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Exclamation Arena Buttons appear non-functional and ChangeParent warnings prevent Designer use
Posted by: martianant - 03-31-2022, 06:23 AM - Forum: Prerelease Bug Reports - No Replies

Clicking on them does not seem to do anything. It does print this to the console however:

Code:
QObject::connect: No such slot AuClientFrame::ArenaRecall() QObject::connect: No such slot AuClientFrame::ArenaStatus() QObject::connect: No such slot AuClientFrame::ArenaExit()

Both ships were destroyed and the simulation did not appear to end either.

I was able to escape by recalling, however this also killed me in place where I entered?

Curious if others (especially non-linux) users experience this as well.


Edit:
It gets stranger still. I tried entering the Designer again after this recall and something is broken. I never enter the designer but everything except the terrain and plants unload and I become locked in place. Additionally in the console:
Code:
warning: "AuApp::AuApp" AuEther::ChangeParent atom 269827 parent not found 4670931 . Exhaustive search of 1080 subatom lists found atom in the list for parent 292414 . Leaving it there because that IS its nu parent. warning: "AuApp::AuApp" AuEther::ChangeParent atom 269827 parent not found 4670931 . Exhaustive search of 1080 subatom lists found atom in the list for parent 292414 . Leaving it there because that IS its nu parent. ./HazeronLauncher [USER@PC Launcher]$ warning: "AuApp::AuApp" AuEther::ChangeParent atom 269827 parent not found 4670937 . Exhaustive search of 1081 subatom lists found atom in the list for parent 292414 . Leaving it there because that IS its nu parent. warning: AuApp::QueueScenePacket size 5 bytes, no connection ./HazeronLauncher [USER@PC Launcher]$ warning: "AuApp::AuApp" AuEther::ChangeParent atom 269827 parent not found 4670944 . Exhaustive search of 1086 subatom lists found atom in the list for parent 292414 . Leaving it there because that IS its nu parent.
Persisted through three restarts, where between the 2nd and 3rd attempt I deleted the temporary folder. Once trying to enter the designer, the only way out is by closing the client. It will restart not in the designer. I'm scared to do any scene transition or really go anywhere as I suspect "ChangeParent" might get used again and I will get trapped in some extra spicy form of limbo.

What fresh hell have I sent myself into now...

Happens to my alt too
Code:
warning: "AuApp::AuApp" AuEther::ChangeParent atom 756422 parent not found 4670949 . Exhaustive search of 1079 subatom lists found atom in the list for parent 292414 . Leaving it there because that IS its nu parent.

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Exclamation In-Game Starchart Search Wrong
Posted by: dracotonisamond - 03-30-2022, 07:49 PM - Forum: Prerelease Bug Reports - Replies (3)

The ingame starmap search tool is returning incomplete search results for certain resources.

all biosphere resources are not searchable, and things like vegetation density returns an incomplete search.
i know of multiple 255 vegetation density planets, yet none of them show up in the system search tool.

this raises the question that maybe this problem is affecting all resources.


this was never an issue when we could export the star chart to XML
also this is going to be a problem when exploration data starts expiring.

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Lightbulb Support for glTF in the designer
Posted by: martianant - 03-30-2022, 02:38 AM - Forum: Arena of Ideas - No Replies

A lot of programs are moving towards supporting glTF

As written:

Quote:glTF™ is a royalty-free specification for the efficient transmission and loading of 3D scenes and models by engines and applications. glTF minimizes the size of 3D assets, and the runtime processing needed to unpack and use them.
 

Newer version of Blender don't properly support 3ds anymore for example.

Here is a nice write up by the creator of Godot about them supporting glTF which gives some rational on why they decided to implement glTF support in their engine.

Granted there are a lot of features glTF supports that the designer/hazeron does not (like skeleton, PBR based materials, etc) I still think it would be nice to support a format that modern 3D software is moving towards.

At the very least I could stop having two versions of blender installed...

