PTE 74100 on OS X 10.9.5 (13F24) logs show the following... At startup: Code: INFO Failed to link shader program: vertex shader particle_quad_velocity.vs and pixel shader particle_soft.fs INFO ERROR: Input of fragment shader 'v_Forward' not written by vertex shader ERROR: Input of fragment shader 'v_Push' not written by vertex shader INFO Failed to link shader program for technique velocity INFO Failed to link shader program: vertex shader particle_quad_velocity_color.vs and pixel shader particle_soft.fs INFO ERROR: Input of fragment shader 'v_Forward' not written by vertex shader ERROR: Input of fragment shader 'v_Push' not written by vertex shader INFO Failed to link shader program for technique colorvelocity INFO Failed to link shader program: vertex shader particle_quad_velocity_color.vs and pixel shader particle_soft.fs INFO ERROR: Input of fragment shader 'v_Forward' not written by vertex shader ERROR: Input of fragment shader 'v_Push' not written by vertex shader INFO Failed to link shader program for technique colorvelocity INFO Failed to link shader program: vertex shader particle_quad_color_flip.vs and pixel shader particle_soft.fs INFO ERROR: Input of fragment shader 'v_Forward' not written by vertex shader ERROR: Input of fragment shader 'v_Push' not written by vertex shader INFO Failed to link shader program for technique colorFlipbook INFO Failed to link shader program: vertex shader particle_string.vs and pixel shader particle_soft.fs [16:49:58.442] INFO ERROR: Input of fragment shader 'v_Forward' not written by vertex shader ERROR: Input of fragment shader 'v_Push' not written by vertex shader INFO Failed to link shader program for technique string INFO Failed to link shader program: vertex shader particle_quad_velocity.vs and pixel shader particle_soft.fs INFO ERROR: Input of fragment shader 'v_Forward' not written by vertex shader ERROR: Input of fragment shader 'v_Push' not written by vertex shader INFO Failed to link shader program for technique velocity INFO Failed to link shader program: vertex shader particle_quad_velocity_color.vs and pixel shader particle_soft.fs INFO ERROR: Input of fragment shader 'v_Forward' not written by vertex shader ERROR: Input of fragment shader 'v_Push' not written by vertex shader INFO Failed to link shader program for technique colorvelocity During game: Code: ERROR cameraLookAt malformed message. (at start of game) ERROR Particle system overflow. (lots and lots of these) ERROR Missing technique colorvelocity for particle group. (lots of these)
Naval Orbital Launcher goes sideways when building a unit. Have to move Adv. Fabber manually around the metal planet to build the Catalyst in each spot and doesn't queue up via shift building.
It's not necessary linked to alt-gr. The euros '€' symbols work, and the keys for it are <alt-gr> + E The & does not work and it do not require alt-gr key. You just press the '&' key (which is the 1 key on qwerty keyboards) What is strange is that the '(' is not working, but the ')' is working fine. It is a long standing bug but it seems to have evolve since SDL implementation. EDIT: not tested on 71400 yet. I'll do it when I'll back to home and keep you informed.
Late game with lots of units while selecting in PIP caused planet shape to warp with selection and zoom freeze. You could change planets, toggle PIP, switch PIP and sometimes the planets would appear correctly but still with zoom and selection frozen. Restarting client corrected issue... happened multiple times in same game.
ctrl-z (select all matching units on screen) does not work in PIP... it selects all matching units in main.
PTE 74100 on OS X 10.9.5 (13F24) client crash when viewing chrono cam at end of game: Code: Crashed Thread: 24 Exception Type: EXC_CRASH (SIGABRT) Exception Codes: 0x0000000000000000, 0x0000000000000000 Application Specific Information: abort() called *** error for object 0x7f9263f07a00: pointer being freed was not allocated Thread 24 Crashed: 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 0x00007fff8bbe807f free + 411 4 com.uberent.pa.client 0x00000001047e7ebe PlanetBuilder::addDynamicDecal(DecalSpec const*, zu::Vec3<float> const&, zu::Quat<float> const&, zu::Vec3<float> const&, PlanetBuilder::DynamicDecal&) + 1422 5 com.uberent.pa.client 0x000000010454f5c0 client::ClientDynamicDecal::addDecal() + 416 6 com.uberent.pa.client 0x000000010454fabe client::ClientDynamicDecal::setObservability(ReconObservability) + 206 7 com.uberent.pa.client 0x000000010454f279 client::ClientDynamicDecal::updateObservability() + 921 8 com.uberent.pa.client 0x00000001045504f4 crom::SpecFetchImpl<DecalSpec, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >::invoke(DecalSpec const*) + 84 9 com.uberent.pa.client 0x0000000104999b31 crom::ThreadPool::threadExecute() + 561 10 com.uberent.pa.client 0x000000010499a401 void* std::__1::__thread_proxy<std::__1::tuple<void (crom::ThreadPool::*)(), crom::ThreadPool*> >(void*) + 113 11 libsystem_pthread.dylib 0x00007fff88578899 _pthread_body + 138 12 libsystem_pthread.dylib 0x00007fff8857872a _pthread_start + 137 13 libsystem_pthread.dylib 0x00007fff8857cfc9 thread_start + 13
- AI (Relentless and Absurd) sends troops on other planets but seems to totally ignore Gas Giant. Maybe it's not implemented yet? Too bad because it's a vital priority to colonize gas giant - Sometimes it's impossible to build Catalyst on death star if zoom is too far away, I had to zoom at the maximum to be able to build it - Avenger patrol on gas giant doesn't work, they just stop to move - Not a bug but very annoying: mines are still visible to enemy, so they are totally useless because they are shot before ennemy get to close to cause dammage. Anyway thank for this awesome build, so much fun with it!
Played a GW game. I like many of the new things about it. However: 1) One of the systems had a distant asteroid, by distant I mean the travel time was at least 5 minutes to it. The first astraeus I sent died on landing so 10 minute headstart on that planet ahead of me. Should planets spawn a little closer in on whatever procedural algorithm you are using? 2) Should the artillery commander be able to build a holkins? 3) On that distant asteroid, attempts to zoom in at it sometimes lead to getting stuck zooming really really slowly really really distantly away. Had to completely unzoom out or relock to system or another planet from top right bar. So it IS probably in fact a little distant...
Still found a few bugs Not sure if they have been mentioned: -If you smash a planet the crater is still a death zone to all who try and enter it. -If you try assist far away units the units stop again. BUT Death stars just scratched my nerd itch all over in all the right ways
I had the same issue. I had a moon around a metal planet and a gas giant. I couldn't target the gas giant. I could target the moon and the metal planet would rotate and charge up but it wouldn't shoot. Cheers, -Todd
Immortal advanced radar over a metal planet pole that cannot be killed: (AI kept trying with hundreds of avengers)
I believe all games I try, and this appears to be a feature and an intentional function, start in system view, so centered on sun and zoomed out to show all planets. Which is good, I have yet to miss a queue about multiple spawn planets, multiple spawn planets was obvious each and every time.
In 71400 i got like many many times the warning that commander explosion is imminent and the one that it needs repairs it was a bug for sure.
Avengers still dont attack back only when they are commandet, Commander can build stuff even when he is facing the wrong direction. When telling a orbital fabbers to assist another orbital fabber on another planet is not possible, it dosent move to assist.
As far as I remember, neither it nor any basic radars you build later will work if the first one finishes building when you are on negative power.