HyperKat Support and Tester Forum

Mars Colony Frontier => Frontier Game Status => Topic started by: Hyper on September 26, 2015, 03:12:56 PM

Title: RELEASE
Post by: Hyper on September 26, 2015, 03:12:56 PM
Over the last week GoDaddy has migrated the website over to a different server. We had to back up the forum with and older version and data was corrupted and or lost.
I will go through this and other website / forum / game issues so please bear with me.

Title: Re: RELEASE
Post by: rditto48801 on September 26, 2015, 06:30:20 PM
Maybe that is why I ran into a 404 error in one place. The MC:C info page has an old forum link, http://hyperkat.com/litterbox.

Also, fyi, MC:F seems to have already yielding a number of effectively game breaking (and colonist killing) bugs myself and others have run into.
And in typical internet fashion, some people are slightly overreacting to said bugs. (or else the trolls are already showing up on the Steam forums for MC:F...)
Edit:
Correction, it looks like there is at least one troll on the loose on the Steam MC:F forum....
End edit

Where the heck does MC:F store its logs at?

Edit 2:
Holy crap MC:F's ratings on Steam are sliding downhill quick.
When you get the website issue dealt with, it looks like you have a fair bit of damage control to do.

Could this server move thing have caused a bad/corrupt/outdated version of MC:F to be uploaded to Steam?
Title: Re: RELEASE
Post by: jebusno2 on September 27, 2015, 09:38:36 AM
I have a major bug when i try to start single player. the game just gives me a popup that says error reading png file:IDAT: CRC error. however when i validate files steam says nothing is wrong. What is going on? I have attached a screenshot of the error.
Title: Re: RELEASE
Post by: Hyper on September 27, 2015, 10:42:00 AM
It seems some data may have got corrupted, trying to work on the details now. The version I run here runs perfect, can't crash it on 5 different computers.
I understand the Map but is being worked around using low texture setting in the options dialog. Which would point to a bad PNG file. Once I get back healthy I will be going through and verifying the game / textures etc.
Also had different modes in there but the way steam saves data caused some issues on how I read and write the code.
As for this version being dummed down If you look into it more, player build sub modules are better quality so they produce more and break less.
Competition mode with NPC active will be put back in soon and the story modes are there just not completed. Room for updates as we planned each week something new added.
Bear with us till we get the corrupted art files dealth with...

Thanks, it will only get better from here...
Title: Re: RELEASE
Post by: rditto48801 on September 27, 2015, 12:26:19 PM
I got textures on lowest and have not had any map crashes sense.

So I only have three issues at the moment.
First, the fact the 'building' part of the power module is missing on my base after I built the life support module. The equipment still works at least, and the base is still powered.

Second, I got promoted to Specialist after a skill leveled up while doing farm stuff, got a message saying there was a reward incoming, and to report to the command center.
I went to the main base, talked to the base commander, and he just said the same old thing he always does. I didn't get any sort of item or any credits.
Is there a delay until the reward pops up? Or am I missing something?

Third. Tomatoes have a sell price of 0. And unless I missed them, they are not sold.
Edit: Of note, I had sold two tomatoes, not noticing the 0 value until I was hitting the sell button on the second one. I reloaded my game after a short break and both tomatoes were back in inventory... End Edit.

I recall all the work that went into MC:C, so I don't mind waiting, and working through the issues that can be worked around.
Although my next hurdle is to figure out what to do with a box of full of ore from a new auger, since it sort of skipped my mind that I can't process it if I can't use the main base ore processor. (maybe I should check that again since I got promoted... otherwise, time to focus on selling plant based foods...) Edit: n/m, found out I can just sell ore strait out of the ore box. End edit.

Will it work okay if I just put several hubs next to each other, so I can pack stuff like farms and whatnot close together to keep the base compact?

If I put down an empty module, can I upgrade it later to one of the other module types? Or is it stuck as being empty?

I am guessing stuff like waste containers were removed from the game.

Oh, here is the end of a log the last time I had the map crash. I had left the base, walked a short ways, checked map, and crash.

