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	<channel>
		<title><![CDATA[Hazeron Forums - Updates]]></title>
		<link>https://hazeron.com/mybb/</link>
		<description><![CDATA[Hazeron Forums - https://hazeron.com/mybb]]></description>
		<pubDate>Tue, 12 May 2026 20:56:56 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[2024-06-10 Leaky EV Suit, Distance Sort Planets List, Asphalt Roads on Inferno World]]></title>
			<link>https://hazeron.com/mybb/showthread.php?tid=3120</link>
			<pubDate>Mon, 10 Jun 2024 16:27:53 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hazeron.com/mybb/member.php?action=profile&uid=1">Haxus</a>]]></dc:creator>
			<guid isPermaLink="false">https://hazeron.com/mybb/showthread.php?tid=3120</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Leaky EV Suit</span><br />
It would be nice to see a visible effect when an EV suit or helmet is leaking.<br />
<br />
EV suit and helmet now emit a stream of steam/smoke when they are leaking.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Distance Sort Planets List</span><br />
When the mission order to orbit a planet or sun is selected, the distance sort does not work.<br />
<br />
Fixed.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Asphalt Roads on Inferno World</span><br />
Asphalt roads are not supposed to be allowed on inferno worlds. Cursor used to show a flaming icon but now it does not. Nothing stops me from building an asphalt road on an inferno world.<br />
<br />
Fixed.]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Leaky EV Suit</span><br />
It would be nice to see a visible effect when an EV suit or helmet is leaking.<br />
<br />
EV suit and helmet now emit a stream of steam/smoke when they are leaking.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Distance Sort Planets List</span><br />
When the mission order to orbit a planet or sun is selected, the distance sort does not work.<br />
<br />
Fixed.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Asphalt Roads on Inferno World</span><br />
Asphalt roads are not supposed to be allowed on inferno worlds. Cursor used to show a flaming icon but now it does not. Nothing stops me from building an asphalt road on an inferno world.<br />
<br />
Fixed.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[2024-05-16 Pirates, Fleet Improvements, Designer Bugs, Corrosion Shield, Thorns]]></title>
			<link>https://hazeron.com/mybb/showthread.php?tid=3112</link>
			<pubDate>Fri, 17 May 2024 00:46:15 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hazeron.com/mybb/member.php?action=profile&uid=1">Haxus</a>]]></dc:creator>
			<guid isPermaLink="false">https://hazeron.com/mybb/showthread.php?tid=3112</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Pirates</span><br />
Pirates got some improvements in this update. <br />
<ul class="mycode_list"><li>Pirate marauders will form into fleets.<br />
</li>
<li>Pirates sometimes escort a pirate freighter that could have any sort of cargo.<br />
</li>
<li>Pirate scouts will sometimes be encountered.<br />
</li>
</ul>
<br />
Encounter size has always been determined by the relative mass of the pirate vs the human vessel. Previously the encounter size was limited to three; now it may be as many as five. Up to six if they are escorting a freighter.<br />
<br />
Pirate scouts play an important role in the creation of pirate bases. Previously, the first pirate ship encountered triggered the creation of a pirate base somewhere in the sector. <br />
<br />
Now a pirate scout is encountered when there is no base in the sector. It will move somewhere in the solar system and perform a sensor scan. If it completes the scan, a pirate base is created somewhere in the sector. <br />
<br />
Scouts may also be encountered after a base exists so seeing a scout is not an indication that no base exists.<br />
<br />
As before, once pirate base exists in a sector, pirate encounters are more frequent.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Designer Vertex Normals</span><br />
Some actions in the designer cause the normals at the face vertices to get broken.<br />
<br />
Fixed.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Designer Paste At Orientation</span><br />
Orientation of pasted objects is wrong when using the <span style="font-style: italic;" class="mycode_i">Paste At</span> function.<br />
<br />
Fixed.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Ramp Bug</span><br />
Try to walk on cargo ramp of Gulliver while it is hovering and I end up on the ground instantly as soon as I cross the threshold.<br />
<br />
Fixed a hull void in the model.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Orchard Bug</span><br />
I constructed an orchard but it did not start growing the product I selected initially.<br />
<br />
Fixed.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Blueprint Not Loaded Bug</span><br />
"Blueprint not loaded. Server is loading it." What server?<br />
<br />
Removed exchange entries when the program starts if there is no corresponding blueprint.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Windmill</span><br />
Can we have a single windmill model, instead of groups of four of them?<br />
<br />
Done.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Near/Far Clip Bug</span><br />
Planets morph strangely at a certain distance away. They seem to ooze into the scene.<br />
<br />
Fixed.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Fleet Ship Maneuver</span><br />
Will a fleet ship with 0 maneuver drive cause the entire fleet to fall into the sun?<br />
<br />
When a fleet ship's maneuver acceleration drops below 10m/s, it will drop out of the fleet. When the flagship's acceleration drops below 10m/s, it dissolves the fleet.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Corrosion Shield</span><br />
It would be nice to have some protection from insidious and corrosive atmospheres. A shield module was suggested.<br />
<br />
<span style="font-style: italic;" class="mycode_i">Corrosion Shield Module</span> added. It blocks 80% of kinetic and energy damage. It blocks 90% of acid damage and 100% of corrosion damage.<br />
<br />
The name "atmosphere shield" was suggested. I did not choose that because atmospheres cause other kinds of damage besides just corrosion.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Fleet Orbit Bug</span><br />
Atlantis orbited a gas giant with half the fleet hanging down into the atmosphere.<br />
<br />
Fixed.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">On Screen Avatar Buttons</span><br />
Move the <span style="font-style: italic;" class="mycode_i">Recall Home</span> and <span style="font-style: italic;" class="mycode_i">Avatar Selection Page</span> buttons to the Avatar menu. They would be appropriate there and that would remove two buttons from the screen.<br />
<br />
Done.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Huge Thorns</span><br />
Thorns on plants are often huge, like walls of broomsticks sticking out of the trunks of plants.<br />
<br />
Thorns were toned down a bit. They still don't cause any damage.]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Pirates</span><br />
Pirates got some improvements in this update. <br />
<ul class="mycode_list"><li>Pirate marauders will form into fleets.<br />
</li>
<li>Pirates sometimes escort a pirate freighter that could have any sort of cargo.<br />
</li>
<li>Pirate scouts will sometimes be encountered.<br />
</li>
</ul>
<br />
Encounter size has always been determined by the relative mass of the pirate vs the human vessel. Previously the encounter size was limited to three; now it may be as many as five. Up to six if they are escorting a freighter.<br />
<br />
Pirate scouts play an important role in the creation of pirate bases. Previously, the first pirate ship encountered triggered the creation of a pirate base somewhere in the sector. <br />
<br />
Now a pirate scout is encountered when there is no base in the sector. It will move somewhere in the solar system and perform a sensor scan. If it completes the scan, a pirate base is created somewhere in the sector. <br />
<br />
Scouts may also be encountered after a base exists so seeing a scout is not an indication that no base exists.<br />
<br />
As before, once pirate base exists in a sector, pirate encounters are more frequent.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Designer Vertex Normals</span><br />
Some actions in the designer cause the normals at the face vertices to get broken.<br />
<br />
Fixed.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Designer Paste At Orientation</span><br />
Orientation of pasted objects is wrong when using the <span style="font-style: italic;" class="mycode_i">Paste At</span> function.<br />
<br />
Fixed.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Ramp Bug</span><br />
Try to walk on cargo ramp of Gulliver while it is hovering and I end up on the ground instantly as soon as I cross the threshold.<br />
<br />
Fixed a hull void in the model.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Orchard Bug</span><br />
I constructed an orchard but it did not start growing the product I selected initially.<br />
<br />
Fixed.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Blueprint Not Loaded Bug</span><br />
"Blueprint not loaded. Server is loading it." What server?<br />
<br />
Removed exchange entries when the program starts if there is no corresponding blueprint.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Windmill</span><br />
Can we have a single windmill model, instead of groups of four of them?<br />
<br />
Done.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Near/Far Clip Bug</span><br />
Planets morph strangely at a certain distance away. They seem to ooze into the scene.<br />
<br />
Fixed.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Fleet Ship Maneuver</span><br />
Will a fleet ship with 0 maneuver drive cause the entire fleet to fall into the sun?<br />
<br />
When a fleet ship's maneuver acceleration drops below 10m/s, it will drop out of the fleet. When the flagship's acceleration drops below 10m/s, it dissolves the fleet.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Corrosion Shield</span><br />
It would be nice to have some protection from insidious and corrosive atmospheres. A shield module was suggested.<br />
<br />
<span style="font-style: italic;" class="mycode_i">Corrosion Shield Module</span> added. It blocks 80% of kinetic and energy damage. It blocks 90% of acid damage and 100% of corrosion damage.<br />
<br />
The name "atmosphere shield" was suggested. I did not choose that because atmospheres cause other kinds of damage besides just corrosion.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Fleet Orbit Bug</span><br />
Atlantis orbited a gas giant with half the fleet hanging down into the atmosphere.<br />
<br />
Fixed.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">On Screen Avatar Buttons</span><br />
Move the <span style="font-style: italic;" class="mycode_i">Recall Home</span> and <span style="font-style: italic;" class="mycode_i">Avatar Selection Page</span> buttons to the Avatar menu. They would be appropriate there and that would remove two buttons from the screen.<br />
<br />
Done.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Huge Thorns</span><br />
Thorns on plants are often huge, like walls of broomsticks sticking out of the trunks of plants.<br />
<br />
Thorns were toned down a bit. They still don't cause any damage.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[2024-05-09 Fleets, Starforce, C4 Doors, Shield Types]]></title>
			<link>https://hazeron.com/mybb/showthread.php?tid=3110</link>
			<pubDate>Thu, 09 May 2024 22:14:50 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hazeron.com/mybb/member.php?action=profile&uid=1">Haxus</a>]]></dc:creator>
			<guid isPermaLink="false">https://hazeron.com/mybb/showthread.php?tid=3110</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Fleets</span><br />
I don't always know what I'm going to work on next. Sometimes the current sweeps me away. This past two weeks I found myself unexpectedly delving into fleet formations of spacecraft. Here is the result.<br />
<br />
A ship can be designated as a <span style="font-style: italic;" class="mycode_i">flagship</span> of a fleet. Any number of ships can be joined to that flagship's fleet. An empire can have more than one flagship thus more than one fleet.<br />
<br />
A new Fleet order was added to the Mission Orders list. Using a Fleet order, you can order a ship to become a flagship, to join a flagship, or to depart from their fleet. Ordering a fleet ship to become a flagship promotes it to the flagship and the previous flagship is demoted. Ordering a flagship to exit the fleet dissolves the fleet.<br />
<br />
