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  2019-11-14 Server Deadlock, HQ Spam
Posted by: Haxus - 11-14-2019, 09:25 PM - Forum: Updates - Replies (1)

Server Deadlock
Vooker helped by showing me a bug that caused a server deadlock. It happened when he used his ship to attack a pirate base.

This was an elusive bug to find. The read/write lock at the heart of the problem was getting unlocked one too many times when a ground-based gun tower fired its weapon. That caused its internal lock counter to roll over backward to a large positive number, since it is unsigned. After that, it was only a matter of time before someone tried to lock the lock for write...deadlock.

Thanks again to Vooker525 for making me observe this bug. It is fixed.

HQ Spam
It was reported that multiple military HQ buildings on a world is a nuisance due to the additional city names that are created.

This isn't a bug because there was no limit placed on the number of military HQ buildings.

That said, the consequence of placing lots of them is very annoying and it serves no useful purpose.

One HQ is enough because you have to destroy all other military buildings first, before the HQ. It doesn't matter what those other buildings are. Other HQs are not particularly useful and it is only confusing.

I changed the build rule for military HQ buildings. They can no longer be built on a world that already has a military HQ building.

Existing worlds with multiple HQ buildings were left unchanged. While a nuisance, the extra HQs do not cause problems.

Bounty Dates
It would be nice if the list of bounties showed the date they were placed.

Bounties now show their create date on the Bounties page of the Bio window and also in the Bounties section of the avatar's web page.

Bounty Links
It would be nice if the list of bounties on the avatar's web page made a link to the person who placed the bounty.

Bounties on the avatar page now link to the avatar who placed the bounty.

Also, the emperor name in the Empire section of the avatar page is now a link.

Skills Page
It was suggested that the Skills table be moved to its own page on the Bio window.

Done. Skills are now on a separate page of the Bio window.

Animal Slaughter
I started investigating the cause of the servers working so hard.

I found a problem that caused animals to spawn at farms and immediately die, over and over, constantly. This was creating a load and wasting resources. I think the problem is fixed, pending testing.

Server Deadlock
Trapped another server deadlock. This one was a building trying to find the altitude of the terrain on its site.

Deadlock was fixed.

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  2019-11-13 Resources, Manufacturing, Skills
Posted by: Haxus - 11-14-2019, 01:34 AM - Forum: Updates - Replies (14)

Resources
Someone pointed out that you can make a 10k process mine on one rock of ore. You don't really have to find another one after that. In the past, mines were limited by the number of actual rocks on their site.

The process limit, based on rocks present, has been restored for mines, wells, and drilling rigs.

  • When placing a mine, well, or drilling rig now, a list of icons appears with numbers next to them, to show resources present on the proposed site, and the number of each.
  • On the Building page of the Building window, mines, wells and drilling rigs now show the resources present at their site, with the count of each.
  • Existing buildings are not affected until you try to make any changes to their processes. Then they will impose limits.
Manufacturing
Deantwo referred me to a forum post with several recommended improvements to the manufacturing window.

Here is what changed:
  • You can now add a process if all workshops are already assigned. The new process starts out with 0 workshops.
  • Stock limit can now be assigned to manufacturing processes. The process will not run if the current stock of what it makes, stored at the building, equals or exceeds the stock limit. A stock limit of zero results in the current/old behavior of filling all available space in the building.
  • When adding a new process, you can now specify the number of workshops, minimum production quality, and stock limit right away.
  • Manufacture panel replaces workshop count and production quality with a single button. The button shows the current values. When pressed, a dialog appears to configure workshops, minimum production quality, and stock limit.
Skills
NPCs need to develop a preference for which station they operate in a ship.

This evolved into the replacement of simple experience points on NPCs and avatars with a table of skills, which amount to experience gained performing various activities. NPCs use this information when deciding which station to operate aboard a ship.

Skills appear on the Bio window and they are listed on the avatar stats pages on the web.

Skills were assigned to existing avatars based on information that could be gleaned from stats data accumulated. This is only fyi because skills don't actually have any effect on avatars, atm.

Avatar Stats
Avatar stats pages on the web site give away too much information.

Information on the avatar stats page on the web was reduced quite a lot.

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  Ship Designer Quality of Life Changes
Posted by: RonnSama - 11-13-2019, 12:29 PM - Forum: Arena of Ideas - No Replies

So recently I had spent roughly a week in the designer working on a new barge type ship, and put as much time and care into it as possible.  During this time, I found myself missing quite a few quality of life commands to the designer that would make the development workflow a bit smoother and easier to handle.  Forgive me as I'm going to be referring to a lot of these from the 3DS Max framework, (I'm assuming Blender terms would be the same, or near to these as well).

