
| Server
Crash |
Fixed
a bug that caused a lot of servers to crash last night. |
| Orientation
In
Space
Bug |
Fixed
a
bug
that
caused
your body to be rotated/oriented with feet toward the
planet when EVA in orbit. This was confusing when exiting a spacecraft
in orbit. Your body is not supposed to orient to anything when EVA. |
| Wormhole
Travel |
Fixed
some
errors
with
navigator
AI when traveling to a system via wormholes.
Navigator no longer wants to park the ship next to the sun when you
emerge from the final wormhole. |
| Direct
Travel |
A
related
bug
caused
the
navigator to continuously reposition the
destination waypoint near the sun when traveling direct to a solar
system. |
| Stairs
Broken
in
Ship
Tactical
View |
Top-down
view
aboard
a
ship
was not displaying stairs correctly. They were
appearing as a large icon instead. Fixed. |
| Road
Bugs
at
180
E/W
Seam |
Fixed
bugs
with
roads
wrapping
around the globe in the wrong direction,
particularly when the road segment straddled the 180 degree E/W seam.
This error appeared on the map on the Locator window and it also
appeared in the globe surface texture as seen from orbit. |
| Pirates
Call
Too
Far
Away |
Pirates
no
longer
call
out
until they are within sensor range or visual range
(about 32km) of the target ship. |
| Mounted
Troop
Mounts
Turret |
Mounted
a
troop.
Troop
went
to a turret and entered it. I was still mounted.
Fixed. AI will no longer go to stations when mounted. |
| Load
Building
Design
Takes
a
Long Time |
Loading
a
building
design
from
a file while in the on-line designer was
reported to take a long time, 5 to 10 minutes. I made some changes to
the way building and spacecraft designs are sent to the server. Try
again after you get the client updates. |
| Cannot
Change
Building
Material
in
Designer |
Building
material
changes
were
not
working in the on-line design studio. Fixed. |
| Building
Collisions
Incorrect
When
Material
Changed in Designer |
Fixed.
Building
path
data
now
updates as a result of material changes in
design studio. |
| Building
Collisions
Incorrect
When
Building
Constructed |
Fixed.
Building
path
data
now
updates properly when a building story is
completed. |
| Building
Path
Cache |
Building
path
cache
had
a
bug that caused it to select the wrong path data
sometimes, resulting in collisions where no building stories were
constructed, or conversely, no collisions where buildings stories had
been constructed. |
| Server
Startup
Bug |
Finally
fixed
a
bug that caused a scene server to sometimes start up, check in
with its manager server, then quietly shut down. I say finally because this elusive bit of
behavior has been around for a long time; finally trapped it in a
debugger. |
| Crew
Won't
Land |
Fixed
a
bug
that
caused
crew
to fail to land on a planet when given the "Land
on Planet" order. The symptom was them simply circling in place in
orbit, instead of heading down to the surface. |
| "Land
on
Planet"
Lag |
The
"Land
on
Planet"
order
was
causing considerable lag on certain worlds.
That should not be a problem now. |
| Shore
Buildings
Under
Water |
Buildings
on
the
shoreline
were
appearing
just below the water level. This was
fixed and all existing shore buildings were fixed to be slightly above
sea level. |
| Can't
Place
Items
in
Designer |
U-turn
stairs,
light
poles,
and
troop
stations
could not be placed in the
on-line designer. Off-line designer worked fine. Fixed. |
| Design
Grid
Movement
Constraint |
Design
grid
is
no
longer
constrained
to
the limits of the building or ship
design. It will now go above and below the allowed deck limits. In
building designs, the grid turns red when above or below the limits.
Previously, the grid would not go outside the limits, which prevented
removal of objects that found their way onto invalid decks. |
| Cargo
Transfer
Range
Error |
Fixed
a
bug
when
calculating
transfer
range
between spacecraft. This
prevented a ship from transferring cargo/officers to a station even
though it was inside the trade range of the station. It was also
failing to consider the transporter range of the target station. This
could have affected an officer's ability to trade with cities while
near a station. |
| Cargo
Transfer
Crash |
A
crash
was
reported
when
transferring
an
officer to a station. I could
not reproduce the crash but I did harden the code against unexpected
changes, like the officer departing the scene because the station was
far away. |
| Building
Model
Cache
Error |
Building
model
caches
were
incorrect.
They
will
regenerate themselves; you don't
need to do anything. The symptom was seen as incorrect wall shapes for
the building material in use. |
| Switch
Mail
With
Character
Switch |
The
switch
character
UI
now
has
a
checkbox to switch the current mail
recipient also. Previously, switching characters did not change the
current mail recipient. |
| Bad
Polygons
At
Railings |
Fixed
a
calculation
error
at
one
of
the vertexes of railing posts in
buidlings. This sometimes caused long spears of polygon to stick out of
buildings. |
| Compass
North
Arrow
Hard
to
Distinguish |
The
north
arrow
of
the
compass
is
now red to help distinguish it when the
letters are too small to read. |
| Render
Memory
Corruption |
Found
some
large
OpenGL
objects
that
were
not being managed correctly. They
would slowly consume more and more memory until something catastrophic
happened, such as severe graphics corruption or program crash or even
total desktop meltdown and system crash. |
| Animals
Spawn
Between
Buildings |
Animal
encounters
no
longer
occur
in
areas
with significant buildings/roads.
They will spawn where there are few buildings/roads, and where there
are none at all. |
| Guard
Tower
Size |
Guard
Tower
is
now
allowed
to
go
up to 4 stories, instead of only 2. The
building site for them is also a few meters larger. This won't make
existing towers invalid even if they now overlap something. The terrain
tessellation in the overlap area could be incorrect, however. If an
overlapping guard tower causes a problem, just delete it and rebuild it. |
| No
Antiflux
In
Rings |
Fixed
a
resource
bug
that
prevented
antiflux
from being harvested from rings
or gas giants. |
| No
Rings
Around
Any
Planets |
Fixed
a
but
that
prevented
rings
from
being generated around planets. This
was broken when the new type of planets was added. Because of this fix,
current systems that contain the new type planets will not regenerate
the same if they decay due to inactivity, even if they still don't have
any rings after that. After a system has been regenerated with the
current fix, they will regenerate consistently next time. |
| Church
Windows |
Church
windows
now
have
a
stained-glass
window
texture. |
| Spacecraft
Interior
Lighting |
Fixed
a
bug
with
the
lighting
of
spacecraft
interior
walls that caused them
to not be illuminated by your personal light or the light of vehicles.
This made spacecraft interiors frustratingly dark. |
| Stairs |
Added
stairs
to
spacecraft
designs.
There
are
still
a
number of problems with
them that I will be working out in the coming days. AI will not use stairs at present. When placing stairs in a design, use arrow keys to rotate them. I recommend open-to-below on the deck above the actual steps and landing of the stairs. If you put stairs on the top floor, you will find that you can walk up them through the ceiling to the outside, but you can't go back down them that way. This is one of those remaining problems that I mentioned. |
| Copy
Deck
Command |
Added
a
copy
deck
command
to
the
design
studio.
It enables multiple copies.
This command does not remove invalid objects when finished, to enable
further deck copying without losing important hatches. Invalid objects
will be removed at some point, at least before burning to a CD. |
| Building
Designs |
Buildings
have
received
a
lot
of
attention
in
the
past few weeks. Here is a
summary:
|
| City
Troop
Penalty |
Morale
penalty
for
bases
was
changed
to
morale
penalty
for total potential
troop contingent, which is 6 per base plus 1 per guard tower. |
| Planets
In
A
Row |
Fixed
an
orbital
positioning
calculation
that
caused
inferno
worlds
to line
up in almost the same orbital position. |

| Hangars
Broken |
Spacecraft
placed
in
hangars
could
not
be
retrieved
from
the
hanger,
didn't even
show up as being there. Fixed. The ships are ok. If you didn't delete
the building, you will be able to recover your ship now. |
| City
Ambient
Lighting |
Cities
are
now
illuminated
at
night
by
ambient
lighting
based
on
the presence
of roads and buildings. Cities on the new worlds will not be as dark
any more. |
| Snow
Off
Pavement |
Roads
and
buildings
now
remove
the
snow.
Previously
they
were
difficult
to
see on snow-covered areas, especially roads under construction. |
| Moons
on
Nav
Console |
Moons
were
not
showing
up
on
the
nav
console.
Fixed. Discovered/fixed a bug that prevented moons from being selected on the nav console when they did show up. |
| Moon
Positioning
Bug |
Fixed
a
bug
with
the
calculated
position
of
moons
and
planets. |
| Farm/Orchard
Plant
Rows
Bug |
Farm
and
orchard
plants
were
not
using
a
consistent
calculation
for
placement
so they would change position when the foliage was
regenerated. Fixed. |
| Animal
Population
Reduced |
Reduced
the
population
limit
of
animals
that
spawn
in
an
area. |
| Ships
in
Orbit
Visible |
While
on
the
ground,
you
can
now
see
ships
and
stations
in orbit. |
| Locator
Default
Width |
Default
width
of
Locator
window
is
much
wider
so
people
might
notice
the
starmap.
The previous default width was narrow and a lot of people
didn't even know a starmap was there because the splitter got
smashed all the way to the left. |
| Sensors
Too
Loud |
Sound level of sensors reduced. |
| Delete
Town
Square |
Town
square
can
now
be
deleted
like
any
other
building
as
long
as
it
is
the
last development in a city. This only applies to new worlds. Old
terrain tile worlds still cannot delete a town square; it must decay on
its own. |
| City
Decay |
Cities
are
eligible
for
decay
7
days
after
established.
This
is
not
a
change
but
the
documentation may be wrong. I've heard players say 72 hours,
which was the decay eligibility time a long time ago. This note is here
as a reminder because I refer to this page when updating the
documentation. |
| nan%
Humidity |
Fixed
a
bug
on
very
hot
worlds
where
a
numeric
overflow
when
calculating
vapor
pressure
would
produce a nan
(not a number) result. The relative humidity will not be quite right
there. |
| Transfer
Officer
To
Station |
The
cargo
transfer
interface
now
lets
you
transfer
officers/crew/cargo
between
your
ship
and
a
subsidized
station
if you are in the
chain-of-command of the station. Previously, no transfer with
subsidized stations was permitted. |
| Lantern
Too
Loud |
Sound
level
of
lantern
and
torch
reduced. |
| Breathing
Too
Loud |
Sound
level
of
breathing
sounds
reduced. |
| Warp
Speed |
Adjusted
the
warp
speed
calculation
because
the
change
in
the
last
update
left
the
low
warp
factors too slow. The new formula is exponential: speed = sqrt(warpFactor) *
10 * SpeedOfLight
The old forumla was linear:speed = warpFactor * 10 *
SpeedOfLight
Under the old formula, warp 9 was 90x the speed of light. Under the new formula warp 9 is 30x the speed of light. |
| City
On
Map |
Cities
now
show
up
on
the
planet
map
on
the
new
world
type.
They
provide
more
information than the old maps. You can actually tell where buildings
and roads are. Certain points of interest are highlighted in color:
town square, bases, airport terminals. The map cursor also identifies
the specific development under the cursor. |
| Top
Down
View
Flags
Too
Big |
In
top-down
view,
the
new
world
type
shows
the
actual
empire
flag
next
to
each
flag
point icon, which is colored to show political stance. The
size of that empire flag was reduced. It seemed too big. |
| Flag
Blinks |
Flag
blinks
in
high
wind.
Fixed.
Also
eliminated
wind
when
flag
should
be
inside
an
environment
shell, standing flag straight out like on old
style terrain tile worlds. |
| Flag
Vertices
Distorted |
Fixed
an
error
calculating
vertices
of
the
flag
vertex
array
object.
The
previous
result
distorted
the
outer vertices and stretched the end of
the flag wierdly. |
| City
From
Space |
Cities
are
now
visible
from
space
on
the
new
worlds. |
| Spawn
Station
Over
City |
The
first
station
to
spawn
on
a
new
world
type
will
now
spawn
directly
above
the
town square of the city that builds it, or close by if that
spot is blocked. Since orbit is geosyncronous on those worlds, it
should stay there. Previously, the station was placed somewhere around
the equator of the world. Placement of the second station follows the old logic. That is, the second station gets placed opposite the globe from the first station. Additional stations just look for an unblocked location. |
| Farm/Orchard
Plants |
Farms
and
orchards
now
have
appropriate
plants
on
the
new
worlds. |
| Spacecraft
Factory
Won't
Spawn |
Spacecraft
factory
and
vehicle
factory
now
look
more
thoroughly
for
a
bit
of
pavement
nearby.
