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A dev's log.

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A dev's log.
Offline Ursus
09-10-2012, 07:21 PM, (This post was last modified: 09-10-2012, 07:37 PM by Ursus.)
#401
Member
Posts: 3,853
Threads: 249
Joined: Oct 2011

Cant you just remove the connections to it and delete it from the sirius navmap? So its still there but neither visible nor reachable? Give the sysetm max radiation and anybody that does get in there (via jump or whatever) and they blow up immediately. Make it a 1x1x1 black cube with no resources and nobody will want to go there anyway

Actually... do systems with no bases show up in the "base list" in the navmap? Dont want ghost systems there obviously

Seems like what is really needed here is a bulk editor of some kind. I dont know enough to understand what the problem is exactly. The mp files look pretty straightforward. If somebody wants to PM and tell me what is the problem I'll take a look. How many ships are we talking about?

Discovery 24/7 Negotiating Tactics:

[Image: smuggler-threat-0-1.jpg]
Offline Govedo13
09-10-2012, 07:35 PM, (This post was last modified: 09-10-2012, 07:40 PM by Govedo13.)
#402
Member
Posts: 4,663
Threads: 97
Joined: Jul 2009

' Wrote:Cant you just remove the connections to it and delete it from the sirius navmap? So its still there but neither visible nor reachable? Give the sysetm max radiation and anybody that does get in there (via jump or whatever) and they blow up immediately. Make it a 1x1x1 black cube with no resources and nobody will want to go there anyway
It is doable.
People were in the 2 not-added 4.86 Breton Systems by using blind jump before Cannon added the dead on Blind Jump for this systems. Player-database wipe was not done for the ships docked on the destroyed Order planet or in the old Conn, ships can be beamed- it is not fun task but let not call not fun to do things not possible please.
It is also possible to keep the systems but to change the holes not allowing big ships and removing the missions from there- they would be deserted. If there is too much work involved in remapping/rumors and paths changes then simple lock of the holes is more practical solution.
Dev Team should consider reducing the Systems- even if it is not fun task to do, if you does not have the manpower for such not-fun manual tasks I am sure that many of the community members would help.

€œ
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)

Offline Blodo
09-10-2012, 08:02 PM, (This post was last modified: 09-10-2012, 08:04 PM by Blodo.)
#403
No Pilot
Posts: 2,852
Threads: 128
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' Wrote:It is doable.
People were in the 2 not-added 4.86 Breton Systems by using blind jump before Cannon added the dead on Blind Jump for this systems.
Those systems will remain in the mod. We wanted to remove them but we can't due to the same issue as above.
' Wrote:Player-database wipe was not done for the ships docked on the destroyed Order planet or in the old Conn, ships can be beamed- it is not fun task but let not call not fun to do things not possible please.
That was a single base in Omicron Minor, and those can be dealt with by reusing the base entry for some other use. Connecticut did not change except for the connection being removed, so there were no issues there.
Quote:It is also possible to keep the systems but to change the holes not allowing big ships and removing the missions from there- they would be deserted. If there is too much work involved in remapping/rumors and paths changes then simple lock of the holes is more practical solution.
Possible, but will require a LOT of admin work beaming people out. Currently it is only conn and admins get tons of requests for beam out all the time...
Quote:Dev Team should consider reducing the Systems- even if it is not fun task to do, if you does not have the manpower for such not-fun manual tasks I am sure that many of the community members would help.
We keep considering it. Unfortunately as much as community help would be appreciated, we just can't ask them to vacate a system before it's deleted because there will always be some AUmk1 Spatial with Justice Mk3 logging into that system where he was F1ed in space and crashing the whole server, because he never left it before mod update since he doesn't read the forums. Manually moving people out is a job for admins and unfortunately cannot be outsourced to the community, because it is extremely easy to break character files. It also takes much more time than it should.

There's also an issue with manually editing them in that sometime it causes character corruption for no apparent reason and requires the admins to reset the account. Quite likely something to do with the last modified date of the file. There's still a lot about Freelancer that is just downright unintuitive...

Ursus:
Quote:Cant you just remove the connections to it and delete it from the sirius navmap? So its still there but neither visible nor reachable? Give the sysetm max radiation and anybody that does get in there (via jump or whatever) and they blow up immediately. Make it a 1x1x1 black cube with no resources and nobody will want to go there anyway
We can't delete it from the navmap without editing server character files, go figure. We need at least a two way single jump hole out of the system so that people who are stuck can fly out of it. But then there are other issues if we want to clear the system... like what do we do with all of its base entries which we also cannot delete.
Quote:Seems like what is really needed here is a bulk editor of some kind. I dont know enough to understand what the problem is exactly. The mp files look pretty straightforward. If somebody wants to PM and tell me what is the problem I'll take a look. How many ships are we talking about?
This was attempted in the past, but ended up breaking far too many char files for comfort. Overall mass editing like this seems to be extremely error prone from what I can gather, and our player database is already a big mess.
 
