tsunamayo / starship-evo Goto Github PK
View Code? Open in Web Editor NEWWelcome to Starship EVO bug tracking repo !
Welcome to Starship EVO bug tracking repo !
If you place a slider and then hit undo (ctrl+z) it removes the base, but not the part that slides, and you can't remove this piece in any way either.
Totally unresponsive yet not effectively crashing.
crashlog.zip
When building out an area the Hull Tech block only has 5 options
What would be ideal, especially when working towards a smoother circle area is to have the additional blocks that the Hull Tiled block has also within the Hull Tech block and or all the other Square type blocks, this would remove the need to have separate block entities.
Thoughts?
generally, when building sliding bricks, as well as any of the other little modular brick pieces, if you delete one that was built prior to others, the others become trapped in a weird limbo state and cannot be deleted sometimes. The slider on the primary sliding brick parent piece is a good example. if you build a slider brick, then slider extensions, then delete any of it when the slider is not in its home position, everything gets stuck. any blocks or bricks that were attached to the slider piece are frozen as well.
Ctrl + drag only works when right mouse button is pressed first and then ctrl is pressed.
expected would be that i can leave ctrl pressed and rightclick + drag multiple times without releasing ctrl.
or with pressing ctrl before rmb
See Dropbox Leadershinji Save folder.
I was building a Gun Batterie -> And was trying to make the barrel longer -> then the blocks started to vanished and become invisible -> i saved and restarted as this fixes it normally...
Now it cant load the save. It gets stuck in the loading screen for ever.
Steps to replicate:
Glitch 1:
Glitch 2:
In another attempt to making a train, I attached a spaceship core to a rails. When I interact with the spaceship core, I can't control anything anymore. Can't destroy blocks, can't build things or activate switches.
Marked low priority even though it breaks everything because...who would place spaceship cores on rails....
I left my seat in hyper jump, and was teleported outside my ship even though there should have been enough space inside the ship to walk around.
My character was floating in hyper space for a few seconds before being teleported to the selected star system. and the world loading around me.
output_log.txt
Tried using the blueprint block on a long stick to convert it to a ship and game just got stuck, on my end atleast
So I was using the position of the rotating block to control the timing of my landing gear circuit but as soon as the rotation finishes the game crashes.
here is a screenshot of the logic, the call back with the cursor over it is the one connected to the rotating block.
Here is the log.
output_log.txt
foobar
Build 2017-02-20 [Experimental]
Hyper jumped to a star and and this visual glitch.
First jump from a fresh reload of the game visit blue start system
https://streamable.com/gjkvs
Visual glitch persist in all star systems.
The glitch disappears when moving away from the star
To replicate:
The moving stars background will either behave normally or glitch out in 2 ways(which I currently know of):
Noticed on build 2017-01-10.
Present in the previous build(2017-01-08) as well.
if you turn on gravity it only takes affect if you leave your ship gravity field and return.
side bug i found because of this one:
deleting gravity generator while in use locks up controls. cant move or look around. must exit game and reopen to fix
see the image below to get an idea...
made a hangar style structure to test gravity behavior. turns out you cannot fly a vessel into a gravity field. the field acts like a shield or forcefield, and will block the craft from throttling up while pointed at any vector that is any less than parallel to the field. The photo I've posted depicts the starfighter as it ran into said field, although I turned it around backwards to look cool.. it's worth noting that the grav-gen in the hangar was turned off during this test, as well as the initial test. results were the same.
Starfighter is the same one from the Francois save, and does not have its own grav-gen to my knowledge. It's unclear what part of the craft was actually the stopping point, as it seemed like the wing tips made it inside the hangar most of the way. perhaps the spaceship core is the object that is colliding with the gravity field. more testing will be done.
Description of the issue: When binding a numpad key to an action the action is bound successfully but the game only responds to "normal" key version of the numpad key.
Frequency of the issue: Always
Steps to replicate the issue:
by johnreverse
When travelling at any speed the block wireframe starts to hop and jitter behind the block you hover over. The faster you go, the further behind the block the wireframe appears. This happens on every block while the ship is moving.
Happens consistently for me in build 2017-01-25, not sure about earlier builds since I haven't been moving around too much in space previously.
I prepared a gif to illustrate:
https://gfycat.com/ClosedDeafeningIberianmidwifetoad
Using 20170211 exe
Starter Core bug. Use starter Block place>place a another starter block, now you see the blue outline with xyz lines. You can unclick it.
From Jarod / Pharacon
When using a mirror block and destroying a block, some face are not drawn.
