| Welcome, Guest |
You have to register before you can post on our site.
|
| Forum Statistics |
» Members: 1,241
» Latest member: Willi0121
» Forum threads: 1,566
» Forum posts: 9,487
Full Statistics
|
| Online Users |
There are currently 388 online users. » 0 Member(s) | 386 Guest(s) Bing, Google
|
| Latest Threads |
Hazeron Play By Email (PB...
Forum: Cantina
Last Post: Celarious
01-11-2026, 02:03 AM
» Replies: 1
» Views: 515
|
How to modify a buiding ?
Forum: Cantina
Last Post: netshaman
11-28-2025, 02:36 PM
» Replies: 2
» Views: 741
|
Are NPC's allowed to pilo...
Forum: Cantina
Last Post: AnrDaemon
11-13-2025, 02:52 PM
» Replies: 3
» Views: 772
|
Currently i have an issue...
Forum: Cantina
Last Post: Deantwo
10-16-2025, 03:19 PM
» Replies: 5
» Views: 1,877
|
Another Open Letter to Ha...
Forum: Cantina
Last Post: asphere8
09-03-2025, 05:03 PM
» Replies: 2
» Views: 4,541
|
Spacecraft unable to spaw...
Forum: Closed Bug Reports
Last Post: wad67
08-03-2025, 07:25 AM
» Replies: 9
» Views: 21,113
|
Ioplasma recipe missing i...
Forum: Bug Reports
Last Post: Xantheose
07-26-2025, 04:32 PM
» Replies: 0
» Views: 3,696
|
No Record of Shipment Fou...
Forum: Bug Reports
Last Post: Vectorus
05-05-2025, 07:09 PM
» Replies: 0
» Views: 3,761
|
Mission Order: Officer Sa...
Forum: Arena of Ideas
Last Post: Vectorus
05-05-2025, 06:47 PM
» Replies: 0
» Views: 5,161
|
System map does not refre...
Forum: Bug Reports
Last Post: GaelicVigil
04-28-2025, 03:59 PM
» Replies: 0
» Views: 3,478
|
|
|
| Same species should be same species |
|
Posted by: QuakeIV - 04-09-2022, 01:50 AM - Forum: Arena of Ideas
- No Replies
|
 |
I noticed that when creating new characters off of a .CHR file they dont appear to all be the same species. I also noticed the file is only 32 bytes. I would suggest that these 32 bytes be used as a database key to look up what species you are, or something akin to that.
A way to break ties for existing redundant named species and to move existing data to the new scheme would be for the oldest one to win.
It seems possible it was already intended to work this way, however it does appear to me that the species names do not stick across new characters so I'm fairly sure im creating a new identical species every time I do this.
|
|
|
| 2022-04-06 Server SQL Deadlock |
|
Posted by: Haxus - 04-06-2022, 06:49 PM - Forum: Updates
- Replies (6)
|
 |
Servers started reporting deadlocks a lot when making SQL updates. I've seen the occasional deadlock happen in the past without knowing the cause. The frequency of deadlocks seemed to increase a lot recently.
When a deadlock happens during an SQL transaction, the entire transaction fails.
The negative consequences of this event are many. One negative consequence is leaving players in limbo when they travel from one server to another, like when going through a wormhole.
A little research revealed the root cause of deadlocks during SQL UPDATE operations in PostgreSQL. The solution was trivial. It simply required a consistency of order when updating records by multiple processes. Updates are now performed in atom id order.
This requires a little time monitoring the server logs to be sure the problem is gone. So far so good. Logs are blissfully quiet.
|
|
|
| Offline protection doesn't work |
|
Posted by: Khal - 04-01-2022, 11:08 PM - Forum: Closed Bug Reports
- Replies (2)
|
 |
I've just logged off for a few hours and then logged in again to find my cities and ships destroyed. An attack by the Syndicate occurred on my empire Vicerant over the course of several hours all while my empire was offline and had the noncombatant status. This was well after the 15 minute period and my empire should have had offline protection. For whatever reason, Syndicate was able to attack my empire either way. I'm unable to provide much details because I wasn't there for it. Perhaps Syndicate can elaborate what happened on their end. I can only provide logs to prove that the attacks occurred over the course of roughly 2 hours.
EDIT: After a quick search through the Hazeron Discord I've noticed Vooker asking if it's possible to manually attack targets that are in a noncombatant state. Considering what happened I think this may be true. Can anyone confirm this? Are noncombatant empires safe from attack-orders/crew but not safe from players?
EDIT 2: I've just noticed this message on the Discord by Drog007: "TikTikTik took a planet/city from me while I was offline... but noncombatant does seem to be working to allow his people in/near my cities to kill people while I'm online but not for them to defend against him." In my case TikTikTik was also the one that attacked me while I was offline. It seems I'm not the only one that has encountered this issue. This also seems to suggest that noncombatant only works for NPCs but not for players.
|
|
|
Capital ships |
|
Posted by: Neils Iyssada - 04-01-2022, 10:33 AM - Forum: Arena of Ideas
- Replies (5)
|
 |
So I was talking with some people about how 1600 meters are small for capital ships, especially some sci-fi references like Homeworld ships that are lengthy or flat, and truly massive.
