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Lightbulb Kindly revert to the old(old) style cities and spacecraft
Posted by: wad67 - 12-30-2020, 01:41 AM - Forum: Arena of Ideas - Replies (23)

The square city building blocks were better and easier to use, as was the old ship designer.

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  2020-12-22 Bug Fixes
Posted by: Haxus - 12-22-2020, 03:22 PM - Forum: Updates - Replies (12)

Sunset Color
Light color on the clouds at sunset and sunrise is based only on the sun light color, which means there are only seven possible sunset colors. Could this be influenced by atmosphere color for more variety?

Light color on the clouds at sunset and sunrise is now modulated by atmosphere color to give more variety.

Designer Preview Bug
Designer building design preview puts me in orbit.

Fixed initial placement bug in designer preview.

Designer Building Preview Terrain Bug
Building preview in designer does not deform the terrain.

Fixed terrain update bug in designer preview.

Star Map Docking Bug
The star map displays random images when you dock and undock it.

Docking and undocking appears to cause problems with the OpenGL map display. The only fix I could find for this was to prevent that window from docking at all.

Solo Atom Managers
Solo play needs more threads to run the universe in the background or it will get increasingly choppy as the player expands their empire.

Implemented atom managers from the scene servers. More threads will now enable a larger solo play empire.

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  Relocate Street Lights to "Landscaping"
Posted by: Zaperia - 12-13-2020, 05:32 AM - Forum: Arena of Ideas - Replies (1)

Street lights take up building slots for 'too many buildings' morale debuffs. To really use them to make a city look nice you need quite a few. They also take up a lot of room in the 'building list' window which is a chunk to scroll through when I am managing the buildings.

So I think it would be a good idea to relocate street lights under landscaping so we do not have to worry about their abundance causing mass depression within the city when they go over the building limit.  :D

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  Crew Stopping Confuses New Players
Posted by: Deantwo - 12-06-2020, 10:02 AM - Forum: Prerelease Bug Reports - Replies (1)

It seems that a lot of new players are confused as to why their ships traveling to explored space stop while they're avatar is offline.

A small easy solution could be to have it be part of the ship's welcome back message that the ship sends on the crew channel. Maybe something along the lines of:

Code:
... Welcome back commander. We could not continue with the travel order into to unknown space while you were not actively on the ship.
They can also mention something in the ship log mails, simply add a line like: "Couldn't continue order without an online avatar."

The biggest issue I have with this is how the crew is supposed to actually lore-wise react to an avatar being offline. Not a big issue I know, but it just bugs me.

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  Currently Most Annoying Issues
Posted by: Deantwo - 11-30-2020, 05:47 PM - Forum: Cantina - Replies (24)

Been trying to make a quick list of the most annoying issues and bugs that really slow down new players.

People have any other issues to add to the list? You can post them here or send them to me else where.
If I made a mistake on the list, you can leave a comment on it.

The spreadsheet:
https://docs.google.com/spreadsheets/d/1...sp=sharing

And of course I would love it for you to look at this Haxus.

Light summary of spreadsheet's content:

  • Asteroid Warning Missing
  • Spacecraft Lost in Deep Space / Spacecraft Yeet Bug
  • NPC's EV suits don't work
  • Starmap Search Tool Issues
  • Military Base doesn't Import Food
  • Ships warping in the same sector collide
  • Spacecraft Repair Time Too Long
  • Running Manufacturing Line Adds Too Many Workers
  • Manufacturing Production Bonuses Calculation Error
  • Monster Encounters are confusing and not fun
  • Logging Camp Issues

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  2020-11-30 Steam Update, Bug Fixes, Startup Crash
Posted by: Haxus - 11-30-2020, 05:09 PM - Forum: Updates - Replies (7)

Steam Update
Steamworks has approved Hazeron Starship for distribution on Steam. I can post the 'Coming Soon' notice whenever I feel ready. That starts a two week countdown for the actual release.

I will likely post the Coming Soon notice later today.

The following changes are in the update posted today. Many of these things came out of testing the solo play version.

Startup Crash
Client program was crashing at startup.

Fixed missing ifdef needed for solo play.

Story Spacecraft
Story was failing to create Dr. Karlov's space ship.

The script was referencing a non-existent blueprint id. It is fixed.

Travel Direct Order
Travel direct to system. Ship arrives in the oort cloud and does not advance closer in to the system like it used to. This also leaves that order active and does not automatically progress to the next queued order.

