PTE Stream: 69411

Discussion in 'Support!' started by garat, July 24, 2014.

  1. wondible

    wondible Post Master General

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    Not much text wise, most already covered. GW latin: "Ad astra per aspera" ~ to the stars, through difficulty
  2. pieman2906

    pieman2906 Well-Known Member

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    I wonder what happens when all planets are gone and two different players have their commanders in transition when it happens? is that a perma-draw? Maybe if there are no planets left, they should start falling into the sun, and die when they hit, at least then whoever hits the sun last is the winner. And if there are planets left, we need to be able to send the transitioning comms back to one of the remaining planets, the closest one i guess.
  3. thetrophysystem

    thetrophysystem Post Master General

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    Now hold on, it is just a beta. I would only be disappointed if it wasn't displayed prominently upon release.

    I suggest with ladders to have it's own list of matchmakers and their rank number, and agreeing on a match autogenerates by standard 1v1 rules on a competitive map.

    Ask for mods, the list as we know it should just have white named games that are vanilla and modded games show in the same exact list but as orange/green/whatever colored names. Maybe matchmaking games or laddered games instead show up as red or orange?

    Then, a filter can show or unshow those independently. Filters are cheap to install in something like a server list, especially if it just hides by color but the list completely generates in the background, lazy way but cheap nonetheless.
    tollman likes this.
  4. kjotak109

    kjotak109 Well-Known Member

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    Just had the teleporter bug again. It happened when I sent a large formation of Shellers through a teleporter.

    Some would never go through and I had to kill them manually. This glitch does not happen with other units.

    Also, I had performance issues when I zoomed in on a formation of units.

    perf 1.jpg perf 2.jpg perf 3.jpg perf 4.jpg
  5. emraldis

    emraldis Post Master General

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    Did they change the pathing view hotkeys? because it doesn't work for me anymore... :(
  6. liltbrockie

    liltbrockie Active Member

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    What's wrong with its current location on the side bar? Looks pretty obvious to me...
  7. stuart98

    stuart98 Post Master General

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    No, it's not. Side-bars aren't. Ever.

    Unless they're the build bar. But it's hard to miss a build bar. Some text? Not hard at all to miss.

    ANY barrier will keep people from using a feature, no matter how seemingly insignificant the barrier.
  8. liltbrockie

    liltbrockie Active Member

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    Hang on ... lets just clarify... are you talking about the lobby screen that Brian posted earlier in this thread and saying that it is not clear to see if a game is modded or not in the browser?
  9. stuart98

    stuart98 Post Master General

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    I obviously can't know if they made modded lobbies obvious or not; that can't be seen from the screen.

    What can be clearly seen is that whether players can tell modded lobbies from non-modded ones is irrelevant because mods are still locked away behind a side-bar that 97% of the user base won't ever see, won't ever touch.
  10. liltbrockie

    liltbrockie Active Member

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    So you can't see the highlighted area in blue no?

    [​IMG]
  11. thetrophysystem

    thetrophysystem Post Master General

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    Would you think modded games would get very many people look or join them if you don't see them by default?

    In contrast, why not just make modded lobbies show up in the same list, with different colored text...
    [​IMG]

    Attached Files:

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  12. liltbrockie

    liltbrockie Active Member

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    You don't need to use different coloured text.. there is perfectly good filter on the left hand side for modded games.. I don't know why you keep insisting it's hidden... it's not!

    Why not change the text colour for number of planets too? Make the text bold for EU servers? make the text italics for number of players > 5?......... No... it's not necessary.
    planktum likes this.
  13. nofear1299

    nofear1299 Active Member

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    I think the modded filter should be set to "Any" by default though, to increase visibility.
    warrenkc and thetrophysystem like this.
  14. ArchieBuld

    ArchieBuld Active Member

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    - Switching between groups sometimes freezes the game. I can't interact with the game. F5 solves this problem.
    - I've seen this issue before, but now I encountered it as well. I used attack command on the enemy commander with Vanguards, and they just didn't enter their maximum firing range, so they didn't shoot at all.
  15. Zenotheory

    Zenotheory Member

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    @garat

    I don't know if this has been mention but don't play on any of the Uber Default Map's! Played a game with a friend on the Monday Night System and 2 of the planets collided at the start of the game.

