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  Too easy colonisation
Posted by: Kastuk - 01-30-2020, 10:16 PM - Forum: Arena of Ideas - Replies (5)

It's too easy to build colony fast, when you just land on rocket and place an Airport. Even if it not finished, you already can teleport all needful materials instantly from the developed planet. This one removing problem of transporting goods almost completelly from the start. Such problem of costly transportation is what prevent us to colonise our Earth's Moon.

Also, presence of coal and oil on the moonrock removing second need of carbon and fuel to develop industry (especially steel making).

All of that ruining a lot of space pioneering romantic of first days struggling for life with just local materials using and feel of distance to home, when people isolated on an island and waiting for next ship from the mainland.
Want a need to bring building cargo by crates inside rocket for some time.

Why not at least make in-system material autotransfering limited by amount per time, the same like broker?

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  Can't free parking lots harsh way
Posted by: Kastuk - 01-30-2020, 09:50 PM - Forum: Prerelease Bug Reports - Replies (2)

If you destroy that ancient rockets on Aircraft Factory spot to build something new, parking lots will not become free.

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  2020-01-30 Server Lockup, Star Map, Sky Box, Biodomes, Platforms
Posted by: Haxus - 01-30-2020, 03:13 PM - Forum: Updates - Replies (4)

Server Lockup
A server locked in an infinite loop while applying a texture in the designer.

Fixed texture function to prevent infinite loop.

Star Map
OpenGL star map causes Hazeron Commander to fail when run on a computer with low OpenGL capability, even if the star map is not displayed.

Hazeron Commander now uses the old star map widget, which is drawn using the paint system instead of OpenGL.

Sky Box
Sky box appearance degrades at higher resolution. The stars in the sky are lost. The milky way of the galaxy fades away.

Worked on the sky box. Adjusted textures. Fixed particle scaling factors. The appearance is more consistent between different resolution choices now.

Sky Box Gone
Sky box is not rendered at all when you are in an area of empty sectors.

Sky box now drawn even when there are no solar systems in the supersector, that being the 3x3x3 box of sectors centered at your location.

Citizen Birth Rate
Citizen birth rate is not affected by morale.

Adjusted the affect of morale on birth rate.

Avatar DNA
Someone requested the ability to try the generation 4 DNA editor without being on line or having to give up an avatar slot.

Added a DNA button to the dialog of options when entering the Designer and Primeval World. This replaced the skin and hair color buttons.

Command Station Works When Broken
The command station still works even when it is broken. I can switch to other stations.

Command station now must be operational to enable switch to other stations.

Barracks Inventory
Barracks do not import any inventory. This would be helpful for supplying troops.

Previously, only the HQ imported inventory for the base. Now the barracks will do so also. This adds to the pool of supplies available for outfitting troops.

Troop Equipment Upgrade
City troops never upgrade their equipment? I thought they did periodically.

Troops in cities will perodically (hourly) upgrade their equipment from the base's supplies.

Trade with Citizens
I wanted to trade with this citizen like an indigenous. He was holding a yummy looking bottle of wine.

Townspeople will now trade what they have for money and other items, on the Voice channel, just like indigenous.

Biodomes on Platforms
Biodomes don't work on flying platforms. i tried to place a building in one but it thought it was frigid conditions.

Fixed.

Demolish Biodome on Platform
I could not demolish a biodome from an aerial platform.

Fixed error that prevented destruction because it thought the aerial platform was inside the biodome.

Capitol and Police Buttons
there's not actually any feedback on not being able to build capitol or police station w/o flag

The buttons to build a Capitol and a Police Station no longer disappear when they are unavailable. Instead, they are disabled and a tool tip explains why.

Cannot Throw Stuff Away
When a building has a supply of stuff I don't want, there is no easy way to get rid of it. You have to demolish the building and make another one.

Added a Trash button to the Building window. If you are in the chain of command of the building, you can discard anything in its inventory.

Stations Report Contacts
Stations should report enemy contacts.

Stations that have no officer now report their event log to a city to be included in its city report. Stations look for the closest city in their empire in the solar system, to send the information.

