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DarkSpace - Beta
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[FAQ
Forum Index » » Developer Feedback » » [1.484] Bug Reporting *Closed*
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 Author [1.484] Bug Reporting *Closed*
Drafell
Grand Admiral
Mythica

Joined: May 30, 2003
Posts: 2449
From: United Kingdom
Posted: 2008-01-06 04:03   
Please use this thread for posting any bugs that you find in 1.484 beta.

Post ship layouts issues here.

Check the list below and the other posts in this thread before making a bug report.

Currently known issues:


  • User status doesnt update when logging out of the client to the lobby.

  • No stack limit on infantry.
  • Infantry take a hex build space when there is no building in that location.

  • Unbalanced resource sharing between planets.

  • [WeaponName] is really weak(balance issue)

  • Wormholes passing through stars kills player on transit (random, need more confirmation)

  • Weapon groupings are lost on docking in shipyard

  • Swaping Aux shields for reactors results in permenantly disabled reactor

  • UGTO extractor and light supply have unlit textures

  • Psi and Shredder missiles are bugged when upgrading




Not bugs

  • Can't see friendly players on nav screen across zones/systems, unless you camera a friendly planet first and the other player(s) is near that planet.
  • Planets dont display information on defenses.
  • Infantry model is big and cubist.
  • Tachyon Drives have no upgrade paths.
  • QST and fighters(a-34) seems to do very little damage
  • SE drives way to fast?
  • Both icc and ugto was friendly, both where green.
  • SE drives have no upgrade path.
  • AME drives have no upgrade path.
  • Kluth Auto Hull Repair can be swapped with Chitinous armor.


[ This Message was edited by: Mr Black on 2008-05-26 11:39 ]
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DarkSpace Developer - Retired

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BackSlash
Marshal
Galactic Navy


Joined: March 23, 2003
Posts: 11183
From: Bristol, England
Posted: 2008-01-06 07:02   
Jump isn't always initiated after alignment.
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Tommas [ USF HunnyBunny ]
Chief Marshal
Pitch Black


Joined: February 04, 2006
Posts: 581
From: Norway
Posted: 2008-01-06 09:56   
Playing UGTO:

- Qst and fighters(a-34) seems to do very little damage

- when shooting out fighters they tend to go a round around your ship before going to the enemy ship.

- SE drives way to fast?

- Both icc and ugto was frendly, both where green.

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Axianda The Royal
Fleet Admiral
Terra Squadron

Joined: November 20, 2001
Posts: 4273
From: Axianda
Posted: 2008-01-06 14:06   
the friendly part could be because of the scenario server, if memory server right there were scenario's where Humans joined forces against the Kluth.
cant confirm atm but could be the cause of it.
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Shigernafy
Admiral

Joined: May 29, 2001
Posts: 5726
From: The Land of Taxation without Representation
Posted: 2008-01-06 17:44   
It'd be a setting of the map, anyway, not the game code, so that's nothing to worry about.
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Sixkiller
Marshal
Courageous Elite Commandos


Joined: May 11, 2005
Posts: 1786
From: Netherlands
Posted: 2008-01-07 01:36   
Quote:

On 2008-01-06 09:56, Tommas [USF HunnyBunny] wrote:
Playing UGTO:

- Qst and fighters(a-34) seems to do very little damage

- when shooting out fighters they tend to go a round around your ship before going to the enemy ship.

- SE drives way to fast?

- Both icc and ugto was frendly, both where green.




SE drives are that fast, were just not supposed to use them, so i guess its a bugged upgrade path
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Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2008-01-07 11:46   
-bombs do not go towards a planet, but instead fly away from it in a odd loop like path. Defintly will stop bombing. Don't know if it's a bug or not.
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Don Nukey of ICC *CO*
Chief Marshal
Interstellar Cultural Confederation United


Joined: June 05, 2006
Posts: 429
From: Zeebrugge, belgium
Posted: 2008-01-08 10:38   
during a testing session with tommas in our station i had problems with my targeting and firing

http://img516.imageshack.us/img516/2762/00000013yy5.jpg

as you can see on the screenie his armor rings and diamond are still in orbit of the planet but his moving while leaving me with no firing option since no icons are highlighted even when targeted and when i manag to fire eventually its very off like in the wrong direction off


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Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2008-01-11 09:39   
-Psi cannons can upgrade to "PSI cannons" which don't fire and seem to be a mistake

-Randomly, the sprite for the psi cannon will turn sideways and stretch itself out (looks like "waves")

-Randomly, the de-jump shockwave effect will not be where the front of your ship is.