Code: [Select]
AIRLOCK
SOUND PROFILE InsideAmbientSound
LEFT MOUSE
SELECT OBJECT CALLED
CLEAR THE TARGET
LEFT MOUSE
SELECT OBJECT CALLED
USE TYPE 5
TAG A DOOR 300
BUILDING
OK 1
AIRLOCK
MAP AWAKE
CLEAR DOTS 64 65
CLOSE MAP CALLED
B:/Steam/steamapps/common/Mars Colony Frontier/shaders/common/postFx/dof/DOF_DownSample_P.hlsl(72,10): warning X3205: conversion from larger type to smaller, possible loss of data
B:/Steam/steamapps/common/Mars Colony Frontier/shaders/common/postFx/dof/DOF_DownSample_P.hlsl(73,10): warning X3205: conversion from larger type to smaller, possible loss of data
B:/Steam/steamapps/common/Mars Colony Frontier/shaders/common/postFx/dof/DOF_DownSample_P.hlsl(74,10): warning X3205: conversion from larger type to smaller, possible loss of data
B:/Steam/steamapps/common/Mars Colony Frontier/shaders/common/postFx/dof/DOF_DownSample_P.hlsl(75,10): warning X3205: conversion from larger type to smaller, possible loss of data
B:/Steam/steamapps/common/Mars Colony Frontier/shaders/common/postFx/dof/DOF_DownSample_P.hlsl(84,18): warning X3206: 'autogenUncondition_55070f7a': implicit truncation of vector type
B:/Steam/steamapps/common/Mars Colony Frontier/shaders/common/postFx/dof/DOF_DownSample_P.hlsl(85,18): warning X3206: 'autogenUncondition_55070f7a': implicit truncation of vector type
B:/Steam/steamapps/common/Mars Colony Frontier/shaders/common/postFx/dof/DOF_DownSample_P.hlsl(86,18): warning X3206: 'autogenUncondition_55070f7a': implicit truncation of vector type
B:/Steam/steamapps/common/Mars Colony Frontier/shaders/common/postFx/dof/DOF_DownSample_P.hlsl(87,18): warning X3206: 'autogenUncondition_55070f7a': implicit truncation of vector type
B:/Steam/steamapps/common/Mars Colony Frontier/shaders/common/postFx/dof/DOF_DownSample_P.hlsl(88,14): warning X3205: conversion from larger type to smaller, possible loss of data
B:/Steam/steamapps/common/Mars Colony Frontier/shaders/common/postFx/dof/DOF_DownSample_P.hlsl(88,14): warning X3206: implicit truncation of vector type
B:/Steam/steamapps/common/Mars Colony Frontier/shaders/common/postFx/dof/DOF_DownSample_P.hlsl(88,11): warning X3550: array reference cannot be used as an l-value; not natively addressable, forcing loop to unroll
B:/Steam/steamapps/common/Mars Colony Frontier/shaders/common/postFx/dof/DOF_CalcCoC_P.hlsl(39,11): warning X3205: conversion from larger type to smaller, possible loss of data
B:/Steam/steamapps/common/Mars Colony Frontier/shaders/common/postFx/dof/DOF_CalcCoC_P.hlsl(40,12): warning X3205: conversion from larger type to smaller, possible loss of data
B:/Steam/steamapps/common/Mars Colony Frontier/shaders/common/postFx/dof/DOF_Final_P.hlsl(54,8): warning X3205: conversion from larger type to smaller, possible loss of data
B:/Steam/steamapps/common/Mars Colony Frontier/shaders/common/postFx/dof/DOF_Final_P.hlsl(55,8): warning X3205: conversion from larger type to smaller, possible loss of data
B:/Steam/steamapps/common/Mars Colony Frontier/shaders/common/postFx/dof/DOF_Final_P.hlsl(56,8): warning X3205: conversion from larger type to smaller, possible loss of data
B:/Steam/steamapps/common/Mars Colony Frontier/shaders/common/postFx/dof/DOF_Final_P.hlsl(57,8): warning X3205: conversion from larger type to smaller, possible loss of data
B:/Steam/steamapps/common/Mars Colony Frontier/shaders/common/postFx/dof/DOF_Final_P.hlsl(75,12): warning X3205: conversion from larger type to smaller, possible loss of data
B:/Steam/steamapps/common/Mars Colony Frontier/shaders/common/postFx/dof/DOF_Final_P.hlsl(103,8): warning X3205: conversion from larger type to smaller, possible loss of data
B:/Steam/steamapps/common/Mars Colony Frontier/shaders/common/postFx/dof/DOF_Final_P.hlsl(106,10): warning X3205: conversion from larger type to smaller, possible loss of data
B:/Steam/steamapps/common/Mars Colony Frontier/shaders/common/postFx/dof/DOF_Final_P.hlsl(117,12): warning X3206: 'autogenUncondition_55070f7a': implicit truncation of vector type
B:/Steam/steamapps/common/Mars Colony Frontier/shaders/common/postFx/dof/DOF_Final_P.hlsl(117,10): warning X3205: conversion from larger type to smaller, possible loss of data
B:/Steam/steamapps/common/Mars Colony Frontier/shaders/common/postFx/dof/DOF_Final_P.hlsl(131,14): warning X3205: conversion from larger type to smaller, possible loss of data
B:/Steam/steamapps/common/Mars Colony Frontier/shaders/common/postFx/dof/DOF_Final_P.hlsl(132,11): warning X3205: conversion from larger type to smaller, possible loss of data
LEFT MOUSE
SELECT OBJECT CALLED
CLEAR THE TARGET

