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Star Lamp Post Lag Bomb Exploit World Freeze
Posted by: zalphor - 06-16-2019, 12:22 AM - Forum: Prerelease Bug Reports - Replies (1)

The weltreich empire paid me a visit on June 15 Sat GMT
After taking over a few Cities Racer planted something he said would be laggy.
From my understanding its a lamp post of some kind.

My capitol (on Banvalzas Spear Alpha Ia) and the only fully habitable planet in the system is now completely un-approachable.
When attempting to approach roughly 17k or so meters away the client freezes completely.


things i have done to attempt to circumvent the lag bomb.
- Wait it out (hoping that the server might just somehow dump the offending building.)
- Change all scene settings sliders to their minimum (Yes manually to their lowest, turning off extra settings)
- Approach at an angle or other side of the planet.

By telling a crew member to orbit the city i have managed to get my character (zarphor) stuck.

I approached by flying manually directly twords the planet at roughly 500 m/s, i began to limbo, then crash, and then upon restarting the client i was dead.

what i have gleamed from this state:
Things are still happening, you just cant see or control what is happening.

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  Wrong Respawn Order With Invalid Ship
Posted by: Deantwo - 06-14-2019, 08:28 PM - Forum: Closed Bug Reports - Replies (9)

My spacecraft was either in stasis or its life support system disabled, so I can't respawn to it. This is intended and excepted behavior.

However, I also have a home city declared. I would expect that to be the destination when I try to recall to an invalid ship. However, instead it is respawning me in random cities because I don't have a capital city.

Excepted order:

  1. Spacecraft berth
  2. Home city/building
  3. Empire capital city
  4. Random empire city
  5. Village of current habitable world
  6. A random empty habitable world

Also, it is impossible to close my helmet visor in time when loading in. Would be nice if respawning in a harsh environment would more reliably place me inside the building or maybe close my helmet visor (if the environment seal is intact). Could also just give a temporary invincibility until the avatar moves, so we don't start dying before having a chance to address the situation.
Died 3 times as my character kept respawning on random harsh environment worlds while my helmet visor was open.

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  2019-06-14 Part Groups, Custom Fences and Walls, Under Water Construction
Posted by: Haxus - 06-14-2019, 06:27 PM - Forum: Updates - Replies (8)

Part Groups
Some parts in building and spacecraft designs can be named. Besides defining the name of a room in the design, naming is used to group parts together that need to be lit similarly. An exception is the mesh, which cannot be named; it is associated to a room for lighting. This needs to be changed in preparation for custom fences and walls.

Part names changed to a common group property on all parts.

  • All parts can now be assigned a group name.
  • A Group column was added to the parts list. Right click selected parts, in the parts list, to change their group.
  • In building designs, groups are rooms. The exception is the reserved group name Hull, whose parts are considered to be hull parts.
  • Parts with a blank group name are considered to be part of the hull.
  • In fence/wall designs, two group names are reserved: Post and Section, to distinguish between parts of the fence post and the fence section.
  • When loading older drawings, part names are automatically converted to group names. Meshes associated with a room are automatically grouped with the room and the association is removed.
  • Meshes can no longer be associated with rooms.
  • Designer Usage Tips documentation was updated.
Custom Fences and Walls
Will it be possible to let us define the repeating segments for fences and walls ourselves one day?

This is done, with a few minor issues remaining.
  • Fence/Wall structure added to building designer.
  • Fence/Wall designs look for parts in two groups: Post and Section.
  • Post group contains the meshes and barrier of a typical fence post, created at the drawing origin, which will be its ground level location.
  • Section group contains the meshes and barrier of a typical fence section, drawn from the origin, extending in the +X direction.
  • Section group +X extent defines the section length, which is also the center-to-center post spacing.
    • When built, the actual post spacing could vary, to achieve uniform post spacing and when conforming to terrain.
    • Post only designs should place a tiny mesh underground in the section, to establish the +X extent.
  • Only mesh and barrier parts are used to create posts and sections.
  • Barriers are used to define the obstructive parts of the post and the section.
    • These should be extremely minimal, like one barrier surrounding the post and one barrier surrounding the section.
    • The section barrier may make the post barrier unnecessary. Likewise, a post-only design does not need a section barrier. Do not add barriers if they are not needed.
  • Barriers in custom fences and walls obstruct all movement, unlike the built in fences that block movement variously. See their tool tips on the Construction window for details.
  • Blueprints/Buildings folder contains the Fence .SoH files that are used for the built in styles. If they are used as custom fences and walls, they will not have the special movement rules of the built in fences and walls.
  • When adding a fence to a building design in the on line designer, the list will include designs in the exchange and in your gear.
  • Fences in the designer do not automatically divide themselves into section lengths. Each fence segment in a design creates a single section of fence. The Zoo by Haxus fences are long corner-to-corner sections that do not conform to terrain in between the posts. I will update the design when time permits.
  • Designer preview works with fences.
    • In the on line designer, custom fences will appear in the preview.
    • In the off line designer, custom fences will appear as a line of stakes in the preview, as if under construction. This is because the externally referenced custom fence/wall design is not available in the off line designer.
  • Fence designs can be built in all environments, depending on construction material.
    • Built in designs are made using specific construction materials.
    • Custom designs are made using the material selected on the Construction window.
  • Construction window Walls page was removed.
  • Sand bag wall button moved to Fence/Wall page.
  • Brick Wall and Stone Wall buttons were removed. They do not behave differently than custom walls so they will be published in the exchange instead. Removing them from the window enabled consolidation of walls and fences onto a single page.
  • Built in Brick Wall and Stone Wall designs still exist, for use in the designer, both on and off line.
Under Water Construction Bug
Buildings can not be built under water.