When a station has an officer, the officer includes that information in his report. It is not sent to any city in that case.

Demolish on Platform
Cant easily demolish buildings on aerial platforms

Fixed building demolisher to find things on platforms better.

Crew Stuck in Hull
I have seen crew get stuck in the hull of the ship. When this happens, they look dark, I suppose because they are lit according to exterior lighting conditions.

Crew or troops who get stuck in the hull of their own ship will now teleport to their berth or station.

Fleet Communications
I hailed some fleet ships and tried interacting with them. There were problems getting them to answer hails and to report their status.

Fixed various problems with talking to fleet ships. This generally applies to company ships as well.

Sensor Spam
Sensor operator sometimes spams the same message repeatedly.

Fixed sensor operator to avoid repeating.

Exchange Spam
Have you checked spacecraft blueprint exchange? It is possible to spam it.

Blueprint exchange now requires designs from the same architect, that are in the same state, to have unique names. In other words, an architect may not publish more than one design or assembly into the exchange that has the same name, without removing the old one first.

Fly Into Sun
I destroyed the city, but it's still in my star map. My ship wants to fly into the sun when I tell it to orbit over the vanished city.

Change pilot behavior when they are ordered to orbit over a city but the city does not exist when they arrive.

Zero G Rooms
The up orientation in zero G rooms aligns to the exterior gravity affecting the ship. It would be better if it aligned to the ship or to the room's up vector. That would make life for NPCs a lot better in gravity wells of ships.

Fixed up vector orientation in zero G rooms.

System Names
Systems names do not show when I sit at the command station. There is a button but it does nothing.

Fixed system name visibility when at a station.

Silverwill
Silverwill is the bug tracker that I use. It needs some changes and minor bug fixes.

Spent about a day giving some attention to Silverwill. It's so much nicer now.

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Wink Spacecraft size limit and simple animation
Posted by: Neils Iyssada - 01-30-2020, 10:15 AM - Forum: Arena of Ideas - Replies (5)

Hi all!
Here I am with some other not-so-important-but-nice ideas  :D

  • Ship max size
What I suggest is to drop the size-based spacecraft max size in favor of a volume-based one. Add a soft-cap or another solution to avoid long 1x1xYm sticks.
Currently if you want to make a replica of a long-shaped ship (like the Pride of Hiigara or even the Sajuuk), the 1600m soft-cap is annoying. You can't make correct proportions without sacrifying some volume.


  • Simple animation
Kind of like the actual doors and landing pad animations, but with hull parts. Like these examples, it's just some mesh positions determining the actual fake animation.
Maybe limit it to hull-only parts, where there's no room.
It would serve as a simple switch for diverse aesthetic uses such combat mode and resting mode. I though about it when imagining how I could make the HomeWorld Planet Killer legs animation :

Resting position
[Image: planet_killer02.gif]

Combat position
[Image: latest?cb=20110126160732]

Or another possible badass combat position, even though it's not an in-game one.
[Image: planet_killer03.gif]


BTW if one could setup decorative elements like empire flag, name etc to move with doors / landing pads it would be cool !

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  Vehicle Rubber Banding and Weirdness
Posted by: Deantwo - 01-25-2020, 07:33 PM - Forum: Closed Bug Reports - Replies (9)

When you exit or power off a vehicle, it will rubber band back a ways.

The building window also feels extremely slow and sluggish to update/respond while in a vehicle.

This includes while in the helm station of a spacecraft over a building site.

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  System map incorrect in starting system
Posted by: Werewhale - 01-25-2020, 06:17 PM - Forum: Prerelease Bug Reports - Replies (1)

The system map for my starting system is incorrect.

[Image: eKpCwEN.jpg]

The primary/Alpha star and its planets appear to be correct, but the planets around Beta are all wrong. As the picture shows, only Beta II is actually a gas giant, and Beta III has three moons and a ring. The star type of Beta appears to be correct, but I cannot confirm if the resources match.

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  Crew stuck
Posted by: jakbruce2012 - 01-25-2020, 03:44 PM - Forum: Prerelease Bug Reports - Replies (2)

Crew and Officer get stuck in walls while attacking rats.  They seem to go a bit too far into the wall, and get stuck in the collision mesh.

