251

(0 replies, posted in News)

r 118 :-

Fixed path finding for mobs in auto_defend().
Players of the same frequency eg (/set1 test) will be non hostile to each other in pvp conditions.
Wepaons will now power up correctly.
Reduced facing target spam
Action timer should be fixed after stun.
Fixed Line of Sight when casting.
Increased chance of Stolen artifact and Thief quests.
/clanreturn added.
Players summons in the same frq should no longer appear hostile.
Disabled, Stunned, Overloaded and incapacitated crew messages no longer spam clinet on an attempted move.
/PVPON and /PVPOFF implemented.
Clients pvp button now works.
5% bonus exp if pvp is enabled.
/pvp will now show players marked for PvP.
Artifacts now give bonuses.
Base mobs appering non hostile should also be fixed.

252

(3 replies, posted in News)

Have you tried using DxWnd?

This can be found in ./Launcher/DxWnd.

In there is a prog, it forces DirectX base programs into windowed mode.  You should be able to configure it to run in a window size of your choice......


Providing you are in 32 bit colour depth.....

I'll have a word with Cisco, he may be able to come up with a way to edit the window size via the launcher, and the registry values edited after the size has been changed.....

253

(3 replies, posted in News)

r 113:-


Can no longer attack your own summon in pvp areas.
Can no longer attack summon of a group member in pvp areas.
Casting on summons in pvp should also be fixed.
Casting on a group members summon in pvp should also be fixed.
Bosses now yank mobs from a further distance....
Bosses now randomly move in combat.
Heal can now be interrupted.
Recovering near a mob that is attacking will now attack you...
Balanced drop rates.
Fixed client not showing race.
Regen based races now increase with level.
Clanbases implemented.
/bases implemented.
Galaxy shift count increased.

254

(1 replies, posted in News)

r 105 :-

Boss damaged increased.
Bosses now summon mobs more frequently.
Brood bosses now have a chance to drop crypt parts, but not often.
Cloak no longer works after a /powerall and no device equiped.
Psions cast on you now display correctly.
Psions cast on you now have a discription and time left.
Deleting clans now works correctly.
Shift + G now sends a /guard command.
Shift + K now sneds a /kill command.
Right clicking an enemy will now attempt to target it regardless of a mob or player in front of you. Providing "Quick Target" is on.
Info on races should now work.
Lighter font colour now used for clan chat.
Ex Qov Hi stone fixed.
Brood Brain and Torlixe Device fixed.
Players hostile state should now clear when pvp timer has expired.
Fes Rebels should no longer attack players upon login.

255

(4 replies, posted in News)

Toying with the idea of adding +skill weaps to blue alien wepaons, but will probably leave +skill for fabed weapons.

256

(4 replies, posted in News)

r 100:-

/hyperspace added
fixed #DEF_MOBILE item drop.  (eg Tyv master)
Decoy now mimics players hull and crew state upon creation.
Cloaks above 200 no longer drain power.
Fixed recharge from fuel.
psion FX on ships fixed.
fixed constanly twitching "crawl" mobs.
Lower case names might be fixed....
Basic Alien weaponary added.

257

(6 replies, posted in News)

Aye we will be keeping a "Top down view" guess some would call it 2.5D.

258

(6 replies, posted in News)

After a sensational success to the launch of the reverse engineered server, Angus and I have decided it's time to take it as far as we can and launch the 2.0 client.

This boasts 1024 x 768 resolution. "WASD" keyboard movement. Single touch action keys (No more ctrl + #).  A more refined GUI.  Dynamic action bars. And most importantly, Client stability.  Hotkeys like Ctrl + R are now Shift + r.  Space bar will now scan a target directly in front of you, hit it again and you will target.  If that's too long for you, just hit Ctrl and it will target anything in front of you in one go.