    Some of the Uber Default System need fixing before stable release.
  16. mikeyh

    mikeyh Post Master General

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    OSX 10.9.4:
    • bizarre planet smash (stays like screen shot with moon bouncing)
    • one client crash
    Code:
    abort() called
    *** error for object 0x618001023620: Heap corruption detected, free list canary is damaged
    
    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  libsystem_malloc.dylib            0x00007fff8db17bee nanozone_error + 486
    4  libsystem_malloc.dylib            0x00007fff8db17db0 _nano_malloc_check_clear + 445
    5  libsystem_malloc.dylib            0x00007fff8db166b0 nano_malloc + 35
    6  libsystem_malloc.dylib            0x00007fff8db14868 malloc_zone_malloc + 71
    7  libsystem_malloc.dylib            0x00007fff8db1527c malloc + 42
    8  libc++.1.dylib                    0x00007fff903ab28e operator new(unsigned long) + 30
    9  com.uberent.pa.client            0x00000001067188bb std::__1::enable_if<(__is_forward_iterator<unsigned char const*>::value) && (is_constructible<unsigned char, std::__1::iterator_traits<unsigned char const*>::reference>::value), std::__1::__wrap_iter<unsigned char*> >::type std::__1::vector<unsigned char, std::__1::allocator<unsigned char> >::insert<unsigned char const*>(std::__1::__wrap_iter<unsigned char const*>, unsigned char const*, unsigned char const*) + 267
    10  com.uberent.pa.client            0x0000000106a79fa4 net::MsgPackerPipe::recv(net::Message&) + 628
    11  com.uberent.pa.client            0x00000001069cd260 ViewpointController::pull() + 112
    12  com.uberent.pa.client            0x00000001069cc816 ViewpointController::update(float) + 566
    13  com.uberent.pa.client            0x00000001069cc586 HistoryViewerImpl::update(float) + 422
    14  com.uberent.pa.client            0x0000000106715679 client::ConnectionToServer::update(float) + 537
    15  com.uberent.pa.client            0x0000000106740f97 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)>::operator()(unsigned long&&, unsigned long&&) + 407
    16  com.uberent.pa.client            0x0000000106a9c53b crom::AsyncParallelForDriver::threadExecute() + 683
    17  com.uberent.pa.client            0x0000000106a9d9a1 void* std::__1::__thread_proxy<std::__1::tuple<void (crom::AsyncParallelForDriver::*)(), crom::AsyncParallelForDriver*> >(void*) + 113
    18  libsystem_pthread.dylib          0x00007fff90541899 _pthread_body + 138
    19  libsystem_pthread.dylib          0x00007fff9054172a _pthread_start + 137
    20  libsystem_pthread.dylib          0x00007fff90545fc9 thread_start + 13
    PA-PTE-69411-Planet-Smash.png
    Last edited: July 24, 2014
  17. vorell255

    vorell255 Active Member

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    If you look up a couple of posts Mered4 and I tried this, caused a server crash.
  18. vorell255

    vorell255 Active Member

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    I can see from your last screen shot that the sim performance is 10, which is max. Thus the issue is your machine being able to handle what is happening not the server.
  19. vorell255

    vorell255 Active Member

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    @garat if you have the planet list open (upper right hand corner of screen) and it goes down far enough to be visually underneath the command bar on the right, and you then try to click a command it will actually select the planet instead. UX issue.
  20. mikeyh

    mikeyh Post Master General

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    OSX 10.94:
    • some of these in the logs: ERROR WorldAudioHandle::stop - Unexpected null handle
    • spectating finished game crash
    Code:
    Thread 11 Crashed:
    0  com.uberent.pa.client            0x0000000101cd2173 client::ClientPlanet::onStateChanged(unsigned long long, ViewpointEvalParams const&) + 979
    1  com.uberent.pa.client            0x0000000101da1fb8 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*> >&) + 312
    2  com.uberent.pa.client            0x0000000101da1227 ClientViewpointImpl::update(float, ViewpointEvalParams const&) + 1287
    3  com.uberent.pa.client            0x0000000101f3383a ViewpointController::update(float) + 602
    4  com.uberent.pa.client            0x0000000101f33586 HistoryViewerImpl::update(float) + 422
    5  com.uberent.pa.client            0x0000000101c7c679 client::ConnectionToServer::update(float) + 537
    6  com.uberent.pa.client            0x0000000101ca7f97 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)>::operator()(unsigned long&&, unsigned long&&) + 407
    7  com.uberent.pa.client            0x000000010200353b crom::AsyncParallelForDriver::threadExecute() + 683
    8  com.uberent.pa.client            0x00000001020049a1 void* std::__1::__thread_proxy<std::__1::tuple<void (crom::AsyncParallelForDriver::*)(), crom::AsyncParallelForDriver*> >(void*) + 113
    9  libsystem_pthread.dylib          0x00007fff90541899 _pthread_body + 138
    10  libsystem_pthread.dylib          0x00007fff9054172a _pthread_start + 137
    11  libsystem_pthread.dylib          0x00007fff90545fc9 thread_start + 13
    
    Thread 12:: Dispatch queue: com.apple.libdispatch-manager
    0  libsystem_kernel.dylib            0x00007fff8fd67662 kevent64 + 10
    1  libdispatch.dylib                0x00007fff8ff56421 _dispatch_mgr_invoke + 239

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