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  2020-01-23 Trial Teleport, Rare Resources, Nebula, Static Display
Posted by: Haxus - 01-24-2020, 01:50 PM - Forum: Updates - Replies (6)

Trial Teleport
Nerfing the ability to teleport for noobs prevents them from getting together when they start.

Trial account avatars are now permitted to teleport.

Rare Resources Bug
Trace resources still do not produce a rock on a moon.

A little nudge was needed to get this working. A numeric comparison required a fuzzy test.

Dense Nebula
Nebula cloud effect is too dense. It sometimes becomes solid colored and completely blots out the sky.

Nebula cloud is more transparent now.

Static Display Lighting
Items on static display on the walls of my ship are often dark. They aren't lit according to the room they are in.

My design has room voids that do not reach the walls, to keep people from peeking through.

When the static item is placed on the actual visible wall polygon, it is outside the room void. That causes it to not be lit according to room lighting. Instead it is lit like a hull mesh. If I move my pictures away from the wall until they are lit, they look stupid hovering there.

This is fixed.

Items currently on display will need to be nudged to fix them. Select them one by one and do anything to them to trigger an update. I moved mine a bit then back or in some cases just moved them a millimeter.

Static Display Annoyance
When I display something on my wall, the object just falls to the floor at my feet if I am too far from the wall. Its on static display there so I have to jink around with it to pick it up again. This is very annoying.

When placing things on static display, nothing is placed if you are targetted on something that is too far away. Instead you will get a message saying the target is too far away.

You can still place items on display at your feet, if you are not targetted on anything when you place the item, or if you target the floor.

Limbo Rescue
Fifteen avatars and a ship are still in limbo because the limbo rescue fix in the previous update didn't work.

Fixed the fix. It worked when the servers were restarted this morning.

The ship turned out not to be in limbo at all. The limbo query produced an incorrect result; it needed updating due to recent changes.

Nobody is still in limbo.

Top Down Fog
Fog used to be disabled in top down view. In some environments, fog makes top down view useless.

Fog effects are now completely disabled in top down view.

Immunization
Antitoxin should have a lasting effect, like a bandage.

Antitoxin now has a lasting effect. It is effective for a number of hours equal to its quality. Its effectiveness goes down by one, each hour until it is gone.

You can apply an antitoxin at any time. The antitoxin is not accepted if the creature is already immunized at or above the Q level of the antitoxin. A message indicates this.

Your current immunization level is shown on the Biology page of the Bio(F8) window. Nothing is shown if you are not immunized at all.

Hide HUD
Sadly "Hide HUD" option still shows AI names

AI names are now hidden when screen elements are hidden.

Approach Lighting System
Fun fact, hide HUD doesn't remove the airport landing pad marker either

ALS now hidden when screen elements are hidden.

Server Crash
A number of servers have crashed recently, always in a function that processes the effect of collisions.

I think it will be ok now. Time will tell.

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  Claimed empire but not emperor
Posted by: Brisarge - 01-24-2020, 12:47 AM - Forum: Prerelease Bug Reports - Replies (3)

Hey all, just spent a few hours starting out building my city as a returning player and then found out I hadn't claimed my empire yet so I made a flag and did that.
I really would like to get a fix on this because I can't progress without accessing government funds to get electricity, and I just spent 3 hours building a city.
[Image: 0elj3JY.jpg]
Thanks in advance.
Edit: Just dug a bit deeper, basically I checked my inventory and the flag was never actually made and i still had a needle and textiles in my inventory. The screen popped up before I used the flag to make my empire. Already tried using the flag didn't work
Edit 2: Fixed myself, renounced citizenship and reclaimed world, wouldn't let me use the same empire name however. No biggie.

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  Can't build Wharf underwater
Posted by: Deantwo - 01-23-2020, 10:33 PM - Forum: Prerelease Bug Reports - Replies (3)

It seems to be impossible to build a Wharf underwater. Error simply says it has to be at a coastline, which was not a requirement in old-style. This prevents me from making sea trade connections with other cities on the world.

Same seem to apply to Military Dock.

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