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![]() Joined: Fri Sep 27, 2013 11:37 am Posts: 400 |
Discussion topic for post: http://www.starsonata.com/patch_notes/s ... 2-27-2015/
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Fri Feb 27, 2015 2:22 pm |
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Team:
Rank: Operator Main: Novus Level: 7084 Joined: Tue Aug 03, 2004 8:31 pm Posts: 46 |
Quote: * Made is so that missions that reset themselves on completion (repeatable missions) will automatically correct themselves if they are marked as completed due to previously incorrect xml. This should fix most instances of missions being bugged for specific players. Here's hoping it fixes my problem. ![]() |
Fri Feb 27, 2015 2:54 pm |
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Main: The Vert
Level: 60 Joined: Thu Sep 19, 2013 11:30 am Posts: 1239 |
We already fixed yours, it was one of many similar issues, and when we fixed that, The SI decided to make a permanent fix for future issues
![]() _________________ Important bug reporting information: Please check these Bug report guidelines before you make your first bug report, or if you are uncertain on how to do it. |
Fri Feb 27, 2015 3:55 pm |
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Site Admin / Dev Team
Team:
Rank: Councilor Main: The SI Level: 2016 Joined: Wed Sep 01, 2010 4:24 pm Posts: 531 |
The Vert wrote: We already fixed yours, it was one of many similar issues, and when we fixed that, The SI decided to make a permanent fix for future issues ![]() Actually I don't think I edited his mission list like we normally do, I just worked on the general fix instead. _________________ Hey, I'm Ryan! I've been playing Star Sonata since early 2005 and I've been involved with the development of the game since 2009. I do server and client programming mainly focusing on bug fixes, but I've also dabbled in creating a little bit of content too such as Captain Kidd. |
Fri Feb 27, 2015 4:33 pm |
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Team:
Rank: Director Main: The Ultimatum Level: 282 Joined: Fri Jan 21, 2011 7:56 pm Posts: 193 |
10k build stacks... now pls let us have over 2bil hull on bases
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Fri Feb 27, 2015 7:46 pm |
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over 9000! ![]()
Main: enkelin
Level: 5600 Joined: Wed Aug 01, 2007 12:28 pm Posts: 11109 |
potato2 wrote: 10k build stacks... now pls let us have over 2bil hull on bases this _________________ Hi, I'm Anil, a long-time player turned developer. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live. http://www.starsonata.com/features |
Sat Feb 28, 2015 12:11 pm |
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Site Admin / Dev Team
Team:
Rank: Councilor Main: The SI Level: 2016 Joined: Wed Sep 01, 2010 4:24 pm Posts: 531 |
potato2 wrote: 10k build stacks... now pls let us have over 2bil hull on bases Unfortunately the 2bil limitation on bases is a lot harder of a limitation to lift, its related to the fact that we use 32 bit integers for hull space related numbers. Someone a bit informed on the matter might think, oh then why don't you just switch the integers to 64 bit? Then we can have no reachable limit on base hull space, just like credits! And they'd be right, but that change would require touching several hundred different parts of the code to make sure they all handle the 64 bit integers correctly. All in all it'd be a long process to make the change and ensure its bug free. So in short, we'd like to but its a lot more work to make happen than it might seem. _________________ Hey, I'm Ryan! I've been playing Star Sonata since early 2005 and I've been involved with the development of the game since 2009. I do server and client programming mainly focusing on bug fixes, but I've also dabbled in creating a little bit of content too such as Captain Kidd. |
Sun Mar 01, 2015 2:14 am |
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Team:
Rank: Soldier Main: LemonPrime Level: 8087 Joined: Wed Sep 29, 2010 10:14 pm Posts: 5747 |
SI wrote: potato2 wrote: 10k build stacks... now pls let us have over 2bil hull on bases Unfortunately the 2bil limitation on bases is a lot harder of a limitation to lift, its related to the fact that we use 32 bit integers for hull space related numbers. Someone a bit informed on the matter might think, oh then why don't you just switch the integers to 64 bit? Then we can have no reachable limit on base hull space, just like credits! And they'd be right, but that change would require touching several hundred different parts of the code to make sure they all handle the 64 bit integers correctly. All in all it'd be a long process to make the change and ensure its bug free. So in short, we'd like to but its a lot more work to make happen than it might seem. Just add the ability to equip another base to the base. XD. Each equipped base can have 2b max hull space! _________________ Lemon/Meo |
Sun Mar 01, 2015 3:21 am |
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Team:
Rank: Officer Main: number666.5 Level: 8923 Joined: Wed May 03, 2006 4:12 pm Posts: 3457 Location: nowhere |
SI wrote: potato2 wrote: 10k build stacks... now pls let us have over 2bil hull on bases Unfortunately the 2bil limitation on bases is a lot harder of a limitation to lift, its related to the fact that we use 32 bit integers for hull space related numbers. Someone a bit informed on the matter might think, oh then why don't you just switch the integers to 64 bit? Then we can have no reachable limit on base hull space, just like credits! And they'd be right, but that change would require touching several hundred different parts of the code to make sure they all handle the 64 bit integers correctly. All in all it'd be a long process to make the change and ensure its bug free. So in short, we'd like to but its a lot more work to make happen than it might seem. not only that, there will 5 lines be overlooked and that will lead to bugs, that we have to abuse or will make us cry _________________ Valkyrie300 wrote: You need to thoroughly think before sprouting exaggerated statements |
Sun Mar 01, 2015 3:30 am |
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Team:
Rank: Officer Main: Pure Evil Level: 5292 Joined: Fri Dec 31, 2004 7:20 am Posts: 1595 Location: UK > Wales > Bin+ computer with boardband :p |
SI wrote: potato2 wrote: 10k build stacks... now pls let us have over 2bil hull on bases Unfortunately the 2bil limitation on bases is a lot harder of a limitation to lift, its related to the fact that we use 32 bit integers for hull space related numbers. Someone a bit informed on the matter might think, oh then why don't you just switch the integers to 64 bit? Then we can have no reachable limit on base hull space, just like credits! And they'd be right, but that change would require touching several hundred different parts of the code to make sure they all handle the 64 bit integers correctly. All in all it'd be a long process to make the change and ensure its bug free. So in short, we'd like to but its a lot more work to make happen than it might seem. Along's you keep this in mind. Is it easier to adjust all content to fit within 2bil limitation or adjust the data type? Current state quota suggests you're taking the "fit into 2bil limitation" at the moment without properly balancing it. ![]() Not saying I'm absolutely right on the situation but is a issue to consider. Its inevitable Mr Anderson ![]() _________________ Fibre broadband in my brainzz! |
Sun Mar 01, 2015 7:53 am |
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Team:
Rank: Councilor Main: DreadLordNaf Level: 12667 Joined: Sun Mar 18, 2012 10:33 am Posts: 677 |
Was the mission fix on this patch suppose to address issues like certain specific missions not being able to turn in? Like the one I mentioned here: viewtopic.php?f=92&t=60484
I ask because I still can't turn in that Strontium-90 mission :/ |
Sun Mar 01, 2015 12:52 pm |
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Main: The Vert
Level: 60 Joined: Thu Sep 19, 2013 11:30 am Posts: 1239 |
No, that specific issue occurs because there is no base that has the mission end in it, which is a development mistake. Fixing it in the files is a minor thing, and then we just need to patch it, and add the mission to the base through the live panel. I'll let you know when that is done
![]() _________________ Important bug reporting information: Please check these Bug report guidelines before you make your first bug report, or if you are uncertain on how to do it. |
Sun Mar 01, 2015 1:39 pm |
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