tsunamayo / Starship-EVO

Welcome to Starship EVO bug tracking repo !
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[New build - DEFAULT] 23w28a: Planets are finally here! #5117

Open tsunamayo opened 1 year ago

tsunamayo commented 1 year ago

Planet have finally landed! Fully explorable and procedural planets are replacing the old prefabs.

Dont fall in love with a planet just yet as they will likely be tweaked further which will impact the terrain generation. Likewise export your ground structures so you can reuse when this happens.

The scale of the solar system has been tweaked a bit.

Bugfixes and improvements:

SNAG-0845

tsunamayo commented 1 year ago

It might be coming from the asteroid, let me repush something.

tsunamayo commented 1 year ago

@Tisdag1 @TIKIRobo I have repushed something without the asteroids. Tell me how it goes. I am really sorry it will take again some time to figure out, it is a bit laborious but we will sort it out. We already made big progress.

tsunamayo commented 1 year ago

@ultrak2k So I have fixed the slope. No yet pushed though.

tsunamayo commented 1 year ago

@Kaiser-Indrasil Thanks for the detailed report. There is some info on the third crash, it crashed because of a malloc for the rigidbody, which is surprising. Did you overclocked your RAM? thanks

TIKIRobo commented 1 year ago

@tsunamayo still in the void unfortunately :( Player.log

Tisdag1 commented 1 year ago

@tsunamayo Sadly that didn't work. I even tried with a fresh install & the issues still persist. Player.log

Kaiser-Indrasil commented 1 year ago

@Kaiser-Indrasil Thanks for the detailed report. There is some info on the third crash, it crashed because of a malloc for the rigidbody, which is surprising. Did you overclocked your RAM? thanks

Actually yeah, up to 3600MHz just with automatic XMP, no manual tinkering whatsoever.

ultrak2k commented 1 year ago

Planet have finally landed! Fully explorable and procedural planets are replacing the old prefabs.

Dont fall in love with a planet just yet as they will likely be tweaked further which will impact the terrain generation. Likewise export your ground structures so you can reuse when this happens.

The scale of the solar system has been tweaked a bit.

Bugfixes and improvements:

* Player no longer sliding on slope

* Settings might get reset in some conditions

SNAG-0845

Out of curiosity, what tweaks to the terrain gen are you imagining?

AfterRebelion commented 1 year ago

Just tested the planet_amd branch, and same result, rendering is funky.

image

I also have issues when creating a new world with an AMD card. When I create a new world, both the ring around the gas giant & the starting station are invisible. As well as some bugs with some of the other planets. When I exit & reload that same world, everything will load in just fine including the ring & station. I am using AMD Ryzen 7 6800H Game Version 23w28a Player.log

~~Tried this, to exit and reload a world, and it spawned me inside the sun, just in the middle of it. The torus was also there. It also changed my game resolution to something weird, in the 4:3 ratio. Apart from that, the same rendering issues as before. Player.log~~

EDIT: Verified they're player.log, and saw that they used "EXIT TO DESKTOP", not "EXIT TO TITLE". I was sure that I already tested that in the experimental branch, with no results, however I tested this again in planet_amd, and it worked. However, you are stuck inside the medbay, and even teleporting does not fix the issue, the medbay (And rest of the station that it's attached to) teleports with you. As noted by another Issue report, Exit to title seems to be broken atm.

BigBadKangaroo commented 1 year ago

@AfterRebelion @ItsMeJumpz @BeyondStarsLight117 @TIKIRobo @Tisdag1 So I have created a new branch, called planets_amd, instead of experimental. Could you try this branch and tell me how it goes? I removed several feature in the generation, I want to see if it still have issues. Thanks

Hi there,

I tested the AMD branch and many performace / rendering issues have gone. It's much more stable even when zipping around the solar system with super high movement speed. Planets are rendering in much more smoothly.

tsunamayo commented 1 year ago

@Kaiser-Indrasil Thanks for the detailed report. There is some info on the third crash, it crashed because of a malloc for the rigidbody, which is surprising. Did you overclocked your RAM? thanks

Actually yeah, up to 3600MHz just with automatic XMP, no manual tinkering whatsoever.

Because some other people reported a similar issue, it was linked to OC memory. It is something memory related, it is not from my code (it cant allocate memory, and I doubt it was just a space issue)

tsunamayo commented 1 year ago

@AfterRebelion @Tisdag1 @TIKIRobo @ItsMeJumpz @BeyondStarsLight117 the AMD fix is up, now on experimental. Thanks

Kaiser-Indrasil commented 1 year ago

@Kaiser-Indrasil Thanks for the detailed report. There is some info on the third crash, it crashed because of a malloc for the rigidbody, which is surprising. Did you overclocked your RAM? thanks

Actually yeah, up to 3600MHz just with automatic XMP, no manual tinkering whatsoever.

Because some other people reported a similar issue, it was linked to OC memory. It is something memory related, it is not from my code (it cant allocate memory, and I doubt it was just a space issue)

I was playing for 2 hours straight lately and didn't manage to crash the game with OC RAM enabled. I will continue to monitor.

Dwarf-LordPangolin commented 1 year ago

Hi Tsuna! Just wanted to swing by to say that the planets are amazing. These are some of the best procedurally generated planets I've ever seen in a game. Beyond that though, you've also succeeded in giving them a lot of personality; they're not just pretty, they feel immersive and intriguing. I am so stoked about playing on them when survival is ready. This game just continues to go impress and go beyond my expectations.