Edit of edit:
Hyper, I am sending a PM regarding someone posting a link somewhere for an old MC Alpha.
Title: Re: RELEASE
Post by: jebusno2 on September 27, 2015, 12:50:07 PM
I tried every setting on lowest and still got the exact same error message.
Title: Re: RELEASE
Post by: rditto48801 on September 27, 2015, 01:10:53 PM
I tried every setting on lowest and still got the exact same error message.
So you tried Verifying Integrity of Game Cache, but that didn't fix it?
If all else fails, maybe use the Delete Local Content for MC:F and then reinstall?

I did notice someone else on the Steam Forums having an unusual but possibly unrelated problem with loading missions, which makes me think of another thing.
Are you by any chance using the default player profile?
Title: Re: RELEASE
Post by: jebusno2 on September 27, 2015, 01:32:18 PM
The same error happened with a custom profile as with the default.
Title: Re: RELEASE
Post by: rditto48801 on September 27, 2015, 02:12:20 PM
Then I am out of ideas, beyond uninstalling and reinstalling.
Title: Re: RELEASE
Post by: jebusno2 on September 28, 2015, 04:23:28 AM
Ok i reinstalled and i work i can get into single player but a new error has appeared the game works fine for a while and it appears to be random but after i open the map a few times one of those times will cause a run time error to appear and crash the game. Also when this happens the process appears to keep running in the task manager until i manually stop it.
Title: Re: RELEASE
Post by: jebusno2 on September 28, 2015, 04:56:47 AM
Sorry if this sounds dumb but how do you turn on the lights in player made bases?
Title: Re: RELEASE
Post by: rditto48801 on September 28, 2015, 06:12:32 AM
No clue. I've tried interacting with those little screens next to the doorways, but didn't notice anything happening.
I think they turn on by themselves in some cases. At least some modules have minimal lighting at night. The light outside of the airlock seems a bit on the dim side, the the main issue might just be the lights are not to bright in the first place.
Title: Re: RELEASE
Post by: jebusno2 on September 28, 2015, 06:27:56 AM
So no lighting like in Challenger? Also the map crash seems to happen anytime AFTER you accept a mission from the guy outside the base. Then if you validate the files and re-enter the game you arre in the same spot but have no eva gear and nothing in the missions tab on the pda.
Title: Re: RELEASE
Post by: rditto48801 on September 28, 2015, 06:40:12 AM
There are apparently lights, just no option to turn them on/off manually.
It wouldn't be to bad if the base wasn't so poorly lit in some areas.

A map crash? Have you set Textures to Lowest in PC Settings on the Main Menu?
The game seems to 'randomly' save different details, like player stats, inventory, rover location, etc. So when it crashes, it doesn't update stuff properly, and loads up 'older' data... which is hell at start, because the 'original' states are 0 food/water, no EVA power/O2, and no fuel in the Rover. And since the O2/Methane transport containers are apparently not in game, you likely get a 500 credit paper weight...

I've had a crash with interesting results. After restarting the game and loading the mission, I popped up where I was a minute before the crash, next to the repair bench when I repaired something for a repair part mission, with food/water of when I first got to the main base after returning from my base in the NE (so I had to buy more food since I ate at the main base after I got there), and after a long walk to my base NE (which took 35 O2/Power for EVA), I found my rover back at my base NE, with the fuel it had before my trip to the main base.