A new Fleet page was added to the Spacecraft window tabs. There are some fleet management controls to designate the ship as a flagship, to join a fleet, and to exit a fleet. Fleet ships check in with the flagship periodically. The flagship lists those ships in a table with information about them on the Fleet page. Right click them to manage them.<br />
<br />
One handy action that is not obvious is that you can select multiple ships in your fleet and right click on the one that will be the new flagship. Then select the <span style="font-style: italic;" class="mycode_i">Make Fleet</span> menu option and they will split off into a separate fleet with the new flagship.<br />
<br />
The Fleet page also has a combo box to select the fleet formation. This determines where the ships in the fleet belong relative to the flagship. Formation changes happen instantly; locked ships immediately change positions rather than have a gaggle of ships trying to rearrange themselves.<br />
<br />
At the helm, you see a box indicating your ship's position in the fleet when it is not locked into position. Once you are close enough to that spot, you can use a helm button to lock your ship into its formation position. At that point, your ship is slaved to the flagship and it will move in sync with the flagship until it is unlocked, which the pilot (or the flagship) can do at any time.<br />
<br />
NPC pilots of fleet ships always try to reach their formation position so they can lock in to the fleet. They are more successful when the flagship is not moving. Some formations, such as column formation, make it easier for the ships to get locked into their positions.<br />
<br />
I tried having NPCs fly in formation and I tried it myself. That was a fools errand with ships that accelerate or decelerate at hundreds of meters per second constantly and that lack the ability to achieve that fine of control. Airplanes and navy ships can easily move at the same speed as each other, making formations a bit easier. Not so with spacecraft trying to go the speed of light as fast as possible all the time.<br />
<br />
The locking mechanism proved to be the answer. It might not be super realistic but it gets the job done and it looks pretty good. It also keeps the fleet together very well through wormholes and at warp speed. The NPC pilot of the flagship considers the radius of the entire fleet when avoiding obstacles.<br />
<br />
The fleet ship checkin information shown in the Fleet table is used to limit the maximum warp and maximum acceleration of the fleet to the slowest ships. If anybody can't warp the flagship will not go to warp. Likewise, if anybody can't wormhole the flagship will not go through wormholes.<br />
<br />
When flying to a space station, the flagship moves the fleet next to the station as if it were one huge ship. All the locked ships in the fleet are considered to be in range of the station for trade purposes.<br />
<br />
Fleet ships are free to have their own individual missions. They just can't move if they are locked. There are a few mission orders that become the current order for the entire fleet when they are the current order for the flagship. They are: Attack, Plunder, Hide, and Stand Down.<br />
<br />
I haven't tested every possible situation with fleets. Beware of "Land" orders. I'm not sure how that would go. If you have trouble with fleets, avoid using them until the next update. I'm sure there will be improvements between now and then.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Starforce</span><br />
The addition of fleets introduced a nomenclature problem. Previously all government owned spacecraft were called <span style="font-style: italic;" class="mycode_i">fleet</span> ships. Privately owned vessels are called <span style="font-style: italic;" class="mycode_i">company</span> ships.<br />
<br />
I struggle with this one. I almost went with <span style="font-style: italic;" class="mycode_i">Navy</span> but that is just too nautical. <span style="font-style: italic;" class="mycode_i">Space Force</span>? Not a chance. <span style="font-style: italic;" class="mycode_i">Space Fleet</span>? <span style="font-style: italic;" class="mycode_i">Space Navy</span>? Ho hum. <span style="font-style: italic;" class="mycode_i">Star Fleet</span>? :/<br />
<br />
Searching did not turn up any existing trademark on the term <span style="font-style: italic;" class="mycode_i">Starforce</span>. There was a video game called Star Force, two words, but I figure that's no more of a problem than saying star fleet, instead of starfleet&#153;. If anybody knows of a conflict please tell me and I will consider changing it.<br />
<br />
I did in fact change the term Star Fleet Academy to Starforce Academy.<br />
<br />
There is now a Starforce comm channel and a Fleet comm channel. The Starforce channel talks to all ships in your empire that are not fleet vessels under a flagship. In other words, only the flagships and ships not in fleets will answer on the Starforce channel. Of course, only ships with an officer will answer hails.<br />
<br />
The Fleet channel communicates with other ships in the same fleet.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">C4 Doors</span><br />
Someone commented that explosives like C4 and dynamite do not open the doors of spacecraft.<br />
<br />
The code for explosives required them to be very close to the door switch, not the door. I fixed that. This works well now. You can stick a bomb onto a door anywhere and it should blow open.<br />
<br />
Incidentally, a door that is blown open becomes <span style="font-style: italic;" class="mycode_i">jammed</span> open. A jammed door will not close itself and it cannot be closed with a remote door switch. It requires someone to physically touch the door to close it.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Shield Types</span><br />
There are three kinds of energy shields but they all do the exact same thing.<br />
<br />
This is finally done. Here is the result.<br />
<br />
Cloaking shield was renamed to Stealth shield. The name is more indicative of what it does. Unlike the cloaking shield of popular scifi which acts more like an invisibility cloak.<br />
<ul class="mycode_list"><li>Kinetic Shield - Provides full protection against kinetic damage. Provides 20% less protection against energy damage.<br />
</li>
<li>Energy Shield - Provides full protection against energy damage. Provides 20% less protection against kinetic damage.<br />
</li>
<li>Stealth Shield - Provides 20% less protection against kinetic and energy damage. Reduces sensor detection range based on shield module quality. If sensor can't detect your ship, weapons cannot lock onto it.<br />
</li>
</ul>
]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Fleets</span><br />
I don't always know what I'm going to work on next. Sometimes the current sweeps me away. This past two weeks I found myself unexpectedly delving into fleet formations of spacecraft. Here is the result.<br />
<br />
A ship can be designated as a <span style="font-style: italic;" class="mycode_i">flagship</span> of a fleet. Any number of ships can be joined to that flagship's fleet. An empire can have more than one flagship thus more than one fleet.<br />
<br />
A new Fleet order was added to the Mission Orders list. Using a Fleet order, you can order a ship to become a flagship, to join a flagship, or to depart from their fleet. Ordering a fleet ship to become a flagship promotes it to the flagship and the previous flagship is demoted. Ordering a flagship to exit the fleet dissolves the fleet.<br />
<br />
A new Fleet page was added to the Spacecraft window tabs. There are some fleet management controls to designate the ship as a flagship, to join a fleet, and to exit a fleet. Fleet ships check in with the flagship periodically. The flagship lists those ships in a table with information about them on the Fleet page. Right click them to manage them.<br />
<br />
One handy action that is not obvious is that you can select multiple ships in your fleet and right click on the one that will be the new flagship. Then select the <span style="font-style: italic;" class="mycode_i">Make Fleet</span> menu option and they will split off into a separate fleet with the new flagship.<br />
<br />
The Fleet page also has a combo box to select the fleet formation. This determines where the ships in the fleet belong relative to the flagship. Formation changes happen instantly; locked ships immediately change positions rather than have a gaggle of ships trying to rearrange themselves.<br />
<br />
At the helm, you see a box indicating your ship's position in the fleet when it is not locked into position. Once you are close enough to that spot, you can use a helm button to lock your ship into its formation position. At that point, your ship is slaved to the flagship and it will move in sync with the flagship until it is unlocked, which the pilot (or the flagship) can do at any time.<br />
<br />
NPC pilots of fleet ships always try to reach their formation position so they can lock in to the fleet. They are more successful when the flagship is not moving. Some formations, such as column formation, make it easier for the ships to get locked into their positions.<br />
<br />
I tried having NPCs fly in formation and I tried it myself. That was a fools errand with ships that accelerate or decelerate at hundreds of meters per second constantly and that lack the ability to achieve that fine of control. Airplanes and navy ships can easily move at the same speed as each other, making formations a bit easier. Not so with spacecraft trying to go the speed of light as fast as possible all the time.<br />
<br />
The locking mechanism proved to be the answer. It might not be super realistic but it gets the job done and it looks pretty good. It also keeps the fleet together very well through wormholes and at warp speed. The NPC pilot of the flagship considers the radius of the entire fleet when avoiding obstacles.<br />
<br />
The fleet ship checkin information shown in the Fleet table is used to limit the maximum warp and maximum acceleration of the fleet to the slowest ships. If anybody can't warp the flagship will not go to warp. Likewise, if anybody can't wormhole the flagship will not go through wormholes.<br />
<br />
When flying to a space station, the flagship moves the fleet next to the station as if it were one huge ship. All the locked ships in the fleet are considered to be in range of the station for trade purposes.<br />
<br />
Fleet ships are free to have their own individual missions. They just can't move if they are locked. There are a few mission orders that become the current order for the entire fleet when they are the current order for the flagship. They are: Attack, Plunder, Hide, and Stand Down.<br />
<br />
I haven't tested every possible situation with fleets. Beware of "Land" orders. I'm not sure how that would go. If you have trouble with fleets, avoid using them until the next update. I'm sure there will be improvements between now and then.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Starforce</span><br />
The addition of fleets introduced a nomenclature problem. Previously all government owned spacecraft were called <span style="font-style: italic;" class="mycode_i">fleet</span> ships. Privately owned vessels are called <span style="font-style: italic;" class="mycode_i">company</span> ships.<br />
<br />
I struggle with this one. I almost went with <span style="font-style: italic;" class="mycode_i">Navy</span> but that is just too nautical. <span style="font-style: italic;" class="mycode_i">Space Force</span>? Not a chance. <span style="font-style: italic;" class="mycode_i">Space Fleet</span>? <span style="font-style: italic;" class="mycode_i">Space Navy</span>? Ho hum. <span style="font-style: italic;" class="mycode_i">Star Fleet</span>? :/<br />
<br />
Searching did not turn up any existing trademark on the term <span style="font-style: italic;" class="mycode_i">Starforce</span>. There was a video game called Star Force, two words, but I figure that's no more of a problem than saying star fleet, instead of starfleet&#153;. If anybody knows of a conflict please tell me and I will consider changing it.<br />
<br />
I did in fact change the term Star Fleet Academy to Starforce Academy.<br />
<br />
There is now a Starforce comm channel and a Fleet comm channel. The Starforce channel talks to all ships in your empire that are not fleet vessels under a flagship. In other words, only the flagships and ships not in fleets will answer on the Starforce channel. Of course, only ships with an officer will answer hails.<br />
<br />
The Fleet channel communicates with other ships in the same fleet.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">C4 Doors</span><br />
Someone commented that explosives like C4 and dynamite do not open the doors of spacecraft.<br />
<br />
The code for explosives required them to be very close to the door switch, not the door. I fixed that. This works well now. You can stick a bomb onto a door anywhere and it should blow open.<br />
