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  Timers
Posted by: gamerscd - 03-01-2023, 05:07 AM - Forum: Arena of Ideas - Replies (4)

My suggestion is to drastically lower the build times for ships, stations and super large buildings, and broker timers. 

Currently i have stations that take 20 hours to build which make since in a multiplayer setting were the craft can build when the player is not online. For a solo game i feel like stuff should build when the game is closed.
Also the same issue with Brokers they have huge timers that only go down while the game is running. 
Also very big buildings like big domes and large radars and such have huge build times that only progress when a player is online.

Just my 2 cents :)

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  2023-02-28 Crashes, Stowaway Scenario
Posted by: Haxus - 03-01-2023, 01:09 AM - Forum: Updates - Replies (16)

Crashes
The previous update was crashing due to two bugs. They have been fixed.

Stowaway Scenario
This update adds another startup scenario called "Stowaway". In this scenario you start as a stowaway somewhere aboard a pirate ship. There are several interesting ways to play out this scenario.

This highlights a bug that has already been reported. The crew is pretty bad at defending their ship. I'll work on that.

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  More Steam achievements
Posted by: Neils Iyssada - 02-28-2023, 09:30 PM - Forum: Arena of Ideas - Replies (2)

Here are some ideas. I wrote everything that crossed my mind to give ideas to Haxus. Feel free to add your own ideas, the more the better.

Ship-related :

  • It should work - Build your first ship
  • Build X ships :
  1. Commander - build 10 ships
  2. Admiral - build 50 or 100 ships
  • Pioneer - Travel through a wormhole
  • Ludicrous Speed - Use WARP for the first time
  • Pirate nightmare - Destroy your first pirate base
  • Pirate hunter - Destroy your first pirate ship
  • Pirate expert - Destroy 10 pirate ships and 5 pirate bases
  • Apollo, we've got a problem ! - Crashed your ship into a planet / star
  • Spaghettifi-what ? - Get destroyed by a black hole
  • Star Wanderer - Spend x time onboard a spacecraft outside colonized star systems

Vehicle-related :
  • Apollo 11 - Land on a moon with a rocket
  • The Big Blue - Use a submarine
  • Raise the flag ! - Use a sailboat

Resource-related :
  • Nukes ! - Find Q255 Uranium
  • America, f*ck yeah ! - Find Q255 Oil
  • Omelette du fromage ! - Get Q255 cheese
  • Perfectionist - Get all basic resources at Q255
  • Uncle Scrooge - Get 1 billion cronodollars

Designer-related :
  • Rising Star - Get at least one design rated at more than 3 stars
  • Luxury Designer - Get at least one / two design(s) rated at 5 stars

Tech-related :
  • Gravity Drive - Get eludium
  • Beam me up Scotty ! - Use a transporter

Hidden :
  • My precious ! (lotr) or I need A Weapon (halo) - Find your first Ringworld
  • One achievement for each story mission. Name and description shouldn't spoil the story.
  • Armageddon - Destroy the asteroid
  • Kharak's Burning - Asteroid fragments has devastated cities on your homeworld (tribute to Homeworld 1)
  • Alderaan - Asteroid destroyed your homeworld

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  2023-02-28 Localization, Bug Fixes
Posted by: Haxus - 02-28-2023, 04:34 PM - Forum: Updates - Replies (27)

Localization
A little over a week ago Ripticus asked about localization (translation) to French. I've done the work over the years to prepare the software for localization so I started looking into what it would take to go to the next level. At that point I got swept away by the current for a solid week.

I use the Qt system of objects to develop all Hazeron C++ code, which is most everything. Qt has a way of tagging strings to be translated, like this tr("Translate this string"). For years (decades) I have been putting these tr tags in my code, knowing some day they would be needed. It would be a daunting task to go in after the fact and put them in, on a project as large as this.

The tools for extracting and processing the strings to be translated are very nice. They also revealed a few things that needed attention, if only due to my learning more about how the tr tags are used.

A tremendous number of strings were touched throughout the code. Please alert me if you see anything broken about the words you see, anywhere and everywhere. Many of these changes involved separating ugly chunks of html code from the text that needed translating. That means html errors could also be introduced in things like mail and reports.

Here are some minor changes you might notice in the user interface. 

