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Post by Darkond2100 on May 18, 2012 7:44:13 GMT 10
I've had a problem with a lag/freezing bug in one session playing the newest version in Safari on a Mac that's usually extremely fast.
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Uzguz
Charlie Rank
Posts: 29
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Post by Uzguz on May 18, 2012 13:39:37 GMT 10
The SOS marker is now stuck in the middle of my screen. Presumably that means I've freed the entire sector, so it can't find a valid attachment point. It should just disappear if it can't find anything.
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Post by nemoricus on May 26, 2012 9:47:47 GMT 10
Twice now I've seen a guardian spawn partway through a Scrapyard/Refinery fence. Unfortunately I lost the picture to prove it....
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Post by Ozzatron on May 26, 2012 10:46:18 GMT 10
Really ruins the battle for the station set too. Especially when the guardian is completely inside the scrapper. Then he's too fat to get out, even at Alpha level...
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Post by Farbs on May 26, 2012 20:45:14 GMT 10
Cheers for the bug reports everyone! Guardians spawning stuck inside stations has been an annoyance for ages. I keep tweaking it, and sometimes it's better, sometimes it's worse. I rewrote a bunch of that for the one-guardian-per-settlement experiment, so there's a good chance I made it worse. Will check it out, along with the other bugs mentioned here.
Thanks again.
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Post by Ozzatron on May 27, 2012 1:32:01 GMT 10
You could try changing the AI of the guardian rather than the spawning behavior. If they always spawn offscreen, you have a chance to shove them outside whatever station/scrapper box they may be stuck in before the player can see them.
::late edit::
Possible bug: If your ship was rather awkwardly shaped, docked at a rather-awkwardly shaped docking station, you might not be able to contact the docking station to undock. Currently, I'm sitting at a DI at (316, -164), and only have 02.7 uV signal. If my ship were longer in the front, I may drop to 00.0 uV signal, getting me stuck permanently docked at the station.
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Post by Admiral Dub on Jun 20, 2012 7:02:57 GMT 10
Guardians spawning stuck inside stations has been an annoyance for ages. I keep tweaking it, and sometimes it's better, sometimes it's worse. I rewrote a bunch of that for the one-guardian-per-settlement experiment, so there's a good chance I made it worse. Will check it out, along with the other bugs mentioned here. In 0.5, when yo uhad to summon guardians, virtually none of them spawned inside station walls. In 0.5.1, however, this happens CONSTANTLY. Once I'm built to Juliet and this happens with a larger G+ guardian, I can't engage it without freezing and losing everything. This makes it a real drag trying to play 0.5.1 for any length of time.
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Post by zapilator101 on Jun 26, 2012 20:26:01 GMT 10
Im not sure if others have realized this yet, But when Sprint Boosters are paired up with Chronogears, they burn up faster, but provide no more thrust. This is kind of saddening as I think when any module is paired with chronogear, It would then be more effective, even the uni-booster turning rate is an improvement.
Still an excelent game, Worth much more than 20$, let alone 9$!
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Uzguz
Charlie Rank
Posts: 29
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Post by Uzguz on Jun 28, 2012 1:58:06 GMT 10
It's been brought up before, somewhere or other. What would make the most sense, thematically, is for them to speed up the recharge rate instead.
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Post by Farbs on Jun 28, 2012 16:06:29 GMT 10
Actually, they do both ;D
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Post by hydrophoenix on Jul 2, 2012 21:59:28 GMT 10
Just another message chiming in about the guardians stuck in station problem, depressing after spending a lot of time on a save, but it's alpha for a reason, eh? Could you perhaps remove all collision/interaction between guardians and stations so they can sort of fly 'over' the stations (or under) without getting lodged in them? Probably more complicated than it sounds in my head, so probably a silly suggestion but oh well! Looking forward to 0.6 and the standalone client, you rock farbs.
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Post by bigjohnpalmer on Jul 7, 2012 11:48:16 GMT 10
After flying around and reestablishing communication with all of the stations that I could find the "SOS" message then appeared over my command module and there seems to be no way to make it go away. (picture for reference) vvcap.net/db/Zandg3OWDiK6rAA8TbEI.htp
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Post by bigjohnpalmer on Jul 9, 2012 7:13:25 GMT 10
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Post by theinsurgent on Sept 3, 2012 15:31:54 GMT 10
Seems like this has already been reported, but I'm reporting it anyways. I played for about 4 hours, built my first India ship. I had had an odd occurrence about 3 hours in as I approached a boss, the game froze for about a minute, then started up again! I breathed a sigh of relief and kept playing. So then, I went after a Juliet guardian, and the same thing happened. I noticed it seemed to occur right when the static started up. So I waited it out again, but it was very laggy, which I have never before experienced playing CJ. Nothing really lags on my current setup, so that's pretty weird. It froze up again moments later. It started up and froze a third time, except this time, once I regained control I was stuck at the vmed screen. If I hit close, my oxygen would appear I could hear enemy speech. I could also move the cursor. But The vmed screen stayed and my Oxy didnt decrease. Lost my ship Edit: Oh, forgot to add. I didn't dock the whole time, could that have something to do with it? I'm using firefox.
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dr
Alpha Rank
Posts: 1
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Post by dr on Oct 5, 2012 19:01:43 GMT 10
Hi, obviously firstly I have to say what an awesome game this is. I've been playing for quite while but only started playing Jameson recently and am having save problems.
If I dock, shut down my browswer then restart my browser everything is fine but several times now I have come back to Jameson after shtting down my PC completely and found myself back at the start.
I'm wondering if its an IP address problem as I frequently cahnge my IP address either at home or whenever I log on to my computer at work.
Any suggestions?
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Post by Vaconcovat on Oct 6, 2012 9:28:36 GMT 10
It wouldn't be your IP address as the savegame is stored locally on your machine.
Do you have some sort of setup to delete temporary files on system shutdown? If that is the case, try to either make an exception for flash or the captain forever website. If not, then talk to farbs, I have no idea.
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Post by hardcorehero on Oct 24, 2012 20:03:36 GMT 10
This has probably already come up, but certain modules such as oxygen tanks and chrono gears do not benefit from being a higher level, and actually kind of make it worse on you because of the increased weight. I mean sure they can take more damage, but i never put these pieces in a vulnerable position, so i would rather have weaker and lighter modules. I think there should be sufficient incentive to upgrading any module.
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Post by squidbush on Nov 11, 2012 9:09:55 GMT 10
I've looked through the bug thread and didn't see this one. I'm using Google Chrome to play because of the sticky key problem in Firefox and Internet Explorer. Now, for some reason, I can't zoom using my mouse wheel, only by using the R and F keys. This is only in Chrome, I can zoom just fine in Firefox so it's not my mouse. I've disabled and removed any addons and I'm using version 23.0.1271.64 m
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Post by Darkond2100 on Nov 16, 2012 5:09:21 GMT 10
Check any input software that you have. I'll look
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Post by Farbs on Nov 18, 2012 10:22:51 GMT 10
Cheers. Urgh. Unfortunately the constantly shifting sands of the Adobe/Browser platform mean that any feature Adobe doesn't support well (like mousewheel) keeps breaking and unbreaking. I wouldn't be surprised if it were fixed already in a newer version of flash. Can you try updating Chrome (since that includes flash) to see if that helps?
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