Maia Backer Alpha 0.36 Release Notes.

Discussion of Maia's on going development, including modding.
pknje
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Re: Maia Backer Alpha 0.36 Release Notes.

Post by pknje » Tue Nov 05, 2013 10:10 pm

so will this be able to work on my intel hd 2000 gpu? I will be getting a new PCI Express card soon.

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SimoRoth
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Re: Maia Backer Alpha 0.36 Release Notes.

Post by SimoRoth » Tue Nov 05, 2013 10:20 pm

pknje wrote:so will this be able to work on my intel hd 2000 gpu? I will be getting a new PCI Express card soon.
I'm not sure to be honest, but the HD2000 is very low end so I suspect not. The PCI express card is a good move.

pknje
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Re: Maia Backer Alpha 0.36 Release Notes.

Post by pknje » Tue Nov 05, 2013 10:25 pm

It doesn't unfortunately and yeah its like £70 though so might not have to be till payday :(

straykiller
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Re: Maia Backer Alpha 0.36 Release Notes.

Post by straykiller » Wed Nov 06, 2013 2:29 am

is there a 0.36 release for osx mavericks?

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SimoRoth
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Re: Maia Backer Alpha 0.36 Release Notes.

Post by SimoRoth » Wed Nov 06, 2013 4:13 pm

straykiller wrote:is there a 0.36 release for osx mavericks?
Currently uploading will be up by 1800GMT

kevok
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Re: Maia Backer Alpha 0.36 Release Notes.

Post by kevok » Tue Nov 12, 2013 2:36 am

Filed a new bug report. a couple old bugs still exist, rooms expanded around doors leave the door sitting there, texture glich when door is on corner, doors adopt floor texture of only one side of door. As for new stuff, it all works pretty well. The tutorial was a little slow, perhaps increase the transmission rate? Also, it would be cool to have an (unlisted) option to type (n) instead, sort of a "Fuck you game" option, and have the game respond in some way. Finally, the game should probably be paused during the tutorial so you don't waste precious oxygen-hours.

Pic: The ugly doors
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AMD Phenom II X6 1045T
Nvidia GeForce GTX 560
2x 4GB DDR3 1333MHz
Windows 7 x64

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panther
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Re: Maia Backer Alpha 0.36 Release Notes.

Post by panther » Tue Nov 12, 2013 8:34 am

MacBook Pro (Early 2011), Intel HD3000
The system (OS GUI) hangs completely after I launch the game, system log shows the following lines repeating every 5 seconds until reboot:

Code: Select all

12/11/2013 12:20:42.000 kernel[0]: stampWait: Overflowed checking for stamp 0xbc4cc2 on BLT ring: called from wait for blt buffer (2D blt)
12/11/2013 12:20:42.000 kernel[0]: timestamp = 0xbc4cc1
12/11/2013 12:20:42.000 kernel[0]: ****  Debug info for *possible* hang in BLT graphics engine  ****
12/11/2013 12:20:42.000 kernel[0]: ring head    = 0x44805370, wrap count = 548
12/11/2013 12:20:42.000 kernel[0]: ring tail    = 0x00009250
12/11/2013 12:20:42.000 kernel[0]: ring control = 0x0000f401   enabled, auto report disabled, not waiting, semaphore is waiting, length = 0x010 4KB pages
12/11/2013 12:20:42.000 kernel[0]: timestamps = 0xbc4cc1
12/11/2013 12:20:42.000 kernel[0]: Semaphore register values:
12/11/2013 12:20:42.000 kernel[0]: VRSYNC: (0x12044) = 0x3c34d7d
12/11/2013 12:20:42.000 kernel[0]: BRSYNC: (0x22040) = 0x0
12/11/2013 12:20:42.000 kernel[0]: RVSYNC: (0x 2040) = 0x0
12/11/2013 12:20:42.000 kernel[0]: BVSYNC: (0x22044) = 0x0
12/11/2013 12:20:42.000 kernel[0]: RBSYNC: (0x 2044) = 0x0
12/11/2013 12:20:42.000 kernel[0]: VBSYNC: (0x12040) = 0x0
12/11/2013 12:20:42.000 kernel[0]: trying to clear semaphore wait on BLT ring
12/11/2013 12:20:42.000 kernel[0]: After attempt to clear semaphore wait = 0x0000f001 no longer waiting
The same happened with the previous build, so nothing changed for me.

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GMAN
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Re: Maia Backer Alpha 0.36 Release Notes.

Post by GMAN » Sun Nov 17, 2013 2:01 am

I made a livestock pen, put some red glowsticks in and walked away. 30 minutes later my screen was moving in slow-motion filled with tons of chickens! I realized I couldn't get rid of them. It will be nice to see them get eaten by some alien fauna in later builds! Great work!

One thing bugs me though: The game seems to cycle through the different build items on it's own (I have turret selected, and move the cursor over a rock and it will change to flag or glowstick or door, etc.). This seems to happen anytime the object type under the cursor changes type.

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