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  Window headers are very small
Posted by: Vhwatgoes - 03-01-2022, 08:15 PM - Forum: Prerelease Bug Reports - Replies (9)

[Image: 98rqbM2.png]
Using latest build. Headers are very smol.


Operating system is Windows 7. 
Game is using the latest build from time of posting. 
Headers appeared fine before the update (one of the last multiplayer builds).

[Image: UJo2Kk3.png]
Using previous multiplayer build. Header size is correct.


One other person using Windows 11 said they had it too, but provided no screenshots.

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Question Giant ship creation
Posted by: Zorik5720389 - 02-28-2022, 01:52 PM - Forum: Design Studio - Replies (2)

What's the best way to make ships with >= 10^9 volume? Saw ships and stations before with such volumes back in SoH. Whenever I try to make similar giant ships, game starts to eat through my RAM and takes forever to finalize ship. On Windows it can somewhat finalize ship after an enormously long time with all this RAM eating, but on Linux it gets automatically closed when RAM+Swap limit is reached, making it impossible to finalize ship.
Tried to use trick with stacking cubes inside hull before, only increased volume by around 10%, which is not much. This way, finalization took longer than without them.

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  Trouble Creating Turbo Lifts
Posted by: Greydog - 02-28-2022, 12:54 AM - Forum: Design Studio - Replies (8)

I've been following Haxus's Tutorial on Turbo Lifts (several times now) and for some reason I can't seem to get it to work.

- Lift created according to tut.
- Stop created.
- Door cut between lift and Bridge
- Paths created/associated to door
- New stop created (Cargo Bay) ..Header confirms I am at new location
- Lift aligned to Cargo Bay
- Door cut
- Paths created/associated to door

At this point I rt click on the turbo lift icon, it confirms I have 2 stops (Bridge, Cargo Bay) and I am at the cargo bay. 
- I click on bridge and nothing happens. 
- I refresh and header confirms I am at the bridge but lift car is still at cargo bay
- I'm using off line designer that came with U6 with a working preview .. Preview starts me on the bridge. I can open the lift door but there is no car behind it.

I have literally deleted everything and redone the tutorial 4 times. I cannot get that car to move.

edit* https://cdn.discordapp.com/attachments/2...ulti-c.SoH

I'm out of ideas, any help is appreciated.

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  Uploads to Exchange Not Working.
Posted by: Greydog - 02-24-2022, 03:12 PM - Forum: Prerelease Bug Reports - No Replies

downloads work fine, you can still get stuff from it. Just can't upload anything new atm.

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Information Your experience with Syndicate
Posted by: Booterror - 02-15-2022, 10:57 PM - Forum: Cantina - Replies (18)

Hello folks, its recently come to my attention that certain people feel that the Syndicate is the one true problem that is preventing Hazeron from being successful.

Now, I'll admit that the image of the Syndicate holding a gun to the head of this game, safety off, finger on the trigger ready to kill it the second its successful is HILARIOUS to me... But I would say its rather far from the truth.

I suppose it could just be my viewpoint at fault here, So I've created this poll and thread to get to the bottom of things here! 

Thank you for your time!


I know, being the first reply to your own thread is seen as a faux pas, But I'm a Syndicate OG  Cool I do as I please.

Anyway our glorious leader Staines wrote a wonderful summary of us in another thread, so I'm quoting it here as its rather relevant to the thread:


(02-15-2022, 09:10 PM)OriginalGangstaStaines Wrote: Going to be 100% open here as a member of Syndicate here.

Very rarely were we just outright horrible to people.


When we played as Syndicate in U3, most of what we did was stop noobstompers, or fight in Pan-Galactic War 2 with our allies, and then recruit all parties in the war after we'd intervened to stop it - this resulted in a very interesting playerbase because almost every player had been at war with each other in the past couple of years. It was a great melting pot of all kinds of players.

When we played as Harvesters in U3, we straight up roleplayed the light PVP and tried to cause as much drama and excitement as possible with the minimum of damage. The entire purpose was simply to get an exploit fixed as fast as possible by inflicting it on the galaxy in a silly, exciting way (the mothership) as emergent content. Virtually the minute the bug was fixed we stopped. It was entirely kayfabe except for a couple of people who were abnormally prideful, that we did kick a couple of times due to being nasty in chat to our members.

