276

(14 replies, posted in News)

Psydoish, your thoughts of complexity do fall in line with what I had planned, bu tthought players would disagree with it.  In order to make all the new weapons implemented useful, I raised the penalty of using weapons higer than your level.  Stopping ppl from actually equipping them all together is posible but players would not remove thier current gear to bypass that.  I could greatly raise the penalties of the stats you recieve from systems that are of a higer cpx.  Then you would have to use items you find along the way.  This, however, may cause some unrest, due to those players who have not tiered compared to those that have.............

All in all, great respone Psydoish.

Supaz

277

(14 replies, posted in News)

Before I go ahead and prepare the host, client, make new items, fabrication materials, and blance em all I need to put forward the idea for discussion...

I plan on re-introducing the wepaons and systems tech skill of 2.0.

The skills will be available to eveyone at level 1.
You will not be able to use "Train" points on them.
The new skills will not rest when you tier.

Preperaing the host and client is the quick and easy part.  Producing all the items is going to take a lot of time.

Weapons produced with the weaponary skill will have +skill and casting psions.
The +skill will depend on the fabrication material used.
Same with casting psion.
(I may make it so the players class will result in the +skill of the weapon, eg Telekenetics produce +tkr, Merc + tactics Smugs +hide etc.)

Sytems will include plates, shields, EWs, Computers, and Sensors.


This will require a lot of work, will be quite monotonous and I may need help building all the items.

Just need some input if you guys would like this, and who is willing to sacrifice a large junk of thier time for the next few weeks.  The items MUST be well thought out and balanced, suiting all levels and classes. 

Supaz

278

(3 replies, posted in News)

It may of seemed that not a lot has been going on with updates, and you would be forgiven to think so.  The truth is, host updates have been very few, since Angus and I started with work on a more recent client released in 2004.

The current client dates from 2002, and was notorious for it's instability.  The 2004 client, although had more features, was somewhat stable.  Not perfect, but, stable.  Rotational movement, Damage text, are amongst the best of the features.

Why not just use that from the beginning?  Well, to put it bluntly it wasn't compatible with the 2002 host.  There are many differences in how the client and host communicate.  At first glance, unmodified, the client has scrambled ID's for items (eg 1173683) for all items.  Item stats were not being downloaded.  Part of the players/mobs ship name were being used for the actual name. And that's if it didn't crash upon loading.  Needless to say, at the time, it was beyond our abilities to fix.

After several server and client upgrades, we have both become very familiar with the workings of both client and host.  There was one part we both didn't touch, and that was client/server communication.

The constant crashes on both client and server last month, forced a re write of ASM that was written, when that was fixed, we turned our attention to the Ares client.

At first we tried modifying the client, and quickly agreed it would be safer to modify the host, leaving client stability intact.  After a lot of investigation, it was clear where the main differences were with the 2002 host compared to the host Ares was used with.  Mainly, and quite importantly, the construction of packets sent to the host were similar, but, essentially didn't match.  IT turned out it was quite easy to fix, and with a bit of the good old trial and error, Items started loading in our cargo holds.  This pretty much opened the door to a new usable client.

After dealing with Items and their stats fin cargo,  pile data (loot) was fixed, and items were now movable.  Next were lockers, this was also fixed quite quickly.  Names, specifically planet names, were longer, and that was soon fixed too.  However, maps didn't seem to load in Ares.  Being greeted with a wall (failed map load) every time you docked was disheartening.  We tried for weeks to fix this, and even called in a favour from Blitz himself.  Unfortunately, he seemed to believe we couldn't fix the problem without the source, and promptly shut that avenue down.  Justin aka Maudd, has also helped with this problem, and after several late nights, we quickly realised we needed more information.  Fortunately, Blitz had left a lot of debug in the client, and once forced to write this to a log, things started to look good.  We narrowed it down to a missing packet not being sent to the host.  This packet handled tile implementation and definitions.  After yet more investigation we managed to get Ares to send the packet, albeit forced.  Sat waiting for the client to download the map, and nothing happening, was frustrating.  We the took a look at exactly what was being sent to the host from this elusive packet.  Again, it was obvious the problem was with the client sending true player x,y coords, and not the players quad coords, which is what the 2002 host expected.  Fixing this was again very simple.  So we fired up the patched client, docked into the Starbase, and joyfully watched the map download.