Raised by Conniver
In an attempt to make a train, I built a slider with a chair on it. Attached a switch to the chair which activates the rails. Chair moves fine on the rails but when the player sits on the chair, the player does not move while the chair does.
Light indicator keeps flashing when connected to a beam unit no matter the state of the unit. Doesn't flash when connected to other weapons whether they are activated or not.
by johnreverse
Description of issue:
When changeing resolution in the game, the icons on the "inventory bar" becomes invisible.
Frequency of issue:
Every time.
Steps to replicate issue:
Change resolution, ingame.
Possible Workaround:
None, to my knowledge
I found that new structures built with a starter block are not saved.
To reproduce, I made a small change to the big ship and created 2 new structures near by. With the first I kept the start block and the second I removed that after placing some other blocks. Neither of these new structures was there when reloading the save but my changes to the big ship were. I lost all my work on my ship from this morning Neutral
David
Arf really sorry for that, I wanted to separate the new block functionnality to the save / identity one because you might want to move the save block in other position in you ship after you started it. I did not save new build by default because during testing we constantly create new dummy build and it was cluttering the save folder, but maybe I will do the following :
Title + Avatar reappears when you go into first person and then third again.
So last night I was trying to figure out how to create push buttons for an elevator system and in part of my testing I tried to use the Call Back Command brick
While doing so, I connected the red button to the lift, then I noted the blue button had to be connect to something (no clue what still) so I connected it to the lift as well, I assumed the red button would make it go one way and the blue would make it go the other.
The moment I pressed either I crashed to desktop. I can recreate anytime so if you need something from me let me know.
Thanks
Description of issue:
When destroying a rotating brick from the 'fonctionnal' (where starter blocks are) bricks category (sliding brick subcategory), it only removes the base and the cylinder part of it is not destroyed and cannot be removed.
Destroying a rotating brick from the 'functional bricks' category (where switches and such are), you have to individually destroy the base and the top to remove the block
Frequency of issue:
100% reproducable
Steps to replicate issue:
In the category 'Fonctionnal bricks', where starter blocks are, click on the sliding brick, then in the 'size' menu (top right), click on the lower left version (rotating brick). Build it anywhere and then destroy the base. The top remains and cannot be destroyed
For the rotating brick in the 'functional bricks' category, same thing but the top can be destroyed
Speedometer stops working once you stop interacting with the yoke/joystick though the engines are still turned on. When you interact with the yoke/joystick couple of seconds/minutes later the speedometer resumes its work but it appears to accelerate at the same rate as before therefore the speed indication is inaccurate or the ship only accelerates when using the yoke/joystick. I presume the former is the case here.
I first noticed that galaxy map markers started blinking very fast when I turned it on while going at around 100c. When trying to replicate that again with the map turned on from the beginning the markers started blinking at around 2km/s and then they disappeared. They reappeared when I returned from HYP mode to STD mode. Issue keeps recurring each time.
by johnreverse
The effect is everywhere when you're in the rings, but it's particularly noticeable when you've got contrasting bloom. it's all checkered and stripped and stuff, and shutters and changes as you look around. I assume it's something to do with the texture of the rings when viewed from far away in space... but when you're inside them, it doesn't go away or change or something, so it's still just all in your face.
Rotating holograms seem to change size. Here's a short video of it. https://my.mixtape.moe/yukmoy.mp4
Cant ctrl+drag vertically from an already existing surface
Rails don't have a corner piece, making it hard to make a rail system that goes in different directions. Maybe you could add this?
Description of Issue:
Rockets will just stop moving when they hit a sliding block.
Here's a screenshot: http://imgur.com/a/BO2QD
It seems to be related to sliding blocks being impossible to destroy under some circumstances. A similar bug report was filed 4 days ago.
Two steps simply aren't enough considering the player model scale.
If you put down a chair, then put a 4x4 stud tile on the ground in the same area the chair occupies, the chair turns invisible. You are unable to fully get rid of the chair; even if you break it and the tile, it will still act as if it is there and let you place studs on it. This also occurs if you use the bed instead of the 4x4 tile. Pic included:
So far, it occurs with both chair types, and only occurs with the two 4x4 tiles, none of the smaller ones from what I've seen.
Description of issue:
If you try to move the Skywanderers window in window mode (after loading or starting a game),
It will jump down, and to the edge of the screen, You cannot drag it back, as it keeps pulling down.
Frequency of issue:
Every time. (I think)
Steps to replicate issue:
Start game, new or load. Move window.
Possible Workaround:
Exit, and restart, move window when in menu.
When a warp is done the player position jitter quite a lot.
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