RC1

New releases and announcements from George and the staff.
george moromisato
Developer
Developer
Posts: 2997
Joined: Thu Jul 24, 2003 9:53 pm
Contact:

I think the problem with slow gating has to do with all the "invalid painter creator" errors.

There is a bug when loading an old system in which the game tries (and fails) to find a null painter object for every object in the system. All the searching and error logging takes time. It's fixed in RC2.
User avatar
Aury
Fleet Admiral
Fleet Admiral
Posts: 5445
Joined: Tue Feb 05, 2008 1:10 am
Location: At the VSS Shipyards in the frontier, designing new ships.

:) Ok!
Thanks!
(shpOrder gPlayership 'barrelRoll)

<New tutorials, modding resources, and official extension stuff coming to this space soon!>
BloodEagle
Anarchist
Anarchist
Posts: 21
Joined: Wed Aug 06, 2008 7:27 pm

Korolov shipping still bans you from escorting if you defeat the uber-charon ship. I was under the impression that this would change. Is it a bug?
"Ignorance is the greatest weapon of tyranny, and old wounds open all too easily."
User avatar
Aury
Fleet Admiral
Fleet Admiral
Posts: 5445
Joined: Tue Feb 05, 2008 1:10 am
Location: At the VSS Shipyards in the frontier, designing new ships.

BloodEagle wrote:Korolov shipping still bans you from escorting if you defeat the uber-charon ship. I was under the impression that this would change. Is it a bug?
You automatically become a 'legend' and they don't allow people of legendary status to escort ships, and thus it is intended.\

If you are recieving a 'nobody wants to be escorted by you' message, than you've got a bug.
(shpOrder gPlayership 'barrelRoll)

<New tutorials, modding resources, and official extension stuff coming to this space soon!>
User avatar
Psycholis
Militia Commander
Militia Commander
Posts: 298
Joined: Sun Mar 05, 2006 8:23 pm
Location: Missouri

not necessarily a bug but an annoyance.. a stray shot hit the research ringers in heretic and apparently was the killing shot.. now i've been banned by the ringers... i dunno if it's meant to be unsaveable but i'm not a good enough shot to kill the iocrym and save the ringers.. will try again.

edit: wow. what an ending battle.. even with debug stuff (dark matter plate/plasma sword) that was epic.. kinda wish i found some other goodies with the missions but great stuff.
User avatar
Song
Fleet Admiral
Fleet Admiral
Posts: 2807
Joined: Mon Aug 17, 2009 4:27 am

george moromisato wrote:I think the problem with slow gating has to do with all the "invalid painter creator" errors.

There is a bug when loading an old system in which the game tries (and fails) to find a null painter object for every object in the system. All the searching and error logging takes time. It's fixed in RC2.

This would make sense. I have noticed that gating into a NEW system doesn't lag that badly. Gating BACK however can take 40 seconds.
Mischievous local moderator. She/Her pronouns.
User avatar
Aury
Fleet Admiral
Fleet Admiral
Posts: 5445
Joined: Tue Feb 05, 2008 1:10 am
Location: At the VSS Shipyards in the frontier, designing new ships.

I have confirmed that gating/loading into a generated system generates those invalid painter errors... a whole lot of them: my debug log is .5MB! (and I havn't played much)
(shpOrder gPlayership 'barrelRoll)

<New tutorials, modding resources, and official extension stuff coming to this space soon!>
User avatar
Atarlost
Fleet Admiral
Fleet Admiral
Posts: 2391
Joined: Tue Aug 26, 2008 12:02 am

I've got to say I don't like the way shields arer coded now. It's not clear what regen is or how the regeneration of new shields compares to the regeneration of shields coded in the old style (like the Lazarus) I see no reason for the more flexable style to have been abandoned.
User avatar
Song
Fleet Admiral
Fleet Admiral
Posts: 2807
Joined: Mon Aug 17, 2009 4:27 am

Wolfy wrote:I have confirmed that gating/loading into a generated system generates those invalid painter errors... a whole lot of them: my debug log is .5MB! (and I havn't played much)
Mine's 1.08MB :D

And it is REALLY hard to understand shield and armor stats......it's hard to know if something is immune, resistant, or vulnerable....
Mischievous local moderator. She/Her pronouns.
User avatar
Atarlost
Fleet Admiral
Fleet Admiral
Posts: 2391
Joined: Tue Aug 26, 2008 12:02 am

True. You can tell what the real number are, but you can no longer tell what's normal since they aren't compared to the baseline anymore. Before you could pretty well tell what was good and what was bad, but not so much anymore.

I think a detailed description in a seperate dockscreen would be the proper place to display the actual numerical data along with a more detailed version of the fluff.
User avatar
SparcMan
Militia Lieutenant
Militia Lieutenant
Posts: 194
Joined: Tue Mar 07, 2006 3:17 am

I kinda like the new system showing damage types for weapons, shields and armor, I'd just like to see a key somewhere on the screen so I know which icon is what type.
User avatar
digdug
Fleet Admiral
Fleet Admiral
Posts: 2620
Joined: Mon Oct 29, 2007 9:23 pm
Location: Decoding hieroglyphics on Tan-Ru-Dorem

True. You can tell what the real number are, but you can no longer tell what's normal since they aren't compared to the baseline anymore. Before you could pretty well tell what was good and what was bad, but not so much anymore.
True, so my suggestion is: what if the numerical hp values have different colors depending on the enhancement ?
Blue colored for enhanced, red for penalties, white (normal) for no enhancement. This would help a lot, helping people spot quickly resistances and vulnerabilities, and will keep the new visualization style at the same time.

(Also, it would be nice if the cute little icons would keep always the same order.)
Last edited by digdug on Fri Oct 30, 2009 9:45 am, edited 1 time in total.
User avatar
Aury
Fleet Admiral
Fleet Admiral
Posts: 5445
Joined: Tue Feb 05, 2008 1:10 am
Location: At the VSS Shipyards in the frontier, designing new ships.

quick question: what /is/ the new max secondary weapon limit?
I know it's a whole lot higher! ^^ (the ark has 12...)
(shpOrder gPlayership 'barrelRoll)

<New tutorials, modding resources, and official extension stuff coming to this space soon!>
Czert
Militia Lieutenant
Militia Lieutenant
Posts: 164
Joined: Tue Mar 14, 2006 5:21 pm
Location: Milky way galaxy, third rock from sun

Any link for RC2 ? And it is posible to add RC2 to official download screen, together with 0.99c ?
My English, may be poor, but better than yours Czechs.

Do you chalenge me ? But be nice :-)) http://czert1938.mybrute.com
User avatar
Aury
Fleet Admiral
Fleet Admiral
Posts: 5445
Joined: Tue Feb 05, 2008 1:10 am
Location: At the VSS Shipyards in the frontier, designing new ships.

Czert wrote:Any link for RC2 ? And it is posible to add RC2 to official download screen, together with 0.99c ?
RC2 isn't released yet, as far as I know.
(shpOrder gPlayership 'barrelRoll)

<New tutorials, modding resources, and official extension stuff coming to this space soon!>
Post Reply