That was quite a major hurdle, we were ready to throw the towel in and abandon the client.  Now we have a usable client.  There is yet more work to be done, fabrication, trade, and a few others, but, there is still another hurdle to cross.

As some of you may remember, from Ares and beyond, you had to face your target to attack.  This was all dealt with by the 2004 host.  Our host currently does not support this, so u can see mobs moving around, but they all face north, no matter what.  The 2002 client deals with all this on the spot, and we believe, once we know for certain what the Ares client is expecting, we will be able to sort direction.

All in all, it's now looking very promising for the release of the Ares client.  We still can not give an ETA of the release, but it is coming !!!

Supanova.

279

(0 replies, posted in News)

Since the haste code re-write, server stability has increased greatly, so it's officially a success tongue

Client crashes, although still frequent, have subsided a little.  We are still working on getting the client up to date, but a few problems have led to a delay, of which we can't give any eta of the release.

Ciscos Launcher, although a little shaky at first, is actually a very nice and well build tool.  I personally use it everyday and have no problems with it.  This will be packaged with the next client update.

As for the server updates.  We are now working towards a re design of the current plussing system.  Currently, it's all been used via the in built fabrication system, which requires each item definition and fabrication rule manually entered.  With the help of some spreadsheets, the daunting task of writing 10 item definitions for plussing stage 0 to 9, and then the 24 fabrication rules needed to incorporate Quantum Catalyst, Quantum Infusion and standard fabrication, just for 1 item...... Needless to say, this did test the host quite considerably, and other than a slower booting process, handled them quite well. 

So, "if it aint broke, why fix it?".  Well, In my rush to get the plussing update out, I miscalculated how quickly the 20k Item ID's would rise..... As yall may notice the plussed items start at 30k, and although not many players or present, the current ID count stands at around 21k already.......  Yesterday, I forced the automated ID to 30k and made some items to find out what would happen.....  Had some nice level 20 mobs drop +1 Skars, and +1 Bxirs etc.  Obviously this cannot stay.  Renaming all the ID's will brake all the fabrication rules, and plussing of all the old ID'd items will not be possible........  Yea, not good....

After some investigation, we believe we can integrate plussing using the old 2.0 "UPGRADE" item types, modifying the host to read, define and check these when a fabrication attempt is made is very simple.  The math in ASM is going to give me a headache.  Integers in ASM are bad enough, but when you start messing around with Floating Point numbers, the fun really begins.  Angus has compiled some nice C++ functions which I can analyse and integrate into the new functions needed to make plussing automated.

When it is ready, all upgraded item ID's will revert to a 20k ID.  But since the new function will be checking for same ID numbers, this will not be a problem.  This give the necessary space needed for the new items that drop to continue up to 65K with no issues.

One for the main advantages of the new system will allow the upgrade of all Alien items, and any enchanted items, providing of course the same stone was used and the ID numbers match.

Supaz

280

(0 replies, posted in News)

As some of you may be aware, When I first wrote the haste code, I was forced to do all the math on the fly, each and every game tick.   "What's a "game tick" ?".... Well, there are about 5 game ticks a second, so just to get it into perspective, 10+ players, fighting 10+ mobs doing about 80+ calucualtions a tick so about 400+ calculations a second wasted when the host could be pushing out packets, thus creating lag.

I was fully aware of how bad and slow the code was going to be.  At the time, I wasn't able to increase memory for each player/mob to hold the extra info needed. 


Well, Today, I done away with several 100 lines of opcodes I wrote, and done it properly.

To make it efficient, haste needed only be calculated on ship calibration.  This happens when an item is moved, or buff/debuff is cast or expires, as well as a few other events.  This drastically reduces the CPU cycles watsed doing math to a mere fraction of the old way. Now, the host reads the modified weapon speed values, rather than modifying it every tick.

So instead of 400+ wasted calcualtions, it's about 4...


yea 4...

If that.

Whilst I was going over all the awful haste code, I did come accross a few errors, that could be contributing to the server instability, so this is also good news.

So, not only will the server be responding better to clients, it will also be yet more stable.

Supaz

281

(8 replies, posted in News)

Good news is the last update did indeed bring back server stability.

Bad news is our hosts are still having latency issues.