Vertex & Face Selection Modifiers -
Currently when selecting vertices using CONTROL to add to your selection, it simply toggles selection pieces.  If I have half a sphere selected, hold CONTROL, and select the entire thing, then the opposite half of the sphere becomes selected, not the entire sphere.  I propose fine tuning the selection controls to include ALT in the selection process.  In 3DS Max, using CONTROL while selecting vertices adds all the non-selected ones to the selection, while holding ALT, removes them.  This will make trying to get more ornate "non-square" pieces selected, then fine tune down the parts you don't want versus trying to get it in one go, or select faces individually.

Selection tools -
Simple enough, sometimes I find myself needing the lasso, polygon lasso, circle, or other selection tools I do not have, these would help the fine tune selection of vertices/faces.

Grow & Shrink in Vertex/Face Selection -
When selecting a vertex (if your using an editable poly modifier), and want to work on the mesh in any way shape or form, there is an option to "Grow" and/or "Shrink" your selection.  Doing so adds the adjacent pieces to the selection in 1 tier.  So for example, if I have a mesh plane that is 25x25 in terms of polygons (not triangles, should still be the same concept though), and I have the center vertex/faces selected, by clicking grow, the 3x3 in the center would then be selected.  Shrink would obviously work in the same fashion only in reverse.  The caveat to this is, if two pieces of mesh are of the same object, but are not welded, then grow & shrink only effects the a single piece of mesh, it will not jump to non-contiguous vertices/faces.  This may seem like a trivial idea, but when texturing large crafts when more than say 300 faces, it tends to be difficult to select each face you want individually and get the entire segment you want to texture, this would save some time in that department.

Ignore Back-facing Option -
When making large selections, or even ones on the individual level I've noticed that hitting the spots is sometimes, well... spotty?  This is usually because it is selecting something behind where I'm clicking that I cannot see.  Being able to ignore back facing vertices/faces in the selection process would help solve this issue.

Mouse Cursor vs. Hand - 
While I love the novelty of the hand cursor during game-play, I don't believe it fits a development environment like the ship/building designer.  Even after being in the designer for hours, I'm still not exactly sure where the proper hot-spot is for the hand, and I end up missing selection pieces quite often.  With something more intense, I think a mouse cursor, JUST for this area would be a better idea, I have no issue with it during proper game-play.

Unwrap UVW -
Now I know from a programmatic standpoint I have absolutely NO IDEA how this could be handled.  I know it has however, and is an option for export in 3DS Max to help with creating textures.  This simply allows you to color faces with base colors, and then unwraps the mesh as best as possible with all faces connected as the texture should sit if it was just applied with minimal modifiers.  Think paper-craft 3D characters before they are folded up and finished.

If these options are available in the designer, I apologize I must have over looked them, I promised I tried looking for them; but I have a feeling, even with this slight "complexity(?)" added to the designer; players when more acclimated to the environment will appreciate some of these new options to help the workflow a bit.  I know I have grown accustomed to them, and as I was designing I went to go use them, and realized I wasn't in 3DS max any more lol.

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  Space Dungeons
Posted by: Deantwo - 11-12-2019, 06:32 PM - Forum: Arena of Ideas - Replies (28)

I suggest something that a lot of other MMORPG games have, "dungeons". Adventure/exploration content that is normally quite popular as PvE content.

A new type of temporary wormhole that is either completely random, or maybe around neutron stars or stellar black holes.

Entering these special temporary wormholes would takes you to a temporary solar system filled with space monsters, space pirates and loot. After a couple days the temporary solar system explode, destroying everything left inside it and the wormhole disappear.

This would however require more pirate blueprints and maybe some new space monsters to be created. And of course we would need some new interesting loot to find.

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  Limiting Resource Harvesting to Number of Nodes
Posted by: Mr. Mortius - 11-12-2019, 01:03 AM - Forum: Cantina - Replies (4)

Weltreich is gearing up to deploy fleets of up to 20 officered harvesting ships with looping missions per system to replace lost capacity. The lag will be delicious.