<br />
Incidentally, a door that is blown open becomes <span style="font-style: italic;" class="mycode_i">jammed</span> open. A jammed door will not close itself and it cannot be closed with a remote door switch. It requires someone to physically touch the door to close it.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Shield Types</span><br />
There are three kinds of energy shields but they all do the exact same thing.<br />
<br />
This is finally done. Here is the result.<br />
<br />
Cloaking shield was renamed to Stealth shield. The name is more indicative of what it does. Unlike the cloaking shield of popular scifi which acts more like an invisibility cloak.<br />
<ul class="mycode_list"><li>Kinetic Shield - Provides full protection against kinetic damage. Provides 20% less protection against energy damage.<br />
</li>
<li>Energy Shield - Provides full protection against energy damage. Provides 20% less protection against kinetic damage.<br />
</li>
<li>Stealth Shield - Provides 20% less protection against kinetic and energy damage. Reduces sensor detection range based on shield module quality. If sensor can't detect your ship, weapons cannot lock onto it.<br />
</li>
</ul>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[2024-04-27 Missiles, Ordnance, Sensor Lock, Salvage, Pirates]]></title>
			<link>https://hazeron.com/mybb/showthread.php?tid=3106</link>
			<pubDate>Sat, 27 Apr 2024 23:35:16 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hazeron.com/mybb/member.php?action=profile&uid=1">Haxus</a>]]></dc:creator>
			<guid isPermaLink="false">https://hazeron.com/mybb/showthread.php?tid=3106</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Missiles</span><br />
Missiles don't seem to hit their targets very often, if ever.<br />
<br />
Fixed numerous issues with guided missiles and other projectiles.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Ordnance Window</span><br />
Ordnance window doesn't work correctly on Gulliver when I access a weapon station from a captain's chair.<br />
<br />
Fixed. This would have also been a problem at a weapon station when trying to operate a different weapon system than the default system for that station.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Sensor Lock Update Bug</span><br />
Sensor lock reticle range does not update if I lock on to a target then switch to the captain's chair.<br />
<br />
Fixed.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Sensor Lock Linger</span><br />
Sensor lock reticle remains in space after destroying a target, when there are no other targets to lock onto. It just seems to drift away.<br />
<br />
Fixed.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Salvage Order</span><br />
Salvage order needs to be easier to issue instead of being way down the list of orders. I find myself frantically trying to issue the salvage order before the TEUs drift away.<br />
<br />
Salvage order is now the first order on the list.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Pirates</span><br />
Pirates got some minor improvements as a result of many battles with them.]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Missiles</span><br />
Missiles don't seem to hit their targets very often, if ever.<br />
<br />
Fixed numerous issues with guided missiles and other projectiles.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Ordnance Window</span><br />
Ordnance window doesn't work correctly on Gulliver when I access a weapon station from a captain's chair.<br />
<br />
Fixed. This would have also been a problem at a weapon station when trying to operate a different weapon system than the default system for that station.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Sensor Lock Update Bug</span><br />
Sensor lock reticle range does not update if I lock on to a target then switch to the captain's chair.<br />
<br />
Fixed.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Sensor Lock Linger</span><br />
Sensor lock reticle remains in space after destroying a target, when there are no other targets to lock onto. It just seems to drift away.<br />
<br />
Fixed.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Salvage Order</span><br />
Salvage order needs to be easier to issue instead of being way down the list of orders. I find myself frantically trying to issue the salvage order before the TEUs drift away.<br />
<br />
Salvage order is now the first order on the list.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Pirates</span><br />
Pirates got some minor improvements as a result of many battles with them.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[2024-04-26 Pirates, Sensor Screen, Christen Ship Vehicles]]></title>
			<link>https://hazeron.com/mybb/showthread.php?tid=3103</link>
			<pubDate>Fri, 26 Apr 2024 22:35:10 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hazeron.com/mybb/member.php?action=profile&uid=1">Haxus</a>]]></dc:creator>
			<guid isPermaLink="false">https://hazeron.com/mybb/showthread.php?tid=3103</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Pirate Encounter Frequency</span><br />
It seems like pirates are pretty rare.<br />
<br />
Pirate encounters should occur more often now.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Pirate Plunder Bug</span><br />
Pirates showed up. I ordered my crew to stand down. The pirates parked in a nice line out in front of my ship but they never plundered my ship. They kept calling out to wait until they arrived.<br />
<br />
Fixed several problems with this whole encounter.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Sensor Screen Bug</span><br />
When the info pane is displayed for an object on the sensor screen, sometimes I can't scroll it back up to the topmost line.<br />
<br />
Fixed obob (off by one bug).<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Sensor Contact Long Lat</span><br />
It would be nice if contacts on the sensor screen showed their longitude and latitude.<br />
<br />
Sensor screen contacts now show their longitude and latitude on the info pane if the object is inside the atmosphere of a world.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Christen Ship Vehicles</span><br />
After I christen my ship, its vehicles still identify themselves using the id only.<br />
<br />
When a ship is christened, it now updates the mothership name info on all of its vehicles in the solar system.]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Pirate Encounter Frequency</span><br />
It seems like pirates are pretty rare.<br />
<br />
Pirate encounters should occur more often now.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Pirate Plunder Bug</span><br />
Pirates showed up. I ordered my crew to stand down. The pirates parked in a nice line out in front of my ship but they never plundered my ship. They kept calling out to wait until they arrived.<br />
<br />
Fixed several problems with this whole encounter.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Sensor Screen Bug</span><br />
When the info pane is displayed for an object on the sensor screen, sometimes I can't scroll it back up to the topmost line.<br />
<br />
Fixed obob (off by one bug).<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Sensor Contact Long Lat</span><br />
It would be nice if contacts on the sensor screen showed their longitude and latitude.<br />
<br />
Sensor screen contacts now show their longitude and latitude on the info pane if the object is inside the atmosphere of a world.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Christen Ship Vehicles</span><br />
After I christen my ship, its vehicles still identify themselves using the id only.<br />
<br />
When a ship is christened, it now updates the mothership name info on all of its vehicles in the solar system.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[2024-04-25 TEU Containers, Salvage Order, Designer Tweaks]]></title>
			<link>https://hazeron.com/mybb/showthread.php?tid=3102</link>
			<pubDate>Thu, 25 Apr 2024 22:35:10 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hazeron.com/mybb/member.php?action=profile&uid=1">Haxus</a>]]></dc:creator>
			<guid isPermaLink="false">https://hazeron.com/mybb/showthread.php?tid=3102</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">TEU Containers</span><br />
Deantwo suggested that exploding spacecraft should leave cargo containers behind.<br />
<br />
When spacecraft explode their cargo is now disbursed in cargo containers. The algorithm for this insures that no ship will ever leave more than 100 containers behind when it explodes.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Access Containers</span><br />
A TEU containers sitting on the ground begs for a way to access its contents.<br />
<br />
A UI was added to access the contents of any container you are looking at. A <span style="font-style: italic;" class="mycode_i">Content</span> button appears on the screen to do this.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">TEU Containers on Sensors</span><br />
TEU containers should show up on sensors.<br />
<br />
Done.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">TEU Containers on Helmet HUD Radar</span><br />
TEU containers should show up on the radar display of my EV helmet.<br />
<br />
Done.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Transport TEU Containers</span><br />
Transporter should be able to beam up a TEU container.<br />
<br />
Done. When beaming up a TEU container, the contents are placed directly into the hold. If the entire contents cannot fit, nothing happens. Messages report the various results.<br />
<br />
When beaming to a TEU, nothing special happens. You just beam down somewhere near the container.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Salvage Order</span><br />
A mission order is needed to salvage cargo from nearby TEUs.<br />
<br />
Done. A <span style="font-style: italic;" class="mycode_i">Salvage Cargo</span> order was added. Every TEU in range is collected one-by-one until no more will fit into the hold. Range is 500m. If the ship has a transporter, the range is the transporter range.<br />
<br />
Messages report progress. This order is reported by the officer if there is one but the ship actually carries out the order; no officer or crew are required.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Pirate Crash</span><br />
A crash happened when a pirate was encountered.<br />
<br />
Fixed.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Pins at Site Vertices</span><br />
Sites drawn in a building design respond to red glow at the vertices, to decide how much influence each vertex has on the terrain. This is impossible to see.<br />
<br />
Added "pins" at the vertices that have a non-zero red glow. If a vertex has red glow, a cap is placed 1m above the vertex. A line is drawn from the vertex to the cap. The length of the line, from the vertex to the pin, is modulated by the amount of glow. A vertex with .75 red glow will have a line that is .75m tall, then there is .25m gap before the cap at 1m, to assist in visualizing the amount of red glow.<br />
<br />
This revealed errors in the default coastal and agricultural sites. Those were fixed.<br />
<br />
Buildings that used those sites were also fixed. This will not affect buildings that were already built.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Paths in Preview</span><br />
There is a way in the code to show the paths in a design. Could this be useful in the designer preview?<br />
<br />
Done, whether or not it is useful. Preview settings now has a check box to show the paths through the buildings or spacecraft.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Designer Repeat Command</span><br />
It would be nice if there was an easy way to repeat the last command that was used in the designer.<br />
<br />
Done. <span style="font-style: italic;" class="mycode_i">Esc</span> key kills the current command. When there is no current command, <span style="font-style: italic;" class="mycode_i">Esc</span> key now restarts the last command.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Designer Esc Key</span><br />
<span style="font-style: italic;" class="mycode_i">Esc</span> key in the designer kills all running commands. Could this step down by one command when they are stacked?<br />
<br />
Done. For example, if you start drawing a mesh extrusion, then use the command to reposition the grid, the <span style="font-style: italic;" class="mycode_i">Esc</span> key will kill only the grid movement command and fall back to where you were in the mesh extrusion command. Previously one hit on the <span style="font-style: italic;" class="mycode_i">Esc</span> key would kill both commands.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Map Orbit Bug</span><br />
Right-click menu on the world map shows two options to orbit low and no option to orbit high.<br />