There
were situations where they were failing to
locate adjacent pavement. |
| Scan
Report
Sort
Order |
Fixed
the
order
that
suns,
planets,
and
moons
are
listed
on
the
system
scan
report.
Now
suns are listed in alpha, beta, gamma order. Each sun is
followed by its planets in closest to farthest order. Each planet is
further followed by its moons in closest to farthest order. |
| Mission
Orders
Sort
Order |
Sorted
lists
of
worlds
and
suns
in
the
mission
orders
UI
the
same
as
the
scan
report. |
| Empire
Join
Password
Box |
The
box
to
enter
the
password
to
join
an
existing
empire
now
hides
the
characters
you
type into the box. |
| Mission
Orders
Unexplored
Wormholes |
Mission
orders
UI
now
considers
the
routing
through
unexplored
wormholes
that
are
in
explored
systems
when
showing wormhole destinations. |
| Construction
Cursor
Bug |
Fixed
a
bug
that
caused
the
construction
cursor
to
not
highlight
blocking
developments
until
a
valid
placement location was found. |
| Agent
Quick
Teleport |
Added
a
teleport
button
to
the
players
online
list
on
the
agent
UI. |
| Cities
Not
Decaying |
Fixed.
Cities
will
now
decay
properly.
This
bug
also
caused
cities
to
show
buildings
on
their
city
report
that did not exist due to decay. |
| Delete
Road
Crash |
Deleting
a
road
section
from
a
new
world
with
multiple
cities
crashed
the
server. |
| City
Storage
Error |
City
storage
limits
were
incorrect
after
deleting
buildings. |
| Warp
1/2
Speed
Ahead |
Warp
speed
is
now
5x
the
speed
of
light
per
warp
factor.
Previously
each
warp
factor
was
10x
the speed of light, which was arbitrarily chosen
and seemed a bit too fast. |
| Broken
Assignable
Sectors
Cache |
Sorry
for
the
server
restart
so
soon.
This
bug
had
to
be
fixed
ASAP.
A
value
was
incorrect
in
a cache critical to assignment of sectors to managers. |
| Broken
System
GenSeed |
The
system
generation
seed
was
broken
for
some
(about
92k)
solar
systems
that
were
created
in
January.
A
symptom
of this bug was all the planets
in a row and not orbiting the sun. Another symptom was all such systems
had identical planets and resources. They will be regenerated and fixed
when no player or city is in the system. |
| Hourly
Lag
Spike |
Fixed
the
huge
lag
spike
that
struck
on
the
hour,
every
hour. |
| Spacecraft
Spawn
Bug |
Spacecraft
were
spawning
multiples
on
top
of
each
other
on
the
ground
next
to
a
spacecraft
factory.
Fixed,
for
real
this
time. :P |
| Agent
Control
Manufacturing |
Agents
should
now
be
able
to
change
the
settings
at
any
manufacturing
process
or
construction
process
when
agent
powers
are
enabled. |
| Planet
Name
Sequence
Bug |
Name
sequence
was
broken
in
unnamed
solar
systems.
This
was
not
a
recently
introduced
bug.
Surprising
it
was
not
a
problem sooner. Those names
should be fixed when the servers load them. |
| Change
Manufacturing
In
Occupied
City |
Manufacturing
processes
can
no
longer
be
changed
in
a
city
that
is
occupied. |
| Limbo
While
Warping
Bug |
Thank
you
Losruoc
for
helping
to
trap
this
bug;
it
has
been
a
plague
for
a
long
time.
The
problem
occurred when warping through unexplored sectors
of space with large numbers of stars in them. Time/testing will show if
the problem is truly solved. Somebody go travel around at warp 9 for a
while, before I cut warp speed in half. |
| Deep
Limbo
Rescue |
Added
a
utility
to
rescue
ships
and
players
who
got
stuck
in
a
way
that
the
usual
limbo
rescue
tool
could not rescue, particularly the ones stuck
in limbo due to warping. Now they can be rescued easily;
let's hope it is not needed. Those units were lost in an extra deep form of limbo, not restored by restarting the server. Tal'Dor aboard XLP Riga GF will finally be rescued from deep limbo after the servers are up. It looks like he's been in there since Saturday. There is also a ship call AK NH SC W2 that has been there since December 18th; nobody is aboard. |
| Spacecraft
Spawn
Bug |
Spacecraft
were
spawning
multiples
on
top
of
each
other
on
the
ground
next
to
a
spacecraft
factory.
Fixed. |
| Wormhole
Routing |
Navigator
will
now
plot
courses
through
unexplored
wormholes
as
long
as
the
solar
system
at
either
end
of
that
wormhole
has
been
explored by their
empire. Previously, they would not go through any wormhole that was not
explored, preventing them from executing your order to travel to a
neighboring unexplored system via wormholes. |
| Crew
Lands
at
Wrong
Airport |
On
planets
with
more
than
one
city,
crew
was
landing
at
the
wrong
city,
not
always
the
one
in
the
mission
order.
Fixed. |
| Land
at
City
Bug |
Crew
was
not
looking
for
any
undeveloped
terrain
near
new
world
cities
when
they
could
not
find
a
place
in
the
city
to
land.
Fixed. They only check
a few places; they don't scour the planet looking for a place to land
near a city. |
| Analyze
City
Connections |
Improved
the
way
city
connections
are
managed
to
reduce
server
load. |
| Hourly
Lag
Spike |
The
huge
lag
spike
that
strikes
on
the
hour
is
the
reason
for
this
update.
I
have
installed
some
hooks
to
help
locate
the
cause of the lag spike. |
| Light
Pole
In
Wrong
Place |
Light
poles
at
houses
and
mines
are
not
at
the
edge
of
the
flat
area
where
they
are
supposed
to
be.
Fixed. |
| Win64
Crashes
On
New
Worlds |
Win64
build
was
crashing
when
creating
3D
models
of
terrain
on
the
new
world
type.
This
crash
was
ultimately
induced
by
the
compiler
optimizer.
Luckily
the
code that optimized incorrectly was in fact a coding error,
resulting in incorrect light pole positioning. Fixing the light poles
also fixed the crash problem. |
| Nav
Console
Restore
Bug |
Fixed
bugs
in
the
way
consoles
restore
their
settings. |
| Trees
In
Town
Square |
Trees
are
now
removed
from
the
town
square,
farms,
and
orchards.
Farms
and
orchards
will
add
their
own
plants
and
trees
when
finished;
they
are
not
done yet. This will affect terrain tile worlds also. They previously did not remove these trees because they pushed them to the corners of the tile instead, to retain some of the natural character of the plant life. Now they will be bare. |
| Shrubs
at
Farms
and
Orchards |
Shrubs
were
removed
from
farms
and
orchards
in
preparation
for
their
own
plants
and
trees;
they
are
not
done
yet. |
| Officers
Don't
Respawn
On
New
Worlds |
Fixed.
Worlds
where
the
officer
has
already
died
may
take
up
to
a
day
to
spawn
a
new
officer. |
| OpenGL
Text |
Improved
text
display.
Eliminated
jaggies
at
the
edges.
Implemented
word
wrap
and
justifications.
Used
new
text
display
method
in
all
places
where
text
is
displayed
in
OpenGL, with minor exceptions such as the HUD. |
| Forage
Broken |
Forage
from
terrain
tile
worlds
was
broken.
It
is
fixed. |
| Terrain
Frequency |
Reduced
terrain
frequency
which
will
make
less
steep
mountains.
This
does
not
affect
existing
worlds.
Try
primeval
worlds
to
see
samples. |
| Spacecraft
Texture
Corruption |
A
spacecraft
texture
got
corrupted
after
solar
system
transition
or
when
starting
a
new
design
in
the
design
studio.
Fixed. |
| Sensor Scan Data | Sensor scan data sent to players seated at a sensor station, fire control station, or transporter station was streamlined. Network bandwidth was reduced considerably. |
| Crash
Bug |
Fixed
crash
when
a
mutex
got
unlocked
improperly.
Happened
rarely. |
| Zalgo
Text |
Fixed
the
bug
that
caused
text
on
the
display
to
become
scrambled
over
time.
This
was
actually
a
serious
problem
of
memory
corruption
induced
by
QGLWidget::renderText.
That
code is out of my control so I had to
develop a different way of displaying text. (OpenGL has no native text
support.) This new method uses textures and can be crusty at the edges,
especially with small text. Larger font sizes work better. I will see
if I can improve the edge quality of the text. |
| Crash
On
Exit |
Fixed
a
crash
when
exiting
the
program
due
to
the
background
mail
thread
failing
to
get
notified
that
the
world
was
shutting
down. |
| Server
Lockup
Bug |
Fixed
a
server
lockup
bug
caused
when
an
AI
pilot
tried
to
find
a
place
to
land. |
| Server
Lag |
Fixed
two
server-side
issues
that
were
contributing
to
lag. |
| Occupied
City
Construction |
City
has
occupied
base
and
I
can
still
build
and
bulldoze
stuff.
Fixed. |
| Base
Flag
Capture |
Flags
at
bases
on
the
new
worlds
did
not
change
texture
when
captured.
They
just
appeared
to
go
back
up
with
the
original
flag
still
on
them
instead
of
changing to your flag. Fixed. |
| APC
Takes
5
Sec
To
Make |
Fixed
the
base
labor
cost
of
manufacturing
vehicles.
It
did
not
change
recently,
just
went
unnoticed
for
a
long
time. |
| Server
Crash |
Fixed
crash
that
killed
a
lot
of
servers
over
the
last
48hrs.
This
error
could/would
have
afflicted
client
programs
also. |
| Spacecraft
View
Range |
Fixed
spacecraft
view
range.
Was
set
to
2000m.
Now
32km
(20mi). |
| Vehicle
View
Range |
Fixed
vehicle
view
range.
Was
set
to
1500m.
Now
16km
(10mi). |
| Render
Settings |
Added
a
bunch
of
render
settings
to
turn
down
(or
up)
the
amount
of
stuff
on
the
screen.
This
helps
reduce
the
load
on
slower
GPUs
and
lets
you
increase
the
load on those really fast GPUs. |
| Login
Takes
Forever/Scene
Takes
Forever
to
Develop |
Fixed
a
cache
that
was
being
filled
with
a
LOT
of
data
at
an
unfortunate
time. |
| Building
Takes
Forever |
This
was
caused
by
the
same
bug
as
the
login
taking
forever. |
| Speed
Optimizations |
Optimized
new
world
type
for
faster
location
of
developments
at
a
given
location.
This
takes
a
heavy
load
off
of
a
lot
of
things.
The
most
noticeable
difference
will
be
the
speed
that patches of terrain are tessellated on
world with large cities. |
| Lighting
Errors |
Fixed
lighting
errors
that
were
afflicting
some
GPUs,
I
think
only
ATI.
All
GLSL
shaders
that
calculated
lighting
from
suns
and
point
light
sources
did
not
work.
This
was
just
about
everything
in the scene that was part
of the new world type. While working on this, I ran into a bug that has been reported before. I did not have time to fix it today but it is worth passing on the information. The rain and snow effects reduce the frame rate on my ATI GPU considerably. There is a setting to turn off rain and snow effects. |
| Buildings
Overhang
Terrain |
Buildings
on
new
world
type
sometimes
overhang
dropping
terrain
near
roads.
Fixed. |
| Build
Menu
Changes
With
Mouse-Over |
Build
menu
changes
information
when
moving
mouse
over
build
buttons
after
a
build
command
has
been
selected.
Only
happens
when
building
on
new
world
type.
Fixed. |
| Cities
Not
Using
Power
For
Lighting |
Cities
on
new
world
type
were
not
using
power
to
operate
lighting. |
| Citizens
Don't
Build
Roads |
Citizens
don't
build
roads
on
the
new
world
type.
Fixed. |
| Crash
When
Changing
Systems |
Fixed
improper
destruction
of
a
GL
vertex
array
object
used
by
new
world
type. |
| Design
Studio
Broken |
Fixed
design
studio
entry
on
new
world
type.
Also
discovered/fixed
critical
problem
with
design
studio
entry
on
old
world
types
that
nobody
triggered. |
| Detect
Cities
in
Unexplored
Systems |
Star
map
now
shows
a
yellow
glow
around
unexplored
solar
systems
from
which
city
emissions
have
been
detected.
|
| Crew
Do
Not
Fire
Bay
Weapons
Aboard
Ships |
Bay
weapons
currently
cannot
fire
when
a
ship
is
aboard
another
ship.