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  Empire Standings does not take into account vassals of vassals
Posted by: zslayern - 11-11-2019, 07:06 AM - Forum: Prerelease Bug Reports - Replies (2)

Under the Neutral Zone Empire Standings, Weltreich counts as having 0 worlds despite having over-overlordship of an empire that has 45 worlds.
[Image: 603x8C7.png][Image: 3k2E2Yo.png]
Don't think we can declare Weltreich as the true victors of the Universe yet until both banners on the frontpage fly their colours.
[Image: HxIXiAU.png]

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  Race NPC Name List
Posted by: Phenoix12 - 11-09-2019, 07:50 PM - Forum: Arena of Ideas - No Replies

A very simple idea.

Add in a way by which a race's creator may decide the names his people will take.
Instead of having just a random hodgepodge of names for all races this will let the species feel more unique and cultural.

Two ways this could be done. A simple list of male, female, an neutral names; and a list of surnames (if desired for your species).
Another way is to instead allow the user to create list of name parts to use. I.e. A list of prefixes, interfixes, and postfixes to be randomly combined into names. With potential separate lists for male, female, neutral, ect.
Having other options to say that your race makes use of surnames or middles names or other such additional naming stuff would also allow for more interesting naming.

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  Universe Restart?
Posted by: Haxus - 11-09-2019, 01:18 AM - Forum: Cantina - Replies (74)

A proposal has been made to declare Weltreich the undisputed conquerer of the Universe. Then, restart the database.

In the next Universe, the sixth, old style spacecraft will not exist. I also have a short list of changes that must wait until a reset; those would get done.

Does anyone have any strong opposition to restarting?

What things do you think must be fixed at the next restart? I don't mean every bug you know about. I mean what must be fixed before a restart.

Are there any exploits that will allow someone to max out their empire in the first week, like last time?

With this heads up, it would be a good idea for everyone to store their building and spacecraft designs in local .SoH files. You should already be doing this.

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  2019-11-08 Gen4 Avatars, Fence Materials
Posted by: Haxus - 11-08-2019, 10:20 PM - Forum: Updates - Replies (1)

I must be a certified self flagellating masochist to post these kinds of things on a Friday afternoon. The servers were struggling and needed to be rebooted. So I scraped things together as best I could and posted an update. I've been working toward that goal for the past couple weeks; let's hope things are really ready.

The servers have been struggling for some time now. I mostly ignored them while I worked on the new creatures. They cannot be ignored any longer. If no major problems develop before Monday, the heavy server load will be my primary mission next week.

Gen4 Avatars
Generation four avatars are now ready for use, barely. Use them at your own risk.

I tried to put sensible limits on gen4 avatar DNA. This resulted in a lot of controls getting disabled or limited in options. You should be able to make useable humanoid avatars with the options available. As I complete more of the gen4 animals, more options will become available in the DNA editor.

There is no option to upgrade gen3 avatars to gen4 in this update. A little trial period of new avatars using gen4 DNA would help to root out any disastrous bugs, before letting people nuke their existing avatars. The option to upgrade gen3 avatars to gen4 will probably be in the next update. The functionality is already there; I have used it myself.

Poses still need some work. Running looks girly. Crouch creeping and belly crawling are not animated at all. These are minor things.

Fence Materials
I built a small farm of stone. It required 14 stone and 36 logs, for the fencing!

I observed this bug some time ago. It finally drove me crazy. The calculation for adding fence material to a construction process was modified to ignore most small bits of fence.

The farm now requires no logs to construct, only the 14 stone.

Crew Garb
Crew look funny sitting around in their space suits all the time.

Officers and crew will now appear in clothing, without their suits and helmets, when the air is breathable and the ship condition is green. If the ship condition is yellow, they will wear their suits but not their helmets. If the condition is red or the air is not breathable, they will wear their suits and helmets. The visor of their helmet will be closed if the air is not breathable.

Troops wear their helmet when the air is not breathable or the ship condition is red. They always wear their suit, regardless of conditions. The visor of their helmet will be closed if the air is not breathable.

Passengers wear their helmet and suit only when the air is not breathable.

This is only for appearance. They always have the benefit of the armor they are wearing. It just helps them to look better, knowing they could don their armor at any moment.

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  Animated control surfaces
Posted by: jakbruce2012 - 11-08-2019, 03:23 PM - Forum: Arena of Ideas - Replies (4)

What do you guys think about a new ship component?

It would have 11 states of animation indexed -5 to 5, and select one of it's 11 states based on an input value from the ship controls.

This could be used to animate control surfaces, air brakes, thruster angles, engine pod rotation, etc.

The object would allow you to select a control axis as input, full nagative value being -5 state, and full positive state being 5.

Is this possible in the existing engine?  It could provide much more dynamic decorations for ships if so.

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