I've learned to 'save and quit' after getting major things done, even though it means restarting the game, just to be on the safe side. With Textures set at Lowest, I have not had any crashes when using the map.
(A 'quit to main menu' option would be nice)

@ Hyper, in case you missed it, I have been adding more bug report and suggestion type stuff to my post in the other thread.
http://hyperkat.com/scratchbox/index.php?topic=863.0 (http://hyperkat.com/scratchbox/index.php?topic=863.0)
Title: Re: RELEASE
Post by: jebusno2 on September 28, 2015, 02:29:14 PM
The thing im having trouble with at the moment is the stamina. It really runs down much to fast does the loss rate improve as you rank up or can it be changed to at least recover faster?
Title: Re: RELEASE
Post by: Hyper on September 28, 2015, 03:08:11 PM
If you are using the sprint mode yes stamina will go away fast. So far in thousands of hours of walking around normal I have never run out.
Title: Re: RELEASE
Post by: rditto48801 on September 28, 2015, 03:16:15 PM
The thing im having trouble with at the moment is the stamina. It really runs down much to fast does the loss rate improve as you rank up or can it be changed to at least recover faster?

I don't think rank has much effect on Stamina. Not that I noticed, anyways.

I can think of some basic tips.
Walk, don't run or jump.
Take short breaks often when in the base, which usually happens just by checking and doing things. Also easily achieved by not deleting all of the interior doors like was apparently done in the main base. (oh the humanity of neglecting basic safety measures!)
Drive a rover if you are going to be doing stuff away from base.

I run low on stamina on occasion, but usually only when having to bounce around between different parts of my base carrying things, which was before I was able to make a 'back door' so I could just unload stuff from the rover closer to where it was going. (4 ore boxes being moved from airlock through 5 modules and a few Hubs can take some time...)

I also ran out multiple times after a crash caused my rover to spawn at my base and me at the main base... That was quite a walk...
Title: Re: RELEASE
Post by: jebusno2 on September 28, 2015, 03:30:56 PM
There is a jump button? Also i do walk everywhere an it seams ro plumit even with just walking and takes ages to recover. I had the same thing with the rover happened to me too, the walk back sucked.
Title: Re: RELEASE
Post by: rditto48801 on September 28, 2015, 03:54:23 PM
It was pretty much the same in MC:C, so maybe that's why the stamina drain doesn't seem to much to me.
It does seem like it recovers slower than it drains. If it actually does is another thing, may just be perspective of standing there doing nothing. The saying 'A watched pot never boils' comes to mind.
There is a jump button, I think Space Bar. Handy for hopping up on those raised platforms/modules that are outside.

I partly blame the excessive amount of dead weight needed to simulate Earth like gravity pull on the body on Mars.  ::)
Title: Re: RELEASE
Post by: Hyper on September 28, 2015, 03:54:39 PM
The rover wont run out of stamina, but it will run out of fuel. Make sure you fill up at the garage before you adventure out. Failure is an option.....
I dont walk alot, I use the rover but I may take a look at bumping the stamina some.

I hope you are all reading this board. I plan to keep adding to it as we go.

http://hyperkat.com/scratchbox/index.php?board=19.0

I have been running for 4 hours now got base building on the way, Augers down making money, fish, algae and plants and my first promotion to specialist.

If anyone wants to hook up and join my server let me know....
Title: Re: RELEASE
Post by: rditto48801 on September 28, 2015, 05:47:08 PM
The rover wont run out of stamina, but it will run out of fuel. Make sure you fill up at the garage before you adventure out. Failure is an option.....
I dont walk alot, I use the rover but I may take a look at bumping the stamina some.

I hope you are all reading this board. I plan to keep adding to it as we go.

http://hyperkat.com/scratchbox/index.php?board=19.0

I have been running for 4 hours now got base building on the way, Augers down making money, fish, algae and plants and my first promotion to specialist.

If anyone wants to hook up and join my server let me know....

The game is wonky 'where' it saves the position of things. I believe jebusno2 did not mean the rover ran out of fuel/stamina, but that one of the crashes caused the colonist and rover to pop up at different bases, like happened to me, requiring a long walk between bases to get back to the rover.
Ah yes that wont happen in later versions. If you crash the server does not know where to put you since data was not saved. Working on fixing that.

