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[1.5] Bug Reporting - DarkSpace Game |
Shigernafy Admiral
Joined: May 29, 2001 Posts: 5726 From: The Land of Taxation without Representation
| Posted: 2008-05-28 01:09  
In the bug reporting thread, yes it is.
Keep posts to bug reports, please.
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Fattierob Vice Admiral
Joined: April 25, 2003 Posts: 4059
| Posted: 2008-05-28 08:03  
Quote:
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On 2008-05-27 22:14, doda *EP5* (No Longer Exception...) wrote:
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I made a bunch of typos in my original thread, and completely forgot to run it through a spell checker - the updated versions I posted never got added in (I think Doran did it before on a whim, I have no idea)
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Bardiche Chief Marshal
Joined: November 16, 2006 Posts: 1247
| Posted: 2008-05-28 09:26  
Error!
"!m_CollisionHash.remove( pNoun ), File: .NodeZone.ccp, Line: 329"
Got this as I closed DarkSpace beta. I am supposing it has something to do with an error where I was unable to see some planet unless I plotted a jump that would make me collide with the planet.
For example, I could see Natt and Uma, but not Polyxena until I plotted a jump route 100gu behind it.
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Fattierob Vice Admiral
Joined: April 25, 2003 Posts: 4059
| Posted: 2008-05-29 21:31  
AFE costs 15 tech, but is aparantly "old and reliable"
IE only costs 5 tech.
Jimmy found that Epacost in Epsi Ind aparantly has no model (supposed to be Inferno)
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Fattierob Vice Admiral
Joined: April 25, 2003 Posts: 4059
| Posted: 2008-05-29 22:21  
Fighters can't hit *any* ship past 13gu/s - around 10-13, theirs a small chance. Above it, a zero percent chance.
Ship hull damage of enemy/friendly ships is still borked - my screen showed Draf at 0% hull, 4% armor when he was getting pounded on by a bunch of fighters. I died and respawned, and he was at 35% hull and 14% armor.
Somewhere, data is being borked.
[ This Message was edited by: Fattierob (x2 Nanatsu-yoru) on 2008-05-29 22:30 ]
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Weebee Marshal
Joined: June 28, 2005 Posts: 8 From: South Yorkshire, UK
| Posted: 2008-05-30 06:59  
Chitionous Armor on the luth engi isnt being repaired by depo's.
Pic
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Eledore Massis [R33] Grand Admiral Templar Knights
Joined: May 26, 2002 Posts: 2694 From: tsohlacoLocalhost
| Posted: 2008-05-30 08:19  
- between the 29th and 30th (GMT) all structures where not removed but all said:
[Building: 0%] while they where already finished.
- K'Luth extractor (haven't checked other ships) can Mine while cloaked. and loses about 0.3 energy a second when modded to all mining beams
- When mining the first cargo-block created because of it will show the correct resources and counting.
The second cargo-block created will directly show 1000 resources.
when selling or docking, this block will show the correct values.
- Can push Platforms up and down with a tractor beam.
- Can use tractor and platform to go up or down in the playfield.
(Tanks go for Weebee for detecting this)
will post screenshot soon
- Shooting a allied station will not result in increase of Friendly fire points.
- Place a platform close to a enemy planet. suppy on it. farming spree.
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p.s. why am i posting in the "[1.484] Bug Reporting - DarkSpace Game"??
Game been downgraded ? (Joke)
[small][ This Message was edited by: Eledore[NL] on 2008-05-30 18:08 ][/small]
[ This Message was edited by: Eledore[NL] on 2008-05-30 18:27 ]
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GothThug {C?} Fleet Admiral
Joined: June 29, 2005 Posts: 2932
| Posted: 2008-05-30 14:54  
cannot see resources in starport -_-
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Deltabacon Fleet Admiral
Joined: August 17, 2007 Posts: 395 From: Liverpool, Great Britain
| Posted: 2008-05-31 05:00  
i only saw resources in starport once. its a big problem because mining is so slow and platforms cost tons of resources.
