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Posted: Mon Aug 23, 2010 7:50 pm
by KGJV
Yeah I found the duplicate bug, it's a very bad one and causes memory corruption around the newly copied objects so deleted 3.42 and do not use it at all.
3.43 is out and fixes this bug.
Posted: Mon Aug 23, 2010 8:08 pm
by Xeretov
KGJV wrote:QUOTE (KGJV @ Aug 23 2010, 03:50 PM) causes memory corruption around the newly copied objects
Ouch.
Thanks for the fix.
Edit: Turns out I had a backup for this core I was too dumb to remember about.

Posted: Tue Aug 24, 2010 6:04 am
by TurkeyXIII
Found a bug! When the 'sort' box is unchecked at the top of the tree, there aren't any chaffs, mines, missiles or probes in the parts list. In 3.41 (or whatever I was using before) those parts were included with everything else when the box was unchecked. (When the box is checked those parts have their own sub-branch, which is expected behaviour.)
Posted: Tue Aug 24, 2010 7:06 am
by Broodwich
join us wednesday for beta testing ice!
Posted: Tue Aug 24, 2010 9:25 am
by juckto
QUOTE Tex & bDirectional for missile: allow to render missile using a 2d sprite (a decal) instead of a 3D model. think: rapide rate of fire missiles , very small missiles or huge missile swarm... once again the game code support this but no core implemented it yet.[/quote]
Will this potentially fix the issue of a launcher that fires more than one missile at a time having the (quite likely) 'bug' of missiles "hitting each other at launch and destroying each other".
Posted: Tue Aug 24, 2010 9:57 am
by madpeople
It's a work around, not a fix.
Also,
says here it's fixed in R6.
I would imagine that big swarms of missiles would cause lag.
Posted: Tue Aug 24, 2010 4:06 pm
by KGJV
TurkeyXIII wrote:QUOTE (TurkeyXIII @ Aug 24 2010, 08:04 AM) Found a bug! When the 'sort' box is unchecked at the top of the tree, there aren't any chaffs, mines, missiles or probes in the parts list. In 3.41 (or whatever I was using before) those parts were included with everything else when the box was unchecked. (When the box is checked those parts have their own sub-branch, which is expected behaviour.)
nice find. There is a major internal change between 3.41 and 3.42/3.43 concerning how fixed and launched parts are handled hence the 3.42 issue and this one.
I'll do the fix for this one to but won't release a new version ICE yet, i'll wait to add more fixes or features. Unlike the 3.42 bug, this bug is not fatal to memory so there is no hurry unless you (= all core devs) really really need to be able to sort launched parts...(which only affect the order they're displayed in the F4 context menus).
Posted: Sun Sep 05, 2010 3:45 am
by Andon
When copying a ship, the weapon mount details are completely $#@!ed up. Seems to randomize what weapons that mount can actually have instead of copying, along with a random number for Interior sound and Turn sound. Random... characters are created for the "Frame Name" as well. You can change them normally and have the changes stick, but it's still a pain in the ass.
EDIT: when trying to delete these newly created ships, ICE crashes instead.
Posted: Mon Sep 06, 2010 1:45 pm
by KGJV
Andon wrote:QUOTE (Andon @ Sep 5 2010, 05:45 AM) When copying a ship, the weapon mount details are completely $#@!ed up. Seems to randomize what weapons that mount can actually have instead of copying, along with a random number for Interior sound and Turn sound. Random... characters are created for the "Frame Name" as well. You can change them normally and have the changes stick, but it's still a pain in the ass.
EDIT: when trying to delete these newly created ships, ICE crashes instead.
nice find. same bug as the parts one. fixed in 3.44, now available.