My old thread about design size is a nice start to understand the problem.
I'll add some picture to make the problem more visible, but for example the Pride of Hiigara is supposed to be a massive mothership 2-3km tall. But once I reduced it down to 1600m, it feels tiny.
![[Image: unknown.png?width=1018&height=636]](https://media.discordapp.net/attachments/178827806535450624/959351985235169280/unknown.png?width=1018&height=636)
So here's the idea : add another spacecraft class, Capital or Titan or Mothership
This class would have bigger size limits (5km seems like a good max) and accordingly bigger file size limit.
It would be limited by an adaptive hard-cap (1 for each empire, 1 per 20 officers, 1 per something ?) to avoid spamming these beasts.
They would maybe replace cities if enough volume was allocated to commodities / ships production.
They would have some malus / limitations, like not being able to land on planets or high maintenance cost.
So if I summarize :
Features - Bigger physical and file size limits
- Spacecraft manufacture
- [Commodities production]
- [Could maybe be "replaced" by another design after some long cooldown, for making it easy to improve the interior for example]
- Badass
Benefits- Huuuuge ships
- Can produce ships
- [Can produce commodities]
- Can make good warships or nice motherships, strategy choice
- More server-friendly as it would theorically be worth several warships / cities
Limitations- Some kind of hard cap limit to avoid spam
- - like 1 per empire or 1 per x number of officers
- Hard limit coupled with a high maintenance cost (money + parts + special ressources)
- Highest FTL signature
- Some longer warp cooldowns
- No planetary landing
- [Too big to use any wormhole except intergalactic ones ?]
- Would need a volume allocation ratio limit, to avoid huge glass cannons
Basically I see this class number limits like Dreadnoughts in Mass Effect universe : due to the enormous destruction power of these ships, Council races can't have more than a said number of Dreadnoughts, numbers that are defined by the race's efforts regarding council space and politics. Except here we don't have a central faction to govern us, but such ships need to be heavily limited.
It's not a well-matured idea, but I wanted to put it down before I forget and move on. I'm open to comments to improve this idea, be it restrictions or features.
|
|
|
Arena Buttons appear non-functional and ChangeParent warnings prevent Designer use |
|
Posted by: martianant - 03-31-2022, 06:23 AM - Forum: Prerelease Bug Reports
- No Replies
|
 |
Clicking on them does not seem to do anything. It does print this to the console however:
Code: QObject::connect: No such slot AuClientFrame::ArenaRecall()
QObject::connect: No such slot AuClientFrame::ArenaStatus()
QObject::connect: No such slot AuClientFrame::ArenaExit()
Both ships were destroyed and the simulation did not appear to end either.
I was able to escape by recalling, however this also killed me in place where I entered?
Curious if others (especially non-linux) users experience this as well.
Edit:
It gets stranger still. I tried entering the Designer again after this recall and something is broken. I never enter the designer but everything except the terrain and plants unload and I become locked in place. Additionally in the console:
Code: warning: "AuApp::AuApp" AuEther::ChangeParent atom 269827 parent not found 4670931 . Exhaustive search of 1080 subatom lists found atom in the list for parent 292414 . Leaving it there because that IS its nu parent.
warning: "AuApp::AuApp" AuEther::ChangeParent atom 269827 parent not found 4670931 . Exhaustive search of 1080 subatom lists found atom in the list for parent 292414 . Leaving it there because that IS its nu parent.
./HazeronLauncher
[USER@PC Launcher]$ warning: "AuApp::AuApp" AuEther::ChangeParent atom 269827 parent not found 4670937 . Exhaustive search of 1081 subatom lists found atom in the list for parent 292414 . Leaving it there because that IS its nu parent.
warning: AuApp::QueueScenePacket size 5 bytes, no connection
./HazeronLauncher
[USER@PC Launcher]$ warning: "AuApp::AuApp" AuEther::ChangeParent atom 269827 parent not found 4670944 . Exhaustive search of 1086 subatom lists found atom in the list for parent 292414 . Leaving it there because that IS its nu parent.
Persisted through three restarts, where between the 2nd and 3rd attempt I deleted the temporary folder. Once trying to enter the designer, the only way out is by closing the client. It will restart not in the designer. I'm scared to do any scene transition or really go anywhere as I suspect "ChangeParent" might get used again and I will get trapped in some extra spicy form of limbo.
What fresh hell have I sent myself into now...
Happens to my alt too
Code: warning: "AuApp::AuApp" AuEther::ChangeParent atom 756422 parent not found 4670949 . Exhaustive search of 1079 subatom lists found atom in the list for parent 292414 . Leaving it there because that IS its nu parent.
|
|
|
|