<br />
Fixed a copy constructor bug in the orbit at coordinates order.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Orbit Altitude on Every Order</span><br />
The mission order UI shows the combo box to select orbit altitude on the options for every order, even those where it is not relevant.<br />
<br />
Fixed control visibility bug.]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">TEU Containers</span><br />
Deantwo suggested that exploding spacecraft should leave cargo containers behind.<br />
<br />
When spacecraft explode their cargo is now disbursed in cargo containers. The algorithm for this insures that no ship will ever leave more than 100 containers behind when it explodes.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Access Containers</span><br />
A TEU containers sitting on the ground begs for a way to access its contents.<br />
<br />
A UI was added to access the contents of any container you are looking at. A <span style="font-style: italic;" class="mycode_i">Content</span> button appears on the screen to do this.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">TEU Containers on Sensors</span><br />
TEU containers should show up on sensors.<br />
<br />
Done.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">TEU Containers on Helmet HUD Radar</span><br />
TEU containers should show up on the radar display of my EV helmet.<br />
<br />
Done.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Transport TEU Containers</span><br />
Transporter should be able to beam up a TEU container.<br />
<br />
Done. When beaming up a TEU container, the contents are placed directly into the hold. If the entire contents cannot fit, nothing happens. Messages report the various results.<br />
<br />
When beaming to a TEU, nothing special happens. You just beam down somewhere near the container.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Salvage Order</span><br />
A mission order is needed to salvage cargo from nearby TEUs.<br />
<br />
Done. A <span style="font-style: italic;" class="mycode_i">Salvage Cargo</span> order was added. Every TEU in range is collected one-by-one until no more will fit into the hold. Range is 500m. If the ship has a transporter, the range is the transporter range.<br />
<br />
Messages report progress. This order is reported by the officer if there is one but the ship actually carries out the order; no officer or crew are required.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Pirate Crash</span><br />
A crash happened when a pirate was encountered.<br />
<br />
Fixed.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Pins at Site Vertices</span><br />
Sites drawn in a building design respond to red glow at the vertices, to decide how much influence each vertex has on the terrain. This is impossible to see.<br />
<br />
Added "pins" at the vertices that have a non-zero red glow. If a vertex has red glow, a cap is placed 1m above the vertex. A line is drawn from the vertex to the cap. The length of the line, from the vertex to the pin, is modulated by the amount of glow. A vertex with .75 red glow will have a line that is .75m tall, then there is .25m gap before the cap at 1m, to assist in visualizing the amount of red glow.<br />
<br />
This revealed errors in the default coastal and agricultural sites. Those were fixed.<br />
<br />
Buildings that used those sites were also fixed. This will not affect buildings that were already built.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Paths in Preview</span><br />
There is a way in the code to show the paths in a design. Could this be useful in the designer preview?<br />
<br />
Done, whether or not it is useful. Preview settings now has a check box to show the paths through the buildings or spacecraft.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Designer Repeat Command</span><br />
It would be nice if there was an easy way to repeat the last command that was used in the designer.<br />
<br />
Done. <span style="font-style: italic;" class="mycode_i">Esc</span> key kills the current command. When there is no current command, <span style="font-style: italic;" class="mycode_i">Esc</span> key now restarts the last command.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Designer Esc Key</span><br />
<span style="font-style: italic;" class="mycode_i">Esc</span> key in the designer kills all running commands. Could this step down by one command when they are stacked?<br />
<br />
Done. For example, if you start drawing a mesh extrusion, then use the command to reposition the grid, the <span style="font-style: italic;" class="mycode_i">Esc</span> key will kill only the grid movement command and fall back to where you were in the mesh extrusion command. Previously one hit on the <span style="font-style: italic;" class="mycode_i">Esc</span> key would kill both commands.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Map Orbit Bug</span><br />
Right-click menu on the world map shows two options to orbit low and no option to orbit high.<br />
<br />
Fixed a copy constructor bug in the orbit at coordinates order.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Orbit Altitude on Every Order</span><br />
The mission order UI shows the combo box to select orbit altitude on the options for every order, even those where it is not relevant.<br />
<br />
Fixed control visibility bug.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[2024-04-18 Recover Vehicle, Runways, Orbit Altitude, Drop Pods]]></title>
			<link>https://hazeron.com/mybb/showthread.php?tid=3097</link>
			<pubDate>Fri, 19 Apr 2024 00:25:19 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hazeron.com/mybb/member.php?action=profile&uid=1">Haxus</a>]]></dc:creator>
			<guid isPermaLink="false">https://hazeron.com/mybb/showthread.php?tid=3097</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Runways</span><br />
<span style="font-style: italic;" class="mycode_i">Space Vehicle Recovery System</span>. Hmm. That's a mouthful.<br />
<br />
Changed this to <span style="font-style: italic;" class="mycode_i">Runway</span> everywhere.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Recover Vehicles</span><br />
Drop pods are fun but they can be impossible to get back aboard without a runway.<br />
<br />
Any vehicle can now request recovery by a spacecraft if they are close enough. A <span style="font-style: italic;" class="mycode_i">Recover</span> button appears among the on-screen buttons while you are in a vehicle.<br />
<br />
"Close enough" is inside the shield bubble ellipse, regardless if the ship has shields.<br />
<br />
Vehicle must also keep pace with the ship. <br />
<br />
The ship must have a parking spot for the vehicle. As with runway landings, the vehicle will be placed in 1) an empty spot, 2) replace a new vehicle of the same kind, 3) replace a used empty vehicle of the same kind, 4) replace a used vehicle of the same kind containing items, in that order of preference.<br />
<br />
There is some communication from the ship to help you succeed. This has some intentional delays so it's not faster than using a runway, if the ship is so equipped.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Orbit Altitude</span><br />
It would be nice to specify the altitude when issuing an orbit order. This became more important with the drop pod launch direction, as discussed below.<br />
<br />
Orbit orders now offer a Low or High altitude orbit option. Low altitude is the altitude that space stations orbit and new spacecraft are launched. High altitude is the altitude that NPCs orbit a world when flying around it. In the past, all orbit orders resulted in a low orbit.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Preview Bug</span><br />
When previewing a spacecraft in the designer, the 'Empty Space' option is weird. It's like I am floating inside the ship model but I'm not "in" the ship.<br />
<br />
Fixed.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Drop Pod Launch Direction</span><br />
Launch direction of drop pod could be smarter.<br />
<br />
Done. <br />
<br />
In low orbit, drop pod launches in orbit, perpendicular to the path to the world.<br />
<br />
In high orbit, drop pod launches toward the world.<br />
<br />
If the ship is moving fast enough, drop pod launch direction is adjusted to be perpendicular to the path of the ship.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Eden Story Bug</span><br />
Eden story started while I was in orbit.<br />
<br />
Fixed. You must be on the ground in the atmosphere for the Eden story to start.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Lost Atlantis Lights</span><br />
In the Lost Atlantis scenario, all the interior lights on the ship are dim instead of the brightness in the blueprint.<br />
<br />
Fixed. This was also true in the ship in the Stowaway scenario.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Drop Pod Death</span><br />
Launched a drop pod from Atlantis at 58k m/s and the drop pod was instantly destroyed.<br />
<br />
Fixed.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Drop Pod Life Boats</span><br />
Drop pods should act like life boats when the ship is destroyed.<br />
<br />
Done. Each person and NPC aboard locates the nearest drop pod to them, by straight line distance. A dice roll is made to see if they made it to the pod, modified by distance. If they make it they are placed into the pod and launched.<br />
<br />
It is possible for drop pods to go unused if people aren't lucky or they are too far away.<br />
<br />
Human players are checked before NPCs.]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Runways</span><br />
<span style="font-style: italic;" class="mycode_i">Space Vehicle Recovery System</span>. Hmm. That's a mouthful.<br />
<br />
Changed this to <span style="font-style: italic;" class="mycode_i">Runway</span> everywhere.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Recover Vehicles</span><br />
Drop pods are fun but they can be impossible to get back aboard without a runway.<br />
<br />
Any vehicle can now request recovery by a spacecraft if they are close enough. A <span style="font-style: italic;" class="mycode_i">Recover</span> button appears among the on-screen buttons while you are in a vehicle.<br />
<br />
"Close enough" is inside the shield bubble ellipse, regardless if the ship has shields.<br />
<br />
Vehicle must also keep pace with the ship. <br />
<br />
The ship must have a parking spot for the vehicle. As with runway landings, the vehicle will be placed in 1) an empty spot, 2) replace a new vehicle of the same kind, 3) replace a used empty vehicle of the same kind, 4) replace a used vehicle of the same kind containing items, in that order of preference.<br />
<br />
There is some communication from the ship to help you succeed. This has some intentional delays so it's not faster than using a runway, if the ship is so equipped.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Orbit Altitude</span><br />
It would be nice to specify the altitude when issuing an orbit order. This became more important with the drop pod launch direction, as discussed below.<br />
<br />
Orbit orders now offer a Low or High altitude orbit option. Low altitude is the altitude that space stations orbit and new spacecraft are launched. High altitude is the altitude that NPCs orbit a world when flying around it. In the past, all orbit orders resulted in a low orbit.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Preview Bug</span><br />
When previewing a spacecraft in the designer, the 'Empty Space' option is weird. It's like I am floating inside the ship model but I'm not "in" the ship.<br />
<br />
Fixed.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Drop Pod Launch Direction</span><br />
Launch direction of drop pod could be smarter.<br />
<br />
Done. <br />
<br />
In low orbit, drop pod launches in orbit, perpendicular to the path to the world.<br />
<br />
In high orbit, drop pod launches toward the world.<br />
<br />
If the ship is moving fast enough, drop pod launch direction is adjusted to be perpendicular to the path of the ship.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Eden Story Bug</span><br />
Eden story started while I was in orbit.<br />
<br />
Fixed. You must be on the ground in the atmosphere for the Eden story to start.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Lost Atlantis Lights</span><br />
In the Lost Atlantis scenario, all the interior lights on the ship are dim instead of the brightness in the blueprint.<br />
<br />
Fixed. This was also true in the ship in the Stowaway scenario.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Drop Pod Death</span><br />
Launched a drop pod from Atlantis at 58k m/s and the drop pod was instantly destroyed.<br />
<br />
Fixed.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Drop Pod Life Boats</span><br />
