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koonschi

Boxelware Team
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Everything posted by koonschi

  1. Patch 0.20.1 Date: December 10th, 2018 Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'. Bugfixes [uBR] Fixed missing tooltip in craft portraits [uBR] Fixed big splotches of missing textures on map [uBR] Fixed auto paying of alliance crews not working with new overview Fixed an issue with renaming alliance crafts [uBR] Fixed missing transfer of ships to alliance Old Bugfixes "These have already been released last week, they're only mentioned here for the sake of completeness." Implemented correct localization of hyperspace cooldown error message Cargo tab now uses the correct plural form Transaction strings in Smuggler's Market are now translated correctly Updated German Localization Fixed dock AI crashing when no fly state is set and flyTarget is nil Fixes error messages from remotely calling functions returning tables Fixed map commands crashing when ordering differently than over the map Fixed Trading System crashing when being from outside when it wasn't installed yet Fixed a crash in new ShipUI for ships with large amounts of cargo Fixed a crash when assigning orders to turret groups after the ship was destroyed or the sector was changed Fixed errors in buy/sell order filter fields due to bad patterns Resource shortage bulletins are now translated correctly Delivery bulletins are now translated correctly [uBR] Added check to prevent players from setting an empty craft name [uBR] Changing a block now checks the maximum allowed volume Improved handling of broken interaction between buy/sell goods ai and trading system [uBR] Fixed ships boosting away or into things [uBR] Fixed ships boosting for too long while following [uBR] Fixed several graphical errors when undoing scaling the ship in build mode Patch 0.20.1 Date: December 13th, 2018 Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'. Scripting API Added getAllies(factionIndex) function to query all allied entities of a faction Added belongsToFaction(int, id) function to quickly check if an entity of a specific id belongs to a specific faction Hotfixes Fixed several issues reported via crash reporter [uBR] TurretAI now no longer shoots down torpedoes fired at factions with neutral relation standing (allies only) [uBR] TurretAI now no longer shoots down torpedoes fired by allies, except if targeting own shipss [uBR] Fixed an issue with inviting players to groups
  2. This issue has been fixed with the latest patch, what version are you playing on?
  3. Hey everybody! Sadly we didn't manage to meet our self-imposed deadline (surprise...) but we're hard at work with the update. So we want to give you some more infos on what's happening right now, what's giving us trouble and what's done. So the update took longer than anticipated because we had to add new UI for the galaxy map, which should also be completely scriptable, since that's one of the features that's been missing from the galaxy map for a while. This UI is now in and we're working on the last polish and bug fixing for the galaxy map UI before the update can go live. This is one of the more exciting things about this update: We've decided to add trade ship commands to the galaxy map, allowing you to order your ships to buy or sell certain goods in a specific sector. These commands can be enchained with the other commands, essentially allowing you to order your ships to fly a certain trade route or to sell its wares while it's headed in a certain direction! Apart from that we're also fixing issues from the current branch which have been reported by both players and our crash reporter. Fixing those can also take lots of time and is, to us, equally important as new features. I won't be giving a specific date which we're not going to meet yet again, but I can tell you that at this time all the important features are in and we're working hard towards connecting it all together and releasing it to the beta branch as soon as we can. Stay tuned and see you soon!
  4. Mostly what Devious said, but it's not a networking development issue, we already have our own networking in place. The bigger issue is that with ie. GOG we'd have to reimplement their version of the remaining Steam API, considering friend lists, server lists, achievements, update rollouts, etc. for a second time. Right now we've got a system in place that works, and at least while we're still rolling out regular updates we're not doing so on 2 different platforms.
  5. This should already be fixed if I'm not mistaken.
  6. The verdict is, that it cannot be fixed since this is fundamentally engrained into the way computers treat floating point numbers. Some numbers simply can't be displayed in floating point numbers and at some point you WILL get rounding errors, and there is nothing that we can do about it, except for going minecraft-style voxel grid, which is out of the question.
