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    SystemParadox

    @SystemParadox

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    Posts made by SystemParadox

    • RE: PathFinder - using heuristicWeight to implement fractional costs

      This has been bugging me all this time so thank you!

      I wonder why they're doing that.

      posted in Help
      SystemParadox
    • RE: [Private server] Continuous errors for Invader and Source Keeper

      I've seen this many times over the years but I have never managed to find out what causes it. A reinstall usually seems to fix it, but I wish I knew what the problem was.

      Once I got it working on my current server it hasn't done it again since so maybe it is a bad install issue.

      posted in Technical Issues and Bugs
      SystemParadox
    • RE: Change email subject to split notifications by shard (especially for seasonal)

      @o4kapuk @artch We're now on season 3 and this still hasn't been addressed. I know you're busy but this should be a simple change and I really think it needs to be fixed as a priority.

      posted in Feature Requests
      SystemParadox
    • RE: RoomPosition.createFlag fails without room vision

      This appears to be broken still.

      posted in Technical Issues and Bugs
      SystemParadox
    • RE: why I go to other shard, I will loss my creeps?

      Some of your creeps seem to be sitting around in the portal room until they die: https://screeps.com/a/#!/history/shard2/W20N10?t=32797633

      posted in Technical Issues and Bugs
      SystemParadox
    • RE: why I go to other shard, I will loss my creeps?

      Wow that's a lot of portals in one path!

      If some of the shards aren't normally ticking then you may well be running into the issue where the creep arrives but it takes ages for your code to wake up and start ticking.

      One trick you might find helpful to avoid this is to add a construction site for a road into a wall (so noone can step on it and destroy it) in the portal rooms. This is enough to keep that shard ticking.

      How do you know your creep names are unique? If your naming is at all based on checking what you already have you might find that it's creating creeps with a name that's already been used on a creep that's gone to another shard.

      posted in Technical Issues and Bugs
      SystemParadox
    • RE: Incorrect rendering order - roads are drawn on top of everything (creeps, containers, etc)

      Just seen the issue here https://screeps.com/season/#!/history/shardSeason/E28S19?t=2407645, the terminal became invisible when the rampart over the tower was destroyed. If you go back a bit in the history you'll see that one of the towers also went invisible. It seems to change when ramparts are removed.

      Only happened in Chrome on Linux. Firefox on Linux was fine, as was the steam client. Chrome on Windows was fine, even on the same machine. Issue persists after a restart.

      I will try and find a test case on the main server to see if anyone else sees the issue at the same time.

      posted in Technical Issues and Bugs
      SystemParadox
    • RE: Incorrect rendering order - roads are drawn on top of everything (creeps, containers, etc)

      @o4kapuk I've noticed that I'm getting a couple of these messages in the console for each room I look at:

      [.WebGL-0x223445f49c00] GL_INVALID_OPERATION: Feedback loop formed between Framebuffer and active Texture
      

      This would explain the issues, if screeps is using some sort of render-texture and there's a loop then I can definitely see how it would cause this problem with rendering order.

      Additionally, there's another issue that's even more annoying which I'm noticing more and more lately - sometimes some structures are invisible in certain rooms. It only seems to affect complex structures like storage, factory, terminal, labs and nuker, and I've only noticed it for structures under ramparts. I think this is the same bug manifesting in different ways. They momentarily become visible when zooming in/out, but it's just a brief flicker and then they're gone again. As with roads, it seems to persist after navigating to other rooms and across a full refresh and even after closing the browser. Again, an issue with a texture loop would seem to explain this.

      posted in Technical Issues and Bugs
      SystemParadox
    • RE: Why is Arena not going with hex tiles?

      I'd be interested in this precisely because I've never done it. Maybe programming with hex tiles is actually easier?

      I can't see this happening though. I know arena is going to be very different but this will change literally everything.

      posted in General Discussion
      SystemParadox
    • RE: Overriding Console.log

      I've overridden console.log in browsers before and it does work but I did have to fiddle to get it to work properly as for some reason the this context doesn't work how you would normally expect. Also you can end up with devtools giving you the wrong file/line numbers.

      The simplest option would be to make your own global Log object and just use that everywhere instead of using console.log directly. I think this is what most people are doing.

      posted in General Discussion
      SystemParadox