Drop pods should act like life boats when the ship is destroyed.<br />
<br />
Done. Each person and NPC aboard locates the nearest drop pod to them, by straight line distance. A dice roll is made to see if they made it to the pod, modified by distance. If they make it they are placed into the pod and launched.<br />
<br />
It is possible for drop pods to go unused if people aren't lucky or they are too far away.<br />
<br />
Human players are checked before NPCs.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[2024-04-12 Drop Pod, Mine, Capitol Buildings, Bug Fixes]]></title>
			<link>https://hazeron.com/mybb/showthread.php?tid=3088</link>
			<pubDate>Sat, 13 Apr 2024 00:30:50 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hazeron.com/mybb/member.php?action=profile&uid=1">Haxus</a>]]></dc:creator>
			<guid isPermaLink="false">https://hazeron.com/mybb/showthread.php?tid=3088</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Drop Pod</span><br />
This one has been on my list for a long time. There is a room on the <span style="font-style: italic;" class="mycode_i">Atlantis</span> called the Pod Bay that has always been empty.<br />
<br />
This has been a fun one. I added a new vehicle called a Drop Pod. The model was designed in the Designer.<br />
<ul class="mycode_list"><li>Drop pod is rocket propelled, like a space rocket.<br />
</li>
<li>Flight controls use the Space Rocket controls.<br />
</li>
<li>Drop pod is manufactured at aircraft factories.<br />
</li>
<li>Drop pod has retractable landing gear. The default key for this is I. You also get an on-screen 'Landing Gear' button. That button appears and the state of landing gear is depicted on the screen when the current vehicle has retractable gear.<br />
</li>
<li>New <span style="font-style: italic;" class="mycode_i">Aircraft Factory</span> and <span style="font-style: italic;" class="mycode_i">Colony Aircraft Factory</span> blueprints are included. They now have a drop pod shop so there is a place for the drop pod to be parked when manufactured. There is a dozen parking spots so there will be a lot of pods handy when a ship needs to load them.<br />
</li>
<li>Buildings do not fetch drop pods to drop pod parking spots, in case the aircraft factory is used for some other purpose.<br />
</li>
<li>A 'Launch' button appears when you are in a drop pod aboard a spacecraft. The engine does not have to be on. Launch is immediate, placing the pod just outside the bottom extent of the hull heading away at 200m/s with its engine on and gear retracted.<br />
</li>
<li>Recovery system can recover drop pod if the ship has a drop pod parking spot.<br />
</li>
<li><span style="font-style: italic;" class="mycode_i">Atlantis</span> was updated to carry drop pods in the Pod Bay.<br />
</li>
</ul>
<br />
The retractable gear was fun. The pod falls over on its side when the gear is not down.<br />
<br />
Landing is fun when you get a feel for the pod. Standing in the pod looking out the big front window, you almost have the feeling of being a superhero flying in and landing on your feet. Don't forget to put the gear down.<br />
<br />
This work caused me to flesh out the vehicle design portion of the Designer quite a bit. It isn't ready for the general public but it can make vehicles that I can use.<br />
<br />
This created two new to-do items. 1) Troops need to know how to fly drop pods, which also teaches them how to fly space rockets. 2) Order needed to launch drop pods to a specific long lat, that can be selected off the map or input directly.<br />
<br />
I am currently working on a bug related to drop pods. I am aboard an <span style="font-style: italic;" class="mycode_i">Atlantis</span> decelerating from about 58,000m/s. When the pod launches it gets destroyed by a collision with the ship.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Mine</span><br />
A new <span style="font-style: italic;" class="mycode_i">Mine 10</span> blueprint was added. It features an underground area that is accessible via turbo lift from the building.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Capitol Buildings</span><br />
It was so nice to be able to go inside the undersea capitol building.<br />
<br />
I designed <span style="font-style: italic;" class="mycode_i">Capitol Spire</span> for habitable climates and <span style="font-style: italic;" class="mycode_i">Colony Capitol Command Center</span> for harsh environments. They feature interior spaces. <span style="font-style: italic;" class="mycode_i">Capitol Spire</span> has a turbo lift.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Parts Columns</span><br />
Parts window stopped letting the icon-only columns be very narrow. This is a waste of space.<br />
<br />
Fixed.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Workshop Blueprints</span><br />
All of my spacecraft and building blueprints in the Steam Workshop have been updated, with the exception of the new aircraft factories. I just finished updating the blueprints before this update. I will update them in the workshop eventually.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Turbo Lift Jig</span><br />
Turbo lift jig is broken after cutting through a hull.<br />
<br />
Fixed bug when turbo lift part was in an unexpected state during the cut.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Designer Item Placer</span><br />
The item placer in the Designer does not remember my preferred on/off state for each new item.<br />
<br />
Fixed.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Turbo Lift Bogus Error</span><br />
I designed a building with a turbo lift. The finalize process kept telling me the turbo lift was outside the hull but it wasn't.<br />
<br />
Fixed.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Unpublish Blueprint</span><br />
Cannot unpublish my own blueprint from the workshop if the blueprint is not in my local library.<br />
<br />
Fixed.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Login Whereabouts</span><br />
Login whereabouts information should say if an avatar is in a designer.<br />
<br />
Done.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Pose on Sailboat</span><br />
The sailboat is supposed to allow different body poses besides standing. It doesn't.<br />
<br />
Fixed. Sitting is a great pose because you can see under the sail. You can also lie prone.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Creatures Attack</span><br />
Creatures attacked me when I was inside a drop pod. It is considered an enclosed vehicle.<br />
<br />
Fixed bug that allowed creatures to see people inside enclosed vehicles.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Design Modified State</span><br />
When I use the designer in the game, it always warns me that I will lose changes, even if I just saved the drawing.<br />
<br />
Fixed.]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Drop Pod</span><br />
This one has been on my list for a long time. There is a room on the <span style="font-style: italic;" class="mycode_i">Atlantis</span> called the Pod Bay that has always been empty.<br />
<br />
This has been a fun one. I added a new vehicle called a Drop Pod. The model was designed in the Designer.<br />
<ul class="mycode_list"><li>Drop pod is rocket propelled, like a space rocket.<br />
</li>
<li>Flight controls use the Space Rocket controls.<br />
</li>
<li>Drop pod is manufactured at aircraft factories.<br />
</li>
<li>Drop pod has retractable landing gear. The default key for this is I. You also get an on-screen 'Landing Gear' button. That button appears and the state of landing gear is depicted on the screen when the current vehicle has retractable gear.<br />
</li>
<li>New <span style="font-style: italic;" class="mycode_i">Aircraft Factory</span> and <span style="font-style: italic;" class="mycode_i">Colony Aircraft Factory</span> blueprints are included. They now have a drop pod shop so there is a place for the drop pod to be parked when manufactured. There is a dozen parking spots so there will be a lot of pods handy when a ship needs to load them.<br />
</li>
<li>Buildings do not fetch drop pods to drop pod parking spots, in case the aircraft factory is used for some other purpose.<br />
</li>
<li>A 'Launch' button appears when you are in a drop pod aboard a spacecraft. The engine does not have to be on. Launch is immediate, placing the pod just outside the bottom extent of the hull heading away at 200m/s with its engine on and gear retracted.<br />
</li>
<li>Recovery system can recover drop pod if the ship has a drop pod parking spot.<br />
</li>
<li><span style="font-style: italic;" class="mycode_i">Atlantis</span> was updated to carry drop pods in the Pod Bay.<br />
</li>
</ul>
<br />
The retractable gear was fun. The pod falls over on its side when the gear is not down.<br />
<br />
Landing is fun when you get a feel for the pod. Standing in the pod looking out the big front window, you almost have the feeling of being a superhero flying in and landing on your feet. Don't forget to put the gear down.<br />
<br />
This work caused me to flesh out the vehicle design portion of the Designer quite a bit. It isn't ready for the general public but it can make vehicles that I can use.<br />
<br />
This created two new to-do items. 1) Troops need to know how to fly drop pods, which also teaches them how to fly space rockets. 2) Order needed to launch drop pods to a specific long lat, that can be selected off the map or input directly.<br />
<br />
I am currently working on a bug related to drop pods. I am aboard an <span style="font-style: italic;" class="mycode_i">Atlantis</span> decelerating from about 58,000m/s. When the pod launches it gets destroyed by a collision with the ship.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Mine</span><br />
A new <span style="font-style: italic;" class="mycode_i">Mine 10</span> blueprint was added. It features an underground area that is accessible via turbo lift from the building.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Capitol Buildings</span><br />
It was so nice to be able to go inside the undersea capitol building.<br />
<br />
I designed <span style="font-style: italic;" class="mycode_i">Capitol Spire</span> for habitable climates and <span style="font-style: italic;" class="mycode_i">Colony Capitol Command Center</span> for harsh environments. They feature interior spaces. <span style="font-style: italic;" class="mycode_i">Capitol Spire</span> has a turbo lift.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Parts Columns</span><br />
Parts window stopped letting the icon-only columns be very narrow. This is a waste of space.<br />
<br />
Fixed.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Workshop Blueprints</span><br />
All of my spacecraft and building blueprints in the Steam Workshop have been updated, with the exception of the new aircraft factories. I just finished updating the blueprints before this update. I will update them in the workshop eventually.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Turbo Lift Jig</span><br />
Turbo lift jig is broken after cutting through a hull.<br />
<br />
Fixed bug when turbo lift part was in an unexpected state during the cut.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Designer Item Placer</span><br />
The item placer in the Designer does not remember my preferred on/off state for each new item.<br />
<br />
Fixed.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Turbo Lift Bogus Error</span><br />
I designed a building with a turbo lift. The finalize process kept telling me the turbo lift was outside the hull but it wasn't.<br />
<br />
Fixed.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Unpublish Blueprint</span><br />
Cannot unpublish my own blueprint from the workshop if the blueprint is not in my local library.<br />
<br />
Fixed.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Login Whereabouts</span><br />
Login whereabouts information should say if an avatar is in a designer.<br />
<br />
Done.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Pose on Sailboat</span><br />
The sailboat is supposed to allow different body poses besides standing. It doesn't.<br />
<br />
Fixed. Sitting is a great pose because you can see under the sail. You can also lie prone.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Creatures Attack</span><br />
Creatures attacked me when I was inside a drop pod. It is considered an enclosed vehicle.<br />
<br />
Fixed bug that allowed creatures to see people inside enclosed vehicles.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Design Modified State</span><br />
When I use the designer in the game, it always warns me that I will lose changes, even if I just saved the drawing.<br />
<br />
Fixed.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[2024-04-05 Undersea Buildings, Submarine Parking, Decorative Potted Plants]]></title>
			<link>https://hazeron.com/mybb/showthread.php?tid=3087</link>
