Star Sonata
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Server Patch 2.27.2015
http://forum.starsonata.com/viewtopic.php?f=9&t=60486
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Author:  Star Sonata Bot [ Fri Feb 27, 2015 2:22 pm ]
Post subject:  Server Patch 2.27.2015

Discussion topic for post: http://www.starsonata.com/patch_notes/s ... 2-27-2015/

Author:  Novus [ Fri Feb 27, 2015 2:54 pm ]
Post subject:  Re: Server Patch 2.27.2015

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. :P

Author:  The Vert [ Fri Feb 27, 2015 3:55 pm ]
Post subject:  Re: Server Patch 2.27.2015

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 :)

Author:  SI [ Fri Feb 27, 2015 4:33 pm ]
Post subject:  Re: Server Patch 2.27.2015

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.

Author:  potato2 [ Fri Feb 27, 2015 7:46 pm ]
Post subject:  Re: Server Patch 2.27.2015

10k build stacks... now pls let us have over 2bil hull on bases

Author:  anilv [ Sat Feb 28, 2015 12:11 pm ]
Post subject:  Re: Server Patch 2.27.2015

potato2 wrote:
10k build stacks... now pls let us have over 2bil hull on bases


this

Author:  SI [ Sun Mar 01, 2015 2:14 am ]
Post subject:  Re: Server Patch 2.27.2015

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.

Author:  ELITE [ Sun Mar 01, 2015 3:21 am ]
Post subject:  Re: Server Patch 2.27.2015

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!

Author:  lordjeroen [ Sun Mar 01, 2015 3:30 am ]
Post subject:  Re: Server Patch 2.27.2015

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

Author:  Markoz [ Sun Mar 01, 2015 7:53 am ]
Post subject:  Re: Server Patch 2.27.2015

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 :shock:

Author:  dreadlordnaf [ Sun Mar 01, 2015 12:52 pm ]
Post subject:  Re: Server Patch 2.27.2015

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 :/

Author:  The Vert [ Sun Mar 01, 2015 1:39 pm ]
Post subject:  Re: Server Patch 2.27.2015

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 :)

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