Hey Folks! I was able to spend some more quality time with the space prototype today, trying to bring together the orbital plotter, voxel nav console, and crew sim.
First order of business was to get a voxel model done for the console, and I decided to just get a basic captain's chair for now. It's missing the screen and some other decorations, but it's enough to get the point across. And for me to see how voxel models look in engine.
Hey Folks! Hope your weekend was better than mine. The whole family here was hit by some sort of uber head cold, and we're all a coughing, sniffling mess. Needless to say, it was neither a productive nor enjoyable weekend. Though, it appears we are all on the mend now, more or less.
Hey Folks! We may have a patch to address the Android crashes and save issues introduced in v1.2.5. Tiago put together a new build this afternoon which uses a more reliable way to find a good save path, and we're currently testing it with a few beta users. If this works, it should make saving crash-free on all Android device+OS version combos, and we think that's the main cause of crashes folks are experiencing.
Assuming the tests come back successful, we'll proceed with rolling the patch out asap! (Fingers are crossed!)
Hey Folks! While Tiago works on the Android save patch, I decided to try and get some more prototyping done on the plotter. And it's getting pretty close to usable.
One of the most obvious changes today was switching the line renderer to use colored solid lines instead of textured lines. I like the visuals slightly less, but it allows me to prototype a lot faster if I can just plug color values in rather than making new textures for each new color.
Hey Folks! Still working through the recent Android issues resulting from patch v1.2.5. Though I did get a little prototyping done, as well.
The save issue looks like it might be a result of the new file path we're using. It looks as if the path we chose works on some devices (such as our own testing devices), but not others (see the app reviews). Furthermore, there was a discrepancy between the save path and the load path, which probably made things worse. Again, some devices resolve both paths equally, others must not.
Hey Folks! Hope you had a good weekend. Among other things, yard work featured in mine. I discovered just how ineffective a spade can be in hard clay. And to make matters worse, there appears to be a gas line somewhere near where the hole needs to be. And tree roots. Oof.
Hey Folks! With yesterday's mobile build v1.2.5 still rolling-out, and no apparent fires to extinguish yet, I turned my attention back to the space prototype. And it was a fairly productive day!
One of the first things I added was human-readable velocity and distance info to the current point of reference. This way, we can see things like m, km, Gm, or AU instead of gigantic (or tiny) numbers all in AU. Apart from simply making the user's life easier, it's making my job easier as I can now get a better feel for how accurate it is at-a-glance.
Hey Folks! Mostly mobile patch work today, and a minor UI bug fix.
Tiago was able to check-in his save system upgrade, so we began testing the patch today. Currently, updating the app wipes saves, and this is one of the things we are trying to fix. There appear to be some special places on Android and iOS for saving files that don't get wiped on updates. And, as you might expect, both are completely different :)
Hey Folks! Hope everyone had a good weekend. Ours involved a lot of cleaning poop and pee as we potty trained the little one. Progress is being made. But so much poop and pee... Good research for NEO Scavenger 2, perhaps.
I spent pretty much the entire day trying to reproduce the PC save corruption bug. And at one point, I thought I had it! But alas, no luck yet.
Hey Folks! Finally got into a rhythm working out the DMC map bug on iOS, and I think I've fixed it.
It took several tries, and a lot of guessing and checking via compile->simulate iOS device->tweak->repeat for various devices, plus a few build-toactual-iPads thrown in for good measure. And most of a day later, I think the fix is checked-in for Tiago to verify on his iPad.
Like an unkillable monster wearing a hockey mask, iOS is back at my doorstep. This time, due to a retina rendering issu- wait a minute. Is this a repeat?
Yes. Yes it is.
Looks like we still have some rendering discrepancies on certain iOS devices. And once again, it's due to retina wonking-out the device's reported resolution. Haxe just doesn't know what the heck is going on with these devices, that report having two different resolutions simultaneously.
And though we thought we had fixed it before, it appears it just moved the problem around.
Hey Folks! Bit of a split day today, as I worked on both mobile bugs and the space prototype.
The morning bug fix session focused on me catching-up on forum bug posts, and then tackling an encounter crash reported in the Isotope Mine. It seems if the encounter uses part of a stack of items, the game crashes with a null pointer.
Hey Folks! I woke up to a bit of disheartening news this morning. Despite mobile's early success on the market, and the welcome reinvigoration of Steam sales, it looks like the party was short lived. Mobile sales took a hit a few days ago and are holding at the new low. And worse, the Steam boost appears to have run its course, as well.
Hey Folks! Hope everyone had a good weekend. We visited Discovery Park for the first time, which was beautiful. (And lived up to its name!) And we painted the bedroom ceiling, which made the room look like a scene from a pandemic outbreak movie for a while.
Back at the office, I'm afraid it was all work and no play today. Pretty much spent the day in my inbox and file explorer, plus some banking/tax websites.
Hey Folks! More bug fixing today, as I sort out the various datafile bugs and find yet another crafting crash!
The situation with datafiles, as it turned out, was pretty messed-up. The game was doing a few things incorrectly, resulting in really weird outcomes. One part was that it returned requests for a "random data file" with the same data file over and over. (Namely, the generic template used to make data files.)
Another bug overwrote the template each time a new datafile was loaded, so loading any additional datafile changed all existing ones in-game.
Hey Folks! More mobile fixing today. The focus was on some item bugs that were reported recently, and involved a lot of detective work.
The first issue affects the Giizhik smudge stick, and probably a few other, similar items. (Like dog-be-gone.) Basically, if the item bestowed a condition while contained in any slot, the game would ignore it. This was due to a parsing error in the data handling code that just ignored item data that had no specific slot ID.