			<pubDate>Fri, 05 Apr 2024 22:01:11 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hazeron.com/mybb/member.php?action=profile&uid=1">Haxus</a>]]></dc:creator>
			<guid isPermaLink="false">https://hazeron.com/mybb/showthread.php?tid=3087</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Undersea Buildings</span><br />
Someone reported being unable to place a wharf at an undersea city. This prevented the undersea city from being connected by sea with surface cities that have wharves.<br />
<br />
Fixed an error checking placement of coastal buildings at underwater cities.<br />
<br />
Designed a few buildings specifically for undersea cities. They can be found in the exchange.<br />
<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Undersea Capitol</span> - I decided to give this building an interior, so I could go inside while building and managing my underwater city. It features a bottom entry up into a dive chamber, like on <span style="font-style: italic;" class="mycode_i">Voyage to the Bottom of the Sea</span> and other sea fiction. This presented some challenges because a number of small bugs prevented this from working properly; they are fixed.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Undersea Factory 5</span> - A basic factory with 5 shops.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Undersea Nuclear Power</span> - Single generator nuclear power, nothing fancy.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Undersea Wharf</span> - A simple wharf with a few submarine parking spots.<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Submarine Parking</span><br />
My submarine would not autopark itself at my undersea buildings.<br />
<br />
Fixed.<br />
<br />
Also fixed a positioning bug that would have pulled the sub down to its CG into the dirt if it had worked. They would also have been placed that way when fetched from a shipyard. That positioning is needed when placing water vehicles on the sea surface.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Decorative Potted Plants</span><br />
Potted plant growth should not affect potted plants with DNA that is not viable, i.e. those put on static display. They are considered to be decorations.<br />
<br />
Fixed. Decorative plants always appear at full mature size with flowers. <br />
<br />
The overall size, whether live or decorative, can still be adjusted with the pruning control on the flower pot. You can adjust the size without picking up the pot if you click on the control inside the lip of the pot. If you pick it up you can adjust the size on the item's properties in your gear but then a live plant must start growing all over again when you drop it.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Military Headquarters Flag</span><br />
The flag at the Military Headquarters building is only visible from one side.<br />
<br />
Fixed.]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Undersea Buildings</span><br />
Someone reported being unable to place a wharf at an undersea city. This prevented the undersea city from being connected by sea with surface cities that have wharves.<br />
<br />
Fixed an error checking placement of coastal buildings at underwater cities.<br />
<br />
Designed a few buildings specifically for undersea cities. They can be found in the exchange.<br />
<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Undersea Capitol</span> - I decided to give this building an interior, so I could go inside while building and managing my underwater city. It features a bottom entry up into a dive chamber, like on <span style="font-style: italic;" class="mycode_i">Voyage to the Bottom of the Sea</span> and other sea fiction. This presented some challenges because a number of small bugs prevented this from working properly; they are fixed.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Undersea Factory 5</span> - A basic factory with 5 shops.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Undersea Nuclear Power</span> - Single generator nuclear power, nothing fancy.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Undersea Wharf</span> - A simple wharf with a few submarine parking spots.<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">Submarine Parking</span><br />
My submarine would not autopark itself at my undersea buildings.<br />
<br />
Fixed.<br />
<br />
Also fixed a positioning bug that would have pulled the sub down to its CG into the dirt if it had worked. They would also have been placed that way when fetched from a shipyard. That positioning is needed when placing water vehicles on the sea surface.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Decorative Potted Plants</span><br />
Potted plant growth should not affect potted plants with DNA that is not viable, i.e. those put on static display. They are considered to be decorations.<br />
<br />
Fixed. Decorative plants always appear at full mature size with flowers. <br />
<br />
The overall size, whether live or decorative, can still be adjusted with the pruning control on the flower pot. You can adjust the size without picking up the pot if you click on the control inside the lip of the pot. If you pick it up you can adjust the size on the item's properties in your gear but then a live plant must start growing all over again when you drop it.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Military Headquarters Flag</span><br />
The flag at the Military Headquarters building is only visible from one side.<br />
<br />
Fixed.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[2024-04-04 Hull Volume Errors, Helmet Suit Status, UI Freeze, Exchange Size Sort]]></title>
			<link>https://hazeron.com/mybb/showthread.php?tid=3086</link>
			<pubDate>Thu, 04 Apr 2024 17:13:02 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hazeron.com/mybb/member.php?action=profile&uid=1">Haxus</a>]]></dc:creator>
			<guid isPermaLink="false">https://hazeron.com/mybb/showthread.php?tid=3086</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Hull Volume Calculation Inconsistency</span><br />
Hull volume is not calculated consistently between unfinalized and finalized blueprints that have a turbo lift. This makes finalizing the blueprint impossible.<br />
<br />
Fixed.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Hull Volume Calculation Error</span><br />
Buildings do not consider weapon bays when reconciling hull volume. This makes it impossible to finalize a building with a weapon bay.<br />
<br />
Fixed.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Helmet Status Indicator for Suit Broken</span><br />
When my suit is broken, the status indicator in my helmet blinks faintly yellow.<br />
<br />
Fixed. Blinks red now like it was supposed to.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Season on Planetoid</span><br />
Compass should not show season on a planetoid.<br />
<br />
Fixed.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Disable Subscribe Button</span><br />
Subscribe button should be disabled while a blueprint is being downloaded.<br />
<br />
Done.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">UI Freeze Making Spacecraft</span><br />
Selecting a huge spacecraft in the spacecraft buy/commission/build dialogs causes a gigantic lag.<br />
<br />
Fixed.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Achievements on Accounts Page</span><br />
Accounts page should show my Steam achievements.<br />
<br />
Done.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Exchange Size Sort</span><br />
Size column does not sort properly in the building and spacecraft exchanges. Sorts alphabetically.<br />
<br />
Fixed.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Finalize all Spacecraft and Buildings</span><br />
All of the spacecraft and building blueprints included with the software were finalized. A few of them needed slight changes.<br />
<br />
Done.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Achievement Graphics</span><br />
The last of the basic set of achievement graphics were received from the graphic artist. Now all achievements have a graphic.<br />
<br />
Done.]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Hull Volume Calculation Inconsistency</span><br />
Hull volume is not calculated consistently between unfinalized and finalized blueprints that have a turbo lift. This makes finalizing the blueprint impossible.<br />
<br />
Fixed.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Hull Volume Calculation Error</span><br />
Buildings do not consider weapon bays when reconciling hull volume. This makes it impossible to finalize a building with a weapon bay.<br />
<br />
Fixed.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Helmet Status Indicator for Suit Broken</span><br />
When my suit is broken, the status indicator in my helmet blinks faintly yellow.<br />
<br />
Fixed. Blinks red now like it was supposed to.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Season on Planetoid</span><br />
Compass should not show season on a planetoid.<br />
<br />
Fixed.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Disable Subscribe Button</span><br />
Subscribe button should be disabled while a blueprint is being downloaded.<br />
<br />
Done.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">UI Freeze Making Spacecraft</span><br />
Selecting a huge spacecraft in the spacecraft buy/commission/build dialogs causes a gigantic lag.<br />
<br />
Fixed.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Achievements on Accounts Page</span><br />
Accounts page should show my Steam achievements.<br />
<br />
Done.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Exchange Size Sort</span><br />
Size column does not sort properly in the building and spacecraft exchanges. Sorts alphabetically.<br />
<br />
Fixed.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Finalize all Spacecraft and Buildings</span><br />
All of the spacecraft and building blueprints included with the software were finalized. A few of them needed slight changes.<br />
<br />
Done.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Achievement Graphics</span><br />
The last of the basic set of achievement graphics were received from the graphic artist. Now all achievements have a graphic.<br />
<br />
Done.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[2024-03-30 Lockup Bug, Billion Hit Point Buildings]]></title>
			<link>https://hazeron.com/mybb/showthread.php?tid=3077</link>
			<pubDate>Sat, 30 Mar 2024 21:59:57 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hazeron.com/mybb/member.php?action=profile&uid=1">Haxus</a>]]></dc:creator>
			<guid isPermaLink="false">https://hazeron.com/mybb/showthread.php?tid=3077</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Lockup Bug</span><br />
Two different cases of program lockups were reported. One occurred at the moment the avatar gave the vulcium knife to Xian at the University, something I have done hundreds of times. The other lockup occurred at the moment a spacecraft entered a wormhole, another activity I have done hundreds of times. Both of these juicy bugs were captured in save game files.<br />
<br />
I lumped these two bugs together because the same program error was causing the problem. Oddly the bug was introduced some time in 2015. It is fixed.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Billion Hit Point Buildings</span><br />
Pirate buildings report billions of hit points. This makes them very difficult to destroy.<br />
<br />
This problem is caused by an inconsistency between the building subsystem volumes and the overall volume of the building itself. This error also afflicts some spacecraft blueprints.<br />
<br />
I updated the building and spacecraft blueprint finalize functions to catch this situation and report it as an error. It also tells you how to fix it, which simply requires a refresh of the obstacles data and then to Ok the properties. A careful look at the subsystem volumes is recommended.<br />
<br />
I also fixed the total hit points function to return a reasonable number when this situation occurs. <br />
<br />
The default building and spacecraft blueprints should be reviewed and republished as necessary. There is no time for that today. I'll do it some time next week.]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Lockup Bug</span><br />
Two different cases of program lockups were reported. One occurred at the moment the avatar gave the vulcium knife to Xian at the University, something I have done hundreds of times. The other lockup occurred at the moment a spacecraft entered a wormhole, another activity I have done hundreds of times. Both of these juicy bugs were captured in save game files.<br />
<br />
I lumped these two bugs together because the same program error was causing the problem. Oddly the bug was introduced some time in 2015. It is fixed.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Billion Hit Point Buildings</span><br />