  7. System Upgrades Update now live! 0.19.1 Date: October 16th, 2018 System Upgrades Update now live! Hey everybody, I'm excited to announce that the System Upgrades Update is now live on the default branch after performing well on the beta branch! Ancient Gates We've added a second system of gates to the game: Ancient gates that are a lot bigger and go a lot further than the current existing gate system. These gates are meant for easier and farther fast-traveling and will also support transportation of bigger ships, but you'll need to find a key to activate them. Permanent Installation of Upgrades Upgrades can now be installed 'permanently' for additional bonuses on ships. Most upgrades give a +50% boost in stats when installed permanently. In order to remove permanently installed upgrades you have to either destroy them or remove them safely next to an Equipment Dock. Reworked Xsotan Artifacts We reworked the way the Xsotan Artifacts work in order to give them some more character (and to be completely honest: Them giving +unspecified turrest was just an oversight that we left in there). Each upgrade will give a boost resembling the boss or quest that dropped it, so for example the AI artifact will give you AIs and you won't need any more gunners and pilots. Check out the full patch notes here: https://steamcommunity.com/gid/103582791456780049/announcements/detail/1692681328248706470 https://steamcommunity.com/gid/103582791456780049/announcements/detail/3026873541070707815
  8. Ny and Martin had to quit because they have to focus on their studies (they are both students) and don't have the time to work here any more. We're currently 2 ppl short and haven't been able to find matching replacements so far. So now we're down to one community lady, cepheni, who has been mostly dealing with mails, bugreports and crash reports so far. Devious: While I understand where you're coming from, I'd ask you to watch your tone, alright? Instead of just calling us lazy, insinuating that we don't give a fuck, only make excuses and "don't have the guts to claim a discord" etc. you could provide us with concrete examples of what you'd like to change. You're welcome to either post here in the forum, write me on discord or send me a mail (but please talk to me like a normal human being, I'm doing the same). TBH I haven't been in the forum much because I've got tons of different things to do and sometimes I'd like to sleep as well. If you want to help, you're very welcome to do so. Just send me a message and we can get to talking. Considering the forum and our interactions: I know that it's been silent from us in the forum, and all I can tell you is that we know that it's not good and it's on our radar. Improvements incoming.
  9. They are! Update after the Upgrades Update.
  10. Okay, so first off: It's now 11:52 pm local time when I'm starting typing this. I'm not at the office, I'm at home, and I should be in bed. I saw this on twitter in a mention to me and I'm replying at this late time because this kind of topic bugs me. A lot. I will now give you some insights, and I'm hoping to be able to link to this topic whenever this issue pops up again. So first off: I've tried doing bi-weekly, (everything lower is just insane), or at least fairly regular updates, in the past. It didn't work out. For a multitude of reasons. And I've stated this a lot of times in the past already, and also at conventions while just talking to people. There is a very, very harsh reality about this. Reason #1: So the first reason why we (or I) are not doing regular updates on what we're working on RIGHT NOW is simply: A lot of this stuff is experimental and/or may take way longer to implement than we originally thought. Also, plans shift. New ideas come around, priorities change. We're getting people's hopes up, and in the end the feature might not even be in the game. Or might get delayed. Or we find another option. Or something else gets priority because we realize that people actually want something else. Or we realize that the feature would break the game. And so on. But then we got people's hopes up, and disappointment ensues. Sometimes we're simply working on entirely different things, in order to code as efficient as possible we have to be able to work without interfering with one another, meaning that sometimes we're working on 3 different features that will be released in 3 different updates. And don't underestimate the amount of time bugfixing can take. Sometimes it's taken me up to 3 days to fix ONE crash. Reason #2: Large amounts of people, I'd say even about 90% of the community, of the people playing this game don't realize these updates exist or simply don't care. We can see the amounts of views these kinds of updates get. It's quite the small amount compared to how many people play each day. (If you can prove me wrong about this one, I'd gladly see it, because this is one of the main reasons we're not doing this). Reason #3: Whatever we say about the game's development, has to be correct. People have taken us by our word so many times in the past and called us out on announcements. When we cancel something we previously announced, we can't expect everybody to always follow as closely as you, dear reader, might do. So whenever we announce something, we have to make sure we want it, and that it will be in the game. Because if it isn't, there will be people saying "but back then [link] you said that you'd do this!". Reason #4: Typing these updates take time. For the reasons stated