301

(8 replies, posted in News)

The problem is that we've attached a debugger to the hshost.exe process.  So when the host crashes, it freezes the process and a mini dump is issued which we use to trace back the causing error....  This is why, when the game has crashed, you guys get the connected signal on your'e clients, and then the client freezes waiting on a response from the frozen serer.

Making the host reboot is possible, and saving the dumpfile before a reboot commences is also possible.  Up untill now, it's not really been needed.  We will discuss this later tonight and hopefully have something implemented by the weekend.

Supaz

302

(8 replies, posted in News)

******************************
**Latest changes 14 September 2011**
******************************

Boss timers reduced further.
Brood item drop rate increased.


Yet more checks added to the server to make it bulletproof..... Page faults are getting out of hand. Fear the server is being stretched too far......
If the crashes continue, I will increase memory regions in some key areas giving the memory space needed to recode recnet updates.


Supaz

303

(3 replies, posted in News)

You could be the best C programmer out there, but it wouldn't help smile.... I don't use any high level language, using assembly as all we have are binaries....

Supaz

304

(3 replies, posted in News)

I've had to roll back the haste update.

Something is causing major pagefualt errors in 2 areas of the host.  One being faction related, and one ship attack data.

Basically something is being deleted from the memory, but it's still in use.  This could be caused by "on the spot math" Iv'e added that deals with haste.  I'm fully aware of how bad code that is, but finding the space to store all the variables needed for haste isn't possible right now.

Hopefully will have this sorted over the weekend.

Supaz

305

(3 replies, posted in News)

Something has been crasing the server, and since we can't replicate it on a local machine, we've been unable to trace the error.

The server is now running with a debugger attached.  When it crashes again, which it will, we will have debug info to trace the problem.

Sorry guys.


Supaz

306

(6 replies, posted in News)

DeathZero wrote:

Not to be ungrateful, just wanted to state that blur was actually dmg reduction, focus was the haste counterpart I believe. GJ guys, can't wait to have time to login.


Aye but blur seems more fitting for a haste buff, and focus on defence or offence etc....

307

(27 replies, posted in News)

Server Booting.......

308

(6 replies, posted in News)

******************************
**Latest changes 8 September 2011**
******************************

Haste Fully implemented
Haste items to be added.
8 New psions added, they include:-
Overload, Mercenary, Raises Haste +20, Self cast only.
Blur, Smuggler, Raises Haste +20, Self cast only.
Haste, Telepath, Raises Haste +25, Target cast.
Haste Lv2, Telepath, Raises Haste +35, Target cast.
Catalyst Aura, Pyrokinetic, Raises Haste +35, Group cast.
Slow, Telepath, Reduces Haste -20, Target cast.
Decelerate, Telekinetic, Reduces Haste -25, Target cast
Decelerate Lv2, Telekinetic, Reduces Haste -35, Target cast

Haste buffs do not stack as they did in 2.0.  May look into this in the future.  Generally, the stronger cast will override.
Haste debuffs also do not stack, the WEAKER cast will NOT be overridden...
Bosses should be more of a challenge.....
Merc's decoy damage reduced.


The new 08/09/11  Client is available from forums.

Client now shows the "Haste" stat on items.
HostileSpaceRevived launcher intergration.

309

(27 replies, posted in News)

Not sure yet, but we have an idea what may have caused it.

Taking the oppertunity to apply an update. CLient will also be available asap.  Server will not be booted until client is ready.


Supaz

310

(12 replies, posted in News)

racecarbob wrote:

if hast works wouldnt deselrate work the same way but backwards ?

Haste only worked with items.  But it now works when buffing and debuffing....  Just adding a few more sanity checks (Division by 0m as limits are being surpassed with buffing) and should be good to go...

May release the server with Haste then look into "Remove effect" or wait untill I can implement remove effect.


Supaz

311

(12 replies, posted in News)

Battle Plates were something I quickly made to test haste, they don't drop ingame, yet.