About upgrading parts. So if I make a part at Engineering Skill 1, and I latter get Engineering Skill 2, if I make the same part it will be better than the one made at Engineering Skill 1?
No level 2 parts are just that. Engineering skill goes up you can build or fix faster with less fails.

What's up with the 'research' tab/option at the fabrication table?
If you build a new part you can take the old one and sell it or research will disassemble it into a kit to build another "better" one.

I am more of a single player gamer myself, although this is one of the few games where multiplayer seems tempting.
Has the cap been raised for the number of dots that can be on the map? I (still) have a habit of having soil sample spots all over the place.
I recall in MC:C, the map simply stopped adding them at one point, when still trying to narrow down where to start  GPR'ing for the last few ore types...  ::)

On the subject of Augers, when does Contract kick in for them? When they get full at 200 ore?
Yes at 200 they auto sell

On a side note, holy crap organic fertilizer production is OP... I feel like my lone colonist and their small fish and farm operation could outdo a small herd of cows in the all natural fertilizer production department.
Sell it back to the main base

Title: Re: RELEASE
Post by: jebusno2 on September 29, 2015, 06:14:30 AM
Is there any way to power up the main base radio? I cant figure out how get on top and the comm panel says it is 0.00. Also tower 2 will not let me connect it at all no matter what the mission i get for it or the setting i use.

Patch in the next day or so fixes this
Title: Re: RELEASE
Post by: rditto48801 on September 29, 2015, 07:57:17 AM
Sell the spare organic fertilizer?
At present, I went from being out of NPK fertilizer, to getting my first batch of fish harvested, and being able to shoot up to over 30 organic fertilizer. I am sitting at 50+ right now. It's a bit of a hassle to sell large amounts of items
Auto Sell contract button will be added back in soon

So there is only a single level of update/improvement for each part?
For now yes. By the time you get all the parts upgraded you wont need them as much.

What exactly does upgrading base modules do?
I've never really bothered with it, since the only time I toyed around with the option, I lost the 'building' around the Power module.
It happened when I found out there was an upgrade option after I built the Power Module when first getting my base started, I selected no, and after I built the Life Support module I noticed the Power module 'lost' the building but not the equipment. My base borrowed an element of the MC:C base, an interior facing airlock. I technically have 3 unused module spaces because of doing that to maintain access to the power stuff.

Speaking of power stuff, can storms cause the RSG to shut off? I had battery warnings like crazy at one time not long after a storm, and when I checked the batteries I saw the RSG was off. I only had it at 60 or 65 at the time, and the parts were good, it just had to be turned back on again.

On a side note Hyper, it bothers me you just edit my posts rather than replying/quoting them.
I sometimes pop in, see no new posts listed at the bottom of the forum, a and assume there is no response yet.


Is there any way to power up the main base radio? I cant figure out how get on top and the comm panel says it is 0.00. Also tower 2 will not let me connect it at all no matter what the mission i get for it or the setting i use.
I don't think the main base radio can be interacted with in any way. 0.00 is signal strength.
I have noticed that after doing a radio mission for the NE tower, the next radio mission, for the NW tower, 'breaks' and cannot be completed, signal stays at 0 no matter where the slider is put.
Title: Re: RELEASE
Post by: Hyper on September 29, 2015, 08:35:30 AM
I try to respond in RED to specific questions. Copy the question with response seems redundant
Title: Re: RELEASE
Post by: rditto48801 on September 29, 2015, 04:29:24 PM
How will autosell work for fertilizers as far as how much is sold and when it is sold?
Will it take into account factors like how many greenhouses there are? Say something like leaving 4 fertilizer minimal (each fertilizer type) per Greenhouse? So if someone had 3 Greenhouses, the autosell would only sell an amount past 12?

What am I missing with the NPK Fertilizer made at the fab table? I made some, now I got 'boxes' of NPK Fertilizer in inventory that don't seem to be of use for anything. I eventually gave up and stuck them in a Tote.

Is it just me, or does the Contract button for planters give 400 credits regardless of crop type?
With some plant items selling for over 30 each, about 150 for a full planter worth, it seems that 'everything else' of the plant (seeds, plant waste, etc) is more valuable than the food value.
Will some of the cheaper plants give less money when autosold via Contract? Or do all of them give 400?