above, these kinds of updates always take us a lot of time to type, even more so when we translate them into different languages. What I say has to be what I mean, and it has to be correct. It takes time to make screenshots that don't look shitty and that show everything we want to show. As a small feature, I will tell you at the end of the post what time it is when I'm done typing. Keep in mind that these are things that I've been thinking of a lot in the past, so luckily I can just type it out. Reason #5: Not really a reason not to post updates, but something people might not understand: It's not as easy as "just hire more people". As you stated above, they have to be present at the office. I want to get to know them. I have to talk to them. I have to trust them. I have to pay them. What do I do if it doesn't work out? It's not really morally okay to just lay them off, because lol, we hired too many and ran out of money. Especially if they moved here just for the job; once you hire people you have a certain responsibility towards them, and everyone who thinks otherwise is simply a shitty employer. Those new people, once I found them, hired them, have to learn to find their way inside the project, this requires documentation, lots of it, and talking to people. Which takes time. Doubling the amount of people who work on something will not simply half its development time, that's just not how it works. And then there's the litte things, like we're getting a surprising amount of negativity from some people who (as stated above) got their hopes up, or didn't get that one feature that they wanted. Or people calling us lazy for not adding the feature they wanted. Or calling us lazy because we don't work on the game 80 hours a week. Or people don't realize that a feature won't be in the game as mentioned in a dev update and negativity ensues. And it's easy to say "those people don't matter, don't listen to them!". But in the end, they're part of the community, and yes, in the end, they also do matter. But getting this kind of negativity regularly IS discouraging. It won't make us stop developing the game, and sometimes a reality check is important. But nevertheless, it is discouraging, and we want to stay motivated, because otherwise the game will cease to exist. As a side note: I'm sorry, but making this game open-source is really, really not an option. The game doesn't contain micro-transactions and it doesn't require a fee to play. I'm a little surprised I even have to say this. I want you to know that I, personally, have been working on Avorion for six years now. It's been part-time & hobby style the first 4 years, and I've been just messing around because it was a hobby. Back in the day it was never being developed on a professional level, like now. It's dev-speed has never been higher than today. But even if we don't post regular updates, you should know that we ARE working on the game, and that we do care about the game! Just like you, I don't want this to be another dead Early Access game, and it won't be, I promise to you with all my heart. But I'm also asking you to please give us some space, because we're just people, too. I'm a real person typing this, and I'm also reading nearly everything you send me. But I just don't have the time to answer, and I hope you understand. I'm sorry if this comes across as a somewhat negative post, but I'm tired and there are some harsh realities (that I also had to learn) in game development. It's now 1:02 am, posting this took over an hour, I'm tired and I want to go to bed.
  11. Patch 0.19.1 Date: October 2nd, 2018 Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'. Gameplay Added hints to research satellites on how to beat the M.A.D. science lab UI Implemented better highlighting of crew transports Targeter no longer auto-selects when mouse cursor is over a window Scripting API renderEntityArrow function can now specify how far from center of the screen the arrow should be Entity():getNum[un]armedTurrets() now returns 0 when no turrets component was found Implemented fast-determining of sector content Passing nil to a string parameter in a c++ function now results in a string with "nil" in it (instead of an exception) Misc Improved debug output in case of crashes Minor translation improvements Improved checks for online servers in server browser window Bugfixes [uBR] Fixed Overheat and Burst Fire being put twice into tooltip description box [uBR] Fixed sector reach multiplication instead of addition in hyperspace upgrade Fixed an issue in research station when synchronizing server and client is slow Fixed a crash in a script when a ship that doesn't belong to a faction is told to jump Fixed a server-sided crash in mine/station founder scripts Fixed several potential crashes in multiple scripts Fixed a crash in shipyard.lua when no style with the specific name was found Fixed a crash in font renderering engine Fixed an issue where auto-turrets weren't shooting enemies Fixed an issue with gate-maps where start sectors wouldn't have gates [uBR] Fixed an issue that allowed duplication of upgrades [uBR] Fixed an issue where delivery mission with faulty loaded location data would crash [uBR] Fixed an issue in crew transfer window when entering non-numbers