Haste should be fully implemented for the weekend.  All depends on how Buffing and debuffing works, Hopefully fairly simple.  While I'm in the area, will need to look exactly how buffs are stored and effect the player, and maybe even code in our own way to add "Remove Effect" since it's not supported in Alpha, at least I dont think it is.

Supaz

312

(12 replies, posted in News)

Client fully combatible now with haste. Items show haste and so does /status.


http://img21.imageshack.us/img21/852/clienthaste.jpg

313

(12 replies, posted in News)

Looking good eh? tongue

http://img685.imageshack.us/img685/6721/hastet.jpg

314

(12 replies, posted in News)

Ok, The haste stat is 100% operational, capped at +100% haste and -100% haste.

There is a graphical glitch with any amount of haste over 50%, for some reason, yet to be sorted, the weapon charge bar dissapears when it is fully charged......

Setting items up to contain and use haste was fairly simple.

Next is to setup /status so yall can see how much haste you have.

After that, I'll need to start on creating and making buffs such as decelerate,catalyst aura etc, so they effect mobs and players......... This I fear will take just as much time as getting the Haste stat to work in the first place....



Supaz

315

(12 replies, posted in News)

Work has started on a new item attribute, Haste.

I know when we first launcher this server, that we said Alpha didn't support weapon haste and it would never be implemented.

Well, Since we've become more experienced with the host, the way it works, and more importantly how to use ASM, Haste does seems quite possible.  The recent work on implementing weapons that give skill bonuses such as Telepathy, Repair, Hide, etc gave us the experience and confidence we needed to seriously take a look at Haste.

So, Today we spent a good few hours going over what makes weapons tick, literally.  We quickly found space for the new Haste stat, and wrote up some ASM that would calculte the weapons power up time with Haste.  Working on the basis that the Haste stat represents a percentage decrease in speed, thus making weapons fire faster.

Preliminary testing does indeed look good.  The host calculates Haste into the speed, and weapons do fire faster.

A few checks on when the weapon reaches Max power interfere with the calculations, and the power up gfx suddenly jump to full... This of-course will be looked into tomorrow and fixed.

Because if the interference of the checks, negative haste seems to not work yet, but, I'm sure when the above problem is fixed, this too will fix itself...

After the Host is ready, We will then look into sorting the code that reads items stat modifiers and the values, effectively making the host read haste and apply the value to the new offset where Haste is stored. Then editing /status to show Haste.

Once that is done, The client will also need patching to show Haste on items.

All in all, it's looking promising, and we hope to have Haste working mid week.

Supaz

316

(0 replies, posted in News)

As many of you know, The skills that come with brood items,  are not shown in the client. Working on showing them skills and the amount they add......

First tests seems pretty good

http://img703.imageshack.us/img703/8607 … imageo.jpg

Enjoy,

Supaz

317

(0 replies, posted in News)

******************************
**Latest changes 25 August 2011**
******************************
All class weapons should now add skill like in 2.0
A list of what items have skill will be posted on forums.


******************************
**Latest changes 23 August 2011**
******************************

The Telapathy ability Stun now works as it did in 2.0, but only stuns for 5 seconds
Radiation fields such as those found near suns, will now damage 25% of your hull, eventually killing you.
Smugglers will no longer loose the aggro data on mob.
Tier exp no longer jumps evey 3rd tier.



Supanova

318

(3 replies, posted in News)

Just an update as to what's been going on behind the scenes.

As some of you may know, weapons (such as brood) were added a while back.  When we added them we made sure that they contained the skill additions just like in 2.0.  Meaning that the host reads and saves the weapons with the skills and amount to add attached.

That was fairly easy.

The past week We have been hard at work getting the host to read those skills and amounts and add them too your base skill amounts.

Fortunatley, finding the memory space for this was fairly simple.

Finding a way to constantly update the modified skill values when your base skills were changed was a little more tricky. But this is now done.

So the core work for weaponised skill additions is in place, the host now reads your base skill, reads the weapon and adds that amount into the new memory offset that contains your modified skill values.

The next step is to have the host read the new modified skill values, instead of the base values, everytime you cast.

