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by sven
Mon May 21, 2018 9:16 pm
Forum: Testing
Topic: The game becomes sluggish in late stages, when there are many ships.
Replies: 2
Views: 26

Re: The game becomes sluggish in late stages, when there are many ships.

user12334 wrote:There gets a considerable latency (0.5 to 1 seconds) in any actions (such as dismissing reports, opening windows, ordering build, etc.).
It is worth to profile the game, probably it's easy to find bottleneck(s) and fix.


How large is the map you're playing on? (Would you upload a save?)
by sven
Sun May 13, 2018 10:25 pm
Forum: Modding
Topic: Debugging with VS Code
Replies: 4
Views: 92

Re: Debugging with VS Code

Hmm. Apparently, most of the source files in SiS are encoded in Windows-1252 , which VSCode will, by default, mis-label as UTF-8. This leads to text formatting glitches when VSCode re-saves any files that use extended characters, like '’' or '©'. There's a pretty simple fix though, which is to go to...
by sven
Sat May 12, 2018 3:07 am
Forum: Modding
Topic: Debugging with VS Code
Replies: 4
Views: 92

Re: Debugging with VS Code

works so far :) now, when I click "New Game" and ctrl-click on race description file RACES.lua opens, but ctrl-clicking anywhere else (race picture, home world) nothing happens :?: the ctrl-click feature is not implemented everywhere in the game -- basically, trying to use it on a given t...
by sven
Sat May 12, 2018 2:37 am
Forum: Modding
Topic: Strategic AI Mod
Replies: 79
Views: 1644

Re: Strategic AI Mod

harpy eagle wrote:So it's not really clear how that is possible...


My bad. PlanetProperty.cant_city_plan was missing logic for the case where we can't city plan on a planet because doing so would cause some *other* planet to starve. Should be fixed as of r37528.
by sven
Fri May 11, 2018 11:33 pm
Forum: Modding
Topic: Debugging with VS Code
Replies: 4
Views: 92

Debugging with VS Code

Recently, I've been playing with VS Code as an IDE for Stars in Shadow development. Some Korean game devs have written a very nice Lua debugger for it, and that means VS Code is now actually in many cases a better IDE for SiS than Visual Studio. It's also far easier to download and setup. If you're ...
by sven
Fri May 11, 2018 10:28 pm
Forum: Modding
Topic: OpenHint extension crashes Visual Studio
Replies: 7
Views: 188

Re: OpenHint extension crashes Visual Studio

Now, if everything is working, the game should start in debug mode, and you should have access to both CTRL+click hotkeys and the ability to set breakpoints / view stack traces. That's pretty awesome, I'm sure it will come in handy :D Yeah, I admit, I implemented this mainly because I wanted a bett...
by sven
Fri May 11, 2018 10:20 pm
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1468
Views: 225015

Re: Report - Current Bugs and Issues

zolobolo wrote:To reproduce, click on the attack action against the civilian ships


Thanks for the upload. This one should be fixed as of r37526.
by sven
Fri May 11, 2018 7:52 pm
Forum: Modding
Topic: OpenHint extension crashes Visual Studio
Replies: 7
Views: 188

Re: OpenHint extension crashes Visual Studio

VS activity log, does it help ? I think that rather than trying to debug this remotely with you, I should just recommend that modders (yourself included), switch to using Visual Studio Code. VS Code is a sublime-text-like IDE that has nice integrated debugger support, and some friendly Korean game ...
by sven
Wed May 09, 2018 5:04 pm
Forum: Modding
Topic: OpenHint extension crashes Visual Studio
Replies: 7
Views: 188

Re: OpenHint extension crashes Visual Studio

Ctrl-click now crashes VS due to error in OpenHint extension Hrm. That's less than ideal. Could be some sort of versioning issue. If you go to Visual Studio -> Help -> About Microsoft Visual Studio, what do you see? I get: Microsoft Visual Studio Community 2017 Version 15.7.1 VisualStudio.15.Releas...
by sven
Mon May 07, 2018 7:27 pm
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1468
Views: 225015

Re: Report - Current Bugs and Issues

There is a new small but noticeable graphical glitch that has appeared. Just thought I'd let you know. Thanks for noticing this -- but I'm afraid the truth is these glitches have been occurring since the colored border feature was first implemented. There's a bunch of cases that the line rendering ...
by sven
Mon May 07, 2018 4:01 pm
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1468
Views: 225015

Re: Report - Current Bugs and Issues

Bug when enemy civilian transports arrive the same turn when enemy planet is occupied: they cannot land and when engaged the GUI is strange, does not have an autocombat option and returns below error when battle is initiated Interesting! It looks like you've managed to hook into an ancient code pat...
by sven
Fri May 04, 2018 5:16 pm
Forum: General Forum
Topic: Graphic bug makes game almost unplayable
Replies: 7
Views: 249

Re: Graphic bug makes game almost unplayable

I have quite a new graphic card (cant remember right now, but I can check it when I return home) and I have sometimes the problem that missiles/bombers become "invisible" (especially when several are in the air). Is this something to do with the graphic card or with the game? Not a huge p...
by sven
Thu May 03, 2018 11:56 pm
Forum: General Forum
Topic: Area Coverage vs Close-In Point Defence
Replies: 10
Views: 242

Re: Area Coverage vs Close-In Point Defence

That would seem rather gamey, as it would be the complete opposite of what you would expect according to how anti-missiles work. I'm not sure I understand. Why would one expect that? A weapon that has reduced chance to hit in close range seems plausible. For my part, I'm less concerned with plausib...
by sven
Thu May 03, 2018 6:37 pm
Forum: General Forum
Topic: Graphic bug makes game almost unplayable
Replies: 7
Views: 249

Re: Graphic bug makes game almost unplayable

AMD Radeon HD 7900. I'll try to revert to an older driver and see if the problem goes away. I'm actually glad to know you've been able to play on a Radeon HD 7900 with semi-modern drivers. That particular card is in an awkward state, as it's one of the oldest cards that AMD is still pushing driver ...
by sven
Thu May 03, 2018 6:20 pm
Forum: General Forum
Topic: Area Coverage vs Close-In Point Defence
Replies: 10
Views: 242

Re: Area Coverage vs Close-In Point Defence

Lately I've been thinking about the recent nerf to anti-missile range. So, my rough intention with anti-missile vs. defense laser ranges is more or less as you describe. i.e., to have antimissiles better at medium/long range coverage, and PD's more effective at close-In interceptions. Where I've pe...

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