• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery Development Discovery Developers Forum
« Previous 1 2 3 4 5
A dev's log.

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Pages (84): « Previous 1 … 27 28 29 30 31 … 84 Next »
Thread Closed 
A dev's log.
Offline Knjaz
05-20-2012, 08:07 PM,
#281
Member
Posts: 1,648
Threads: 80
Joined: Dec 2010

' Wrote:Indeed more OP not killable with less then 5 ships GS for everyone. Not only for BHG. We all would fly GSs.

All you need to kill a BNose, is a turretboat. Any will do.
Offline narchlojentak
05-26-2012, 01:39 PM,
#282
Member
Posts: 77
Threads: 9
Joined: Oct 2011

' Wrote:Also, small note to bargekeepers since I keep seeing threads of selling them for billions... Come the next update the countermeasure slot will be axed on it. Cloaking barges are a no-go. So if the idea is to do a long, slow trading haul while you're happily chewing through some fuel in that humongous hold of yours, might want to reconsider... It's considered an unintended exploit.


Well, CM slot is useless anyway after cruise speed was nerfed to 90. People don´t even need to CD barges because they can follow and pew them just with basic impulse speed (80) and occasional use of thrusters...
Offline Snak6
05-26-2012, 01:41 PM,
#283
Banned
Posts: 405
Threads: 15
Joined: May 2012

' Wrote:Well, CM slot is useless anyway after cruise speed was nerfed to 90. People don´t even need to CD barges because they can follow and pew them just with basic impulse speed (80) and occasional use of thrusters...
Read again.

Cloaking Device on Barge is exploit developers have not forseen.
Cloaking Device is put on CM slot.

User was banned for: http://discoverygc.com/forums/showthread.php?tid=138232
Time left: (Permanent)
Offline narchlojentak
05-26-2012, 02:01 PM,
#284
Member
Posts: 77
Threads: 9
Joined: Oct 2011

I just wanted to point that CM slot could be removed just after speed nerf, because CM is useless on barge from that time. If devs did that in that time (so I think in update 2?), no cloaked barges could be seen.
Offline AeternusDoleo
08-03-2012, 03:22 PM,
#285
Ex-Developer
Posts: 5,744
Threads: 149
Joined: Nov 2009

Well... been a while since I updated this. Took a break, but I'm back devving now. Having experienced the lag ingame, I've done some checking: Turns out an earlier version of the application we used to make the 4.86 hitboxes had a glitch in it. That, and I might not have used it correctly to begin with (not including certain HPIDs in the SUR is reported to result in intermittent crashes, although I've never been able to reproduce this). I've also read that a bad weapon SUR could cause the kinds of lag we're experiencing.

So I'm again redoing every ship and equipment SUR that isn't a vanilla one. I'll also need to redo several solars, but those aren't the big issue. I am using the opportunity to further optimize them - making a SUR true to skin, in many cases, just isn't needed and the skins can be much tighter if you group some complex shapes together and just wrap a convex shape around it. This reduces the amount of polys in the skin file, and that in turn will hopefully reduce the amount of calculations that the server needs to do.

At the same time I'm hoping our balance folk will try and reduce the firing rate of projectiles with a long lifetime (IE slow, but high range projectiles, such as battleship and cruiser weapons). If projectile calculations are a factor, then having fewer of these buzzing around should alleviate the lag issue. These are all just assumptions though - we have no way to accurately determine where lag is coming from, we can't look into the FL process and see what's eating most of the CPU time. I can only go on what I see ingame: Groups of >15 people fighting in the same system seems a lag inducer.

ETA on this is several days. Not sure if I can convince Cannon to do another 4.86 patch for this, but as with all the lag problems, they can only be checked for in the live environment.

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 Ursus
08-03-2012, 03:33 PM,
#286
Member
Posts: 3,853
Threads: 249
Joined: Oct 2011

thanks AD

Discovery 24/7 Negotiating Tactics:

[Image: smuggler-threat-0-1.jpg]
Offline Govedo13
08-04-2012, 09:28 AM,
#287
Member
Posts: 4,663
Threads: 97
Joined: Jul 2009

Well thank you- really nice that you are de willing to fix the lag.
My proposition would be to reduce the number of battleship secondary turrets by half at least, you could also reduce the primaries to 2.

€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 sampankaj001
08-04-2012, 03:34 PM,
#288
Member
Posts: 298
Threads: 22
Joined: Feb 2009

' Wrote:So I'm again redoing every ship and equipment SUR that isn't a vanilla one. I'll also need to redo several solars, but those aren't the big issue. I am using the opportunity to further optimize them - making a SUR true to skin, in many cases, just isn't needed and the skins can be much tighter if you group some complex shapes together and just wrap a convex shape around it. This reduces the amount of polys in the skin file, and that in turn will hopefully reduce the amount of calculations that the server needs to do.


If I got some spare time.....I'll surely try to help you in redoing SUR's...


Thanks...

[Image: signature2b.png]
 
Offline Swallow
08-04-2012, 06:55 PM,
#289
Member
Posts: 4,493
Threads: 213
Joined: Jun 2010

I wish I could help with hitboxes as well, but unfortunately all my attempts with sur splicing failed so far.
Though I did all word-by-word as it was said in tutorial.
Also, AD, are you the one who manage ship models? Or .sur's only?

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 sampankaj001
08-04-2012, 07:13 PM,
#290
Member
Posts: 298
Threads: 22
Joined: Feb 2009

' Wrote:I wish I could help with hitboxes as well, but unfortunately all my attempts with sur splicing failed so far.
Though I did all word-by-word as it was said in tutorial.
Also, AD, are you the one who manage ship models? Or .sur's only?


I'm using the one I found on Starport.....(hope I could dig it out)

[Image: signature2b.png]
 
Pages (84): « Previous 1 … 27 28 29 30 31 … 84 Next »
Thread Closed 


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2025 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode