no mods, brand new single planet lava system, nothing fancy at all. Was present on last PTE as well. and because screenshots make everything better:
Seems to be an AMD related issue. I just looked at the comm explosion in aevs video above, and mine definitely doesn't look nice like that (crappy blue orb too) If I hadn't seen that video, I would have thought it was the normal effect (like the commander blue orb soul was leaving his metal envelop ) Brand new R9 290 (which doesn't differ much in terms of architecture compared to HD7xxx) using latest 14.7 RC drivers from AMD PS : leaving the end game screen and you get the voice notification "metal is low" / "more metal is required" / ...
On OSX 10.9.4 there are some strange effects that flash during nuke explosions. You can see these from any angle.... dual nuke + commander is on the left.
Just started a game, crashed and also crashes on reconnect with: Code: Thread 6 Crashed: 0 libsystem_kernel.dylib 0x00007fff8fd66866 __pthread_kill + 10 1 libsystem_pthread.dylib 0x00007fff9054235c pthread_kill + 92 2 libsystem_c.dylib 0x00007fff8fe1cb1a abort + 125 3 com.uberent.pa.client 0x0000000100867668 zu::die(zu::StringRange) + 360 4 com.uberent.pa.client 0x00000001005a5459 ArmyInfo::ArmyInfo(ArmyHistory const*, ViewpointEvalParams const&) + 3033 5 com.uberent.pa.client 0x000000010059424b PAObjectInfoFactory::createObjectInfo(EntityHistory const*, ViewpointEvalParams const&) + 75 6 com.uberent.pa.client 0x00000001004d3403 ClientViewpointImpl::updateNote(ClientViewpointImpl::EntityNote*, ViewpointEvalParams const&, bool, std::__1::vector<std::__1::pair<int, ClientViewpointImpl::EntityNote*>, std::__1::allocator<std::__1::pair<int, ClientViewpointImpl::EntityNote*> > >&, std::__1::vector<std::__1::pair<int, ClientViewpointImpl::EntityNote*>, std::__1::allocator<std::__1::pair<int, ClientViewpointImpl::EntityNote*> > >&, std::__1::vector<ClientViewpointImpl::EntityNote*, std::__1::allocator<ClientViewpointImpl::EntityNote*> >&) + 899 7 com.uberent.pa.client 0x00000001004d23ca ClientViewpointImpl::update(float, ViewpointEvalParams const&) + 1194 8 com.uberent.pa.client 0x00000001006649ea ViewpointController::update(float) + 602 9 com.uberent.pa.client 0x0000000100664736 HistoryViewerImpl::update(float) + 422 10 com.uberent.pa.client 0x00000001003adc49 client::ConnectionToServer::update(float) + 537 11 com.uberent.pa.client 0x00000001003d9567 std::__1::__function::__func<client::ClientGame::updateAndPresent(crom::profiler&, float)::$_22, std::__1::allocator<client::ClientGame::updateAndPresent(crom::profiler&, float)::$_22>, void (unsigned long, unsigned long)>::eek:perator()(unsigned long&&, unsigned long&&) + 407 12 com.uberent.pa.client 0x000000010073404b crom::AsyncParallelForDriver::threadExecute() + 683 13 com.uberent.pa.client 0x00000001007354b1 void* std::__1::__thread_proxy<std::__1::tuple<void (crom::AsyncParallelForDriver::*)(), crom::AsyncParallelForDriver*> >(void*) + 113 14 libsystem_pthread.dylib 0x00007fff90541899 _pthread_body + 138 15 libsystem_pthread.dylib 0x00007fff9054172a _pthread_start + 137 16 libsystem_pthread.dylib 0x00007fff90545fc9 thread_start + 13
The nuke render issue on ATI seems specific to ATI - it doesn't like the shader for some reason. We're investigating, but I was wrong - it in fact rendering incorrectly on my work machine (Also ATI), so we need to figure what it is about the shader that ATI cards don't like.
Updated to build 69306. Mostly some additional bug fixes, but also, all automatically generated systems should be functional now. The only known problem is 10 player games may not work at the moment. We're investigating, but something weird broke, and we're still figuring out how.
Well I can tell you that the older they are the less they like it Mine broke way back when shaders were changed for the icons, slightly after gamma hit.
Did you fix the nuke bug? I'm still getting it On the plus side, major performance increase here. Great work, Uber!
custom system breaking lobby still exists (not that I was expecting a fix in the few hours its been but I figured I'd mention it again)
Build 69306 Changes Command Icons changed again. New Link Gate icon Commander thumbnail images size increased Bomb bot death audio cue changed Adv. Fabrication Bot movement audio loop changed Adv. Combat Fabrication Bot movement audio loop changed Many HTML changes to settings, server browser, replay browser, load planet and armory screens (can't check how these appear in-game right now). Star System template changes AI fabber to factory ratios changed from 1.5:1 -> 1:1.
They appear to be very spacey in a pretty way For me the Singleplayer/Galactic War ui is broken, though. Everything looks correctly but I can't click on anything but the "Back-Arrow". The rest of the user interface still seems to work, though. I also had a client crash when trying to start a game where I was spectating 2 AIs. I was able to restart and reconnect but a few minutes later I had a server crash (not really any kind of special situation as far as I could tell...). Ship turrets still seem to be facing the wrong way while shooting.
@garat Just smashed two planets that were the same size into each other and they both blew up! It was AWESOME! Gonna try larger into smaller
No, the galactic war is indeed broken. Just the UI for that front page, but it's pretty bad. Working on getting a new PTE build ready to go, because clearly, that's a no-go. Just a DIV problem, but.. Also, have a few other checkins I want to get in, which includes even more server perf improvements late game, so.. we have that going for us.
System Editor on OSX 10.9.4 add planet, preview planet, close, remove planet causes the crash below after starting / stopping simulation you have to click to enable zoom again changing orbiting moon mass to < 5000 can cause orbit to change creating issues with drawing of moon position in orbit lines making it unclickable or hard to locate (slider minimum is 5000) above may be the reason custom systems from earlier builds are no longer editable currently selected tab at bottom is not highlighted closing the system editor should return to the system designer A tab at the bottom for planets in the current system might be an easy way to select planets. What is the break in the orbit lines for? Is that where the planet is supposed to be drawn? And please please add metal to the previews... Code: Thread 0 Crashed:: Dispatch queue: com.apple.main-thread 0 com.uberent.pa.client 0x000000010af64627 crom::RasRenLightingEnvironment::applyAmbient(zu::RefNoCount<crom::RasRenEffect>, bool) + 55 1 com.uberent.pa.client 0x000000010af5e1cd crom::RasRenLightingEngine::lightSolid(crom::RasRenDrawCall const&, zu::RefNoCount<crom::RasRenSceneViewport>) + 845 2 com.uberent.pa.client 0x000000010af9aee0 std::__1::__function::__func<crom::RasRenSceneViewport::renderLit()::$_3, std::__1::allocator<crom::RasRenSceneViewport::renderLit()::$_3>, void (crom::RasRenDrawCall const&)>::operator()(crom::RasRenDrawCall const&) + 32 3 com.uberent.pa.client 0x000000010af99c6b crom::RasRenSceneViewport::renderMeshes(crom::RasRenSceneViewport::SceneInfo const&, std::__1::__wrap_iter<crom::RasRenDrawCall const* const*>, std::__1::__wrap_iter<crom::RasRenDrawCall const* const*>, zu::StringRange, std::__1::function<void (crom::RasRenDrawCall const&)> const&) + 3435 4 com.uberent.pa.client 0x000000010af975ca crom::RasRenSceneViewport::renderBucket(crom::RasRenSceneViewport::DrawBucket const&, zu::StringRange, std::__1::function<void (crom::RasRenDrawCall const&)> const&, std::__1::function<void (crom::RasRenSceneViewport::SceneInfo const&)> const&) + 202 5 com.uberent.pa.client 0x000000010af95add crom::RasRenSceneViewport::renderLit() + 1069 6 com.uberent.pa.client 0x000000010af0c951 crom::RasRen::renderLit(int) + 177 7 com.uberent.pa.client 0x000000010ab18024 client::ClientGame::updateAndPresent(crom::Profiler&, float) + 4532 8 com.uberent.pa.client 0x000000010ae558fb crom::SDLPlatform::runGame(crom::Game*) + 699 9 com.uberent.pa.client 0x000000010ae4e5a9 main + 249 10 com.uberent.pa.client 0x000000010aacae84 start + 52
@garat Did another test. Ran a large planet into a small one. The large one stayed and small one died. Where the large one collided things died...other places stayed alive. Then ran the large one into another similar size and they both exploded, leaving NOTHING in the solar system. Interstingly enough one commander was some how still alive. Lobby ID 14867151152983300643.