NPC AI was improved to fix this. It works much better now.

Crew Confused
Crew said, "We are in orbital proximity of WSY'AB'NF'e Alpha Va, the ring's parent planet." The world was a titan at a gas giant.

Fixed crew confusion resulting from some travel orders.

Remote Cameras Broken
Remote cameras do not work for my new avatar.

Fixed a bug when restoring last used camera from local settings and there wasn't one.

Ringworld Snafu
Story engine needs to find a sector containing a ringworld to proceed to the (currently) final chapter. This fails when no wormhole has ever been explored in the sector. This really breaks the story in solo play.

Fixed universe generation to identify ringworld systems sooner.

Star Map Select Option
The list of places in the star map includes an item for my avatar. It would be nice if the right click menu for my avatar had an option to select my current sector.

Added an option to star map right click menu to select current sector, when the right-clicked object is your avatar.

QPainter Bug
I started seeing this bug reported: "QPainter::begin: Cannot paint on an image with the QImage::Format_Indexed8 format"

Reformatted 8bit bitmaps that are used in paint operations to be RGB.

Pressure Tent
Pressure tent does not settle to the ground like its supposed to. Sits high. Looks funny.

Fixed item CG error.

Obnoxious Ship Movement
Crew ordered to be in orbit should not move when someone gets near their ship. When crew are following an orbit order, the pilot will move the ship if anything moves too close. This makes docking aboard a ship impossible in that situation.

Fixed pilot AI to stop avoiding obstacles when the ship's location satisfies the mission order.

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  Arena UI buttons non-functional: Unable to leave arena
Posted by: RawrDotFlac - 11-23-2020, 08:56 PM - Forum: Prerelease Bug Reports - Replies (4)

The "leave arena" button in the arena is broken and appears to do nothing as when clicked.
In addition, the "Arena Status" and the "Arena Sideline" buttons appear to do nothing when clicked as well.

I believe i used the "Test Flight" (whatever the solo setting is) arena setting for my new ships testflight.

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  Chats broken inside the designer
Posted by: RawrDotFlac - 11-23-2020, 12:36 AM - Forum: Closed Bug Reports - No Replies

I have recently noticed that everything in hazeron has gotten extremely quite while im in the designer lately. After some investigation, i can see galactic chat being used via the hazeron discord, but recieve no entries in galactic chat from the designer.
I thought id try throwing out a test entry, and from my client the message did not send or even register, but it showed up in the discord. other people responded to the message.

Issue: Interacting with any chat WHILE in the online designer does not display in the channel, but will open any chat channels that would have opened due to that interaction. Chat channels do not get updated.

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  Warehouse and Storage Tank Tweak
Posted by: Vectorus - 11-21-2020, 11:59 AM - Forum: Arena of Ideas - Replies (5)

Most buildings now import whatever they need instantly from connected buildings. Warehouses and storage tanks, however, have a very slow fixed import rate that seems more proportioned to old cities than new ones. I wonder if this is an oversight.

I suggest that that, on the configuration screen, they should offer a target storage limit both in absolute terms and as a percentage slider. They would then fill themselves up to the smaller of these values, instantly if possible, by step if not. They would fetch from connected inventories, never importing so much of the commodity that their own storage would account for more than the set percentage. 

If there were 100 units of stone in all connected building inventories, a warehouse configured to fill to 200 units and 5% would fetch 5 units of stone, then do nothing until there were 120 units in connected inventories. At that point it would import an additional unit, for 6 units total. The warehouse would cease to import once there were 4000 units in all connected inventories, of which 200 units, 5%, would be in the warehouse itself. 

This opens up the possibility that a storage building might dedicate less than its total avaiable space to a single commodity. It follows that the rest of its volume could then be divided up among other commodities, making the building much more useful overall.

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  2020-11-19 Story Character Bug
Posted by: Haxus - 11-19-2020, 03:38 PM - Forum: Updates - Replies (4)

Story Character Bug
This update fixes a bug that caused some story characters to stop appearing. Lennerd was one of them. The bug failed to establish a species for the character and then created no character at all. Now it will fall back to your species if there is a failure.

This bug was bad enough that I decided it was worth updating for. It affects both the mmo and solo games.

Solo Universe Seed
Deantwo suggested the solo universe use the same seed for all players, so the solo universe is consistent between them. That is done.

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