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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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  Exiting design studio halts all production
Posted by: Celarious - 02-28-2023, 07:52 AM - Forum: Closed Bug Reports - Replies (3)

When entering and then exiting the design studio in-game, all production processes are halted. They freeze at 00:00 and never complete:
[Image: OMsoGpY.png]

A game restart fixes this, but it happens consistently if entering a studio again

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  Scanner - clicking the focus button crashes game
Posted by: kajanov - 02-27-2023, 09:17 AM - Forum: Prerelease Bug Reports - No Replies

When you click the focus button on the scanner console without having anything selected, the game freezes for about a minute and crashes

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  Story broken after last fix
Posted by: kajanov - 02-26-2023, 08:20 PM - Forum: Prerelease Bug Reports - No Replies

It seems like the story is broken after the patch that was supposed to fix the airless issues is broken.

I reset dangerous exchange and relic missions.
Go to station, get package. - Relic done

Paper in package mentions the world where the university is.
It is the only university on the world right under the station.
I teleport to the ship, then to the university with the package. in my inventory.
inspect paper.
inspect vulcium knife.
Standing on university -> nothing happens. dangerous exchange does not start.

Character Kajavov (I made a typo when creating him) is standing on said only university with the items in hand/belt and the package in one of their gravpacks.
Save:
https://drive.google.com/file/d/15qbBrmK...sp=sharing

I did get dangerous exchange to start earlier but it was when the mission was not compiled so I only got a [system name] instead of the system I'm supposed to go to after the mission.

Previous bugreport regarding the airless issue:
https://www.hazeron.com/mybb/showthread.php?tid=2871

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  Cannot start new Atlantis Game
Posted by: BenjB83 - 02-26-2023, 06:09 PM - Forum: Closed Bug Reports - Replies (10)

Hi,

whenever trying to start a new game, selecting the Atlantis game mode, the game starts with my avatar on a planet and with no equipment, clothes, whatsoever. Pretty much the same as what you get, when you pick the Savage mode. 

Is there any way this can be fixed? Am I doing something wrong? I noticed that the patch notes said, that Atlantis had received some changes. So I am wondering, if it is a bug resulting from those changes. Or if it is something I am doing wrong on my end. 

Cheers, 

Ben

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  Extremely bad ringworld performance due to trees
Posted by: Celarious - 02-26-2023, 08:40 AM - Forum: Prerelease Bug Reports - Replies (3)

Just found a ringworld in Starship, and beamed down to the surface. Immediately got extremely bad performance, around 10FPS. I get decent performance in every other system (aside from asteroid belts, there's a separate bug report for that) and on any other planet, with the same settings, so this sticks out to me as a bug.

I also only post this as a potential bug because in the past ringworlds were perfectly fine, with worse hardware than I have now

From testing, I've narrowed the cause down to the tree view range setting by turning down each scene setting to the minimum and restarting the game. No other setting comes close to hitting my FPS this hard, not even grass quantity and detailed terrain range being set to max

Also, despite the low in-game FPS, my GPU and CPU usage never actually went above 35% which seems strange:
[Image: OwUmSn8.png]
[Image: 4EJsnkA.png]

If it helps, I beamed down to the ringworld at system WQD'RZ'L'h, arc 5 zone 2, map co-ordinates 63.79W, 22.51N

Edit: This also appears to at least partially be caused by "Near Worlds" rendering, switch b20

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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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  Villages spawning on the side of a steep cliff
Posted by: Celarious - 02-26-2023, 01:41 AM - Forum: Prerelease Bug Reports - No Replies

I've been going through the Beacon story, and I noticed that the transport + target village both spawned on the literal slope of a very steep cliff:
[Image: dGZ1mJP.jpeg]
[Image: pH81tpJ.jpeg]

I've seen this before with random non-story villages too. 

Obviously this looks very weird, so could it be possible to make villages level the area around them, or check for relatively flat land during spawning?

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