As some of you will know.  We are still limited to what we can do with the Client, as they are closed binaries.  However, we have been able to patch the client to support "Crew" which of course was not present in 2.0.  Angus took it a step further and managed to allocate memory for the use of more hulls.  This is normally done by the compiler....The old scanner has also made a comeback, allowing players to select them selves and see power and crew. Shift + H has also been patched to heal crew. As well as an old 2.0 bug that left the red target overlays on ships, even when you tried to use shift + b to break attack.

What's next? Well..... Put it this way.... We are looking for 3d modellers....

Supaz, Angus.

259

(5 replies, posted in News)

r 94:-

Boss damage reduced.
Tech skills no longer lost on death.
smugs cloak power useage reduced slghtly.
Boss shakes fixed? :s

260

(5 replies, posted in News)

yea, not sure what's going on there, worked fine locally. Will investigate further.

261

(5 replies, posted in News)

r 93 :-

Fabrications now use correct skill. eg catalyst fuel.
Fixed several sockmsgs that may produce a null *d.
Fixed telepads not on planets.
Hidden webapi and servercheck from /chan connect on.
Mobs hull and crew now increase 3% per multiexp stage.
Using "Activate" on a stone will now show the effect it has on items.
Some pvp bugs fixed.
Summons now destroyed when player teleports.
Outpost faction now set correctly.
Star base faction now set correctly. Should stop Fes attacking players upon login, revenge is indeed sweet smile

262

(0 replies, posted in News)

We have been having issues with fatal bugs crashing the host.  Previously in the original server, this would of taken almost days to fix.  Fortunately there were not that many.  It is to be expected that we find a lot of bugs in the new server.  But they take mere minutes to fix.

Very quickly, the server's stability will improve.

We have found the memory leaks we were having, and believe we have also fixed the logon issue when the host has been up for a number of hours.

Invalid text bugs that crash client have also been fixed recently.

There is a bug with the client involving the movement of items.  We believe that this is client-side, and will not be present in our next client release, we hope .


Basically we apologise for the state of the server but it is improving fast

263

(5 replies, posted in News)

This update is now live.

264

(5 replies, posted in News)

This update has been rolled back.   We've been combating a memory leak issue for quite a while now.  We thought we fixed it, but seems there's more than one....... Happy days.



Basically, most of the updates above are not fully functional since server is still on r 86.

265

(5 replies, posted in News)

r 88 :-


DPS in /status was returning wrong value. Don't be mad, it's right now sad
Fixed internal hemorrhaging of arrays............................ grr
mob aggro radius and chance to attack tweaked.
less bandwidth use upon login.
Fixed maps not downloading on login.
summon and summon lvl 2 cast timers reduced
Mind drain fixed.
Compromise cast timer icreased.
Suatin duration increased.
Obfuscate buf duration increased.
Obfuscate cast timer increased.
Obliterate cast timer fixed.
Decoy life span increased.
Psion icons fixed? smile

266

(3 replies, posted in News)

r 80 :-

Added higer level questies prisoners/stolen artifacts.
Trade skill no longer raises if purchase fails.
Mobs hostility fixed and reduced further.
Item down time on equip reduced.
Mobs and summons should no longer swap positions.
Galaxy shift fixed.
Boss/Miniboss halos fixed.
Quest names fixed.

267

(8 replies, posted in News)

Testing is going extreamly well, been a lot less crashes than we expected, and a lot of bugs have been fixed in a very short space of time.

The test server will stay up for another day or two.

Angus and I have decided, since it's going so well, we're going to start preparing the host for the 2.0 clients and not Ares.  The 2.0 client has all the WASD movement, dynaminc action bars, 1024*768 screen res etc.  And more importantly, even more stable, and a much nicer look.  Angus has already done a lot of work preparing this and there remains very few issues to overcome.

That means there will be another round of Closed alpha testing.  After which open Alpha will begin.


A big thank you to our current testers, their time is greatly appreciated and withouth them, there would be a lot of bugs in the server tongue


Supaz

268

(6 replies, posted in News)

Nah I have your email cisco.....