Is it possible to make worm/mushroom/algae starters?
When do NPC shops restock their supplies?
I want to plan ahead before I do stuff like draining an algae tank to change algae type grown, and if I should plan on trying to track down certain ores in the odd chance the mineral ship doesn't restock what it has for some time.

Contract autosell for Augers sure is a rip off. Talk about expensive convenience. I only use it because I am up to my eyeballs with Calcium and Phosphorous, and because I got a spare auger not doing much (last left off burning through GPR shots, got a few test drillilings to do). Everything else I'd rather manually process and sell.
A motto for the base owners... "Marscorp, ripping off miners, because we can."  :P

What's the sell level for Algae? I've tried to use the Contract button, but nothing happened. I had about 12-15 at the time I tried it.

On a side note, I noticed both the Blog and Forums were down for a few hours, I kept getting errors relating to databases and whatnot. More trouble from the host issues you mentioned recently?

What's wrong with supporting the Department of Redundancy Department?  :D
Title: Re: RELEASE
Post by: jebusno2 on September 29, 2015, 04:45:27 PM
Will it ever be possible to build more than one rsg like in Challenger?
Title: Re: RELEASE
Post by: rditto48801 on September 29, 2015, 05:06:19 PM
I've been wondering that myself, since only one Power module can be built.
At least there are dual battery banks and the option for building Solar power modules.
Title: Re: RELEASE
Post by: Hyper on September 29, 2015, 09:23:52 PM
You wont need more than one.... upgrade the generator and control unit and a solar panel and you have plenty of power
Title: Re: RELEASE
Post by: jebusno2 on September 30, 2015, 01:47:49 AM
RSG set to what level when upgraded 70 or 75?
Title: Re: RELEASE
Post by: Hyper on September 30, 2015, 08:25:12 AM
Read this board. I will be adding more info as time allows

http://hyperkat.com/scratchbox/index.php?board=19.0
Title: Re: RELEASE
Post by: SgtFox on October 01, 2015, 01:42:20 PM
hey hyper , ive send you a personal message some days ago would you mind responding to it? would be nice , thanks
Title: Re: RELEASE
Post by: rditto48801 on October 01, 2015, 04:34:03 PM
[sarcasm]
Yay, more bugs!
[end sarcasm]
Making GPR Shots at the Fabrication table creates a useless item. It has an icon like 7 shotgun shells, but cannot be loaded into the GPR. Stuff it in fab storage.
So, along with PKR Fertilizer, that makes two item recipes at the Fab table that produce an unusable item.

Loading unprocessed plants or fish into the tote/supply box breaks them. After removing them and putting them back in inventory, they cannot be processed.

My Engineering skill seems frozen at 4, it won't go any higher. Fixing the rover and making stuff at the fab bench seem to have no more effect on improving the Engineering skill.
Scratch that, it took a while, but the little experience bar is starting to go up again.

Edit:
Almost forgot. Jumping up on the solar panel base suddenly puts you in an area with inside pressure/radiation/temp.

Edit 2:
This is odd.
I harvested two pools of frogs earlier. I just saw I have only 4 frog legs. I am up to 13 frog eggs from 5 I had previously, so 2 used and 10 frog eggs harvested are accouned. Checked both supply boxes I have, neither have the frog legs. Kind of baffled right now. I did save and quit not long after the harvest, and I noticed it took longer than normal to save (I was worried it froze up while saving), so I wonder if something happened during the save.
Edit 2B:
One extra detail about the above issue. I had been using the tote/supply box. I grabbed frogs, processed them, stuck the meat in the supply box, grabbed the second batch of frogs, processed them, put them in the tote, then moved to the kitchen module to remove the frog legs from the tote into inventory, and move them to the fridge.
I also had a bug where I could not put the tote/supply box down anywhere in the base. Not even in the middle of empty hubs. However the moment I was outside, or in an airlock, I could put them down normally. After a while (and having one loaded into a rover) the issue disappeared on its own.

Edit 3
Warning:
Bug from MC:C of taking damage while moving between modules apparently exists in MC:F.
I just had it happen, screen flashed red a moment while moving from farm hub to fish tank room. Rushed to medical bed, everything is normal, so it is not from illness that just happened to pop up. Health quickly healed up after it happened.