Pirate buildings report billions of hit points. This makes them very difficult to destroy.<br />
<br />
This problem is caused by an inconsistency between the building subsystem volumes and the overall volume of the building itself. This error also afflicts some spacecraft blueprints.<br />
<br />
I updated the building and spacecraft blueprint finalize functions to catch this situation and report it as an error. It also tells you how to fix it, which simply requires a refresh of the obstacles data and then to Ok the properties. A careful look at the subsystem volumes is recommended.<br />
<br />
I also fixed the total hit points function to return a reasonable number when this situation occurs. <br />
<br />
The default building and spacecraft blueprints should be reviewed and republished as necessary. There is no time for that today. I'll do it some time next week.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[2024-03-29 Texture Error, Empty Transporter Module]]></title>
			<link>https://hazeron.com/mybb/showthread.php?tid=3075</link>
			<pubDate>Fri, 29 Mar 2024 16:56:02 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hazeron.com/mybb/member.php?action=profile&uid=1">Haxus</a>]]></dc:creator>
			<guid isPermaLink="false">https://hazeron.com/mybb/showthread.php?tid=3075</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Parts of My Hull are Orange</span><br />
Some parts of the hull of my ship were weirdly orange. Later they were black and green striped.<br />
<br />
Fixed a texture error that was introduce when making decals respond to room lighting. A texture was not restored after rendering the decals.<br />
<br />
I regret that this bug made it into the final Win32 build. I will build a Win32 update with the latest changes if someone asks for it.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Empty Transporter Module</span><br />
A ship built with empty transporter modules can still use its transporters.<br />
<br />
Fixed.]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Parts of My Hull are Orange</span><br />
Some parts of the hull of my ship were weirdly orange. Later they were black and green striped.<br />
<br />
Fixed a texture error that was introduce when making decals respond to room lighting. A texture was not restored after rendering the decals.<br />
<br />
I regret that this bug made it into the final Win32 build. I will build a Win32 update with the latest changes if someone asks for it.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Empty Transporter Module</span><br />
A ship built with empty transporter modules can still use its transporters.<br />
<br />
Fixed.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[2024-03-27 Ringworld Seasons, Potted Plants, Atmosphere Density, Survey Info]]></title>
			<link>https://hazeron.com/mybb/showthread.php?tid=3074</link>
			<pubDate>Wed, 27 Mar 2024 20:43:46 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hazeron.com/mybb/member.php?action=profile&uid=1">Haxus</a>]]></dc:creator>
			<guid isPermaLink="false">https://hazeron.com/mybb/showthread.php?tid=3074</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Ringworld Seasons</span><br />
"It is always summer on ringworlds but the plants have their flowers. Think of it as early summer."<br />
<br />
I could not be satisfied with this. After mulling over several possible ways to induce seasons on a ringworld, I settled for modulating the day length as follows.<br />
<br />
Shadow panels now modulate the width of the sunlight gap, down to half the normal day length in winter. This is done continuously around the ringworld so all four seasons are present all the time, each in a different quadrant of the ringworld.<br />
<br />
When a stargate is opened the shadow panels retract to their summer configuration, with maximum aperture. This means you can no longer look up to see when the shadow panels are in position to open a stargate. Instead the obelisks at the corners now show a light at the top when the shadow panels are in position to open a stargate.<br />
<br />
The Control Center story chapter was updated to impart this information.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Ringworld Shadow Panel Connecting Cables</span><br />
The shadow panels orbit independently of each other. They should be interconnected to give them a coherent structure.<br />
<br />
Cables were added at the corners to connect adjacent shadow panels. These "cables" appear to be very thin; they are 90m in diameter. They look as thin as hairs on the statue at the control center if you actually see them.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Potted Plant Growth</span><br />
Potted plants should grow.<br />
<br />
Potted plants now start as a tiny seedling. The plant grows to full size in 5 minutes for ground cover, 10 minutes for shrubs, and 20 minutes for trees. They flower at that time. That is also the first time the plant can be harvested. A potted plant can be harvested every 10 minutes after that.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Tropical and Polar Latitudes</span><br />
Tropical and polar latitude calculations should consider axial tilt. Current calculation is still a holdover from before worlds had axial tilt.<br />
<br />
Done. This will affect existing worlds.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Atmosphere Density Description</span><br />
Improve atmosphere description with some adjectives at key transitions.<br />
<br />
Atmosphere density description now includes these terms. Comments about plants and breathability only apply to worlds in the inner, habitable, and outer orbit zones. Frigid and inferno atmospheres are never breathable or ok for plants.<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Vacuum</span> = 0% density, not breathable, no plants<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Trace</span> = 1% to 9%, not breathable, no plants<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Very Thin</span> = 9% to 14%, not breathable, plants ok<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Thin</span> = 15% to 39%, breathable but not good enough for a homeworld, plants ok<br />
</li>
<li>No density term = 40% to 70%, breathable, plants ok<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Thick</span> = 71% to 85%, breathable but not good enough for a homeworld, plants ok<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Oppressive</span> = 86% to 100%, too much pressure to breath, plants ok<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">System Survey Information</span><br />
Show world season, axis and period information on reports.<br />
<br />
City reports now show the season in the header information.<br />
<br />
Survey scan and XML export now contain the following information.<ul class="mycode_list"><li>Suns - Axial Tilt, Orbital Period for companions.<br />
</li>
<li>Spherical Worlds - Axial Tilt if not a planetoid, Orbital Period, Rotation Period if not a planetoid<br />
</li>
<li>Ringworlds - Orbital Period, Day Period<br />
</li>
<li>Rings - Orbital Period<br />
</li>
</ul>
]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Ringworld Seasons</span><br />
"It is always summer on ringworlds but the plants have their flowers. Think of it as early summer."<br />
<br />
I could not be satisfied with this. After mulling over several possible ways to induce seasons on a ringworld, I settled for modulating the day length as follows.<br />
<br />
Shadow panels now modulate the width of the sunlight gap, down to half the normal day length in winter. This is done continuously around the ringworld so all four seasons are present all the time, each in a different quadrant of the ringworld.<br />
<br />
When a stargate is opened the shadow panels retract to their summer configuration, with maximum aperture. This means you can no longer look up to see when the shadow panels are in position to open a stargate. Instead the obelisks at the corners now show a light at the top when the shadow panels are in position to open a stargate.<br />
<br />
The Control Center story chapter was updated to impart this information.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Ringworld Shadow Panel Connecting Cables</span><br />
The shadow panels orbit independently of each other. They should be interconnected to give them a coherent structure.<br />
<br />
Cables were added at the corners to connect adjacent shadow panels. These "cables" appear to be very thin; they are 90m in diameter. They look as thin as hairs on the statue at the control center if you actually see them.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Potted Plant Growth</span><br />
Potted plants should grow.<br />
<br />
Potted plants now start as a tiny seedling. The plant grows to full size in 5 minutes for ground cover, 10 minutes for shrubs, and 20 minutes for trees. They flower at that time. That is also the first time the plant can be harvested. A potted plant can be harvested every 10 minutes after that.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Tropical and Polar Latitudes</span><br />
Tropical and polar latitude calculations should consider axial tilt. Current calculation is still a holdover from before worlds had axial tilt.<br />
<br />
Done. This will affect existing worlds.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Atmosphere Density Description</span><br />
Improve atmosphere description with some adjectives at key transitions.<br />
<br />
Atmosphere density description now includes these terms. Comments about plants and breathability only apply to worlds in the inner, habitable, and outer orbit zones. Frigid and inferno atmospheres are never breathable or ok for plants.<ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Vacuum</span> = 0% density, not breathable, no plants<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Trace</span> = 1% to 9%, not breathable, no plants<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Very Thin</span> = 9% to 14%, not breathable, plants ok<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Thin</span> = 15% to 39%, breathable but not good enough for a homeworld, plants ok<br />
</li>
<li>No density term = 40% to 70%, breathable, plants ok<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Thick</span> = 71% to 85%, breathable but not good enough for a homeworld, plants ok<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Oppressive</span> = 86% to 100%, too much pressure to breath, plants ok<br />
</li>
</ul>
<br />
<span style="font-weight: bold;" class="mycode_b">System Survey Information</span><br />
Show world season, axis and period information on reports.<br />
<br />
City reports now show the season in the header information.<br />
<br />
Survey scan and XML export now contain the following information.<ul class="mycode_list"><li>Suns - Axial Tilt, Orbital Period for companions.<br />
</li>
<li>Spherical Worlds - Axial Tilt if not a planetoid, Orbital Period, Rotation Period if not a planetoid<br />
</li>
<li>Ringworlds - Orbital Period, Day Period<br />
</li>
<li>Rings - Orbital Period<br />
</li>
</ul>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[2024-03-22 Seasons, Delete Blueprints]]></title>
			<link>https://hazeron.com/mybb/showthread.php?tid=3072</link>
			<pubDate>Fri, 22 Mar 2024 23:34:55 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hazeron.com/mybb/member.php?action=profile&uid=1">Haxus</a>]]></dc:creator>
			<guid isPermaLink="false">https://hazeron.com/mybb/showthread.php?tid=3072</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Seasons</span><br />
There have been requests for seasonal variations of plants.<br />
<br />
Planets now determine the current season at the viewer's location. This is shown on the Compass window, where the current weather conditions are shown. <br />
<br />
Season determination is based on the position and movement of the world's sun. Other suns in the solar system do not affect season.<br />
<br />
Plants and ground texture change appearance with season. Season changes are not gradual. There is no scene generation time between seasons; the rendering change is instantaneous. Winter to spring is quite abrupt when all the trees and plants suddenly have leaves and flowers and everything turns green.<br />
<br />
Non-aquatic plants:<ul class="mycode_list"><li>Spring - Leaves, flowers<br />
</li>
<li>Summer - Leaves, no flowers<br />
</li>
<li>Autumn - Leaves in fall colors, no flowers<br />
</li>
<li>Winter - No leaves or flowers.<br />
</li>
</ul>
<br />
Aquatic plants:<ul class="mycode_list"><li>Spring - Leaves, no flowers<br />
</li>
<li>Summer - Leaves, flowers<br />
</li>
<li>Autumn - Leaves, no flowers<br />
</li>
<li>Winter - Leaves, no flowers<br />
</li>
</ul>
<br />
Season affects the outside air temperature calculation.<br />
<br />
Work on this revealed that a large number of worlds have very little axial tilt. Axial tilt is needed for seasons to change; Earth's is 23.5 degrees. The axial tilt calculation was changed so habitable worlds have a mean of 24 and a standard deviation of 7. Other worlds have a mean of 45 with a standard deviation of 15. This change will affect all existing worlds.<br />
<br />
Depending on axial tilt and orbital configuration, it is possible for a world to have areas that never change season. Seasons can change from autumn to spring with no winter in between if the sun doesn't retreat far enough. Likewise the season can change from spring to autumn if that area never gets sunny enough for summer.<br />
<br />
It is always summer on ringworlds but the plants have their flowers. Think of it as early summer.<br />
<br />
Potted plants in the environment do not show flowers until they have been planted for ten minutes. This coincides with the first time the potted plant is ready to be harvested for its fruit or seeds.<br />
<br />
Potted plants in your hand always show flowers but they will disappear as soon as the flower pot is dropped. The seed planted time is reset at that time. This causes the flowers to appear at the same time the potted plant is ready for harvesting.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Delete Blueprints</span><br />
It is necessary to enable deletion of any blueprint, so the user can manage the blueprint libraries.<br />
<br />
Delete blueprint window in the designer now has a checkbox to show all blueprints, not just your own. Blueprints that are currently distributed with the software are not listed.<br />
<br />
It is safe to delete any blueprint. Deleted blueprints are not actually removed until no game object is referencing them anymore.<br />
<br />
Celarious' saved game file contains a large number of blueprints that he likely could not access. They show strange inconsistencies including broken architect information. Removing them reduces the size of the saved game file considerably.]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Seasons</span><br />
There have been requests for seasonal variations of plants.<br />
<br />
Planets now determine the current season at the viewer's location. This is shown on the Compass window, where the current weather conditions are shown. <br />
<br />
Season determination is based on the position and movement of the world's sun. Other suns in the solar system do not affect season.<br />
<br />
Plants and ground texture change appearance with season. Season changes are not gradual. There is no scene generation time between seasons; the rendering change is instantaneous. Winter to spring is quite abrupt when all the trees and plants suddenly have leaves and flowers and everything turns green.<br />
<br />
Non-aquatic plants:<ul class="mycode_list"><li>Spring - Leaves, flowers<br />
</li>
<li>Summer - Leaves, no flowers<br />
</li>
<li>Autumn - Leaves in fall colors, no flowers<br />
</li>
<li>Winter - No leaves or flowers.<br />
</li>
</ul>
<br />
Aquatic plants:<ul class="mycode_list"><li>Spring - Leaves, no flowers<br />
</li>
<li>Summer - Leaves, flowers<br />
</li>
<li>Autumn - Leaves, no flowers<br />
</li>
<li>Winter - Leaves, no flowers<br />
</li>
</ul>
<br />
Season affects the outside air temperature calculation.<br />
<br />
Work on this revealed that a large number of worlds have very little axial tilt. Axial tilt is needed for seasons to change; Earth's is 23.5 degrees. The axial tilt calculation was changed so habitable worlds have a mean of 24 and a standard deviation of 7. Other worlds have a mean of 45 with a standard deviation of 15. This change will affect all existing worlds.<br />
<br />
Depending on axial tilt and orbital configuration, it is possible for a world to have areas that never change season. Seasons can change from autumn to spring with no winter in between if the sun doesn't retreat far enough. Likewise the season can change from spring to autumn if that area never gets sunny enough for summer.<br />
<br />
It is always summer on ringworlds but the plants have their flowers. Think of it as early summer.<br />
<br />
Potted plants in the environment do not show flowers until they have been planted for ten minutes. This coincides with the first time the potted plant is ready to be harvested for its fruit or seeds.<br />
<br />
Potted plants in your hand always show flowers but they will disappear as soon as the flower pot is dropped. The seed planted time is reset at that time. This causes the flowers to appear at the same time the potted plant is ready for harvesting.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Delete Blueprints</span><br />
It is necessary to enable deletion of any blueprint, so the user can manage the blueprint libraries.<br />
<br />
Delete blueprint window in the designer now has a checkbox to show all blueprints, not just your own. Blueprints that are currently distributed with the software are not listed.<br />
<br />
It is safe to delete any blueprint. Deleted blueprints are not actually removed until no game object is referencing them anymore.<br />
<br />
Celarious' saved game file contains a large number of blueprints that he likely could not access. They show strange inconsistencies including broken architect information. Removing them reduces the size of the saved game file considerably.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[2024-03-16 Celarious' File, Decay Systems, Save Game, Terrain Option, City Lights]]></title>
			<link>https://hazeron.com/mybb/showthread.php?tid=3069</link>
			<pubDate>Sun, 17 Mar 2024 00:23:05 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://hazeron.com/mybb/member.php?action=profile&uid=1">Haxus</a>]]></dc:creator>
			<guid isPermaLink="false">https://hazeron.com/mybb/showthread.php?tid=3069</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Celarious' Game File</span><br />
Celarious allowed me to download a large saved game file, in excess of 4gB. He was curious about why the file was so large. That file flushed out some bugs.<br />
<br />
The original file is used more or less like this:<ul class="mycode_list"><li>5mB of game data, empires, and species.<br />
</li>
<li>4gB of building blueprints, 329 of them.<br />
</li>
<li>300mB of spacecraft blueprints, 32 of them. Nice spaceships!<br />
</li>
<li>30mB of Universe and its atoms.<br />
</li>
</ul>
<br />
A big surprise was watching memory usage. As soon as QFile::open is called on the file, 8gB of memory gets consumed. That is without reading any data from the file. The memory does not appear to be released after I close the file. I am continuing to research this feature. Total memory usage only gained 1gB after that, for a final total of 11gB virtual and 8gB resident.<br />
<br />
Another surprise was the 2,626 sectors, 52,526 solar systems, and 2,383 ringworld arc sections. This led to some improvements to the solar system decay logic, which reduced these numbers to 606 sectors, 13,615 solar systems, and 28 ringworld arc sections.<br />
<br />
A small number of obsolete blueprints were deleted automatically.<br />
<br />
Some of the decay logic happens in stages. After running the game a few times, the save game file lost about 110mB of size.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Decay Solar Systems</span><br />
A ringworld prevents the solar system contents from decaying.<br />
<br />
This was improved to allow ringworld solar systems to decay when there are no dependencies.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Save Large Game to File Fails</span><br />
Saving the Current Game to a file fails when the game data is larger than 2gB.<br />
<br />
The code to save a game to a single file does about the same thing as zipping the two files together into one. My code to do this is very simplistic, simply loading the entire file into a QByteArray at once. Well a QByteArray is limited to 2gB in size.<br />
<br />
This function is not important enough to do the work necessary to overcome this limitation.<br />
<br />
Instead a message is presented now, when the file size is too large. The message advises the user to simply zip the files, and it reports the full path to the two files that are needed.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Save Game to File Fails</span><br />
Saving any game to a file, other than the Current Game, does absolutely nothing.<br />
<br />
Fixed file path error.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Save Customizations to Gear</span><br />
Deantwo suggested that the spacecraft customizations be stored into the avatar's gear, rather than to a disk file.<br />
<br />
This was such a good idea that I dug into it right away. It is done.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Terrain Improvement Option</span><br />
Improvements were made to terrain generation. The changes do not affect worlds that have already been created. Can this be done?<br />
<br />
A message now appears when an old version game file is loaded. The message box offers to fix the terrain. After the game is saved, the message does not appear again.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">City Lights</span><br />
Cities do not look like cities at night. There isn't enough light. They should glow more.<br />
<br />
Added blobs of light to buildings at night, if they have power.]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Celarious' Game File</span><br />
Celarious allowed me to download a large saved game file, in excess of 4gB. He was curious about why the file was so large. That file flushed out some bugs.<br />
<br />
The original file is used more or less like this:<ul class="mycode_list"><li>5mB of game data, empires, and species.<br />
</li>
<li>4gB of building blueprints, 329 of them.<br />
</li>
<li>300mB of spacecraft blueprints, 32 of them. Nice spaceships!<br />
</li>
<li>30mB of Universe and its atoms.<br />
</li>
</ul>
<br />
A big surprise was watching memory usage. As soon as QFile::open is called on the file, 8gB of memory gets consumed. That is without reading any data from the file. The memory does not appear to be released after I close the file. I am continuing to research this feature. Total memory usage only gained 1gB after that, for a final total of 11gB virtual and 8gB resident.<br />
<br />
Another surprise was the 2,626 sectors, 52,526 solar systems, and 2,383 ringworld arc sections. This led to some improvements to the solar system decay logic, which reduced these numbers to 606 sectors, 13,615 solar systems, and 28 ringworld arc sections.<br />
<br />
A small number of obsolete blueprints were deleted automatically.<br />
<br />
Some of the decay logic happens in stages. After running the game a few times, the save game file lost about 110mB of size.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Decay Solar Systems</span><br />
A ringworld prevents the solar system contents from decaying.<br />
<br />
This was improved to allow ringworld solar systems to decay when there are no dependencies.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Save Large Game to File Fails</span><br />
Saving the Current Game to a file fails when the game data is larger than 2gB.<br />
<br />
The code to save a game to a single file does about the same thing as zipping the two files together into one. My code to do this is very simplistic, simply loading the entire file into a QByteArray at once. Well a QByteArray is limited to 2gB in size.<br />
<br />
This function is not important enough to do the work necessary to overcome this limitation.<br />
<br />
Instead a message is presented now, when the file size is too large. The message advises the user to simply zip the files, and it reports the full path to the two files that are needed.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Save Game to File Fails</span><br />
Saving any game to a file, other than the Current Game, does absolutely nothing.<br />
<br />
Fixed file path error.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Save Customizations to Gear</span><br />
Deantwo suggested that the spacecraft customizations be stored into the avatar's gear, rather than to a disk file.<br />
<br />
This was such a good idea that I dug into it right away. It is done.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Terrain Improvement Option</span><br />
Improvements were made to terrain generation. The changes do not affect worlds that have already been created. Can this be done?<br />
<br />
A message now appears when an old version game file is loaded. The message box offers to fix the terrain. After the game is saved, the message does not appear again.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">City Lights</span><br />
Cities do not look like cities at night. There isn't enough light. They should glow more.<br />
<br />
Added blobs of light to buildings at night, if they have power.]]></content:encoded>
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	</channel>
</rss>