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  Arbitrary Bulb Color
Posted by: QuakeIV - 03-29-2022, 04:32 AM - Forum: Arena of Ideas - Replies (4)

Currently colors for bulbs are a dropdown of various pre defined colors, I'd personally like if that was just a color picker like some of the other stuff is.  I grasp the realism factor, but to be fair you can usually drop a color filter over just about any light source and get any color you want at a pretty low level of technology so I'd argue its reasonable.

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  Building Blueprint - Multiple Intended Purposes
Posted by: QuakeIV - 03-29-2022, 02:54 AM - Forum: Arena of Ideas - Replies (4)

I am maintaining a line of factory building blueprints that are identical except for intended purpose, it would be nice if that was multi select instead.

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Heart The extremely simple solution to sundiving and atmodiving
Posted by: Athena - 03-27-2022, 04:06 AM - Forum: Arena of Ideas - Replies (7)

Just make ships immune to atmospheric burnup, radiation, and collision damage while being flown by an AI helmsman. Make sure to give those things new damage types that aren't used by anything else so that ships don't become immune to lasers or something while being piloted by the AI. Heart

Occasionally getting stuck to the surface of something during a lag spike is a small price to pay for not hemorrhaging ships and time to celestial bodies.

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Bug Cities Protected by Unfinished Military HQ
Posted by: QuakeIV - 03-25-2022, 06:22 PM - Forum: Prerelease Bug Reports - Replies (10)

I am unable to attack a city because of an unfinished military HQ building, which both provides invulnerability and also prevents flags from being planted, but also cannot be destroyed (or completed, even, which I also tried).

I could understand if the game was just vaguely biased against warfare or something, but this is getting ridiculous.  We finally catch this guy online and he is still invincible.

edit:
An associate suggested C4, no effect other than blowing big craters into the construction site.

[Image: E9TxLsR.png]

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Exclamation Cities not protected from decay
Posted by: dracotonisamond - 03-25-2022, 03:15 AM - Forum: Closed Bug Reports - Replies (17)

I have encountered cities decaying while being on my avatars land list two separate times now.

it seems like visiting them is the only thing that keeps cities safe right now.

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  Ship Designer is too complicated
Posted by: NUMBERZero1032 - 03-24-2022, 09:57 PM - Forum: Arena of Ideas - Replies (15)

Haxus, the ship designer is too complicated. I personally do not have the time to learn a new method on how to design ships. The old method was as easy as painting. My primary concern is the difficulty of designing the hulls and interiors and less so the internal modules like sensors and weapons.

I would suggest a secondary easy mode akin to the old painting style along side the 3D designer mode, with a choice between the two.

This is practically the only thing stopping me from playing the game because I used to love designing ships so much. Nowadays it is too much of a hassle. I could not in good conscience recommend designing things to anyone else in its current state.

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  2022-03-23 Server Load
Posted by: Haxus - 03-23-2022, 08:50 PM - Forum: Updates - Replies (21)

A bug caused one or more servers to crash over the past few days. The bug was due to the noncombatant state of NPCs. That bug was fixed.

Load on the servers has continued to be my number one concern this week. I know there are other bugs that need attention but this one is the highest priority.

I made some giant strides toward smoothing out the servers today. Thanks for your patience if you waited through the many server restarts today. That should be all for today.

The largest contributor to the lag was due to a read/write lock on a data structure that was getting locked for write too often. The code was improved to be smarter about when to lock that lock for write.

Here is a little background about read/write locks. They are used to control access to a resource in a multi threaded environment.

Many threads can access a resource simultaneously when they lock the read/write lock for read access. The lock allows many threads to lock it for read at the same time.

However, when a thread must have exclusive access to the resource, the lock must be locked for write. Only one thread can lock the read/write lock for write at the same time. The locking thread waits for all current locks to be unlocked before the write lock is granted.

While a read/write lock is locked for write, any other thread attempting to lock the lock will wait until the write lock is unlocked.

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