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Ulven Skyblade Marshal Non Omnis Moriar
Joined: March 04, 2007 Posts: 230 From: Timbo400
| Posted: 2008-05-31 05:47  
repair drones dont work
timbo
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Deltabacon Fleet Admiral
Joined: August 17, 2007 Posts: 395 From: Liverpool, Great Britain
| Posted: 2008-05-31 05:50  
i had exactly 4000 resources and clicked to build a luth defense platform in luyten. the resources were taken from me but the platform didnt appear.
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Deltabacon Fleet Admiral
Joined: August 17, 2007 Posts: 395 From: Liverpool, Great Britain
| Posted: 2008-05-31 06:05  
UGTO defense platforms seem to float slowly away from where they are put. same with their supply platforms
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Leviatan Cadet
Joined: April 22, 2005 Posts: 186
| Posted: 2008-05-31 06:20  
What happened?
DarkSpace grinded to a halt and had to be terminated from task manager.
How it happened?
Spawned more than 6 different ships one after another at a shipyard, docking them all up after spawning, then deleting them from garage once there was 7-8, spawning another ship and attempting to dock again with CTRL-Y and CTRL-U key combinations.
Something went wrong. It seems to happen no matter what if you change factions with ships from the old faction in your garage and delete them and then try docking up with another ship.
Some weird things about the interface discovered, IT Missile - Twin Rack launcher makes projectiles named IT Missile - Twin Rack, which sounds a little weird, the ammunition count of the selected module isnt spaced out or labeled in the lower right corner, AR Missile - Twin Rack guidance intelligence is broken, what is a "Guass Cannon"?
Pictures of interface bugs, compressed
25 second clip of the broken missile guidance
Also, I used the supply platform in the video as a guinea pig for some damage testing, and the twin rack IT missile only did about 2-3% damage to the shields, total. I was wondering if its a bug or not because one full volley from other weapons does in the region of 15-20% if not more.
Many people still cant see the resources in starports, either.
[ This Message was edited by: Leviatan on 2008-05-31 15:21 ]
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Eledore Massis [R33] Grand Admiral Templar Knights
Joined: May 26, 2002 Posts: 2694 From: tsohlacoLocalhost
| Posted: 2008-05-31 08:10  
Quote:
| On 2008-05-31 06:05, Deltaflyer wrote:
UGTO defense platforms seem to float slowly away from where they are put. same with their supply platforms |
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Thetis and 1, 2 & 3 Have orbit speeds. as do many other planets.
Maybe this was the problem, if not say that you where not constructing them around Thetis. Tanks.
Quote:
| On 2008-05-31 06:20, Leviatan wrote:
IT Missile - Twin Rack launcher .....
AR Missile - Twin Rack guidance intelligence is broken |
| First of the Twin Rack are new kind of missiles
These should fire two at at a time.
(Only in the game for couple hours and some one already notices nice!)
If i recall the maximum i have ever seen is 8 ships in garage, i guess this is the limit.
I tried to get over it just didn't got anything to work.
A normal player should have only 6 garage slots. (Dunno if that is changed)
About the starport issue, I only want to quote Jack for this.
SHOOT IT!
Its strange but it worked for me on multiple times.
Just fire some CL, ruptor, psican, pcans,rails in to it and be in orbit or atleast 150/100 gu close to the.
[ This Message was edited by: Eledore[NL] on 2008-05-31 08:14 ]
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Leviatan Cadet
Joined: April 22, 2005 Posts: 186
| Posted: 2008-05-31 09:15  
Quote:
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On 2008-05-31 08:10, Eledore[NL] wrote:
Quote:
| On 2008-05-31 06:20, Leviatan wrote:
IT Missile - Twin Rack launcher .....
AR Missile - Twin Rack guidance intelligence is broken |
| First of the Twin Rack are new kind of missiles
These should fire two at at a time.
(Only in the game for couple hours and some one already notices nice!)
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And quoting that made sense to you, how? What part of it implied that I insisted that it would only fire one missile with a broken guidance system when I specifically mentioned that its this twin rack type?
Tell me, and I'll keep it in mind to help myself help you save some effort for correcting something that isnt wrong.
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