This build is largely untested. But it also doesn't have a lot of changes. - One fix for a teleporter related server crash - A fix or two that should help resolve the frequent client crash / lockup we've been seeing on the latest builds - And everything else from the last build 71444 Please keep feedback in this thread, especially provide as much detail (situation, system, video card, memory, date of birth (kidding)) if you get more client crashes. Thanks all!
Unit patrols appear to get overwritten upon attack. Where before a unit would continue its patrol move after a fight, it'll now just sit there waiting for a new command. I can't 100% confirm it for ground units, but I definitely saw multiple air units behave that way.
lol tried to test planet smash and ended up smashing the gas giant, nice to see that it does not crash the game anymore, and it is quite funny to watch. now that damage effect is off after planet smash you can build building in the sky (above the crater) probably not intended . [edit] ok maybe I got bug, can't seem to do it anymore...however I did manage to walk on water.
No mods installed, latest version of OS X. I still can't use the middle mouse button to move the camera or look around in freecam mode. Also, when I enter freecam mode using the "set freecam mode" keyboard shortcut, I can't get out.
I had the issue already quite a few times, even in the last stable version. Sometimes buildings and units get killed in the craters vicinity, but often you can just walk your units through the air as if nothing happened (aside from a slightly reluctant AI).
The Narwhals anti-air has also been mounted the opposite direction in earlier builds, has that been fixed already? -Bastian Forge
Funny square textures. UBER settings, 1680x1050, ATI R9 280, latest drivers. When zoomed in, those squares disappears and textures are loaded fully.
It's not specific to the Narwhal, the Orca seems "a bit" off too : Light green : actual path of projectiles Orange : orientation of cannon turrets But agreed, it's far more noticeable on the Narwhal : About the air turret, it targets air unit correctly, but only if there is no land / naval target at the same time (seems they can't have independent aim ?) EDIT : Same for battleship
Queuing up a move order into a teleporter after other commands, cancels those commands. Such as telling a fabber to build then go through, will have the fabber abandon it's building orders and go directly, while still holding down the shift key.
"select all land combat units" and "select all land combat units on screen" fail to select AA vehicles. I did notice them now applying to only the current planet you're looking at, VERY HAPPY with that
Ehm, i read somewhere in the patchnotes that the death-zone after planetsmash was removed. So i tried it out sending 2 commanders in airtransports there to dodge a nuke, they instandly died so whats up with that is the deathzone back in or was it a bug?
OS X 10.9.5 (13F24) client crash at game start: Code: Crashed Thread: 0 Dispatch queue: com.apple.main-thread Exception Type: EXC_CRASH (SIGABRT) Exception Codes: 0x0000000000000000, 0x0000000000000000 Application Specific Information: abort() called *** error for object 0x610002436400: Heap corruption detected, free list canary is damaged Thread 0 Crashed:: Dispatch queue: com.apple.main-thread 0 libsystem_kernel.dylib 0x00007fff8d1df866 __pthread_kill + 10 1 libsystem_pthread.dylib 0x00007fff8857935c pthread_kill + 92 2 libsystem_c.dylib 0x00007fff849bab1a abort + 125 3 libsystem_malloc.dylib 0x00007fff8bbeabee nanozone_error + 486 4 libsystem_malloc.dylib 0x00007fff8bbeadb0 _nano_malloc_check_clear + 445 5 libsystem_malloc.dylib 0x00007fff8bbe96b0 nano_malloc + 35 6 libsystem_malloc.dylib 0x00007fff8bbe7868 malloc_zone_malloc + 71 7 libsystem_malloc.dylib 0x00007fff8bbe827c malloc + 42 8 libc++.1.dylib 0x00007fff8e70528e operator new(unsigned long) + 30 9 com.uberent.pa.client 0x00000001065db24c void std::__1::vector<crom::VertexT4, std::__1::allocator<crom::VertexT4> >::__push_back_slow_path<crom::VertexT4 const&>(crom::VertexT4 const&&&) + 156 10 com.uberent.pa.client 0x00000001065d9024 PlanetPageMapper::mapAtom(crom::ren::VTPageInfo&, PlanetPageMapper::Atom const&)::$_9::operator()(unsigned long) const + 292 11 com.uberent.pa.client 0x00000001065d4ff8 PlanetPageMapper::mapAtom(crom::ren::VTPageInfo&, PlanetPageMapper::Atom const&) + 392 12 com.uberent.pa.client 0x00000001065d6227 PlanetPageMapper::mapPage(crom::ren::VTPageInfo&, zu::RefNoCount<crom::ren::PagedBuffer>) + 1703 13 com.uberent.pa.client 0x00000001067eef7a crom::RasRenVirtualTexture::mapPage(crom::ren::VTPageInfo&, zu::RefNoCount<crom::RasRenPagedBuffer>) + 74 14 com.uberent.pa.client 0x00000001067f53d1 crom::RasRenVirtualTextureEngine::fillPages(zu::RefNoCount<crom::RasRenSceneViewport>) + 817 15 com.uberent.pa.client 0x00000001067dd6ce crom::RasRenSceneViewport::renderVirtualPageMapping(crom::RasRenSceneViewport::DrawBucket const&, crom::RasRenVirtualTextureEngine*) + 622 16 com.uberent.pa.client 0x00000001067dd44b crom::RasRenSceneViewport::updateVirtualTexturing() + 59 17 com.uberent.pa.client 0x0000000106750f4c crom::RasRen::processVirtualTexturing(int) + 188 18 com.uberent.pa.client 0x0000000106343855 client::ClientGame::updateAndPresent(crom::Profiler&, float) + 4549 19 com.uberent.pa.client 0x000000010669306f crom::SDLPlatform::runGame(crom::Game*) + 719 20 com.uberent.pa.client 0x000000010668b9d8 main + 264 21 com.uberent.pa.client 0x00000001062f56b4 start + 52