Now
the
crew
is
aware
of
that
and
they
do
not
attempt
to
fire
the
bay
weapon
when
their
ship
is
aboard another ship. |
| Land
At
Coords
Default
Broken |
Mission
orders
such
as
Land
at
Coords
did
not
show
your
current
longitude/latitude
coords
as
the
default
when
at
a
new
world
type.
Fixed. |
| Land
At
Planet
Fails |
Fixed
piloting
errors
around
new
world
type. |
| Land At Airport and Land At City Fail | Fixed
errors
finding
a
landing
location
in
a
city
on
a
new
world
type. |
| Sensor
Lock
Blip
Position
Error |
Sensor
lock
blip
positioned
wrong
on
cities.
Was
slightly
wrong
on
old
world
types.
Was
way
wrong
on
new
world
type.
Fixed. |
| Shield
Effect
In
Atmosphere
Turns
Sky
Black |
Fixed
a
render
order
error
introduced
in
the
past
couple
of
months.
Could
have
been
observed
on
all
spherical
planet
types. |
| Terrain
Texture
Precedence |
Fixed
precedence
order
of
textures
on
new
world
type,
e.g.
pavement
takes
precedence
over
undeveloped
ground. |
| Spot
Terrain
Does
Not
See
Buildings |
Spot
terrain
with
`
or
~
fails
to
identify
buildings
on
new
world
type.
Fixed. |
| Transporter
Beam
Doesn't
Render |
Transporter
beams
did
not
render
on
new
world
type.
Fixed. |
| Transporter
Console
Map |
Transporter
console
map
display
did
not
work
on
new
world
type.
Fixed. |
| Server
Crash |
Fixed
a
server
crash
resulting
from
spacecraft
manufacture
processes
on
the
new
world
type. |
| Mother
Ship
Exploit |
Spacecraft
that
are
aboard
other
spacecraft
will
no
longer
fire
their
bay
weapons. |
| Respawn
Bug/Exploit |
Fixed
a
respawn
bug
that
could
have
been
severely
exploited.
A
character
with
no
berth
who
was
in
an
empire
with
no
cities
would
respawn
right
where
they
were
standing.
The
correct
behavior
would
be
to respawn on a new
empty world. This bug caused failure when a player started a new empire and then recalled home. Instead of being taken to a new world to start building their empire, they simply respawned in place. |
| Server
Crashes |
Fixed
a
few
server
crash
bugs
over
the
weekend,
mostly
ships,
officers
and
crew
interacting
with
the
new
world
type. |
| Vehicle
Spawn
Error |
Improved
the
algorithm
for
finding
a
spawn
location
near
a
factory
on
the
new
world
type. |
| Boats
on
Boats |
New
worlds
spawn
boats
on
top
of
boats,
ad
infinitum.
Fixed. |
| Rocket
Spawn
Rotation |
Rocket
was
spawning
on
its
side
on
the
new
world
type,
until
someone
got
into
it. |
| Rocket
Training |
Gagarin
spawned
in
undeveloped
terrain
near
the
rocket
so
he
was
not
'in
a
city'
and
did
not
have
any
clothes
or
a
space
suit.
Fixed
story
processor
to
look
for
a
spot
in
the
same city as a vehicle when
spawning a story character at a vehicle. |
| Multiple
Conditions |
Prevented
characters
from
having
more
than
one
condition
of
the
same
type,
for
certain
types
of
conditions,
namely:
disease,
poison,
paralysis,
and
acid.
You
can
now
only
have
one
of
each
of
these
kinds
of
conditions at
the same time. Previously, it was possible to have multiple instances
of each of these conditions. |
| Terrain
Tamed
Down |
Some
of
the
extreme
bumpiness
of
the
terrain
should
be
toned
down
a
bit.
This
affects
new
worlds
created
but
does
not
change
any
existing
worlds. |
| Cannot
Change
Manufacturing
Process |
Fixed
a
client-side
bug
that
prevented
the
manufacturing
processes
from
being
changed
at
buildings.
Client
updates
are
being
built.
May
not
be
ready
before
I
post
this;
just
wait
for
the
update. |
| Sell
To
City
Crash |
Fixed
a
couple
of
bugs
that
caused
the
server
to
crash
when
selling
stuff
to
a
city
on
a
new
world. |
| Mine
Resource
Inconsistency |
Server
and
client
were
not
in
agreement
with
the
resources
you
were
seeing
on
the
terrain.
This
is
fixed.
You
will
now
see
the
proper
resources.
Client
update
is
needed;
it's
on
the
way. |
| Crew
Land
At
Coords
Bug |
Crew
landing
at
coordinates
on
a
new
world
were
reversing
the
N/S
of
the
latitude. |
| Lights
Brighter |
Personal
lights,
vehicle
lights,
and
space
ship
lights
are
a
LOT
brighter. |
| Top-Down
View
Night
Lighting |
Top-down
view
now
increases
the
ambient
lighting
on
the
terrain
so
you
can
see
to
build
at
night. |
| Wharf/Ship
Yard
Terrain |
Client
and
servers
will
now
be
in
sync
with
the
terrain
at
wharfs
and
ship
yards. |
| Shrub
Quantity |
The
amount
of
shrubs
is
now
controlled
by
the
ground
cover
setting
on
the
Settings
window.
Unlike
grass,
shrubs
don't
go
completely
to
zero
if
you
turn
off
the
grass,
you
still
keep
about
10%. |
| Lava.v
Compile
Fails |
Some
various
flavors
of
ATI
GPUs
failed
to
compile
the
Lava.v
shader.
This
is
fixed,
hopefully
for
all
of
them.
Sorry
for
this
critical
error.
I
am
thankful
that
I
had
a
computer
in
house
that
could
reproduce
the
shader compiler error. It also spat out a few warnings that I cleaned
up as well. |
| Mine/Well
Building |
Building
is
no
longer
present
at
mines
and
wells
until
at
least
one
level
of
construction
is
completed. |
| Wharf/Ship
Yard
Port
Deformation |
The
terrain
deformation
for
wharfs
and
ship
yards
was
changed
slightly
so
the
center
of
the
development,
where
the
light
pole
stands,
will
not
be
under
water.
This
will
conflict
with
the
server
until
the
server
is
updated.
Until
then, you will fall into the water in wharfs and ship
yards sooner that it
appears that you should based on the terrain. |
| Ground
Cover
Quantity |
The
grass
density
on
the
new
planets
now
responds
to
the
slider
control
on
the
Settings
window.
You
don't
have
to
restart
the
game
if
you
change
the
setting,
just
move
far
enough
and
the
grass
will
regen. |
| Launcher
Update? |
Some
questions
arose
about
updates
to
the
launcher
program.
It
was
not
changed
and
a
new
one
was
not
posted.
It
should
not
need
any
changes
for
quite
some
time;
it's
job
is
pretty
well
defined
and
there
are no
known issues with it. |
| Resource
Reset |
Changed
the
algorithm
for
generation
of
resources
to
remain
consistent
between
system
resets.
In
other
words,
when
the
contents
of
a
solar
system
decay
due
to
no
player
activity,
the
system
should
now
regenerate
exactly
the
same
when
someone
returns
there, including the resources.
Previously, the planets and suns were recreated but the resources
distribution and quality would change. An unfortunate side effect of this change is that all the current systems in the galaxy are affected. The presense of all resources and their qualities will now be different. |
| No
Lumenite
in
Home
System |
Fixed
a
bug
that
allowed
the
home
solar
system
of
a
player
to
be
generated
with
no
lumenite. |
| Broken
Bone |
Creature
eats
animal
carcass
on
ground.
Carcass
is
reduced
to
a
bone.
Could
not
make
a
sewing
needle
from
that
bone.
Fixed. |
| Lighting
Distance
Bugs |
Fixed
a
bug
in
the
distance
attenuation
calculation
for
the
light
emitted
by
spacecraft,
vehicles
of
all
types,
and
your
personal
lights.
You
will
find
these
lights
to
be
much
brighter
now. |
| Planet
Overhaul |
A
new
planet
type
has
been
created
to
replace
the
old
planets.
|
| Building
Construction
on
New
Planets |
Building
construction
is
somewhat
different
on
the
new
planets.
|
| Shores
of
Hazeron
Launcher |
Polished
up
the
launcher
so
I
can
put
it
away
and
stop
working
on
it.
It
was
fun
to
play
with
for
a
while
but
now
I
will
get
back
to
working
on
the
stuff
that
matters,
like
defense
bases.
Besides launching Shores of Hazeron, the launcher now displays a simple slide show of Shores of Hazeron images, changing every 10 seconds; pictures are loaded from your home/Shores of Hazeron/Pictures folder. Here is a summary of the changes.
|
| Update: |
I
forgot
to
mention
this
one. |
| War
Declaration
Spam |
I
fixed
a
bug
that
caused
war
declarations
to
fail
when
the
other
empire
was
a
Forgotten
empire.
This
resulted
in
repeated
war
declarations
against
forgotten
empires
who
owned
cities
in
the
area
of
an
empire
with
a
no trespass policy. |
| Shores
of
Hazeron
Launcher |
Very
slight
changes
to
the
launcher
were
posted
today,
hardly
worth
downloading
an
update.
It
now
shows
a
copyright
notice.
It
also
cycles
between
random
background
images
while
downloading,
including
those
in
your
Shores
of
Hazeron/Pictures
folder. |
| Shores
of
Hazeron
Programs |
Monolithic
program
files
were
disintegrated
into
multiple
shared
objects/DLLs.
This
facilitates
more
efficient
updating
depending
upon
where
changes
are
made.
e.g.
The
main
program
executable
went
from
about
100MB
to
about
5MB.
The
largest
chunks
of
data
are
3D
models
that
rarely
changed;
they
moved
to
their
own files so they won't be downloaded with
every update any more. |
| Terrain
Cache
Conflict |
Fixed
a
problem
with
the
terrain
model
cache
resulting
from
running
in
primeval
world
mode. |
| Limbo
Bug |
Found/fixed
one
more
situation
that
was
leaving
players
stuck
in
limbo. |
| Shores
of
Hazeron
Launcher |
The
full
download
of
Shores of Hazeron
is now just a small installer/launcher/updater program called the Shores of Hazeron Launcher.
Shores of Hazeron
Launcher - Only on Linux if
you extracted the distribution file into your home folder. On Windows,
this folder will be found in Program Files/Shores of Hazeron/Launcher
instead of this location.
Pictures - Only after you take at least one screen shot in the game, using Alt+P. Programs Temporary I created these two myself, just because I like to keep things nice and tidy. Characters Ship Designs |
| Linux
Launcher
Scripts |
The
shell
scripts
that
launch
the
various
SoH
programs
on
Linux
were
fixed
to
work
when
the
path
has
spaces
in
the
names.
Previously,
those
pesky
spaces
caused
trouble. |
| Planet
Map
Right-Click
Menu |
The
planet
map
on
the
Locator
(F7)
window
now
offers
a
popup
menu
when
right-clicked.
You
can
issue
mission
orders
to
orbit,
hover
and
land
at
coordinates.
If
you
are
in
a
transporter
room,
you
can
beam
to
coordinates.
This
was
actually
in
the
previous
update
but
I
forgot to
mention it on this web page. |
| Star
Map
Places
Right-Click
Menu |
The
list
of
places
next
to
the
star
map
now
offers
a
popup
menu
when
right-clicked.
Options
are
similar
to
those
you
get
when
right-clicking
places
in
the
star
map. |
| Star
Map
Go
To
Coordinates |
Solar
systems
now
offer
a
Go
To
Coordinates
mission
order.
This
is
helpful/necessary
when
directing
a
ship
to
go
to
a
system
that
is
more
than
one
sector
away.
When
ordered
to
go
to
a
specific
solar
system,
the
crewman
must
be
able
to
find
that
system
within
the current sector
or a neighboring sector. When ordered to go to coordinates, the crewman
can navigate there from any distance. |
| Glue
Guns
of
Death |
Some
aspects
of
combat
resolution
were
changed.
|
| Shield
Modules |
Shield
modules
are
implemented
with
respect
to
combat.
|
| Environment
Suit
Damage |
Environment
suits
of
all
kinds
(power
armor
included)
now
take
damage
from
the
environment
while
they
are
in
use,
specifically
when
worn
with
the
helmet
visor
closed.
The
rate
of
damage
varies
by
atmosphere
type
and
density.
This
will
reduce
the
health
level
of
the
suit
and
helmet
to
the minimum without completely destroying them. The suit does not take
damage when the visor is open. |
| Environment
Suit
Seal |
Environment
suits
and
helmets
no
longer
protect
your
character
from
the
environment
when
they
are
reduced
to
minimum
health.
The
tool
tip
for
these
items
now
shows
Environment Seal
status as either Intact or Broken. |
| Shot
Naked |
Armor
and
clothing
should
no
longer
be
utterly
destroyed
by
combat
damage
or
damage
due
to
the
environment.
Victims
should
no
longer
be
reduced
to
nakedness
by
shooting
them.
Armor
and
clothing
will
be
reduced
to
their
minimum
health
due
to
damage,
which
compromises
the
environment
seal
on
armor
and helmets. |
| Off
Line
Designer
Modules
Bug |
Fixed
a
problem
with
displaying
the
correct
system
modules
in
the
off
line
spacecraft
designer. |
| Character
Starves
in
Off
Line
Designer |
Your
character
will
no
longer
get
hungry
in
the
off
line
spacecraft
designer. |
| Citizens
Can
Invite
To
Empire |
Citizens
can
no
longer
invite
people
to
their
empire
unless
they
are
the
president
or
vice
president. |
| Citizens
Can
Accept
Join
Requests |
Citizens
can
no
longer
accept
requests
to
join
their
empire
unless
they
are
the
president
or
vice
president. |
| Citizens
Can
Revoke
Offices |
Citizens
can
no
longer
revoke
the
office
position
of
someone
in
an
equal
or
higher
government
office
position. |
| Governance
Window
Update
Bugs |
Governance
window
Citizens
page
now
updates
properly
when
you
switch
characters. |
| Vulcium
and
Magmium
Ship
Armor |
Fixed
a
bug
in
the
calculation
of
hit
points
per
unit
destroyed
that
caused
magmium
and
vulcium
hull
ships
to
take
more
damage
than
they
should.
I
haven't
tested
this. |
| Crew
Won't
Warp
to
Explored
System |
Fixed
a
bug
when
determining
if
a
ship
is
heading
for
unexplored
space. |
| Duplicate
Items
from
Forgotten
Empires |
Items
from
empires
that
have
decayed
will
now
show
as
'Made
in
Forgotten
Empire
N'.
This
fixes
a
problem
where
an
item
from
a
forgotten
empire
was
sold
to
a
city;
the
city
took
the
item
and
paid
for
it;
the
seller
still
possessed
a
copy
of
the
item when the transaction was complete. |
| Squelched
Person
Can
Open
Channel |
People
on
your
squelch
list
can
no
longer
open
channels
to
you. |
| Ringworld
Hull
Wall
Collision
Bug |
Fixed
the
code
that
checked
for
collision
with
ringworld
hull
walls.
The
symptom
was
ships
colliding
and
sticking
with
the
ringworld
walls
high
above
the
visible
wall.
It
turned
out
this
had
only
ever
been
roughed-in
and
was
commented
as
such
in
the
code.
It
is
correct
now. |
| Aircraft
Technology |
Aircraft
Technology
should
have
been
called
Aircraft
Factory
Technology.
It
was
renamed
accordingly. |
| Officer/Crew
Experience |
Officers
and
crew
now
gain
experience
by
carrying
out
their
missions. |
| Station
Default
Name |
Space
stations
are
now
named
after
the
city
that
spawns
them,
unless
they
are
repacing
an
existing
station.
When
replacing
an
existing
station,
a
station
takes
the
name
of
the
station
that
is
replaced.
If
the
replaced
station
does
not
have
a
name,
the
new
station
is
named
after the city
that spawns it. e.g. If the city Hazeron spawns a station, it is named
'Hazeron Spaceport' or 'Hazeron Starbase' according to its structure. |
| Warehouse
TL
Bug |
Storage
and
capacitor
added
to
a
city
by
buildings
was
not
updated
when
a
building
increased
in
tech
level.
This
was
reported
when
a
warehouse
went
from
TL1
to
TL32
with
no
apparent
increase
in
city
storage
capacity. |
| Dockable
Windows
Transparency |
I
overlooked
transparency
when
changing
the
main
tool
windows
to
be
dockable.
This
is
fixed. |
| Mail
Window
Position |
Mail
window
position
was
not
restored
properly.
Fixed. |
| Designer
Confirm
On
Exit |
The
spacecraft
designer
now
requests
confirmation
when
you
attempt
to
exit
without
saving
a
modified
design. |
| Close
Build
Window
Bug |
Closing
the
Construction
window
now
kills
the
current
build
command.
This
was
broken
in
the
change
to
dockable
windows. |
| Game
Data
File |
A
file
of
some
basic
game
data
is
now
distributed
with
the
program.
It
is
included
in
both
the
full
install
and
the
patch.
This
used
to
be
acquired
from
the
master
server
at
login.
Now
a
first-time
player
can
enter
the
spacecraft
designer
or
primeval
world
without
ever logging in
to the game servers; previously they had to log in at least once. This
also eliminated about 200k of data sent to each client at login,
wasting precious bandwidth. |
| Mission
Order
Spin
Controls |
Mission
order
UI
now
uses
spin
controls
for
all
number
inputs. |
| Mission
Order
Controls
Wrong |
Click
'Buy
Cargo
Category'
then
click
'Sell
Cargo
Category'.
Visible
controls
are
incorrect.
Fixed. |
| Debark
Passengers
Error |
Debark
passengers
order
defaults
to
blank,
implying
zero,
but
it
really
remembers
the
last
number
entered
and
uses
that,
which
is
confusing.
Fixed. |
| Orbit
City's
Planet
Tooltip |
Tool
tip
for
'Orbit
City's
Planet'
order
now
points
out
that
the
navigator
positions
the
ship
overhead
the
destination
city.
This
is
consistent
and
can
be
used
to
reposition
the
ship
there
if
it
is
in
orbit
elsewhere
around
the
planet. |
| Docking
Windows |
All
of
the
main
toolbar
type
windows
can
now
be
docked
into
the
sides/bottom
of
the
main
window.
This
makes
full
screen
mode
more
useful,
for
me
anyway,
because
I
didn't
like
having
my
windows
in
front
of
my
view
all
the
time.
Only
the
main
button
bar
can
be docked at the
top, mainly because the docking behavior of the other windows was
really obnoxious when enabled to dock at the top; there seemed to be no
way to move a window near the top without it trying to dock. The primary cause of this change was my desire to have a less-than-full-screen alternate size for my windows. I tend to line up a few along the bottom of the screen and occasionally want to make one bigger, but not full screen big. Docking provides the desired behavior; windows stay neat and tidy in a confined place until I pop them out, returning them to their undocked size and position, which isn't necessarily full screen. The docking windows also have handy behavior that enables them to be stacked; a row of tabs appears along the bottom of stacked dockable windows. I like to stack my Inventory window and my Construction window. The main window does a pretty good job of remembering your configuration of dockable windows between runs of the program. I just wish it would remember the undocked position and size of windows that are docked when I exit; it only seems to remember their docked position and size when they are docked on exit. |
| Dialog
Error |
Fixed
an
error
in
a
mouse
event
handler
of
the
dialog
box
object
used
for
all
in-game
dialogs.
The
side-effects/consequences
of
this
error
are
unknown
so
I
don't
know
if
it
fixed
anything.
Labor
window
crash
comes
to
mind. |
| Fullscreen
Toggle |
Added
a
button
to
the
main
button
bar
to
toggle
full
screen
mode.
The
key
command
was
not
obvious;
many
people
probably
didn't
know
this
function
was
already
there. |
| Right-Click
Sector
In
Star
Map |
Right-click
a
sector
in
the
star
map
now
enables
issuance
of
a
travel
direct
to
coordinates
order,
which
is
the
center
of
the
sector.
Previously,
travel
direct
and
travel
via
wormholes
orders
were
offered
but
they
did
not
work. |
| Sky
Box
Missing |
Fixed
a
bug
that
caused
the
sky
box
to
go
blank
when
a
player
traveled
to
another
sector.
This
also
caused
message
text
to
stop
appearing
on
the
screen. |
| Inventory
Minimum
Width |
Minimum
width
of
Inventory
window
was
incorrect.
This
enabled
the
window
to
be
squeezed
too
small
for
the
inventory
diagram. |
| Bio
Window
Width |
Bio
window
text
is
now
permitted
to
word
wrap,
enabling
the
Bio
window
to
be
squeezed
narrower.
This
enables
it
to
stack
with
the
Inventory
and
Construction
windows
better. |
| Mission
Order
'Orbit
City's
Planet' |
Added
a
mission
order
to
orbit
the
planet
that
hosts
a
certain
city.
You
specify
the
city,
the
navigator
takes
you
to
the
appropriate
planet,
overhead
the
city. |
| Star
Map
Highlight
Filter |
Added
a
UI
for
configuring
star
map
highlighting
settings.
This
includes
options
for
highlighting
based
on
political
stance,
explored
status,
and
the
presense
of
specific
empires. |
| Star
Map
Right
Click
Menu |
Added
a
right-click
menu
of
options
to
the
star
map.
You
can
now
move
the
view
point
this
way
and
you
can
also
issue
travel
orders. The AI navigator is limited to what is visible on the nav console screen, namely the 3x3x3 box of sectors around the ship. When issuing travel orders to go to a solar system, either direct or via wormholes, use multiple steps along the way so the navigator can resolve the order destination when it comes up. When issuing 'travel via wormholes' orders, you must ensure there is a pathway of explored wormholes for the AI to follow. The navigator resolves the wormhole routing when the mission order becomes active. At that time, and at each system along the way, the navigator must be able to determine a route via explored wormholes to the destination. The routing is only guaranteed to be resolvable if the destination stays within the 3x3x3 box of sectors around the navigator. You must build a valid mission. An order to go to a city does not imply movement to that solar system, but it does imply movement to the city's planet. The mission leading up to a 'go to city' order must first position the ship in the solar system containing the city. It won't work to right-click a remote solar system and add a mission order to land at a city there. You must add a mission order to travel to that solar system first. |
| Mission
Order
Cities |
When
using
the
Mission
Orders
UI
to
issue
Land
at City Anywhere or Orbit
City's Planet orders, the list of cities is now augmented by
data available in your local star map. |
| Star
Map
View
Controls |
The tool tip on the Star Map tab of the Locator window lists key commands that can be used in the star map. Notably, WASDC and Z movement commands have been added. Note that the star map is just a control on a dialog box and it needs input focus to accept key commands. You may have to click in the star map before movement keys will respond; click/drag to look around usually takes care of this. |
| Star
Map
'Look
At'
Functions |
Added
two
new
toolbar
buttons
to
the
star
map.
|
| Star
Map
Bugs |
Fixed
various
bugs
with
the
star
map,
mostly
with
managing
the
local
star
map
data.
Switching
characters
and
requesting
flags
were
some
problem
cases. |
| Star
Map
Mouse
Look |
Click/drag
in
the
star
map
now
rotates
more
like
you
are
turning
your
head
left/right
up/down,
rather
than
on
the
major
axes
of
the
galaxy.
This
is
more
intuitive
when
zoomed
way
in
but
feels
wierd
when
zoomed
way
out. |
| Sector
Create
Bug |
Fixed
a
nasty
bug
in
the
sector
creation
code
that
luckily
never
had
a
chance
to
hurt
anything.
It
was
introduced
in
the
11/6
update. |
| Star
Map
Settings |
Star
map
no
longer
saves/restores
the
view
point
position
or
rotation.
Every
time
the
program
is
restarted,
the
star
map
will
return
to
your
current
location,
top-down
rotation,
closest
possible
look
distance. |
| Galaxy
Density |
Galaxy
density
error
fixed
in
the
11/7
update
will
make
the
galaxy
display
in
the
star
map
a
bit
darker,
more
contrast. |
| Look
At
Place
Opens
Tree |
Looking
at
a
place
in
the
star
map,
however
you
make
it
happen,
causes
the
corresponding
place
in
the
tree
view
to
scroll
into
view. |
| Galaxy
Density
Error |
Fixed
an
error
in
the
star
density
calculation
that
was
resulting
in
too
many
stars
in
new
sectors.
This
change
does
not
affect
existing
sectors,
just
new
ones
that
get
created.
This
causes
a
slight
visual
change
to
the
appearance
of
the
galaxy
in
the
Locator
window,
not
worth
posting
a
new
patch. |
| Galaxy
Shape
Changed |
Changed
the
algorithm
for
determining
star
density
in
each
sector
of
the
galaxy.
Previously,
this
was
purely
a
mathematical
(boring)
calculation
of
a
four
armed
spiral.
Now
it's
much
more
interesting,
providing
more
variation
of
star
density
throughout
the
galaxy.
The
galaxy
viewer
on
the
Empire
tab
of
the
Locator
(F7)
window
shows
a representation of
this. This change does not affect existing sectors. However, new sectors that are generated will contain the proper number of stars prescribed by their 3D position in the new galaxy model. Consequently a sector that decays may return with more or less stars than it used to have. |
| Galaxy Viewer Galaxy Display | Changed
the
method
for
displaying
the
galaxy,
incorporating
the
number
spin
box
at
the
top
right
as
a
density
adjustment.
My
computer
starts
to
get
slow
at
over
100
density.
200
is
too
slow
for
dynamic
rotating
and
zooming.
500
is
ridiculous
but
the
picture
is
worth
the
wait.
Be
sure
to
have
the view of the galaxy
oriented and zoomed the way you want before bumping the density to 500
because
it's way too slow to dynamically change the view. Cached some data at a couple of different stages of the rendering. That may use a fair bit of memory at high density but the result is faster redraws when rotated and zoomed, especially noticeable at reasonable density levels (less than 200). Here is what I got when I set my density to 500. It took a couple of minutes to generate the picture. Click the image for the full screen shot that I grabbed. |
| Galaxy
Viewer
Data
Reduced |
Reduced
the
size
of
the
data
sent
to
the
client
in
response
to
galaxy
viewer
empire
data
query.
This
was
done
in
a
way
that
maintains
compatibility
with
the
current
client.
You
don't
have
to
get
the
latest
client
update
to
continue
using
the
galaxy
viewer. |
| Galaxy
Viewer
Stance
Colors
Bug |
Fixed
a
bug
that
caused
the
system
stance
colors
to
be
incorrect
until
after
the
empire
flags
were
requested.
Empire
flags
are
only
needed
to
see
the
little
flag
next
to
the
city
names.
They
are
not
needed
to
resolve
political
stances. |
| Galaxy
Viewer
Slow
Update |
Improved
speed
of
UI
update
when
galaxy
viewer
data
or
empire
flags
received. |
| Galaxy
Viewer
Progress
Control |
Added
a
progress
control
while
updating
UI
when
galaxy
viewer
data
received.
The
progress
control
has
a
Cancel
button. |
| Galaxy
Viewer
Unknown
Empires |
Unknown
empires
now
show
up
in
a
distinctive
pink
color,
instead
of
showing
up
in
the
color
of
your
empire's
default
stance
toward
unknown
empires.
This
takes
precendence
over
enemy
presense
so
a
system
with
unknown
cities
and
enemy
cities
will
show
up
pink,
not
red. |
| Galaxy
Viewer
Deselect
All |
Added
a
deselect
all
button
to
the
galaxy
viewer.
(A
cheer
rises
from
the
crowd.) |
| Galaxy
Viewer
Selection
Filter |
Added
a
toggle
button
to
only
show
the
selected
places
when
any
places
are
selected.
This
enables
you
to
select
a
few
places
and
then
turn
on
the
filter
to
only
see
those
places.
When
a
sector
is
selected,
all
the
systems
in
that
sector
are
displayed
even
if
they
are
not
individually
selected. |
| Galaxy
Viewer
Icon
Buttons |
Replaced
texty
buttons
with
friendly
icons. |
| Galaxy
Viewer
Axes |
Changed
color
of
galaxy
axes
to
purple.
Improved
draw
code
to
work
better
when
zoomed
in
close
to
an
axis
line. |
| Galaxy
Viewer
Wormhole
Lines
Bug |
Fixed
a
draw
bug
that
caused
wormhole
lines
behind
the
eye
plane
to
draw
randomly
across
the
view. |
| New
Empire
Start
Location |
Changed
the
code
that
finds
a
start
location
for
new
empires.
It
is
unlikely
anyone
will
ever
notice
a
difference. |
| Empire
Viewer |
Empire
tab
added
to
Locator
(F7)
window.
This
replaces
the
web-based
galaxy
viewer.
This
provides
a
much-needed
big
picture
of
the
known
galaxy
as
explored
by
your
empire. |
| Client
Login
Errors |
Fixed
some
issues
with
logging
in
to
the
master
server
when
creating
a
new
character,
whether
joining
an
existing
empire
or
creating
a
new
empire. |
| Character
Settings
Crash |
Fixed
a
bug
that
caused
a
crash
when
the
Character
Controls
Settings
UI
was
displayed. |
| Misc.
Crash |
Fixed
a
bug
that
caused
a
random
crash
of
the
client
program
when
receiving
new
objects
in
the
scene. |
| Enter
Login
Default |
Enter
key
at
login
screen
should
now
select
Login
by
default. |
| TCP
Communications
Failure |
Fixed
an
error
in
the
TCP
communcations
code
that
prevented
some
people
from
logging
in
to
the
master
server.
Those
who
failed
due
to
this
error
could
run
the
program
and
create
a
new
empire
or
join
an
existing
empire
but
then
they
would
wait
forever
for
the
master
server
to
respond
at
the
shooting
stars
screen. Master server connection log shows this was afflicting quite a few people. Thanks to Mitchel for bringing it to my attention last week and working with me to get it fixed. |
| Morale
Penalty
for
Bases
Not
Changed |
There is no change to the morale
effect of bases in this update. This is contrary to my post on
the forums saying the change would be in the next server update. I plan
to put some significant work into bases to fix problems and make them
better. The morale effect change will wait until then. For those who have not read the forum, the morale effect of bases will be changed so it is calculated based on the total population of all cities in a resource zone vs the total number of bases in a resource zone. Cities will not be permitted to build bases in neighboring resource zones even though other parts of the city may still extend into neighboring zones. Bases that already exist in other zones will be removed when this change is implemented. |
| Lost
Spacecraft
Bug |
Found/fixed
one
cause
of
people
getting
stuck
in
solar
systems
that
are
not
loaded
on
any
worker
server.
This
is
the
primary
reason
for
the
update
today.
I'm
weeding
out
the
few
remaining
situations
that
leave
people
stuck,
unable
to
log
in.
It's
such
a
distraction
to
interrupt
everything
and
rescue
someone
who
has
gotten
stuck.
I'm
tired
of people getting stuck.
It hurts...make it stop... |
| Galaxy
Viewer
Removed |
Some
players
have
noticed
the
removal
of
the
Galaxy
Viewer
and
it's
associated
data
from
the
Empire
Standings
page.
It
presented
problems
both
technically
and
for
players
of
the
game.
It
revealed
way
too
much
intel
about
the
locations
of
empires
in
the
game. This precedes a change to the shape of the galaxy. I didn't want to have to reflect that change in a web module. A consequence of this is the speed that the empire report process gets done. It used to take over half an hour and now takes about two minutes. This allowed the frequency of the report to increase to every 20 minutes instead of hourly. I will add a galaxy viewer to the Locator page in the game. Then it will be an in-game object that restricts your view to the data "known" to your empire. I intend to have this in the next client update if I don't get too side tracked by people getting stuck in limbo. |
| Private
Ships
Lose
Cargo
When
Destroyed |
Privately
owned
ships
will
now
lose
all
of
their
cargo
when
destroyed.
Money
in
the
ship's
fund
is
not
lost. |
| Transport
to
Ship
in
Stasis
Bug |
Player
calls
for
beam
up
to
private
ship.
Ship
is
destroyed;
placed
in
stasis.
Player
steps
into
transporter
and
emerges
aboard
ship
in
stasis.
D: Fixed. Destination transporter portals are now removed from spacecraft when they are placed in stasis. This causes the origin portal to do nothing when a player steps into it. |
| Critical
Production |
Citizens
don't
work
as
hard
when
a
city
is
occupied.
Their
probability
of
deciding
not
to
do
work
when
it's
their
turn
to
do
work
is
equal
to
the
disloyalty
percentage.
This
can
destroy
occupied
cities,
particularly
in
harsh
environments,
because
they
don't
make
enough
food
or
air
to
survive. Food production in all environments is now considered to be critical to survival. Citizens running processes that make food will now work every time, regardless of disloyalty. Air, water and electricity production in harsh environments is now considered to be critical to survival. Citizens running processes in a harsh environment that make air, water or electricity will now work every time, regardless of disloyalty. |
| Dark
Matter
Death |
Players
have
reported
sudden
unexplained
death
due
to
dark
matter.
Death
by
dark
matter
occurs
when
a
spacecraft
departs
a
solar
system
with
no
officer
aboard
or
no
player
aboard
who
is
on
line.
I
fixed
some
cases
where
the
scene
syncronizer
thread
would
fail
to
update
the
online
state
of
the
player.
This
may
have
contributed
to
unexplained dark
matter deaths. |
| Construction
Limitation |
Buildings
or
other
city
developments
can
no
longer
be
constructed
in
a
resource
zone
that
contains
an
occupied
city.
The
next
client
update
will
provide
a
cursor
indication
of
this.
Until
then,
it
just
won't
work
for
no
apparent
reason. |
| Surrender
City
Conditions |
You
can
now
only
surrender
a
city
if
you
own
all
the
flags
in
the
city
or
if
the
recipient
of
the
surrender
already
owns
one
of
the
flags
in
the
city.
Essentially,
you
cannot
surrender
a
contested
city
to
an
empire
that
is
not
involved. |
| Helm
Unresponsive
to
Enemy |
The
helm
console
is
now
unresponsive
to
an
enemy
unit
seated
at
the
console.
The
enemy
unit
must
wait
for
the
capture
sequence
to
be
completed. |
| Private
Ship
Capture
Scuttle |
Private
ships
now
automatically
initiate
a
30sec
scuttle
sequence
when
captured. |
| UPDATE |
|
| War
Declaration
Spam |
Fixed
a
bug
that
caused
a
war
declaration
message
to
be
generated
every
minute
if
a
unit
was
detected
from
an
unknown/forgotten
empire. |
| Travel
To
Coordinates
Nav
Bug |
Fixed
a
navigation
bug
when
traveling
to
coordinates.
This
bug
was
introduced
with
the
previous
improvement
to the navigator's strategy. Should be better now. |
|
|
|
| Ghost
Stations |
Fixed
a
bug
that
caused
stations
to
sometimes
spawn
and
not
act
as
obstructions
to
movement
until
the
next
server
restart. |
| Officers
Won't
Fly
Through
Explored
Space |
Made
adjustments
to
navigator
strategy
for
determining
if
they
are
heading
into
unexplored
space.
Let's
see
if
they
get
better. |
| Seize
Funds
Exploit |
Capture
a
city.
Seize
funds.
Disloyalty
level
drops.
:O This provided another way to improperly reduce the loyalty decay period on an occupied city. It is fixed. Now their disloyalty gets worse until they revolt. |
| Multiple
Empires
Capture
City
Bug |
A
bug
was
reported
where
multiple
players
from
different
empires
captured
the
bases
at
a
city.
There
empires
were
friends
toward
each
other.
Then
they
were
unable
to
capture
the
town
square. I am unable to reproduce the bug. The rule is fairly simple. Each player in the town square influences movement of the flag, either up or down, under the following conditions.
|
| Pirate
Station
Scuttle
Bug |
Fixed.
Might
see
a
few
more
pirate
stations
now. |
| Pirate
Crew
Behavior
Bug |
Fixed. |
| Passenger
Exploit |
Load
passengers.
Kick
from
roster.
Load
passengers.
Kick
from
roster.
Etc.
Ship
filled
with
hundreds
of
passengers.
Go
somewhere.
Unload
passengers.
Loitering
passengers
grab
berths.
Unload
passengers.
Etc.
:O Fixed. Now passengers will vanish from a ship if they no longer hold a berth. It may take up to a minute for them to disappear. |
| Subsidized
Ship
Export
Policy
Bug |
When
'Spacecraft
Requisition'
policy
is
set
to
'Anyone',
enemy
units
cannot
take
the
captain's
berth.
Fixed. |
| UPDATE |
|
| Contact
Mail
Spam |
Fixed
an
unfortunate
bug
that
caused
every
contact
with
a
wild
animal
to
be
treated
as
a
new
empire
contact,
which
created
a
LOT
of
mail.
This
shows
up
as
contact
with
a
blank
empire
name.
:P |
| Private
Ship
Recall
Bug |
Fixed
a
bug
that
prevented
private
ships
from
recalling
from
stasis
if
they
were
destroyed
while
repairing. |
|
|
|
| Essential
Supplies |
When
selling
or
exporting,
cities
now
maintain
a
minimum
stock
of
certain
essential
items.
The
minimum
stock
quantities
are
based
on
the
population
of
the
city.
On worlds that cannot support animal life, cities keep a minimum stock of air and water; they keep no minimum stock of air or water on hospitable worlds. On worlds that cannot support plant life, cities keep a large minimum stock of food; they keep a smaller minimum stock of food on hospitable worlds. The city inventory lists all of the things they have. A request for things for sale lists only the sellable stock of things available, holding back the minimum stock. |
| Citizen
Depletion
of
Occupied
City |
When
loading
crew
and
passengers,
a
city
keeps
enough
population
to
man
90%
of
its
jobs.
An
exception
is
made
for
people
in
the
chain-of-command
of
a
city;
they
are
permitted
to
take
all
but
the
last
two
people. This was changed to keep the 90% minimum in occupied cities, even if you are in the chain-of-command. This eliminates an exploit that permitted most of the population of an occupied city to be loaded as passengers and then executed, making it easy to genocide the remaining inhabitants. This provided another way to bypass the loyalty decay period as described in the last update. |
| Retail
Store
Imports/Sells
Vulcium
and
Magmium |
Retail
stores
should
now
import
and
sell
magmium
and
vulcium.
These
were
accidently
left
off
their
list.
They
are
both
construction
materials
and
spare
parts
so
the
retail
store
should
sell
them. |
| Enemy
City
Connected
By
Land
Imports
From
Enemy
City,
Possibly
Just
Electricity |
I
checked
the
code
to
verify
this.
Enemy
status
alone
does
not
prevent
import
of
goods
from
other
cities.
It
is
your
empire's
export
restrictions
that
control
what
commodities
are
exported,
including
electricity. |
| Cannot
Trade
Cargo
With
Transporters
Alone |
Fixed
two
bugs
in
the
trade
transaction
code
that
prevented
ships
from
trading
cargo
with
cities
within
transporter
range.
In
my
testing,
I
was
able
to
then
buy
and
sell
cargo
and
load/unload
citizens.
I
was
also
able
to
call
for
an
exterminator.
Repairs
and
upgrades
cannot
be
made
in
this
way
because
a
ship
must
moor
near
a
station
to
stay
in
orbit. |
| Board
Citizens,
Only
One
City
Responds |
When
cities
answer
an
offer
to
board
citizens
(crew,
troops,
passengers,
officers)
on
the
Trade
channel,
they
sometimes
only
provide
some
of
the
requested
citizens.
This
closes
the
offer,
preventing
other
cities
from
filling
the
remainder
of
the
request.
The
captain
of
the
ship
must
then
make
the
offer
repeatedly
until
all
slots
have
been
filled. Cities now leave the offer open until all other cities have an opportunity to fill the request. A single offer to board citizens may now result in answers from several cities, each providing some or all of the requested citizens, until the total boarding offer has been filled. |
| SOS
Spam
on
Empire
Channel |
Spacecraft
no
longer
send
SOS
or
other
similar
messages
on
the
Empire
channel.
They
used
to
only
send
these
messages
on
the
Friend
channel.
I
recently
added
the
Empire
channel
also.
That
change
was
unwelcome
because
the
Empire
channel
opens
automatically
on
the
client
of
every
empire
member,
preventing
players
from
ignoring
the
pleas
for
help
from
their
fellow
units.
Units
now
only
call
for
help on the Friend channel; they
no longer send those messages on the Empire channel. |
| Empire
Contact
Conditions |
A
lot
more
encounter
conditions
between
units
will
now
'make
contact'
between
two
empires,
including
contact
via
comm
channel
communications. A recent situation arose when a player could not land at a city that answered his hail. The city did not show up in the Land at City orders UI. Their two empires had not made contact yet. The hailing empire had a default stance of enemy toward unknown empires; the Land at City orders UI does not list enemy cities that do not have an airport. The city did not have an airport and its empire's default stance was neutral, enabling the city to answer the hail. With this change, the two empires make contact when the city is hailed. This initiates/syncronizes their stances toward each other. The city's empire stance would change to enemy, reciprocating the hailing ship's enemy stance. The city would then remain quiet, simply logging the enemy communication in its event log. |
| Sector
Decay
Problems |
Disabled
sector
decay
code
that
seemed
to
be
the
cause
of
all
the
recent
problems.
We'll
see
how
things
go
after
the
servers
wake
up. |
| City
Genocide
Exploit |
When
citizens
in
a
city
get
injured,
they
now
stop
coming
out
of
their
homes
for
a
while.
This
eliminates
an
exploit
that
enabled
a
single
enemy
ship
to
hover
over
a
city,
systematically
exterminating
the
entire
population.
Genocide
still
works
for
small
towns,
which
might
be
believable,
but
it
won't
work
for
a
large
city.
A large city is supposed to take days to change allegiance, allowing the original owner an opportunity to reclaim it. It doesn't really work in a game like this to allow the largest cities to be conquered in 10 minutes. Loyalty is the mechanism for creating a slow transition of ownership where the amount of time is dependent on the population. Loyalty changes at the rate of one person per city report. New citizens who move into a city are not automatically loyal. That is why a city experiencing rapid population growth shows a drop in loyalty, which is expressed as a percentage of the population. It's not because less people are loyal; it's because the total population is higher. Loyalty change is akin to the flag at a flag pole. At 100% loyalty, the loyalty "flag" is at the top of the pole. When the town square is captured, loyalty drops slowly until it reaches the bottom, then the allegiance changes and loyalty creeps back up again. If you recapture a city fairly soon after losing it, little loyalty is lost and it doesn't take long to get back to 100%. If you ignore the problem, the city becomes loyal to the occupier. There are 112 city report periods per day. Losing one unit of loyalty per report, an occupied city of 800 people takes about 7 days to fall from 100% loyalty to 0% loyalty, at which time the empire of allegiance changes and the city is no longer considered occupied. Then it takes another week to rise from 0% to 100% loyalty. The loyalty value is not truncated when population drops below the current loyalty value. Loyalty just drops slowly to the current population, one unit per city report. However, when the population is reduced to zero, the loyalty value is lost. This enables an attacker to bypass the occupied portion of the loyalty transition period by simply killing every single citizen. That should now only be possible if you wait until all the citizens are outside before massacring them. |
| Troops
Not
Manning
Ceiling
Turrets |
I
thought
this
was
fixed
once
before.
Found
my
previous
change.
<shakes
head
slowly>
It's
fixed
properly
now.
:P |
| Turret
Design
Error |
A
turret
or
hatch
on
the
max
top
of
the
tallest
ship
allowed
in
the
design
studio
shows
no
error
but
it
prevents
the
design
from
burning
to
disk.
Fixed. |
| Ship
Door
Render
Bug |
One
door
on
every
space
ship
renders
half-open.
It
also
does
not
appear
to
open
or
close
when
activated
and
it
does
not
make
any
sound.
Fixed. |
| Spacecraft
Designer
Client-Only
Mode |
You
can
now
enter
the
spacecraft
designer
without
logging
in
to
the
servers.
That
means
you
can
design
ships
while
the
servers
are
down. |
| Primeval
World
Client-Only Mode |
You
can
now
enter
a
primeval
world
that
does
not
require
logging
in
to
the
servers.
You
are
pretty
limited
in
what
you
can
do.
There
are
wild
animals
and
you
can
handcraft
things. |
| Sector
Decay
Disaster |
A
logic
error
caused
a
lot
of
empty
sectors
to
be
deleted
that
should
not
have
been
deleted.
This
necessitated
two
rollbacks
of
the
database,
losing
a
few
days
of
new
player
accounts,
characters,
spacecraft
designs,
cities,
etc.
I
apologize
for
that;
rollbacks
are
something
I
try
hard
to
avoid. The first rollback fixed most of the data errors introduced by the sector decay bug. Some characters may still be stuck unable to log in. Post your dude's name and/or id to the limbo thread on the forums, or ask an agent on line. Someone may be able to rescue you. Now that the dust has settled, sectors are decaying when appropriate. This helps to maintain a manageable data load. Instead of 260k sectors with 4.5M solar systems, the number is currently around 55k sectors with less than 1M solar systems. |
| Player
Decay |
Players
who
have
not been on line for
60 days are now subject to a new form of decay. This only
affects players who are not in
a city and who are not
aboard the ship where they hold a berth. When a player decays in
this way, they simply recall home if their empire still has any cities.
If their empire has no cities, they are reassigned to a randomly
selected empire that has a capital city and an open immigration policy
before recalling home. This accomplishes two things. Solar systems are allowed to decay that are otherwise only hosting a person. Empires are allowed to decay that have no cities when no people remain in that empire. |
| Manager
Server
Thread
Lockup |
Player
decay
flushed
out
a
long
lurking
thread
deadlock
bug.
It
has
caused
the
manager
server
to
lock
up
once
every
couple
months
or
so.
The
problem
became
acute
when
the
server
grid
started
up
and
decay-spawned
two
thousand
characters.
This
bug
could
also
cause
the
master
server
to
lock
up
but
I'm
not
sure
that
it
ever
has. |
| Dead-head
Limbo |
Players
have
been
getting
stuck
more
frequently
while
dead-heading
between
systems,
probably
due
to
the
increased
use
of
warp
drives.
This
was
an
excruciatingly
painful
bug
to
find.
I
spent
half
the
day
following
a
ship
called
Rare Bird as it
traveled from one server log file to another, pooping out valuable
clues as it went. After warping around the galaxy for some time, it
arrived in a system, departed for another system, and arrived again
from the same original system, departing again for the same other
system! Now two of them were chasing each other through the galaxy. D: |
| AI
Warp
Drive
Usage |
Some
improvements
were
made
to
AI
warp
drive
usage.
|
| Sectors
Decayed |
Finally
finished.
Sorry
for
that.
I
didn't
think
it
would
take
that
long. |
| Warp
Drive
AI |
Crew
now
operates
warp
drive
as
follows.
|
| System
Decay
Limbo |
A
number
of
players
got
stuck
in
limbo
over
the
past
few
weeks
while
traveling
between
systems.
The
data
suggested
these
people
were
going
to
systems
that
decayed
due
to
inactivity.
I
think
I
fixed
this
bug;
we'll
see. |
| Officer
Announces
Order
Completion |
The
officer
who
has
the
con
now
announces
the
completion
of
mission
orders
on
the
crew
channel.
They
will
make
this
announcement
at
galaxy
range
if
none
of
their
human
officers
is
in
the
system
with
them. |
| Aye,
fly
into
sun. |
Fixed
a
bug
that
caused
AI
pilots
to
veer
into
planets
and
suns
when
going
too
fast
to
stop
at
their
destination. |
| Deceleration
Strategy |
When
going
too
fast
to
stop
at
the
destination,
the
AI
pilot
now
flies
away
from
the
destination
while
decelerating
until
the
point
at
which
the
ship
can
decelerate
inbound
to
the
destination.
Then
the
pilot
turns
around
and
decelerates
the
rest
of
the
way
in.
Previously,
the
pilot
would
circle
the
destination
while
decelerating. |
| Navigate
To
Sun |
Navigator
now
sets
the
nav
point
at
the
edge
of
the
sun,
rather
than
in
the
middle
of
it.
The
course
is
better
for
warp
braking
and
other
reasons.
Navigator
clears
the
nav
point
when
the
ship
is
within
1
au
of
the
surface
of
the
sun. |
| Engineer
Operation
of
Warp
Drive |
Engineer
now
engages
the
warp
drive
at
maximum
warp
when
traveling
to
another
solar
system.
Engineer
shuts
off
the
warp
drive
when
there
is
no
course
set,
unless
a
human
is
manning
the
helm.
That
way,
warp
braking
is
achieved
until
the
navigator
clears
the
nav
point,
at
1
au
from
the
sun. |
| Sector
Decay |
Sectors
will
now
decay
from
existence
when
no
longer
needed.
Previously,
sectors
persisted
forever
once
they
were
created.
This
developed
into
an
enormous
data
load
for
the
master
and
manager
servers. UPDATE 12:47MDT Upon startup, the master server started deleting 261,337 unneeded sectors and their contents. UPDATE 15:13MDT Still deleting sectors... UPDATE 15:57MDT Still deleting... This is going to create one heck of a DELETE query. D: UPDATE 16:28MDT Still deleting... If the DELETE query fails, we'll have to start over. I've already updated the code to perform deletes in batches but it doesn't affect the running server, obviously. |
| Navigator
Announcements |
Navigator
now
announces
certain
events,
such
as
laying
in
a
course
to
a
destination
or
arriving
at
a
destination. |
| Habitable
Moon,
No
Officer |
Habitable moons 3,800km dia should never have existed, but they do. The code was unchanged that permits them to occasionally exist. They will now produce an officer where previously they would not. |
| Infinite
TL32
Magmium
Made
in
Toucan
Empire |
Dyadic
Paragon
was
reported
to
possess
infinite
quantities
of
TL32
magmium
manufactured
by
the
Toucan
Empire.
The
Toucan
Empire
has
been
gone
for
a
long
time
and
they
have
no
more
cities
in
the
system;
where
is
the
magmium
coming
from?
Answer:
The
system
appears
to
have
a
very
large
but
dwindling
stock
of
this
magmium.
There
is
no
infinite
source,
just
a
lot
of
it. |
| Burden
Prevents
Movement
in
Gravity
Well |
Fixed.
Your
personal
burden
has
no
effect
on
your
movement
in
a
gravity
well.
Previously,
a
heavy
burden
would
immobilize
your
character
in
a
gravity
well. |
| Private
Ship
Ignores
Captain
Request |
Fixed
a
bug
that
prevented
privately
owned
ships
from
giving
the
captain's
berth
to
enemy
units,
even
if
the
ship
had
no
captain
or
officers
at
all. |
| Officer
Decay
Bug |
Fixed
a
bug
that
caused
the
officer
aboard
a
ship
to
feel
neglected
when
not
hailed,
even
though
a
commanding
player
might
have
been
aboard.
Previously,
they
depended
on
receiving
communications
on
the
comm.
Now
the
presense
of
a
player
aboard
who
is
in
the
chain
of
command
of
the
ship
satisfies
the
officer's
need
for
contact.
You
must
be
aboard
for
at
least
a
minute
on
line. |
| Agent
Changes |
Made
a
few
minor
changes/fixes
to
the
Agent
UI.
A
Windows
patch
was
posted
today
for
this
reason
alone.
It
is
the
only
change.
If
you
got
the
9/20
update,
don't
bother
updating
with
this
patch
if
you
aren't
an
agent.
Unfortunately,
the
updater
touched
all
the
files
so
their
dates
changed.
The
only
ones
that
actually
changed
were
the
Windows
patch
files.
|
| Path Crash | Fixed
a
crash
in
AI
path
code
that
killed
a
server
today.
It
was
new
code,
or
at
least
recently
touched.
It
is
possible
for
this
to
crash
the
client
when
performing
a
path
analysis
of
a
design
but
I
did
not
build
a
new
client
just
for
this;
you'll
have
to
wait
for
the
next
update
if
your
path
analyzer
crashes.
This
particular
bug
fix
did
not
make
it
into
the
client
patch
that
was
posted
for
agents. |
| Agent
On
Line
Status |
The
Players Online page accessible from
the Server Status page should now show the
names of agents in italics.
We'll see... |
| Player
Stats
Bug |
Fixed
a
bug
that
caused
players
to
stop
showing
up
on
the
Player
Stats
web
page
when
stuck
in
a
certain
kind
of
limbo,
usually
experienced
only
by
agents
or
characters
summoned
by
agents. |
| City
Loses
Items
From
Inventory |
Fixed
a
bug
that
caused
a
commodity
of
a
city
to
be
lost
entirely.
The
bug
was
triggered
when
a
city
received
a
commodity
better
than
one
it
already
had
in
stock
and
the
quantity
of
the
commodity
in
stock
combined
with
the
new
commodity
exceeded
the
storage
space
of
the
city.
The
lesser
commodity
was
lost
entirely
in
this
case.
It
was
reported
in
various
ways.
|
| Yohan
Can't
Move |
Yohan
aboard
an
incredible
TL30
spacecraft
could
not
move
after
crew
was
loaded.
AI
pathing
caused
the
tick
thread
to
grind
to
a
complete
standstill
too
long
for
any
object
to
move.
|
| Yohan's
Ship
Has
Lots
of
Doors |
Yohan's
ship
has
764
operable
doors
and
hatches.
Unfortunately,
there
is
a
limit
to
the
number
of
doors
and
hatches
that
can
be
animated
using
my
spacecraft
shader.
|
| Ship
No
Model
Render
Shorter
Walls |
Made
a
slight
improvement
to
the
'no
model'
rendering
of
the
ship
that
you
get
when
the
full
3D
model
hasn't
been
built
yet.
It
is
just
solid
floor
polygons
with
lines
at
wall
vertexes.
The
walls
are
drawn
slightly
shorter
so
their
top
edges
no
longer
bleed
through
the
floor
of
the
deck
above
them.
This
helps
to
clean
up
the
appearance
of
the
floor. |
| Ship
Top
Down
Render
Half
Height
Walls |
Walls
are
only
drawn
at
half
height
in
the
'tactical'
top
down
view
of
a
ship
that
you
get
when
aboard
a
ship
in
top
down
view.
This
seemed
to
improve
the
appearance
slightly. |
| Cartesian
Coordinates |
Cartesian
coordinates
are
now
entered
into
a
single
box,
rather
than
separate
X,
Y
and
Z
boxes.
Formatting
details
are
provided
by
the
tool
tips
on
the
input
boxes.
|
| City
'Buy'
vs
'Sell'
Message
Error |
Ship
not
on
a
road
slab
tried
to
sell
cargo.
City
said
must
be
on
a
slab
to
"buy".
Fixed. |
| Health
Bar
Size
Setting |
Render tab of Settings window now has a slider to
control the size of the health bar that is rendered for you and your
vehicle or mount. |
| City
Reports
Sailboat? |
Indigo
City
reports
having
a
sailboat.
The
city
is
in
the
mountains. Fixed a bug when tallying boats. They are a special case as they do not usually reside "in" the city so much as they reside "next to" the city. |
| City
Beacon
Name
Wrong |
City
name
wrong
on
beacon
after
city
renamed.
Correct
after
client
is
restarted.
Fixed. |
| Surgery
Unit
Eye
Position
Wrong |
Eye
position
of
character
is
wrong
when
in
a
surgery
unit.
Fixed. |
| Map
Zoom
Button |
Map page of Locator now has a button to use for
zooming in/out. This accommodates players who do not have a mouse wheel. |
| Occupied
City
Worker
Toggle |
The
state
of
worker
on/off
switches
at
manufacturing
processes
can
no
longer
be
changed
in
a
city
that
is
occupied. |
| Ship
Purchase/Repair
Won't
Combine
Stacks
of
Items |
When
buying
or
repairing
a
ship,
the
city
will
now
combine
multiple
stacks
of
eligible
materials.
Previously,
the
city
would
report
insufficient
materials
when
combined
stacks
of
dissimilar
materials
would
have
worked. |
| Fetch
Doesn't
Fetch
All |
Fetching
materials
at
a
manufacturing
or
construction
process
stops
if
it
depletes
the
stack
of
commodities
from
which
it
is
fetching,
even
if
more
stacks
could
have
been
fetched.
I
have
to
Fetch
again
to
get
more
stuff.
Fixed. |
| City
Report
Ships |
City
report
now
lists
all
spacecraft
in
the
city
and
all
empire-flagged
spacecraft
in
orbit
over
the
city's
planet. |
| Tech
Level
Effect
on
Storage
and
Capacitor |
The
storage
and
capacitor
added
by
all
buildings
is
now
increased
by
their
individual
tech
levels,
at
5%
per
tech
level. |
| Troops
Won't
Use
Top
Turrets |
Fixed
a
bug
that
prevented
troops
from
finding
ceiling
turrets. |
| Travel
Direct
to
Coordinate
Bug |
Crew
will
no
longer
leave
the
solar
system
while
following
a
travel
direct
to
coordinate
order
unless
an
AI
officer
or
online
player
is
aboard. |
| Jump
In
Place
Bug |
Jump
in
place
on
a
spacecraft
and
I
end
up
standing
knee
deep
in
the
floor.
Fixed. |
| Respawn
to
Capt
Slot
Bug |
Respawn
aboard
a
ship
with
no
berths
puts
me
at
the
helm
in
a
'sleeping
in
bunk'
pose.
Fixed.
Now
you
spawn
standing
in
that
case,
which
means
you
do
not
get
protection
from
airless
environment
that
would
be
provided
by
a
berth
with
a
bunk. |
| Killed
While
Riding
Bug |
When
killed
while
riding
an
open
vehicle
(motor
bike
or
sailboat)
or
an
animal,
your
body
now
falls
off
the
vehicle/animal.
Your
body
does
not
fall
to
the
ground
when
riding
a
citizen
or
player. |
| Server
Thread
Finished
Bug |
Fixed
a
bug
that
crept
in
with
the
upgrade
to
Qt4.8.2.
The
problem
caused
a
manager
or
master
server
to
sometimes
fail
to
notice
when
a
subordinate
server
disconnected. |
| Server
Thread
Lockup
Bug |
Fixed
some
code
that
was
accessing
a
data
structure
in
a
way
that
was
not
thread-safe. This error is the prime
suspect behind a few unexplained server lock-ups in the past few months.
The lock-ups always seemed
to be associated with assigning/revoking sectors and
systems to subordinate servers. The error
was found in code that manages those assignments/revokations. |
| Vehicle
Empire |
Vehicle
empire
now
stays
in
sync
with
the
driver's
empire.
Previously,
the
empire
of
a
vehicle
did
not
change
if
the
driver's
empire
changed
while
they
were
in
the
vehicle. |
| Transporter
Room
Destination
Options |
The
Beam Over button on the
Comm window now shows a dialog with various destination options if you
are standing in a transporter room. Transporter destination options are
only available on the Voice channel and on the Crew channel, if you are
a member of the crew. The dialog provides a way to tell the transporter
operator where you want the transporter locked on to and whether to
beam to or from the destination. Destination options include:
|
| Path
Checker
Crashes |
Fixed
a
bug
that
caused
the
path
checker
in
the
design
studio
to
crash. |
| New
Character
Wrong
DNA |
Created
a
new
character
in
Imperium.
Appeared
in
town
square
with
DNA
of
indigenous
people.
Capital
of
Imperium
is
an
alien
city.
New
character
should
have
gotten
the
citizen
DNA
of
the
city.
Fixed. |
| Warehouse
Storage
Bug |
A
warehouse
now
adds
more
storage
to
a
city
than
an
eight
story
jeweler,
or
any
other
building
built
to
the
max
height. |
| Environment
Sounds
Bug |
Environment
sound
effects
were
wrong
for
agents
while
invisible.
Fixed. |
| Fighter
Spawn
Bug |
Spacecraft
A
fetches
a
fighter
to
a
vehicle
bay.
Spacecraft
B
is
aboard
spacecraft
A
in
the
vehicle
bay.
The
fighter
is
placed
aboard
spacecraft
B.
Spacecraft
A
fetches
another
fighter,
ad
infinitum.
Fixed. |
| Severe
City
Decay
Penalty |
I
think
I
fixed
a
bug
that
was
causing
cities
to
report
extremely
low
morale
due
to
not
being
visited
recently,
when
in
fact
they
were
visited
recently.
I
am
not
100%
certain
of
the
fix.
Please
speak
up
if
you
have
a
city
with
this
problem. |
| Autopark
Vehicles
In
Bays |
Vehicles
in
spacecraft
vehicle
bays
now
automatically
park
themselves.
Get
the
vehicle
into
the
room
and
exit
the
vehicle.
It
will
move
to
it's
proper
parking
spot
and
orientation,
even
if
it's
stuck
in
a
wall.
This
only
works
when
the
appropriate
type
of
vehicle
is
placed
in
a
bay
that
lacks
one.
A
space
fighter
F1
will
not
autopark
in
a
bay
for
an
SUV,
or
a
bay
for
a
space
fighter
F2
for
that
matter. |
| Star
Rendered
Wrong
Size |
Fixed a bug when rendering companion stars in binary and trinary systems. The bug caused companion stars to be rendered at the same size as the primary star, instead of at their proper size. This bug was introduced when porting suns to GLSL. |
| Construction
Goes
Under
Terrain |
Fixed
a
bug
that
permitted
terrain
to
go
too
far
down
into
the
planet
model.