-Modfying AHR to K'luth Chitanious Armor produces a useless gadget that does nothing.

edit:

-After spawning a ship with 5% hull after smacking it into a planet, a depot refused to service it. The ship also does not "look" damaged. After trying again from smacking into a gas gaint, it now looks damaged. However,t he depot still refuses to service me, even after being within 100gu and orbiting

-It is possible to unload resources into a gas giant.

-Tachyon drives have no upgrade paths.

edit2:

the icc "Jump Cruiser" has half of a ICC cruiser sticking out of it's engine port. Looks kinda cool though =P

edit3:

The 'Flux cannon' weapon can be modified to the 'Flux beam' gadget, which just produces a thin red beam towards a target. very wierd.


[small][ This Message was edited by: Fattierob on 2008-01-11 11:47 ][/small]


[ This Message was edited by: Fattierob on 2008-01-11 14:32 ]
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Feralwulf
Grand Admiral

Joined: January 24, 2004
Posts: 1729
From: sitting somewhere drinking beer
Posted: 2008-01-12 11:09   
Beacons on Anti-sensor scout (other scouts unknown) originate seemingly from a good distance BEHIND the scout when Fired.

In ship selection screen Cruisers (other ships not tested) show "Shipyard required" in Red even when spawned from a Shipyard, and with enogh resources. I spawned the cruiser anyway even though the selection screen said it required a SY.


[ This Message was edited by: Feralwulf on 2008-01-12 12:28 ]
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Don't mess with old dudes...age and treachery will always overcome youth and skill!

Supertrooper
Marshal
Pitch Black


Joined: March 18, 2004
Posts: 1895
From: Maryland, U.S.A
Posted: 2008-01-12 11:32   
When destroyed, asteroids break into same-sized peices of that asteroid.

While looking very cool, dont think it should be.




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Ham&Swiss
Grand Admiral

Joined: October 12, 2004
Posts: 418
From: 10$ to whoever finds me
Posted: 2008-01-12 12:16   
When i fire my PSI canons (which STILL have no explanation on em, unlike everything else) fire sideways......look more like waves than shots, not sure it it's supposed to be like that. As well, when i try to get rid of my inf for people like i normally do, then game went splat.....and some random error msg came and ended my fun for the night.... I dunno, Thought i should mention them.


H&S
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Ham&Swiss
Grand Admiral

Joined: October 12, 2004
Posts: 418
From: 10$ to whoever finds me
Posted: 2008-01-12 17:17   
After upgrading systems (ie > ame) i cannot reverse the process. as well, sometimes unable to unload inf once abord, although i'm within range, and there's room abord target (ship or planet).
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Julian Delphiki
Admiral

Joined: June 19, 2002
Posts: 170
Posted: 2008-01-17 09:02   
* Even though I assume SE will probably not be available, cannot switch from SE to anything.

* Mirv bombs can be replaced with MIRV bombs which do not fire and cannot be switched.

* Proton Cruise Missles cannot be replaced with Planetary Siege missles(which are listed), though they can be replaced with "Proton Cruise Missles" which fires an un-named invisible missle(diamond still shows for it)

* Beacon can be replaced with "Beacon" which does nothing and cannot be switched

* Not sure if it is a bug, but neutral planets(at least gas giants) update their status when their "economy stabilizes" etc.

* EDIT: Correction.. Def bases fire, but invisible beam and no missles.

* Interdictor base does not work

[small][ This Message was edited by: Julian Delphiki on 2008-01-17 09:51 ][/small]


[ This Message was edited by: Julian Delphiki on 2008-01-17 09:54 ]
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Leonide
Grand Admiral
Templar Knights


Joined: October 01, 2005
Posts: 1553
From: Newport News, Virginia
Posted: 2008-01-19 02:13   
game crashes when i lay a beacon on a planet.


EDIT: upon further experimentation, the sound/visual/what have you from the single beacon i placed on the planet causes an exception in Beta, and causes a crash.

[ This Message was edited by: leonide *SL1* on 2008-01-19 02:16 ]
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