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A dev's log.

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A dev's log.
Offline AeternusDoleo
12-06-2012, 11:38 PM,
#551
Ex-Developer
Posts: 5,744
Threads: 149
Joined: Nov 2009

Dev update:
- Work progressing on the station/component models. Noticed many of them have seperate MAT files with the same textures as a general MAT - if that's the case I'm correcting the references and dropping the custom MAT. That should cut some time in loading and prevent graphics stuttering when the game wants to load textures for a model it doesn't have in memory.
- Found and fixed several model bugs, mostly related to the new Zoner and Gallic station components introduced in 4.85.
- Fixed the playerbase hitboxes. Wasn't as big a task as I feared it would be. Base sieging should be significantly less lag inducing with those new hitboxes.

I hit one snag though. A couple of huge models, prolly by Lohr before he poofed, can't be edited by me since the tool I use can't handle them. They look allright so far though. Ginormous, but okay.

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 pitockm
12-07-2012, 01:01 AM, (This post was last modified: 12-07-2012, 01:01 AM by pitockm.)
#552
Member
Posts: 471
Threads: 23
Joined: Dec 2011

MEGA THANKS!

why you so Awesome?!

"He Yells at people, WE GOT THE LAG! "
Offline eigos
12-07-2012, 10:52 AM,
#553
3D Artificer (Ex-Gold)
Posts: 647
Threads: 54
Joined: Jan 2012

cap death fireworks lag like hell and are taking a long time before exploding... I liked the fast and clean POOF we had in 4.84

Special promotion on cloaks. Made In Donesia.
[Image: cloak_price.png]
*We claim no responsibility for any kind of damage or sudden explosion that might occur from proper use of this product.
Offline AeternusDoleo
12-07-2012, 11:46 AM,
#554
Ex-Developer
Posts: 5,744
Threads: 149
Joined: Nov 2009

Only the final death explosion is different. If more people have issues I can take a look at the particle count of the new explosions somewhere in beta. But please retest once the public beta is out, there's some graphics performance increase measures already taken.

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 Jack_Henderson
12-07-2012, 01:58 PM,
#555
Independent Miners Guild
Posts: 6,103
Threads: 391
Joined: Nov 2010

AD, the long explosion animation leads to lag (at least on my system).

But more important: It also leads to weird phenomenon like docking while in the explosion animation. Why is that bad? Equipment loss leads to rage on the one side, or successful evasion without it leads to rage on the other side. Taunting is the norm ("I docked, you loser", "Ye, have fun buying stuff again", "didn't lose any", bllaaaah).

In both cases it's making blood boil and this game is better when this doesn't happen.

So a clean "Poof" on death would not be bad, I think.

+ IMG| DISCORD: https://discord.gg/TWrGWjp
+ IMG| IS RECRUITING: Click to find out more!
Offline Anaximander
12-07-2012, 02:07 PM,
#556
Member
Posts: 1,261
Threads: 62
Joined: Jun 2012

i like em as they are. i never had any lag regarding the explosions (and I am a semi-conn-capwhore so I see them quite often) and I never attempted to dock my exploding ship either and have a hard time figuring out why someone would do that.
Offline Swallow
12-07-2012, 03:40 PM,
#557
Member
Posts: 4,493
Threads: 213
Joined: Jun 2010

(12-07-2012, 11:46 AM)AeternusDoleo Wrote: Only the final death explosion is different. If more people have issues I can take a look at the particle count of the new explosions somewhere in beta. But please retest once the public beta is out, there's some graphics performance increase measures already taken.

Please, please, please.
I my intel atom and nVidia ion will be so much grateful to you.
Because of the explosion effect I am forced to use minimal level of effects, that is why I am unable to see everything else...

FL MOD(EL)MAKING: TOOLS, RESOURCES, TUTORIALS AND MY SHIPS (OLD)

I am on discord: Roal-Yr#5994, I don't log on forum more than a few times a year.

I am not making ships for FL anymore, I am making my own space game instead:
https://github.com/roalyr/GDTLancer
https://roal-yr.itch.io/gdtlancer
https://youtube.com/playlist?list=PL5HQB...cdH45LZgjj
Offline Ursus
12-07-2012, 04:21 PM,
#558
Member
Posts: 3,853
Threads: 249
Joined: Oct 2011

the BS sequence is too long, the rest are fine. actually some of the liners are missing fuses altogether and just go poof, and that is very annoying

Discovery 24/7 Negotiating Tactics:

[Image: smuggler-threat-0-1.jpg]
Offline AeternusDoleo
12-07-2012, 04:28 PM,
#559
Ex-Developer
Posts: 5,744
Threads: 149
Joined: Nov 2009

It helps, when pointing out these things, to do it in the bugs forum and state the exact ship that has the issue. It's not that hard to tie a cruiser death script to a liner.

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 Gentlefood
12-08-2012, 02:37 AM,
#560
Member
Posts: 511
Threads: 21
Joined: Nov 2011

(12-07-2012, 04:28 PM)AeternusDoleo Wrote: It helps, when pointing out these things, to do it in the bugs forum and state the exact ship that has the issue. It's not that hard to tie a cruiser death script to a liner.

Considering the rather large size of the liner you could probably just link the Lib Dread death script.
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