Fixed.

Fence Limits
Fences are not included in the world building limit. This vulnerability has been exploited. It must be fixed.

Fences now count toward the world building limit. The first 20 fences are free.

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  Deep Deep Underground Military HQ Exploit
Posted by: Deantwo - 06-13-2019, 09:26 PM - Forum: Prerelease Bug Reports - Replies (2)

It is possible to flatten a mountain to sea-level, build a military HQ, and then remove the grading so it is impossible for an attacker to reach and damage it.

There is a good example of this on Tail V, a base named "dEaD FOx".
[Image: 2019-06-13_23_09_34-Window.png]
I detonated a bomb on surface before realizing how far down the actual building is.
The building you can see is an airport that is next to the crater. The actual military HQ is deep deep underground below the crater. You can only ever see it by clipping into the ground.

I requested that Mr. Mortius remove his crappy exploited base from my homeworld. So not sure how long it will stay.

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  Cities of Tail V according to Villagers
Posted by: Deantwo - 06-13-2019, 07:56 PM - Forum: Prerelease Bug Reports - No Replies

Found a village on my homeworld for the first time in a long while, this is what they had to tell me.

Code:
Yukivmyhak: The closest city is Capitol. It is 7 km west of here.There
are no buildings. Nobody lives there. The town hall was
built there Dec  
Seems they are taking the name of the building instead of the city itself.
Also the date seem to be broken.

Also had some information about the Weltreich base that was founded ~20 hours ago.
Code:
The newest city is dEaD FOx. It is about 10 km southeast of
here.There are no buildings. Only one person lives there.
The town hall was built there February  
Seems that the date is totally screwed up. It was founded today (well during my night).
Also it is a base, not a city.

Seems like the non-ASCII symbols were removed in the forum post.

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  Crash to Desktop from Dossier
Posted by: Deantwo - 06-13-2019, 07:28 PM - Forum: Prerelease Bug Reports - No Replies

I have a number of times had the dossier crash me to desktop. But I believe I can now reproduce it reliably.

On the dossier for Weltreich my empire has a ton of entries. When I am scrolling through them and selecting ones that I want to delete. Every so often, at some interval or cause I can't determine, it de-selects everything and scrolls to the top.

If I have managed to select some entries and click the "Delete..." button to open the dialog before they are de-selected, the game client will instantly crash to desktop of if press "Ok" to the deletion confirmation dialog while none are selected.

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  Walls and Fences Crowd Building Overlay
Posted by: Deantwo - 06-13-2019, 10:43 AM - Forum: Prerelease Bug Reports - No Replies

Please move wall and fence icons from the building overlay to the road and landscape overlay. Similar to streetlights.

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  Appeal to return to the old designer
Posted by: Slaxx - 06-12-2019, 08:31 PM - Forum: Arena of Ideas - Replies (6)

So i really dont like the new designer.

HOWEVER. I seriously loved the old designer type.
This new one is like a full blown 3D model program and i am legitimately unable to make designs. GAME BREAKER. Especially for newcomers.

My idea was to use the old designer but rework it so you dont make block designs.

Specifically i L-O-V-E-D the drawing method. I want it back.

If i was to put it in terms:

Current designer: -2 fun
Old designer: +3 fun

Now if the old designer was reworked so it prevented blocky shapes, it would be perfect. Just make it so it automaticalöy smoothens the shapes or maybe add a exterior hull function and merely make the basics blocky-wise

Best would be an intelligent function, a "smart-designer" that smoothens edges like an anti-aliasing setting in 3d programs. Have it add superfluos matter automatically.

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  Unable To Set Empires Stance
Posted by: zalphor - 06-11-2019, 03:48 PM - Forum: Prerelease Bug Reports - Replies (5)

I am unable to set the stance of my empire twords another empire.
The friend and neutral stance buttons do not appear to function.

Tried:
-- Request empires button:
"Refreshes" the list but no changes of stance are shown.
-- Switched between my two avatars of the same rank and permissions:
no change.

Also cannot use the close document button in the diplomacy window.

Governance and Diplomacy buttons on side bar flash continuously and have not stopped since i renewed my subscription.

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  Factory Complexes and Civilian Malls
Posted by: Deantwo - 06-10-2019, 11:18 AM - Forum: Arena of Ideas - Replies (16)

The current building system is a little too complicated. You need massive buildings of each building type, and you need to know the exact blueprint to know what buildings types it works as.
See: (Idea thread) Building Blueprint Simplification

But this leaves us with one big question: Why can't my gigantic super mall building contain both casinos and grocery stores? Or why can't my mega factory building have an electronics floor and a computer factory floor? Why can't I have one huge building that does everything?

If we start with just the idea of "Factory Complexes" and "Civilian Malls", since these functions aren't necessarily unique in their appearance, but are likely best to keep factory and morale functions separate.
Basically the idea would be to design a big building that is without a specific type. Once you have constructed the building, you can go to it and add functions to it. In a sense just refitting it to change the volume allocation for the building.

For example: We construct a giant super mall building and then allocate half of its volume/rooms/floors/whatever to work as casinos, and the other half as grocery stores. Then later we find out that we didn't need that many casinos, we re-allocate most of those to churches.
Same works with factories, allowing us to dynamically allocate the amount of different workshops we want and the amount of each workshops.

Re-allocating the volume/rooms/floors/whatever can cause the building to undergo re-construction. Possibly consume some tools or commodities appreciate for the types. For example allocating computer factory workshops might require some soldering tools, and allocating churches might require stone and wood.

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