someone made a bug report about it now though so we'll look into it and get that sorted out.

    What changes were made to the faction config? This is important information. How can we fix our factionconfig.xml without this information?
    schema
    2 typo fixes were made for them:
    <PenatlyPerDistanceUnitFromHomeBase> -> <PenaltyPerDistanceUnitFromHomeBase>
    <PenatlyFromCenterMult> -> PenaltyFromCenterMult

    Seems like shootout rail clocks broke.
    A lot of modern logic clocks feature two shootout rails aimed at eachother. I have reason to believe that the fixes applied in this bugfix caused the bug in which those are now completely broken.

    The docked bit bouncing between two shootout rails now gets undocked with some sort of NaN error for its position and/or velocity.
    Shoot out rails were always meant to undock after a direction change, and they did in most cases. Only when it kept changing direction per block, it didn't do that (allowing your fast logic clocks to work). This bug was about them undocking too soon, they should undock after a direction change, not before it.

    To fix that, now they'll undock 5 updates after they encounter a direction change I believe.

    You can still use your rail logic clock with normal rails, as they're supposed to be used with permanently docked entities.
    I'm sure that some point we'll ramp up the minimum speed (or its maximum speed) when physics improve further.

    Today I noticed in single player mode, creative mode is not on by default any more.
    Ah, what happened to the Creative mode feature in the inventory menu?
    in single player type 'creative_mode [your player name] true'

    check your server config, it sounds like it was over written
    upload_2016-8-13_12-49-53.png

    Enable it in your Local Play menu. This button previously didn't work, now it does.
     
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    Only knew about that about 1 day before release, by then it's too late to include a fix for it. Someone made a bug report about it now though so we'll look into it and get that sorted out.
    Thank you for the reply. The silence on the matter was maddening,
     

    Sachys

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    Only knew about that about 1 day before release, by then it's too late to include a fix for it. Someone made a bug report about it now though so we'll look into it and get that sorted out.
    Are we likely to see a hotfix for this, or should we don our helmets of patience and await the next full update?
     

    StormWing0

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    hmm there needs to be a wider variety of logic blocks to allow for super fast clock or more precise ones depending on the setup. XD Maybe it'll shut up some of these logic masters. :)
     

    kiddan

    Cobalt-Blooded Bullet Mirror
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    It's great to be getting more of these performance updates, keep up the good work, Schine!

    Also, was that a new Isanith-ish ship in that picture? And did it have ice slabs???