Thier respose so far is " Thank you for your patience so far. We are looking into this issue and will get back to you shortly."

That was 14 hours ago, so, with a bit of luck, something will be done by tonight.

We are fully aware of the damage this has done to player numbers, A lot of the problems are down to a very old, buggy client, which we're not sure how much further we can push.  It's already reciecving more information that it was designed for, and memory regions stretched to it's limits.  We will try to fix as much as we can with what we have and then push forward with a re-write of the client once we fully understand each and every byte of every packet.

The re-write could take a while, in which time I will continue to update and patch the host, and soon we will start a serious campaing to get old and new players back.

These are dark times, but the future is looking pretty darn good, despite the recent set backs.

Supaz

282

(0 replies, posted in News)

We have submitted tickets to our server providers on this issue. 3 days of this is more than enough.  We hope to get this resolved soon

On the plus side, I recently discovered how to force the client into windowed mode, without the use of 3rd party software.  We will be releasing Ciscos new launcher soon with this feature, and others.

Supaz

283

(0 replies, posted in News)

******************************
**Latest changes 28 October2011**
******************************

Player can now overcast Retreat,Berserk,Evade,Assult, with the same maneuver, not override with a different one

******************************
**Latest changes 1 November 2011**
******************************

Fabrication and enchantment results are now announced

******************************
**Latest changes 3 November 2011**
******************************

Major recode of 50 percent of the code I have written due to a suspected misuse of the EBX register.
This should bring server stability back in check.
Also found a bug where haste modifications were not being applied fully.
Fixed one of the fabrication messages not displaying correctly.
Fixed bug with fabrication failures.

Supaz

284

(27 replies, posted in Guides)

As of 27/10/11 update

The players STR stat will now increase interrupt rate on target.
The players STR stat will also decrease the chance of being interrupted.


Supaz

285

(1 replies, posted in News)

******************************
**Latest changes 20 October2011**
******************************

All psions that give a benefical effect to a player are an instant cast.
The above can also be cast even if cooldown/cast timer is present.
Crypt added.
Zyr the Exiled added.
"Blobs" added
Xo stones added.
Umbral Skin sets added.
New unseen items drop from "blobs".

******************************
**Latest changes 25 October2011**
******************************

Crew recovery fixed.
Mobs chance to resist is now based on players skill in the casting psion type and not level.

******************************
**Latest changes 26 October2011**
******************************

Mobs and ents will no longer follow so close.
All boss drop rates increased.
ST and AV comps/sensors have ship armor added.
All plates that drop as loot have ship armor increased.
Brood brains and Torlixe Device have beed edited to be made more useful.
Crypt weaonary added.
Players intelligence will now effect the outcome of fabrication. The higer your INT the better chance of success.

******************************
**Latest changes 27 October2011**
******************************

Venom amp typos fixed.
Type 1,2, and 3 shields have had ship armor added.
Aliens items are now more useful.
The players STR stat will now increase interrupt rate on target.
The players STR stat will also decrease the chance of being interrupted.

286

(0 replies, posted in News)

******************************
**Latest changes 14 October2011**
******************************

Enchantment values of 1-8 are no longer random, max value will be applied
Psi is now recovered with the "Recover" ability

Supaz

287

(0 replies, posted in News)

******************************
**Latest changes 11 October2011**
******************************

PVP fixed. (Changes include a longer pvp flag timer which automatically fixed the majority of bugs. Had to write opcodes to fix attacking summons)
Praetorians now have a high boss key part drop rate.
Psi loss during bossing reduced further

New client  available

The 11/10/11  Client is available from forums.

288

(6 replies, posted in News)

fixed, rebooting server

289

(6 replies, posted in News)

Seems I bugged Supanova while testing the adition of class changes when tiering. working on fixing it

Supaz

290

(6 replies, posted in News)

dunno y yet, give us a sec

291

(1 replies, posted in News)

******************************
**Latest changes 3 October2011**
******************************

Boss crew increased.
/ask on the new hast psions fixed.
Quantum Catalyst stone added.  This item lowers tech skill requirements for upgrading by a quarter.
Quantum Infusion stone added.  This item lowers tech skill requirements for upgrading by half.
Brood bosses drop Quantum Catalyst.
10 mill hulls added to starbase level 1.
Advanced drives also added.