Offline Ursus
09-10-2012, 08:16 PM, (This post was last modified: 09-10-2012, 08:23 PM by Ursus.)
#404
Member
Posts: 3,853
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Is this the reason why we're keeping all the guard systems too

My guess here is that its NP to do bulk edits for systems that are not widely used. First line the perl code would be to see if the system is even known, if not copy the file intact with no mods. For systems like Eta and the new (unused) bretonia systems and the Gallic guard systems, that means 99% of the files are not touched. Errors with the remaining files would probably be statistically small enough to be acceptable (1% of 1% maybe?).

But you start doing that for every guard system and it becomes problem because it 1% of 1% on each pass

Discovery 24/7 Negotiating Tactics:

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Offline jonfreelanc
09-10-2012, 11:46 PM,
#405
Member
Posts: 118
Threads: 2
Joined: Apr 2012

' Wrote:Those systems will remain in the mod. We wanted to remove them but we can't due to the same issue as above.

That was a single base in Omicron Minor, and those can be dealt with by reusing the base entry for some other use. Connecticut did not change except for the connection being removed, so there were no issues there.

Possible, but will require a LOT of admin work beaming people out. Currently it is only conn and admins get tons of requests for beam out all the time...

We keep considering it. Unfortunately as much as community help would be appreciated, we just can't ask them to vacate a system before it's deleted because there will always be some AUmk1 Spatial with Justice Mk3 logging into that system where he was F1ed in space and crashing the whole server, because he never left it before mod update since he doesn't read the forums. Manually moving people out is a job for admins and unfortunately cannot be outsourced to the community, because it is extremely easy to break character files. It also takes much more time than it should.

There's also an issue with manually editing them in that sometime it causes character corruption for no apparent reason and requires the admins to reset the account. Quite likely something to do with the last modified date of the file. There's still a lot about Freelancer that is just downright unintuitive...

Ursus:

We can't delete it from the navmap without editing server character files, go figure. We need at least a two way single jump hole out of the system so that people who are stuck can fly out of it. But then there are other issues if we want to clear the system... like what do we do with all of its base entries which we also cannot delete.

This was attempted in the past, but ended up breaking far too many char files for comfort. Overall mass editing like this seems to be extremely error prone from what I can gather, and our player database is already a big mess.

why can't you just use a text editor to modify all of them programatically? the field for the location is the same for each file, and resides on the same line for each file? just edit them all en masse. stick em all on baltimore or something. I find it unlikely that you cannot do that. I think it more likely that admins don't keep track of thing when editing like text formatting or newline formats and that is what messes with files when editing them manually.

so I recently started exploring Coronado. I must say you're all doing a wonderful job.
so I recently started exploring Koeln. I must say you're all doing an amazing job.
some time ago I explored Rousillon. Impressive. Particularly the music on the planet that was a nice surprise.
so I recently started exploring Omega-55. LOL... NOMADS. LOTS AND LOTS OF NOMADS. SHOOTING THINGS. I GOT THE HELL OUT OF THERE. (and I was thinking, jeez I can't remember what that one was from the news. I hope I don't run into a nomad system)
recently started exploring Omega-41. what did you guys do to the star? that new effect there, that's impressive.

Tech Chart (shameless stolen from puv's sig)

click here url Gun cargo list
Offline AeternusDoleo
09-11-2012, 07:47 AM,
#406
Ex-Developer
Posts: 5,744
Threads: 149
Joined: Nov 2009

Reminder: This is not a thread for requests.

Base entries can be reused/relocated to another system. For instance, if we want IW06_01_Base (Freeport 4) to move to Kansas, that's easy enough to do. You don't even need to name the object it's tied to to IW06_01, it can be called anything. It just needs to have it's base and dock_with entries set to the correct base, and the base entry in the universe.ini file needs to reference the correct system. So it's quite possible to reuse existing base entries in completely different systems.