  • System - The word "system" is used to mean a system of a spacecraft or a solar system. Almost every case of the use of the word system was changed to be either "subsystem" or "solar system" as appropriate.
  • Station - The word "station" is used to mean a control station or a space station. Almost every case of the use of the word station was changed to be either "control station" or "space station".
  • Fire Control - The term "fire control station" has always bugged me. This was changed to "Weapon Station" pretty much everywhere. It is listed as "Bay Weapon" in the skills list.
It is always a good idea to give people in other places a way to run the software in its native language, without translation. A "-notranslate" command line option was added to do just that.

The French translation should be completed in a month. As I keep making minor changes, I expect a final update round just before the actual release, the date for which has not been decided. I still have a number of bugs to fix.

Xian Lost the Ring
During the Dangerous Exchange story, Xian drops a ring. It is easily lost.

Xian now announces verbally when she drops the ring, so the player knows what happened to it and where to look for it.

Sector Name Field
Xian tells you what sector to find Dr. Millton. Unfortunately the sector name field did not get parsed properly so it just appears like this [sec.name].

Fixed.

Autosave
Autosave grabs the user interface until it is completed, which takes a bit.

Autosave now has a setting to turn it on and off.

Autosave now announces the beginning of Autosave three seconds before it actually starts. This gives a player enough time to free the mouse if they are quick about it.

Dark Matter Death
I don't recall if I said that death by dark matter no longer happens when an officer takes his ship into unexplored space. In the solo game you can send officer commanded ships into unexplored space.

Dark matter death was originally implemented to keep server load down. Now you can grid search the galaxy with officer controlled ships if you want.

It still destroys things like empty vehicles, items, and npc's that drift from one solar system to another.

Atlantis Lost
The Lost Atlantis scenario starts me on an empty world with no ship.

Fixed an error introduced when I cleaned up the game startup data file. The blueprint id of the Atlantis changed. I overlooked making the appropriate change to the Lost Atlantis startup scenario init code.

Steam Achievements and Stats
Steam achievements and stats work together. Some achievements are tied to stats so I update a stat and the achievement is granted when a certain number is reached.

I hired an artist to make the graphic images for the achievements that appear on Steam. He isn't done yet so the graphic is just blank on Steam for all achievements. It will appear normally once the graphics are uploaded to Steam.

I came up with a list of eight achievements initially. I can add more later. This is a good basic start.
  • Astronaut - For orbiting a world for the first time.
  • Interstellar Astronaut - For orbiting a world in a solar system other than your home world solar system.
  • Intergalactic Astronaut - For orbiting a world in a galaxy other than the one containing your home solar system.
  • Colonizer - For building a city on a world other than your home world.
  • Journeyman Colonizer - For building cities on ten worlds other than your home world.
  • Master Colonizer - For building cities on one hundred worlds other than your home world.
  • Starship Architect - For designing a starship and publishing it to the Steam Workshop.
  • Building Architect - For designing a building and publishing it to the Steam Workshop.

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  Remove viewport clipping
Posted by: Vooker525 - 02-28-2023, 03:24 PM - Forum: Arena of Ideas - No Replies

I think most of you know this. When you move too close to walls, lay on ground, work in designer with tiny parts there is some bubble around camera that removes textures, allowing to see through objects. This is done so you won't see character's head from inside but annoying most of the time. In blender this is called viewport clipping.
Solution - render 2 separate character models. For first person render headless and neckless model of character. This option is already partially present in game options, but only headless part.
For third person and mini-me use full body model.
This will eliminate the need in carving bubble, allowing to work in designer with small parts and use of extra small spacecrafts with tight interior. When you look down, you will see center of shoulders or chest, like in most games that render body in first person. As i understand camera already follows eyes.
Also this will require a little tweak to thirdperson view using [ and ] keys. Minimal range away from player should be added. Or just leave as is

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  Price of Hazeron Starship
Posted by: Haxus - 02-26-2023, 01:53 AM - Forum: Arena of Ideas - Replies (10)

Hazeron Starship is currently set up to sell for $9.99. 

I am considering raising that to $19.99.

Any thoughts? I would value your input.

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  Potential fullscreen fix
Posted by: Vooker525 - 02-24-2023, 09:55 PM - Forum: Arena of Ideas - No Replies

Most problems with fullscreen mode come from windows that are separate from main window. Makes it problematic to use and stream.
Potential fix is to make windows built in game, with option to move them out. Windows won't leave game screen. Example is shown on video.