******************************
**Latest changes 4 October2011**
******************************

Stun made more effective for bossing
Smugglers now get 2 new debuffs.....
10 mil hull images fixed
x1 warpdrive fixed

******************************
**Latest changes 4 October2011**
******************************

Tri Wo stone now adds haste.
All haste buffs/debuff timers fixed.
Weapon jams for high level items fixed.
BBZ weapons psion cast fixed.

******************************
**Latest changes 10 October2011**
******************************

Bosses now shake less often.
Bosses now summon less often.
Summons now appear instantly. (No need for player to move)
Mobs that respawn are also instant. (No need for player to move)
Bosses now Summon Players....

Supaz

292

(2 replies, posted in News)

Seems the changes I made to stun weren't player friendly... Are now...

Server patched and booted

Supaz

293

(2 replies, posted in News)

working on it

294

(1 replies, posted in News)

Angus and I are now recruiting individual(s) for an editorial position for the publication of a our Newsletter "HSR-Insider"

Thier role will consist of, amongst others :-

A detailed overview of recent events/updates.
The publication of inside information of upcoming updates.
The publication of player submitted guides.
Ingame screenshots.

Supaz

295

(3 replies, posted in News)

The Actual cpx of an item (Not capped cpx) now has a driect relationship with the kit required to upgrade it.

Every 10 cpx a better kit is required.

The Actual cpx for weapons can be worked out thus:-

((Damage*100)/Delay)-51

Rounded down....

for example +2 brood disser 36/30

36*100 = 3600
3600/30 = 120
120-51 = 69

69 actual cpx

+2 Bxirs 66/50
66*100 = 6600
6600/50 = 132
132 - 51 = 81

81 actual cpx

So using the chart below u would need a Complex kit to upgrade it too a +3


Items are a little more tricky and they will be updated soon....

There are now 16 kits available, all can be found on the 2nd level of the starbase.......

NAME                                 PRICE    actual CPX of item
Trainee Upgrade Kit             100    0-9
Basic Upgrade Kit               1000    10-19
Simple Upgrade Kit             5000    20-29
Intermediate Kit                7000    30-39
Moderate Upgrade Kit         10000    40-49
Experienced Upgrade Kit     25000    50-59
Advanced Upgrade Kit        50000    60-69
Expert Upgrade Kit            100000    70-79
Complex Upgrade Kit         150000    80-89
Superior Upgrade Kit          225000    90-99
Ultra Upgrade Kit               300000    100-109
Master Upgrade Kit             500000    110-119
Professional Kit                  750000    120-129
Veteran Upgrade Kit           1000000    130-139
Extreme Upgrade Kit          1500000    140-149
Universal Upgrade Kit         2000000    150-159


Supaz

296

(7 replies, posted in News)

Every item that mathces the above rules can be upgraded too +9.

Your tech must be at least 5 levls above the cpx to have a chance it wil succeed, the higer your tech above that,  the higer the chance of a success

297

(7 replies, posted in News)

The 24/09/11 update will see the implementation of plussing...........

It is not hard coded in (yet) so it has a few rules/limitations

Aliens can not be upgraded
Enchanted items can not be upgraded.
You can enchant an upgraded item, but then you can not upgrade it further.
Any 2 weapons/systems with same ID can be used.
Upgrade kits useage depends on the plussing level
5 upgrade kits are available
These do not effect the percentile of a success
You must have at least 5 tech more than the cpx of the item (if no cpx is shown then 5 is needed)
For every upgrade stage 5 more tech is needed from the base cpx of non upgraded item.
Upgrade kits can be found on level 2 of the starbase.

Items may be added in the future to increase tech skil.........

I know this is not how it was, but it's the best we can do here.

We are working on hardcoding the fabrication window to allow upgrades, which in turn will allow aliens and stoned items to be used (matching ID's ofcourse).  Also upgrade kits will also effect the outcome...


Supaz

298

(8 replies, posted in News)

Ofcourse we are on linux, Ubuntu 10.10 to be more precise.....

299

(5 replies, posted in News)

Aye created my own one to test.... Seems a miss-tab messed up all the dreads, I think I've found them all in the save files and edited them to the correct values........

~About to reboot server

300

(5 replies, posted in News)

Bling broke the server!!!!

Finding out how now.

gimme 20 mins.