Dev update: Working on Isle de France now.
- Adding a few Kusari transports from the Kusari entrance towards New Paris (did the same in Berry and Lyonnais, the two systems that form the Gallic side of the connection to Kusari).
- The vertical and double lanes have been removed. The lane is now a single hexagon with some lanes leading away from the junctions.
- Four bases relocated (the off-plane ones, and the one in front of New Paris facing the sun).
- New Paris docking rings all moved to the back of the planet, more or less in a row. The zone around New Paris where the bases are is quite large, but that can't be helped due to the sheer amount of bases in the system.
- Some "exclusion" type vignettes added for missions. This will allow "destroy base" type missions to spawn there.

Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.


Mostly retired Discovery member. May still visit from time to time.
Offline Prysin
09-11-2012, 02:02 PM, (This post was last modified: 09-11-2012, 02:11 PM by Prysin.)
#407
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' Wrote:I don't have any plans to do so. Anything the Corsairs and Outcasts produce would have to be exclusive to their factions, and the Houses would then make those products contraband anyway.

not neccesarily.

You know, this idea works mostly for Outcasts. but Outcasts is you know, a massive mafia. However if we look at mafia's here on earth, they often run lawful cover-businesses to launder money into less suspicious assets.
Honestly, the outcasts should pretty much do that even now.

They got the money, they got the mentality and the ability to run these "marionette" businesses that intentionally or not, launder money for em.

Ok, so Outcasts already sell "Cheetah" thrusters on the open market, but come on, you dont load a train with 4k cheetahs and start trading.
However, it is very much possible to sell the engine conscept behind that. Outcast lore states outcasts build some of the most advanced engine systems in sirius. Ok fine, we now got lore/rumor support and a "lawful" cargo you can sell. Sure the intention behind the sale of those is bad. But if you start selling Ferrari engines to launder drug money, people still gonna buy em engines. Because people are ignorant and willing to look away to get what they want.

As for corsairs..
Come on, every sair player and their mother drinks Rum. Sairs are running a artifact export, it is a non-renewable source of income, giving them a "Rum" export, that slowly turns more and more lucrative with each mod update would be a great way to slowly nerf the arties trade to reflect that fact that 800 years or so of looting nomad stuff has taken its toll on the supply..

Cardamine will always be possible to grow, but you cant stick a artifact in a pot of dirt, sprinkle some water on it and get a few more artifacts. Their bound to run out. And starting a "new" export now, will save the devs a whole lot of headaches later when they realize its time to reduce the sairs income from artifact trade.

think long term.... think logical.

"houses" with millions of people doesnt all run drugs and fluorecent alien pottery. They make food, machinery, ships, clothes, houses, weapons, medicines.

Look at hessians... if you want a "huge pirate group" to compare with.
They mine - a LAWFUL ENTERPRISE, but they also export blood diamonds and pirate....
Mollies, same deal - mining.
Junkers - they would run a Salvager full of drugs, right under your nose, telling you their carrying sheeps...
Gaians - political campaigns and piracy/terrorism
GC - whatever females can do to make money, in addition to running drugs and pirating
Council - their kinda like the hispanics. A part of their house, fighting the other part. But they openly side with criminals and offer them shelter, while being treated fairly by sirian lawfuls (maquis, corse they all pillage taus when the occasion bids itself)


There is probably more examples to be made, bottom line is, these two major factions, their based on the mentality that they live off contraband alone and they got nothing else to do then produce more contraband.

' Wrote:Reminder: This is not a thread for requests.
i shall shut up now. sorru

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Offline Echo 7-7
09-11-2012, 02:06 PM,
#408
Masterful Modder
Posts: 4,077
Threads: 99
Joined: Sep 2006

' Wrote:Come on, every sair player and their mother drinks Rum.

This is news to me. What if they didn't have sugarcane seeds on the Hispania?

There was a sig here, once.
 
Offline Ryummel
09-11-2012, 02:14 PM,
#409
Aoi Iseijin
Posts: 2,045
Threads: 87
Joined: Aug 2009

' Wrote:GC - whatever females can do to make money, in addition to running drugs and pirating
Prysin, please [Image: emoticon-0133-wait.gif]

[Image: 9rXD1gi.png]
Offline AeternusDoleo
09-12-2012, 06:10 PM,
#410
Ex-Developer
Posts: 5,744
Threads: 149
Joined: Nov 2009

Dev update:

Some people have been asking about getting an idea on the Sirian starmap for 4.87. Here's how it currently looks:
http://www.xs4all.nl/~hendrik0/pics/Dev/Starmap-tmp.png

This example is a little rough since we use fractional positioning on the starmap now, and the application that I used to generate this screenshot doesn't support that, but it should give a fair idea of what's where. Note that there are still a ton of changes waiting to be applied.

Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.


Mostly retired Discovery member. May still visit from time to time.
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