Another suggestion is to add windowed borderless mode. It is same as windowed mode, but without borders and stretched to full screen This won't make windows to be shown on streams but will eliminate black screen flickering when moving windows around. Function is probably supported by Windows API, dunno about linux

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  Berth decals are broken
Posted by: Vooker525 - 02-23-2023, 06:40 PM - Forum: Hazeron Starship Bugs Closed - Replies (1)

Decal is associated with berth. It shows "unassigned" when berth is occupied

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  Basic Technology Research System for Hazeron Starship
Posted by: Deantwo - 02-22-2023, 04:02 PM - Forum: Arena of Ideas - Replies (10)

Technology and research there of is a topic we all always seem to come back to. But now that Hazeron is no longer a MMO, the topic is very different.

I will first quickly try to explain what was good about the patent system, and what was bad about it. This should give us a good baseline to discuss from.

Old Patents

The patent system had a couple good features. This was mainly the fact that it hid advanced technologies before the player had the resources to use them. The other being that having a type of "research" that unlocks more advanced technology just feels nice and natural in this type of science fiction game.

The bad things about patents was how there was way too many and they were over complicated. Having a patent for each and every manufacturing process was too much. And the whole quality limiting aspect made it so you had to keep updating all your many patents every time you found a better quality resource.

Desired Technology Research Features

Since the game is now a singleplayer game, and there is no need to have technology be a constant worry or something you can lose. Having it be a simple system that just unlocks the path to first space travel and then more advanced spacecraft subsystems is perfectly fine.

To try and make a basic list of things we would want it to do:

  • Have the research be simple to understand and easy to use.
  • Have each step of the technology research feel useful.
  • Hide advanced buildings before you can use them.
  • Hide advanced manufacturing processes before you can use them.
  • Unlock new features of the game in milestone like research projects.
  • Possibility to have some technology research require a story mission to be completed.
  • Use technology research as a part of the tutorial.

Basic Example

When you first start the game, have it so you can only build basic building types. Such as Farms, Houses, Mines, Smelters, and Universities. Then have the player have to build up a basic settlement with these buildings before having them research a simple "Cities" technology at the University, which then unlocks all the morale buildings, Apartment building, Capitol building, and the food and liquor industry buildings. Then once they have a city built, they will be able to research "Oil" technology which will unlock the Well and all the industry related to plastic production. After that have the same for "Electronics". Basically unlocking areas of the game as they become necessary for the player to advance, to prevent new players from being too overwhelmed and confused.

Once basic space flight is possible, each of the advanced resources the player finds could be used as a technology research each. You found Eludium, you can research a technology to unlock all manufacturing processes related to it. It could also be based on the individual spacecraft subsystems and module types, such as researching shields, FTL, and so on.

And I have mentioned this a number of times. But the idea of researching a FTL drive giving you a story mission to do a test flight in a prototype spacecraft just sounds awesome.

Anyway, what does everyone else think?

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  [Designer] New decal and hologram ideas
Posted by: Neils Iyssada - 02-22-2023, 09:42 AM - Forum: Arena of Ideas - No Replies

Here are some decal ideas I got today.

I added some hologram ideas too, although I don't know if it's even planned in the game.

Will add other ideas if needed.


Decals

Galactic Map

1:1 ratio decal, identical to planet map but would display your current galaxy and actual position flattened-out.

Could maybe add an option to show explored systems and known cities as dots or glowing blob (using data from the last starmap update).


Spacecraft damage decal

Could be a 2D decal. Would be used to visually display a spacecraft damage state with colors and/or graphs

2D decal could be a side and up views of the ship with :

- shields, each shield "side" can change color according to their current HP (may display number or %)

- hull would change color according to current HP (may display number or %)

- various systems would be listed on the side panels, with colorized progress bar with current HP values (%)


Route decal / mission status rework

Would display the planned 3D route as an horizontal line punctuated by the waypoints.

[actual position]------[WayPoint1]--------------------[WP2]-----[WP3]--------------------------------[Last WP]
                                     | ETA : xxx seconds

Could also be a rework of the actual mission status decal.


Holograms (in case it's ever planned)

Sensor hologram

It would be a 3D shere or cube representing sensors in real time, but in 3D. Obviously, rendering would be limited to the room that contains it, like the system names and planet orbits for bridge.

Could get interaction options like sorting what we see, and choose between three zoom level : farthest body (scale to display the farthest system body), max sensor range, close range (scale to a small radius like 100km, to better see a spacefight or fleet formation).


Route hologram

Would be a 3D hologram showing the current planned route and current position. ETA would be visible somewhere.


Spacecraft damage hologram

Same as spacecraft damage decal, but instead of side and up view, it would be a scaled-down 3D hologram of the ship.


Edit : Also this thread.

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