When we played as Exiles in U4, it was pretty brutal. We did our regular action of sweeping/recruiting the systems within 2 hours lightspeed around us so we could utilise the full economic yield of everything within a sector range of the capital. Fun fact, when syndicate used to claim the 15 parsec zone around our spawn capital, we'd actually recruit the people who spawned in near us, or we'd supply them with a colony ship with enough supplies to flatpack an entire planet and a moonbase, plus a couple of players to assist). Unfortunately due to the anonymous empire name (people's morale dropped immediately if they found out they were at war with syndicate), we ended up in an immediate war with the french, which resulted in a few small empires getting trampled after aligning with our enemies during the very violent fighting. None of it was out of malice, it was just a very full scale war that ended up with a few people getting very battered due to their positions on the wormhole network, and their faction alignment. Overall, fantastic war, very high intensity.

When we played as Syndicate at the start of U5, "the box", we never actually destroyed anyone in a particularly unjustifiable way? We declared war on the entire galaxy at once, with the option of "vassal or die" (something that was essentially meaningless in gameplay terms)... that was literally an inbuilt out-button to disengage from any PVP with Syndicate.  Eventually, the only people we actually fought were the rebel alliance and a few players who were literally too prideful to exist in a multiplayer environment. I don't regret that at all, and on the contrary, I think it created really one of the absolute high points of Hazeron, where people on both sides had great memories of the interactions and the fun. There was very little real drama in that time that wasn't just a bit of kayfabe fun.


Basically...
Syndicate has always been a rational, reasonable, merciful, and inexorable force for fun in Hazeron. If someone harbors genuine ire for Syndicate, it's because either they don't understand the true nature of Syndicate, or they were mad about Pan-Galactic War 2 upending the power balance in U3, mad at being stopped from noobstomping, or they were too prideful to simply hit the "PVP-OFF" button during U5. The only other time we've shot at people is when they've been genuinely nasty, bitter, isolationist hermit weirdos, that abused our members. Oddly, encountering those people was more common than I would have liked, maybe Hazeron attracts them.


Even Syndicates odd catchphrase, "Sieg Syndicate, I guess?" is generally confusion, and entertained acceptance, of the fact that people considered us violent thugs, despite being one of the few legitimate real cultures in a universe of one-man-empires.

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  .blend to .3ds to .soh (Smoothing)
Posted by: Greydog - 02-15-2022, 10:22 PM - Forum: Design Studio - Replies (2)

Do the smooth settings from Blender carry over to soh, or do I not need to worry about that?

What other things do carry over and would be helpful to do while still in Blender?

thanks

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  TEU Container Size
Posted by: Greydog - 02-09-2022, 03:17 AM - Forum: Design Studio - Replies (7)

So the proper size for a 20' container in meters would be (xyz) 2.59 x 6.6 x 2.44 ?

I think that's correct, just want to make sure ..thanks

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  2022-02-03 Hazeron Starship
Posted by: Haxus - 02-03-2022, 10:23 PM - Forum: Updates - Replies (22)

I have done a lot of work recently that will affect the Hazeron Starship game.

Changes to resource distribution will affect every world. Natural resources like stone, metal, minerals, gold ore, etc. will be entirely scrambled from where they are now. However, buildings that are already running manufacturing processes will be unaffected. So a mine that is mining ore will continue to do so, even if ore is no longer present at that location after the change.

Changes to solar system generation might affect all systems. System survey information might no longer match what you see in a system. Systems that decay and get recreated will be recreated differently, according to what the new survey scan looks like.

Some wormholes will change.

Load time was fixed but it requires you to wait one last time for the long load time. Then some information is cached that makes loading go MUCH faster from that point forward.

This is a heads up, more than anything. When I am ready to bring the servers back up on line, I will also be ready to post an update to Hazeron Starship.

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  2022-02-03 Server Status Update
Posted by: Haxus - 02-03-2022, 10:06 PM - Forum: Updates - Replies (73)

The new home for the servers is ready. Electricians have installed the power circuits the server needs. ISP has installed fiber to the room. Rack and servers are physically there and assembled. Oof. That stuff is heavy and the office is in the basement of a building with no elevator and I'm a creaky old man, waah. I am concerned about the adequacy of the HVAC configuration but there appears to be options for improvement.

There have been a few minor setbacks while rebuilding the server rack. The past year in storage in the barn was hard on them.

Two of the six SSDs in the RAID array did not survive. They were a striped set so that destroyed all of the data stored there. I ordered a single huge high speed SSD to replace all of them. This is a minor inconvenience because installing a fresh OS and configuring the SQL server are not difficult.