We've got the host now reading the new values when casting. Seems to be working so far..... nice lvl 87 augment btw smile Oh and reps of around 475 with 4 skars big_smile

Next step is to find where skills such as beam, bolt, disser, etc and precision,dodge are used and have those areas read the modified skill values...


We are hoping to get a test server running sometime tonight to test the modifications.  Hopefully there wont be too many problems tongue



Anugs has been hard at work with charcter creation, will update the status on that as soon as we can..

Supaz

Character Creation Status
Character management is coming along very well, even though it's taken longer than I originally anticipated. I hadn't thought it through properly when I started and so had to re-write some of it. I've got the hardest parts done; the method of actually importing the characters to the server during runtime, securing all the forms, and getting a solid user system going.

The first thing you'll all have to do when it is up and running is add your existing characters to your account (so, the ones that you already use). This part of the system has already been tested by a few, so at least we know that works!

Following this, you'll then be able to create new characters although deletion will not be available until I can work out a way of performing this safely while the server is running. There will be a delay of ~10-15 minutes after you fill out/submit the form to when you can use the character. I'll work on reducing this at a later date once I'm sure everything else is working smoothly.

The ETA for a testing release is later this week and for the public, if not next week, next weekend.

Angus.

319

(2 replies, posted in News)

Sorted, I think

320

(2 replies, posted in News)

Need to recode something, getting a division by 0.....

Give me 10 mins guys

Supaz

321

(21 replies, posted in News)

"Auto clickers" aka macroing will NOT be tolerated, or anything else to that effect.

Psicris and Racecarbob have just been caught and will now face a 1 week ban.

If they contest, I will then reset all thier skills.

"Oh I didn't know it was illegal"

Like we are going to let you guys use something to give you an unfair advantage or make something quicker?

Wisen up guys.

Supaz

322

(2 replies, posted in News)

******************************
**Latest changes 18 August 2011**
******************************
10 new areas added for mid levels. (25-55)
Multi exp timers adjusted to compensate for the higer chance of finding multi exp.
Damage to crew reduced slightly. I will not be reducing this further.
Get crew regen gear.

323

(0 replies, posted in News)

******************************
**Latest changes 8 August 2011**
******************************

Scan bug fixed, your scaned target should now remain after your weapons cast.
Timers on bosses reduced further.
Ultra T-Rex hull added.


******************************
**Latest changes 12 August 2011**
******************************
93 weapons added to the database. These will drop in all zones up to brood outside. Not all have been added to the loot table, new zone will be created for these....
HUGE thanks go to Frostbyte for the above content. Make sure yall say thankyou to him)
The timer on Summon and Summon lvl2 for psi clases has been increased.
The time before a mob fully regens 100% has also been decreased.
The code that handled weapon cpx has been streamlined, making them gradually increase in cpx according to the ratio (power/damage) and not jump from 4, 8, 12, 15, 24, 30, 38, etc.


******************************
**Latest changes 15 August 2011**
******************************
Mobs now have shields comparable too thier hull.
Mobs crew doubled.
Amount of crew lost in battle increased. (Was decreased in 16 July 2011 update)



******************************
**Latest changes 18 August 2011**
******************************
Psi gain for psi claseses on Tier 2 fixed.
Mobs crew increased further.
Host can now handle all 54 Class defintions (T0-T9) insted of just the standard 18 (T0-T2, T2 was copied up to T9)
A different approach to fixing the Academy bug has been taken...

A new client is being sorted to fix typo bugs and new boss hulls.....

A warning for those who wish to tier, The exp needed is quite substantial, It will remain this way.

324

(4 replies, posted in News)

Due to the sheer amount of items recently added, a few ID's manged to cross, this made tyv, scythe and thier bases drop Full vitex gear and all the other Tal prot drops....

Rather than alerting me, a few quickly abused this.

This has resulted in a roll-back.

Fortunately for us, Angus made a script some time ago that made backups of essential files every 6 hours.

This means a roll back of only 3 hours has been made.

Supaz.

325

(27 replies, posted in Guides)

it would seem Stats do not effect your chance to reduce the mobs resistance, seems to be purely level based......Could implement something in the future.....