  12. Patch 0.19.0 Date: September 19th, 2018 Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'. Gameplay "We added a second gate-system for better fast-travel, that also allows gate travel of larger ships. Upgrades can now be installed permanently for improved stats. Most upgrades get a stats-bonus of about 50% for permanent installation." Added a new ancient gate system for easier fast-travel Ancient Gates have to be activated before they can be used Ancient Gates are a lot bigger and can lead a lot farther than normal ones [*]Upgrades can now be installed 'permanently' for additional bonuses They can only be removed safely near Equipment Docks (3km distance) Upgrades are now displayed with a little anchor when they're permanently installed They can still be removed anywhere else by destroying them [*]Color of entire ship can now be changed in building mode [*]Shot color can now be set for turret designs [*]Salvaging and Mining AI sends a message if there is nothing to mine or salvage in the sector Balancing Increased upscaling of Xsotan damage in the center from up to 600% to up to 800% Xsotan Artifacts "We reworked the Xsotan artifacts to give them a more meaningful way of how they work." Swoks Upgrade gives +10 military turrets Researched teleporter key gives +8 arbitrary turrets Teleporter key by the merchant gives +10 unarmed turret slots Energy Lab upgrade gives massive energy boosts Smuggler Upgrade gives massive hyperspace boosts AI upgrade makes turrets and fighters no longer require gunners, miners or pilots Upgrade dropped by the four gives bonuses to nearly everything Haati upgrade is now an activation key for ancient gates Xsotan teleporter key upgrades are now considered unique and each one can only be installed once in the same craft Xsotan upgrades DON'T have to be installed permanently to work with the teleporter! UI Renamed (Un)armed turrets in upgrades to (Un)armed turret slots Reduced "tackiness" of frames in UI grid selections Clients are now notified internally when an alliance is disbanded IPs for public test server(s) are now downloaded and saved locally to keep them up to date Cleaned up code for window for joining via IP Blueprints for fighters can now be removed from Hangar Tab Color can now be changed in whole ship modification window Added loading screen tips for shields Scripting API Added ShadingType enum for block shading types Added getting entities by script to ClientSector Added missing TurretBases enum to ScriptComponentTypes Added PlanMesh component Added ReadOnlyTooltip, ReadOnlyScriptUI, ReadOnlyIcon and ReadOnlyPlanMesh to client script API Extended ShipSystem to support permanent installation features Bugfixes "Bugfixes marked with [uBR] are bug reports that we received from users. Thanks for reporting everyone and keep up the good work!" [uBR] Fixed securing values resetting all script values to nil when another script crashes the VM Fixed a crash when flying through gate while having it selected Fixed a performance issue when loading data from disk [uBR] Fixed an issue where dragging fighter blueprints lead to squad fighters being deleted [uBR] Fixed an issue where switch to sector wouldn't place players into their alliance ships [uBR] Fixed an issue where players would start out with mining lasers that would consume massive amounts of energy [uBR] Fixed an issue where Xsotan Fighters were depicted as neutral even though they were already attacking [uBR] Fixed an issue where Xsotan Fighters weren't attacked by PDCs [uBR] Fixed an issue with the calculation of DPS for overheating weapons
  13. Combat Update pt. II (Patch 0.18.3) Date: September 18th, 2018 Turret Building now live on the stable branch Great news! The combat update part II is now live on the default branch! With this update we're introducing the new Turret Building Mode, which allows you to build your own turret designs. Turret designs will be purely aesthetic, for balancing & time reasons. You can now use turret bases to build a turret design for your ship. Those turret designs can be saved & shared on the Steam Workshop just like normal ship designs. Coaxial Weapons Coaxial weapons now found their way into Avorion! Weapons that require 5 or more slots will now be considered coaxial weaponry. Those only look in a single direction and cannot turn. They also deal 3 times the damage of their 5-Slot equivalent non-coaxial turret counterpart. Collision Damage Rework Collision damage got a revamp in this update: Instead of applying all inflicted damage to blocks AND main HP, collision damage now spreads through the ship, and only damages main HP as much as it would damage blocks. So when you just slightly graze an asteroid you're ship won't blow up immediately any more. Different kinds of blocks also absorb a portion of their HP in collision damage, for example armor. A block with 100 hp will negate 75 hp of collision damage, so armor will be perfect against collision damage. Bugfixes and Polishing We also fixed tons and tons of bugs & crashes in this update. Thanks to everybody who reported issues! There were also several adjustments to balancing and some polishing, which you can all find in the patchnotes of the previous releases: https://steamcommunity.com/games/445220/announcements/detail/2903022560804049921 https://steamcommunity.com/games/445220/announcements/detail/1719697765426291679 https://steamcommunity.com/games/445220/announcements/detail/1669031722144373557 https://steamcommunity.com/games/445220/announcements/detail/1687044219320034671 Have Fun!
  14. You're welcome! The issue should be fixed now on live anyways.
  15. Found the issue, you most likely don't have middle mouse button assigned to select objects? Set it back to mouse left, middle or right to fix the issue until we release the hotfix.