Two of the three boxes powered up so far have failed due to "missing" memory. Popping and reseating the memory sticks fixed both of them.

A network port on one of the boxes looks dead. I plan to cannibalize that computer for its CPU and memory, to upgrade others. I've been curious for a long time if I can add a CPU to those PE1950s. They have a socket for a second CPU but I suspect the power supply may be inadequate to run both. Power supply and fans might be useful spares.

It's not worth fixing the dead one; I just saw a refurbished PE1950 on eBay with two quad core CPUs and 16GB RAM for $80. I think I spent around $3500 each for the twelve that I have, and they only have one quad core CPU and 8GB RAM. You just can't look back.

If the second CPU works ok, I will likely consolidate several of the PE1950s to have 2 quad core CPUs and 16GB RAM. Those would make much better worker servers with the additional cores. That would also free up some rack space for new servers to join the party.

There was a small misunderstanding with our ISP about the router. The one they provided was not capable of routing 18 static IP addresses to my rack computers. So I am waiting patiently for a new router to arrive. Then I will proceed with loading and updating OSs on the rack servers. The router should be here in about a week or so.

It is taking more time than expected to get the hardware back up and on line. My initial estimate was to have the servers back up by the end of February. That is still possible unless there are worse surprises ahead.

I have filled time by working on the bug list posted by Phoenix. I'm not sure about the fix to the designer selection bug. Only bugs 9 and 10 remain. I haven't gotten to them yet. They are next in turn.

I have not done anything with Phoenix' list of suggested changes. Design of orbital elevators and vehicles were already on my to-do list.

EDIT by Deantwo: Link to Phoenix's list, since people keep asking where the list is.

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  Modular Design
Posted by: Greydog - 01-23-2022, 08:03 PM - Forum: Arena of Ideas - Replies (6)

In getting back in game and having to relearn 3d design, and also seeing the comments at how unfriendly the designer is to those needing to learn it for the first time. I began thinking of the Mr. Potatohead method of taking a hull and plugging in the accessories. Because most players are casual at heart and prefer to just throw something cool together and go have fun. ("dammit Jim, I'm a gamer not an engineer!") 

Obviously it should be a little more involved than that, but not by a whole lot. It would mean more work for Haxus on the back end, developing the tools and methods that designers would use and building a set modules for players to start with. But on the front end I think it could remove many of the frustrations new players have in space flight and could possibly increase retention.

Ships could be broken down into two Larger module categories, Exterior and Interior. Those would again be broken down by object type. Everything would be kept in a library accessible in the designer via drop down list. Other modules and assorted parts could be published to a "Library" section in the Exchange and downloaded to our individual libraries.

Ship interiors would consist of prebuilt rooms with paths, voids, obstructions and what not  already there. Rooms could be snapped together using the docking mechanic idea Haxus was toying with. Bridge/Cockpits could come with prebuilt frames outside so exteriors can be built to fit. (I foresee making making the bridge modular, and unique, being the most difficult part)  Lift system would work the same except that a door designated for the lift would be built into the room and then a lift could be chosen from the library to associate with it. 

Interiors could be finished any way the architect pleases, empty, or with any variation of consoles and accessories added. Door "plugs" could be used to close off unused doorways, removing unneeded paths and voids. Parts and accessories could be further divided between ship parts (consoles, beds, game tables, etc ) and permanent décor. (ambient geometry)  Later you can still pull stuff out of inventory and place it where you like.

Exteriors could consist of anything from a completed hull, to a completed section of hull ready to be snapped to another completed section, to as small as a single panel used in building a larger section of hull. Hull panels could be manipulated by snapping them together and sculpting with restrained push/pull commands. Hull accessories would be categorized much the same as interior and placed on the hull where needed or desired. This would allow the user to select entire section of hull by selecting full panels as objects rather than one face/vertex at a time. 

It would have a separate room in the designer, files used should have a different file type beside .soh. Upon entry users could choose to either start with the interior and build a hull around it, or start with a hull and fit an interior to it, or take finished sections and snap them together, ...or simply grab a finished ship and fit it out as desired. Once completed users would refresh obstructions and finalize the design making it useable in game.

I would also like to see animations get fleshed out to make adding landing gear, ramps and vtol engines more intuitive.

As users get familiar with the program they may begin to appreciate the more intricate features associated with the designer as a whole, while new users would still be able throw together (or simply grab) a useable design and get playing. 

Architects would still have the full functionality of the designer and would still be able to build fully unique designs.

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