I need all emails asap please guys, so we can get some testing done, hopefully on friday.

269

(6 replies, posted in News)

Those interested, please email me at oggyjnr@googlemail.com. So I can email the files you need.

Supaz

270

(6 replies, posted in News)

Our reverse engineered server is coming very close to it's first round of testing.

We are asking for each clan to put forward 2 players.

These players must be willing to report as many bugs as they find, as soon as they find them, with as much detail as possible... and trust me, there will be a lot..... tongue

They must expect the server to hang many times as exceptions are caught and we endevour to fix them asap.

This is the first stage of the new server going live, none of your actions on this serevr will be saved.

We hope to test for a few days to get rid of the major issues. Then we plan open the test server to everyone for a few weeks.  Again, nothing will be saved during this period.

FULL wiz wil be given to all participants........



Angus/Supaz

After yet more planning, and prep work for the forthcoming plussing update, I seem to have overlooked something.......

In order to automate plussing, I need to extract the items type, system or weapon, then have the host check the respective skill of the player.  This leads to an issue.

As all items will automatically use the 2 new skills, the current Tech skill will effectively become redundant, and all plussing will cease until weaponry and system skills catch up....

As it stands, I'm not sure what I can do about this.  I guess it is possible to make 2 new item types, duplicates of the originals, but a different id type.  The 2 new item types would be checked for in the automation, thus keeping the original tech skill, and the 2 new skills would level from these...

Basically more work to undertake.

The new items that will be added were never meant to be built using Tech skill, so, y'all will not be missing out there.

So, what do you guys think? Carry on as planed with an almost redundant skill, which more fabrications can be made for.  But all items, including items already in game, will only be upgradeable with the 2 new skills.

Or make the 2 new item types, keeping all the current items in game upgradeable with tech?

Supaz

Well, after sitting down and realising that every new wepaon will have a class variation, then making all the combine rules for them, just one new set will take over 200 ID's.  You'd be surprised how many have already been created, and it rises everyday.

What's the solution? Well, while you all continue to think up names for the new weapons, and materials (*the more you submit, the more I will add) I have to push on with automating plussing.  This will significantly reduce the amount of item defeinitions by a factor of 8.

Did a little more poking around, and I believe we can keep the current system, after tweaking a few functions that deal with item level/cpx.

So, keep the suggestions coming, and when host is ready we can start making all the new items.

The suggestrions I've seen so far are great, but many may argue the names would suit high level items.  We need more mid and low end suggestions guys. tongue

Supaz

Ok, a few more modifications.

Activating an item that can be plussed will now show which kit is needed, what skill is needed and the level required.
Activating an item used in fabrication will now show skill required and level.

This will probably remain the way it is as seen in the screenie.

Oh and while I was at it, found the bad value for screen formatting text that was too long, and having it use 3 lines intsead of 2....



http://img9.imageshack.us/img9/5085/maetrialscheck.jpg

Been working away getting things ready for all the new items.

Realised that adding all the items, there's no way of checking what they are used for...

Then I remebered a 2.0 trait that allowed you to hit "ACTIVATE" on an item and it listed what fab, if any, it was used for......

http://img853.imageshack.us/img853/7798 … magexg.jpg

At the moment, it shows all fab entries.

I plan on removeing the fab entries for plussing, as these are not needed.

Just one question,  Would you guys want it to show everything the item is used for even if you cant use it yet??

For example if the item is used in a lvl 70 fab, and u only have 40 skill, you obviously can't use it, so remove it from list? Or even just have it show "XXX is used for Unknown" ?

Supaz

275

(14 replies, posted in News)

cisco211 wrote:

Weapon skill... Systems skill... OK.

But whats up with Munitions Skill... for Missiles, Fighters, Fuel and so on?


Because I intend on leaving the original tech skill, the alpha fabs and current plussing fabs, as it is.  And not convert them over to wep/sys/muni.

The new items that need the weaponary and system skills will have thier own rules.