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A dev's log. - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Developers Forum (https://discoverygc.com/forums/forumdisplay.php?fid=183) +--- Thread: A dev's log. (/showthread.php?tid=67224) |
A dev's log. - SA_Scavenger - 04-03-2012 ' Wrote:Well, still no update, obviously. Seems during final testing, a major bug was found in one of the hooks - Cannon's working to solve it but until he can do so we'll have to hold the release. No ETA on that, sadly. Since the update is on hold, as it were, can we please get another 'warning' closer to the time? You know, for the cargo hold issues that will arise when the update happens. Perhaps a couple days before the update? Thanks again. A dev's log. - AeternusDoleo - 04-17-2012 Well, the update came and went without too many problems. I'm sure the admins were grateful for people's assistance in all this. The occasional ship still needed some help but nothing severe. Work on update 5 is steadily progressing. With the most severe issues fixed, we're turning to some tuning now: - I'm redoing the hitboxes for all ships again. Vanilla hitboxes are also included for snubs this time. These will be made single-component. Meaning you can't blow off or hit specific components like wings with gunfire. I noticed while shooting NPCs that especially the Kusari ships had a tendency to get hit on the near-invulnerable back wings a lot. The other hitboxes are being toned down in complexity. While this causes them to no longer be skin-tight, I'm hoping the reduced amoung of hit surfaces will help the server run more smoothly, causing a major performance boost. Only testing it under a high player load will tell if that works though... Additionally, I've tweaked these hitboxes so that tiny portrusions such as needle antennas are no longer hitboxed. These barely make a dent in the surface area, but they do move the crosshair and make moving about in tight spaces a pain in the rear. Ships like the AI cruiser and Hessian cruisers will be easier to move through roidfields as a result. - Cannon is continuing work on the base plugin, cloak, and player docking. Two of these features are now implemented, although the base plugin has room for expansion. - Nice new explosions have been set for all ships. Original effects are from Why485, but modified by Leon and myself (had to expand the capital explosions with a few extra options to fit the unlawful capital vessels we have in Disco). - Flipped the directions on some tradelanes. It's long been an annoyance of mine that you sometimes have to cross from the top to the bottom tradelane in some systems, when you're just moving through. This has now been minimized. - Mjolnir/Blodo are busy tuning some weapons. So far: Corsair neutron turrets and the Colada will be receiving a small boost. Scylla will receive a small boost, Obstinates will receive a small hitpoint nerf as they proved a bit too powerful. - As always. Bugfixes. A dev's log. - Dane Summers - 04-18-2012 Resize the Osprey please. Make it slightly smaller. Please. Pretty please with sugar on top. I swear, I'll bake you cookies. And I wont put cyanide in them. Promise. I promise! A dev's log. - AeternusDoleo - 04-18-2012 This isn't a request thread really - but that's not my perogative. Blodo and Mjolnir handle balance. Personally, I don't see much wrong with the Osprey... may need a slightly bigger power core maybe, but that's about it. Deeds of the day: - Tweaked Omicron 100 - added some buoy paths so big vessels can find their way around the exclusion zones. - Tweaked Omicron 85 - Caps were having difficulty reaching Corsica out of Alpha. Small exclusion zone tweaks to make sure they can pass easily. - Rheinie gunboat given a deathfuse that drops cargo properly. Folks complained there weren't any Rheinland Gunboat captains ejecting... A dev's log. - Zukeenee - 04-19-2012 ' Wrote:I noticed while shooting NPCs that especially the Kusari ships had a tendency to get hit on the near-invulnerable back wings a lot.Thanks for fixing this. Those Blood Dragon NPCs were a pain in the ass for this reason. I'm sure the Kusari unlawfuls experienced similar problems with Chimaera NPCs. ' Wrote:Flipped the directions on some tradelanes.Aw, man... and I'd already memorized all of the old annoying "flips". Now I'll be crossing lanes subconsciously and ending up at the wrong entrance, anyway. In the long run, though, I'm sure it'll be less of a hassle than before. ' Wrote:Rheinie gunboat given a deathfuse that drops cargo properly. Folks complained there weren't any Rheinland Gunboat captains ejecting...A question on this: Do these "deathfuses" have something to do with NPCs dropping their loot simultaneously with their death? Because a lot of NPCs in non-vanilla ships are currently having issues with this. Usually, they'll drop their loot just as you shoot out the last of their hull, then they'll spin out, scream a bit, and explode. On bigger ships like transports, this sometimes leads to NPCs blowing up their own loot as they die. Is this related to what was going on with the Rheinland GB? Would this be a bug worth reporting in the proper threads? A dev's log. - AeternusDoleo - 04-20-2012 Fuses are basically scripts that run when a ship hits a certain amount of hitpoints. Most ships have three: A "smoking" one, a "on fire" one, and a death fuse script that triggers when hitpoints go below 1. The death fuse is responsible for actually destroying a ship and handling the way it explodes. The large multi component seperations of the vanilla battleships are an example of this. Every explosion, flash, and sound effect (except for the last, final explosion) is handled through the death fuse. Dropping cargo is also handled in the death fuse usually. It's a "dump cargo" event that can be triggered at a specific time interval. Though technically, I see no reason why it couldn't be handled before a ship reaches 0 hitpoints... Deeds of the day: - Removed a BS wreck from Omicron 85 by the 101st request ('s their guard system) - Created a new playerbase turret model. The current one being abused for it can't handle the sizes of the turrets that playerbase turret loadouts use. Arcs are improved on this model - all weapons on it have a full 360 arc swing. All existing turrets will be automatically improved to this model. A dev's log. - AeternusDoleo - 04-22-2012 Right. Didn't get a whole lot done this weekend since basebuilding of the IMG station took up a lot of attention. I too want to enjoy myself on occasion:P Still, a few things dealt with: - Added Nova, Hellfire and Incapacitator torp ammunition to nearly every base. Bombers, enjoy. If after update 5 any base still lacks these ammos, report it as a bug. - Tweaked NPC spawns in Cambridge - added Mollies around their base there. - Removed the "gun" type weapons from the NPC behemoths. A dev's log. - Narcotic - 04-23-2012 ' Wrote:- Added Nova, Hellfire and Incapacitator torp ammunition to nearly every base. Bombers, enjoy. If after update 5 any base still lacks these ammos, report it as a bug. Nice. Like to know, how I solved that problem for myself? I docked at any base, used /conn, bought novas and returned again. Sure, it is ooRP. But sometimes I've been quite annoyed about bases not selling novas. Especially when flying double-nova bombers. A dev's log. - Aingar - 04-23-2012 ' Wrote:- Created a new playerbase turret model. The current one being abused for it can't handle the sizes of the turrets that playerbase turret loadouts use. Arcs are improved on this model - all weapons on it have a full 360 arc swing. All existing turrets will be automatically improved to this model. Not sure if that's a good thing, if they will have 360 radius, they can be used against the base itself, wouldn't they? Current 180 allows "safe positioning". A dev's log. - AeternusDoleo - 04-23-2012 They could, but considering the base negates 99% of the damage, there's really no point on not giving them a good arc. Even with 5 of those turrets zapping the base as hard as they can, it would not exceed the 40000 repair/16 seconds rate that the base is capable of at level 1. And you can't even build 5 turrets at that level. Besides, turrets count as NPCs. They will never go hostile to the base itself, so the only spray you'd get would be from shots on an enemy character that miss and hit the base instead. |