  16. The flyToLocation order is a very low-level API function that you have to call every frame.
  17. Please post more details about how you're trying to use this function.
  18. Patch 0.18.3 Date: September 12th, 2018 Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors. This is how you get access to the beta branch (USE AT YOUR OWN RISK): Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'beta'. Gameplay Reworked upscaling of Xsotan dmg, now linear and no longer dependent on player ships Improved Valuables Detector-upgrade (shows an icon on the top of the screen when things were detected) UI Keybindings are now visible in fighter control tooltips Added Icons for Saved Designs Window Added a button to browse Steam Workshop Added suggestions for tags when uploading to steam workshop Added checks for mismatched or missing tags Implemented weak auto-selection of objects under cursor No matter what you selected, you can always see the HP of the ship you're hovering the mouse over When you don't have anything else selected, you can interact and see infos about the object you're hovering the mouse over [*]Collision Damage Reduction is displayed in block tooltip on the bottom right [*]Added a checkbox for highlighting placed turrets on craft [*]Improved error message for not being able to repair (due to damage) while paused [*]Fixed FighterFactory not showing plans correctly [*]Player can't select his own ship any more while in mouse-steering mode with mouse hidden Misc Added debug-logging for moving entities between sectors Added debug output to find errors in repairdock Scripting API Added missing Entity():setToFlyToLocation to lua api Added HighResolutionTimer class for microsecond accuracy Added spawning of select system upgrades to entitydbg.lua Added a "onShipChanged" client callback for ship change Added a few script API clarifications Added SavedDesignsSelection class Added several DesignSelectionItems classes Added type getters to DesignSelectionItems Bugfixes "As usual, User Bug Reports are marked with [uBR]! Thanks to the community for reporting and keep it up!" Fixed several potential crashes in TurretAI Fixed a crash when a TCP connection starts receiving before its communicator is initialized Fixed a few crashes when a UDP connection starts receiving before its receivers are done with their constructors Fixed crashes in Intersection when objects without plans are intersected Fixed crash in Multiline TextBox when Ctrl-V from SDL2 fails Fixed crash in Normal TextBox when Ctrl-V from SDL2 fails [uBR] Fixed turrets not appearing for updates in Workshop Window [uBR] Fixed pirates not having crew, which slowed them down a lot [uBR] Fixed an issue where normal turrets weren't removed when switching to a coaxial design and vice versa [uBR] Fixed Ship Problems UI not updating when minimum crew of ship changes [uBR] Fixed turret deactivation not respecting amount of turret slots [uBR] Fixed damage numbers showing behind camera [uBR] Fixed various menus, icons and scripts not registering when swapping ship systems [uBR] Fixed priority ui element handling with scrolling [uBR] Fixed ComboBox not being scrollable when placed in ScrollFrame [uBR] Fixed Block Size Window now allowing commas [uBR] Fixed broken cargo, hangar & torpedo space calculation This can, in theory, lead to some vessels losing cargo, hangar & torpedo space because we had bugs that added too much cargo space! [*][uBR] Fixed a glitch that allowed people to hire endless captains [*][uBR] Reverted placing players next to their ally's home sector, since that lead to various other errors Hotfixes 2018-09-12 "Some fixes that will be going live during September 12th." [uBR] Fixed turrets that use up multiple kinds of slots not being able to fire [uBR] Fixed controls not being able to be unbound with Escape key [uBR] Fixed player ship being auto-selected when it shouldn't be [uBR] Fixed player ship not being selectable when it should be Hotfixes 2018-09-14 "Some fixes that will be going live during September 14th." [uBR] Improved parts of German localization [uBR] Fixed some crashes in valuables detector upgrade Fixed crashes when registering boss health or ship problems while scene deconstructs [uBR] Fixed switching sectors triggering messages for destruction [uBR] Fixed blueprints not being able to be removed from Hangar Tab [uBR] Fixed switch to sector not placing players into their alliance ships [uBR] Fixed a crash when select-button was put onto another button than middle, left or right mouse
  19. Please post exact steps to reproduce this problem and make sure it only happens in vanilla (no mods).
  20. Can you tell me what the names of the games are where uploading works for you?
  21. Not sure what causes the error. Error code 2 means "generic failure". That's the error Avorion receives from Steam.
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