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Sins Beta 4 Technical Feedback - *POST HERE*

Sins Beta 4 Technical Feedback - *POST HERE*

And so it begins....again.

This thread is for technical feedback for Sins of a Solar Empire Beta 4. 

Please reply to this post if you'd like to make: a bug report, let us know about a compatibility issue, graphics issues, performance reports, etc. (i.e., technical stuff).

Before making a report, please be aware that the minimum system requirements for Beta 4 are:

  • Windows XP SP2 / Vista
  • 1.8 GHz Processor
  • 512 MB RAM (1 GB RAM for Vista)
  • 128 MB 3D DirectX Video Card
  • DirectX 9.0c
  • LAN or Broadband Internet Connection for Multiplayer

IMPORTANT:  When making a post about a bug, be certain to include - your system specs, a description of the bug you encountered, what you were doing when the bug occurred (how to reproduce it), and if it was reproducible or not.  We won't be able to make changes to the game without detailed information.

If you encounter a crash, Sins should automatically generate a minidump file. Please send the generated exception and a DirectX diag report to support(at)ironcladgames(dot)com along with a detailed description as outlined above. Minidump files are located in (please note these directories are hidden by Windows):

XP: C:\Documents and Settings\username\Application Data\Ironclad Games\Sins of a Solar Empire
Vista: C:\Users\username\AppData\Roaming\Ironclad Games\Sins of a Solar Empire\

If you'd like to give us some non-technical feedback, please post it here:

https://forums.sinsofasolarempire.com/index.aspx?AID=166574

By keeping this information in one place, it will go a long way towards us making Sins a better game!

Thanks!

206,193 views 269 replies
Reply #251 Top
OK, that makes more sense, stupid torrenters :( why cant they save their torrent for games that MAKE you want to steal them, like Bioshock ^.^
Reply #252 Top

OK, that makes more sense, stupid torrenters why cant they save their torrent for games that MAKE you want to steal them, like Bioshock ^.^
End of quote


It is not really the "torrenters" fault because one of us leaked it. If that reason is in fact the real justification behind not wanting to release another patch before February.

You also need to consider all the aspects of releasing a title that have to be done that we dont get to see at the consumers. Additionally it is not our place to ask for such information either regardless of whether we think we are entitled to an explanation or not.
Reply #253 Top
This isn't possible as the server doesn't keep old files (it always has the latest, which is why people can't ever download old versions).
End of quote


Possible or not, its happened! I don't know the exact mechanism, but several of the data files you get if you reinstall are based on the original B4 install, including the "jump way out of the grav well" capship bug from the Vasari, and the Vasari technical error where it requires 2 ranks of a 1 rank tech to progress to the next tech!
Reply #254 Top
1337 |-| /-\ >< !!!
Reply #255 Top
\/\/()() /\/\`/ {,()|) |||
Reply #256 Top
| /\/()3
Reply #257 Top
How about when I try to start up a lan game, the game locks up... Single player games on both PC's seem to work fine, just the LAN game I seem to be seeing this occur on.
Reply #258 Top
Actually I figured this one out too... it actually was the script error with placing the broadcast towers.
Reply #259 Top
when im playing in some areas where theres a planet u cant see the icons of ships and stuff this happened on the huge random map and i think some other maps. please fix this by realease
Reply #260 Top
This has been reported before - on large randomly generated maps, when everever commute lines or planets in 2 systems overlap - you cannot see the icons of ships and built resources on that planet. The major issue is that you cannot see your ships in action unless you zoom all the way in on that planet and you cannot see where you have placed planetary objects except for their control areas. Thie totally destroys my fun.
Reply #261 Top

when im playing in some areas where theres a planet u cant see the icons of ships and stuff this happened on the huge random map and i think some other maps. please fix this by realease
End of quote


LOL, not just reported but over reported.

Just to place another post: Guys, do be aware that the beta client is from early November -- and is way out of date.
Reply #262 Top
I just noticed that in sins all keyboard keys react on the key-up event instead of the customary key-down event; In most RTS games, such as starcraft, there is an reaction when the key is pressed, not when it is released. The reason for that is obvious, it allows for faster control, since it allows the game to react faster to each command.
Since sins has such a slower pace than most RTS games, this fast reaction is not so necessary of course, but the reacting on key-up results in a annoying control issue for me:
I am accustomed to create a control-group/fleet by pressing the control-key, then pressing the number key, then releasing the control-key, then releasing the number key in one fluid motion. Since most games react on key-down, that is interpreted as an control-number command, and a control group is created. But since on key-up the control key is no longer pressed, interprets sins that sequence as an ordinary number press. Which causes a selection of the control group, instead of an assignment.
Can this behavior can be changed to react to the key-down event, if only for the control-group part of the controls, or perhaps be made as an option?
Reply #263 Top
Just to place another post: Guys, do be aware that the beta client is from early November -- and is way out of date.
End of quote


Ron, I don't understand what you mean. When connecting with SDC it shows the Sins beta (0.90[b].035) with a January 2, 2008 date; and the issue of the missing icons still exists in this latest version.

Reply #264 Top

Ron, I don't understand what you mean. When connecting with SDC it shows the Sins beta (0.90[b].035) with a January 2, 2008 date; and the issue of the missing icons still exists in this latest version.
End of quote


That was a faux-patch to fix some distribution problems (somehow, SDC ended up giving out "out of date" files sometime shortly before x-mas). The actual client and all data date back to November.
Reply #265 Top
Netriak:

Agreed, looking into it. Thanks for figuring that out, it's been bugging me for ages why the ctrl-# is flaky.
Reply #266 Top
Well I won't report is a again Ron :)
Reply #267 Top

Well I won't report is a again Ron
End of quote


I suppose I'm a bit testy because that particular bug hasn't been reported once, or twice, or a hundred times... more like a hundred thousand :D
Reply #268 Top

Netriak:

Agreed, looking into it. Thanks for figuring that out, it's been bugging me for ages why the ctrl-# is flaky.
End of quote


Yeah me too.

I did however figure it was a deliberate design decision and one I could modify after the release for my preference so I never even considered asking about it.

Reply #269 Top

I just noticed that in sins all keyboard keys react on the key-up event instead of the customary key-down event; In most RTS games, such as starcraft, there is an reaction when the key is pressed, not when it is released. The reason for that is obvious, it allows for faster control, since it allows the game to react faster to each command.
Since sins has such a slower pace than most RTS games, this fast reaction is not so necessary of course, but the reacting on key-up results in a annoying control issue for me:
I am accustomed to create a control-group/fleet by pressing the control-key, then pressing the number key, then releasing the control-key, then releasing the number key in one fluid motion. Since most games react on key-down, that is interpreted as an control-number command, and a control group is created. But since on key-up the control key is no longer pressed, interprets sins that sequence as an ordinary number press. Which causes a selection of the control group, instead of an assignment.
Can this behavior can be changed to react to the key-down event, if only for the control-group part of the controls, or perhaps be made as an option?
End of quote


So THAT'S why assigning control groups felt so.... so.... mushy. Thanks for figuring that out. It was driving me bonkers having to be so slow and deliberate when pressing the keys to assign a group but I couldn't quite figure out what was wrong.