Omen....readme, pls.

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Post Mon Mar 07, 2016 4:52 am

Omen....readme, pls.

hey omen. (or anyone else that has found problems on main server...)
you were talking about movement being bugged, and specifically calling stop moves the ship a few km from the point where stop was called.

i've run multiple chars, multiple ships, and created a new char, with rookie ship and pod, and didnt see anything off. it was the perfectly smooth movement i coded, working just as i intended it to.

please give more info, and some examples, of how movement is bugged so i can track it better, and try to fix this.

thanks
~me

p.s. i am actively bughunting and fixing errors and segfaults now, so anything you find wrong, lemme know so i can address it.

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Post Mon Mar 07, 2016 4:10 pm

Re: Omen....readme, pls.

I'll be doing a regression tests tomorrow, just to see where are we at. From a hip i only saw some weird whit with targeting, moving item stacks and attributes application (from modules, to be exact), so it'll need much more thorough testing.
I'll be posting the reports to the Tracker, so i won't flood forums with new topics lol. If you want, i can paste it here, so folks would know what's found and in turn for fixing, so tell me how u want it.

Cheers!

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Post Mon Mar 07, 2016 5:17 pm

Re: Omen....readme, pls.

hey dv o/
yeah, post here also, pls, so others will be aware of what we've already found and working on, to avoid duplicates.
i havent looked at the tracker in a while, but will be updating my part of it soon.
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Post Mon Mar 07, 2016 6:18 pm

Re: Omen....readme, pls.

I'll see about making a video maybe, if Im the only one able to get this to occur...
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Post Tue Mar 08, 2016 2:16 pm

Re: Omen....readme, pls.

Update: Allan managed to observe the issues last night. Turns out running a leaky (memory) server can take its toll after weeks.. :D

At any rate Allan resolved it after a reboot and mentioned the need moving forward to clear up some of these memory problems.

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Post Tue Mar 08, 2016 8:40 pm

Re: Omen....readme, pls.

yeah, what omen said....lol
thanks omen.
i forgot to update here with what we found.

working on memory management now.....wont be completed soon, unless i have a massive brain fart and think of a new way to do it.
since i probably wont, i'm left with existing (written, but barely implemented) mem mgmt, which will take me a bit of work to cover everything that needs it.

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Post Wed Mar 09, 2016 11:16 am

Re: Omen....readme, pls.

...And right when i wanted to test/code hard - i forgot to copy and bring the DB and Git settings stuff to my new home laptop =\
Sry for delay, gonna prepare and start testing stuff tonight.
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Post Thu Mar 10, 2016 12:44 am

Re: Omen....readme, pls.

Havent seen you on IRC lately DV, how's things? Been warming up on your end of the world too? Is the forge producing vast amounts of iron yet? :D

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Post Thu Mar 10, 2016 1:33 am

Re: Omen....readme, pls.

ok, so had a brainfart, and found a way to easily implement unique pointers and a few other random mem mgmt things, and customize them for evemu.
this means after a LOT of fkn code changes, i'll be able to easily implement a bunch of corrections/updates.

dv....watch for commits. we shouldnt overlap, tho, so it should be ok.
also, have you tried building since i commited the update to fix that compile problem?

cheers!

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Post Thu Mar 10, 2016 9:51 am

Re: Omen....readme, pls.

I was about to say that i wasn't on IRC because it got down...then i went over the bookmarks i had and found a working link lol
I'm back on a wire.

@allan - np. I'll start from the testing anyways, just to see what's broken or just don't work right.
And yeah, latest commit builds just fine. Haven't tried running and testing it yet, tho, but i'll do it tonight/tomorrow morning.

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