Existing
terrain
that
is
already
broken
is
unaffected;
it
will
not
be
fixed
unless/until
you
build
a
new
road
there. |
| Agent
Ported
and
Could
Jump
High |
Fixed
a
bug
that
caused
encumberance
weight
to
be
lost
when
an
agent
teleported. |
| No
Sun
at
Ringworld |
Fixed
a
bug
when
rendering
suns
for
a
viewer
standing
inside
the
atmosphere
of
a
ringworld.
This
bug
was
introduced
when
porting
suns
to
GLSL. |
| Town
Square
Safe
Zone |
The
town
square
can
now
be
used
as
a
refuge
from
the
wilderness.
Wild
animals
no
longer
see
people
who
are
in
a
town
square. |
| Galactic
Positioning
System |
Locator
now
has
a
GPS
tab
that
shows
your
coordinates
relative
to
the
galaxy,
sector
and
solar
system. |
| Mission
Order
Travel
Direct
to
Coordinate |
A
new
mission
order
was
added
to
travel
directly
to
a
coordinate.
The
coordinate
may
be
relative
to
the
galaxy,
sector
or
solar
system.
Many
people
have
asked
for
this
feature. |
| Agent
Teleport
Limbo |
Fixed
a
bug
when
agent
teleporting
to
a
person
in
a
vehicle
that
had
no
empty
seats.
The
agent
was
lost
in
the
void
at
that
point. |
| Crew
Trouble
Landing
on
Fast-Rotating
Worlds |
Fixed
crew
landing
logic
to
deal
with
fast-rotating
worlds.
The
apparent
change
is
they
begin
their
descent
at
20
degrees
rather
than
10
degrees
of
the
target,
which
is
a
little
steeper.
In
addition,
once
they
begin
their
descent
approach
they
will
not
break
off
the
approach
if
the
target
rotates
away
from
them,
unless
it
rotates
over
the
horizon
before
they
enter
the
atmosphere. |
| Bases
Under/Above
Ground |
Fixed
a
terrain
positioning
bug
that
caused
bases
on
sloping
terrain
to
hover
above
the
ground
or
embed
in
the
ground.
All
existing
bases
are
affected/repaired.
They
do
not
have
to
be
rebuilt. |
| Spacecraft
Capture
Sequence
Spam |
Fixed
the
messages
emitted
while
capturing
a
spacecraft.
There
were
several
problems,
particularly
with
privately
owned
ships.
Note
that
the
empire
of
a
privately
owned
ship
is
not
changed
when
it
is
captured.
The
only
result
of
capturing
a
privately
owned
ship
is
that
the
capturing
player
loots
the
ship's
fund. |
| Pirates
Collide
When
Attacking |
Fixed
a
bug
that
caused
crew
to
creep
their
ships
closer
and
closer
together
when
in
combat
until
they
collided.
This
usually
resulted
in
a
bunch
of
ships
stuck
together
in
frustrating
ways.
It
was
probably
the
worst
part
about
fighting
pirates. |
| City
Capture
Exploit |
Fixed
a
bug
that
may
have
enabled
a
certain
city
capture
exploit.
That
exploit
enabled
a
player
to
capture
the
town
square
of
a
city
without
capturing
any
of
its
bases. |
| Remote
Door
Open/Close
'M'
Key
Broken |
Fixed |
| Broken
Bones |
Fixed
a
critical
problem
with
certain
bones.
Data
was
corrupt
on
bones
left
behind
by
animal
carcasses
decaying
in
the
environment.
Attempts
to
do
certain
things
with
those
broken
bones
resulted
in
server
lockup
and/or
crash.
If
you
have
one
of
these
broken
bones,
please
destroy
it. |
| Server
Thread
Communication
Error |
A
slight
change
to
the
signals
emitted
by
the
Qt
4.8.2
QThread
object
caused
a
recent
spate
of
limbo.
This
affected
entire
solar
systems
and
everything
in
them,
including
agent
attempts
to
go
to
those
systems. |
| Fetch
and
Run
Manufacturing
Processes |
Fetch
and
Run
on
manufacturing
processes
can
now
be
used
by
anyone
in
the
empire
when
the
worker
is
disabled.
When
the
worker
is
disabled,
only
AI
workers
and
players
from
other
empires
are
prohibited
from
pushing
Fetch
or
Run. |
| Construction
Blocked |
Fixed
a
bug
that
caused
off-line
enemy
players
to
block
construction.
This
was
sometimes
exploited
when
attacking
by
placing
a
player
at
a
base
under
construction
then
logging
off. |
| World
Population
Limit |
World
population
limits
are
now
applied
on
a
per
zone
basis.
See
World
Resource Zones in the game manual for
specific numbers. |
| City
Zones
of
Influence |
Cities
now
exert
control
over
their
entire
resource
zone.
See
City
Zone of Control in the game manual for
details. |
| Update |
I
forgot
one
to
mention
this
one. |
| Seige |
"Attackers
completely
surrounded
a
number
of
my
cities
in
unconstructed
pressurized
slabs
(the
hardest
building
to
build
in
the
game)
in
their
cities.
These
can't
be
removed
until
they're
completed,
which
is
practically
impossible
in
cities
without
labourers.
Until
they
are
removed,
the
cities
can't
expand." Solution: You can now bulldoze enemy roads that are under construction. Unfortunately, this bypasses the requirement to perform the labor needed to grade the terrain. It seems like a less serious problem than being hemmed in by indestructable road sections. Client update needed for this change. |
| Friendly
Fire |
"My
ships,
stations,
and
laser
bases
were
boarded
and
used
to
destroy
the
remainder
of
my
fleet.
They
weren't
captured
(which
would
allow
the
other
ships
to
return
fire),
the
attacker
simply
sat
at
the
fire
control
station
and
blasted
the
other
ships
into
oblivion."
Solution: 1. To fire a weapon bay on a ship, the gunner must be on the crew or in the chain-of-command of the ship. Otherwise the weapon does not fire. 2. To fire a weapon bay at a base, the empire who controls the flag at that base must be friendly (not Enemy or Neutral) toward the empire of the gunner. Otherwise the weapon does not fire. |
| Ghost
Infiltration |
"Once
aboard
a
ship,
the
attacker
can
sign
out
and
remain
there
invisibly.
At
any
point
in
the
future
(as
in,
when
he
can
do
the
most
damage),
he
can
sign
back
in
and
fire
the
ship's
weapons,
or
fly
it
into
the
sun.
There
is
no
defence
against
this,
as
logged-off
players
can't
be
detected." Solution: Reconcile Roster button on Spacecraft page of Governance (F12) window now kicks stowaways in addition to removing people from the roster who are not aboard. All players who are not on-line and who are not on the ship's roster are forced to recall home. Client update needed. |
| Flag
Spam |
"The
attacker's
favourite
tactic
was
to
litter
my
planets
in
town
squares
which
could
be
used
as
respawn
points.
They
can
be
built
much
faster
than
they
can
be
captured." Solution: Whenever you place a town square on a planet, all other cities of your empire that have no completed buildings are deleted entirely. The test for completed buildings ignores the town square, roads and parks. |
| Production
Hijacking |
"Players
who
don't
have
any
authority
over
a
city
can
still
run
production
and
(even
worse)
buy
private
spacecraft.
So,
the
attacker
could
simply
run
my
aircraft
factories
(although
they
couldn't
change
the
production
order)
and
swipe
the
fighter
that
was
built.
Also,
they
can
buy
private
ships
for
themselves
from
my
spacecraft
factories.
The
only
defence
was
to
bulldoze
all
vehicle
factories
in
my
cities." Solution: 1. When the worker is disabled at a manufacturing process, only players in the chain-of-command of the city can Fetch materials or Run the process. 2. Spacecraft Sales export policy added to restrict sale of private spacecraft. Client update needed to change Spacecraft Sales export policy; default setting is Export Only To Friends. 3. Spacecraft Requisition export policy added to restrict captaincy of subsidized spacecraft. This controls who a subsidized ship will grant the captain's berth to. Ship empire immediately changes to new captain's empire. Stations are not affected by this policy; the captain must be from the same empire as the station. Client update needed to change Spacecraft Requisition export policy; default setting is Export Only To Friends. |
| False
Flag
Operation |
"Attackers
created
empires
for
themselves
with
the
same
name
as
existing
empires
to
cause
confusion.
Fix:
prevent
the
creation
of
empires
with
non-unique
names." Solution: Fixed a bug that permitted empires to be created with non-unique names. Duplicate empire names were renamed when the servers restarted. |
| Illegal
Immigration |
"Attackers
used
open-immigration
empires
as
starting
points
for
their
invasion,
or
as
targets.
Fix:
Open
Immigration
should
either
be
disallowed
or
the
default
should
be
changed
to
"By
Invite"
or
"By
Request."" Solution: Default immigration policy for new empires is now By Invitation. Client update needed for this change. |
| Unknown
Occupied
City
Workaround |
"I
haven't
figured
out
how
they
did
this
yet,
but
the
attackers
seized
my
capital
(a
city
of
800
people)
and,
in
a
matter
of
minutes,
bulldozed
all
of
its
buildings.
I
know
you
can
do
this
by
killing
the
civilians,
but
that
generally
requires
a
ship
with
a
lot
of
turrets,
something
they
lacked." This may have also been the bug reported as... "1. Create a new empire and set your policies to default unknown empires to enemy. This is necessary because trying to do this to empires you have encountered previously doesn't seem to work. 2. Take a 2nd character and join any open empire that has defense bases at their capital 3. Stand on the flag, then join the empire you made while still standing on it. you will then capture the city without capturing any of the bases. 4. Transfer your newly captured cities from the new empire you made to whatever empire you see fit 5. you now have captured a city without having to capture any of the bases" Solution: Fixed a bug in a cache of data that may have caused this. I am not 100% certain it was the problem. I have not performed this specific test to check. It would be great if someone would try it and let me know the result. |
| Vehicle
Fetch
Bug |
Vehicles
fetched
to
spacecraft
were
not
observing
empire
export
restrictions.
Fixed. |
| Berth
Request
Ignored |
When
a
spacecraft
receives
a
berth
request,
it
now
responds
with
the
reason
for
rejection
when
the
berth
is
not
assigned.
Until
a
new
client
is
posted,
you
will
receive
a
"garbled
transmission"
instead
of
a
proper
message. |
| Broken
DNA
Fixed |
DNA
was
fixed
today.
A
backup
was
made
just
before
the
DNA
was
updated.
Let
me
know
ASAP
if
you
experience
some
horrible
bad
side
effect
as
a
result
of
this
change.
|
| DNA
Validation
Crash |
Fixed
a
bug
that
caused
servers
to
crash
when
validating
certain
DNA
combinations. |
| OpenGL
Shader
Language
Port |
The
hard
work
of
implementing
GLSL
has
begun.
The primary purpose of this port is to gain compatibility with Mac OS X, which does not compile the SoH GPU programs, presently written in Cg shader language. I have built SoH on Mac OS X. It appears to run fine; Cg is the only roadblock at this point, a pretty big one I might add. In the first pass I will concentrate on eliminating all use of the Cg shader language and associated libraries, replacing that code with GLSL code that produces the same result. It's going to be a LOT of work. No work is being done to improve appearance or display performance. Those things will be tackled later on, after the Cg stuff is all gone. A few objects are shaded using GLSL in this update. Please let me know if you observe an error in drawing any of these items on your screen.
|
| Character
DNA
Exploits |
Players
have
hacked
.chr
files
and
successfully
used
them
to
create
extraordinary
characters.
Some
characters
have
been
reported
with
over
1,800
hit
points. This led to fixing a number of bugs on the character creation screen. The most obvious bug happened when loading a .chr file. The resulting display of the character and the control settings were incorrect. This is fixed in the update today. Before the fix, the actual DNA that was loaded from the .chr file was sent to the server, regardless of the state of the controls on the client screen. The problem was compounded by the fact that the server did not check the validity of the character DNA in any way. This meant that any .chr file that did not result in a disabled 'Enter Hazeron' button could be used. D: This weekend I will run a clean-up utility to fix the existing bad character DNA in the database. Unfortunately, of 35,000+ characters in the database, about half of them have DNA errors that make them invalid. Consequently, my fixup utility makes some attempt to modify the overall size of invalid characters to make them valid, if that is the problem. It also ignores minor errors where a character is not too far from being valid. Characters who cannot be fixed/ignored will have their DNA reset to the default human. This reduces the number of characters that will be affected to about 1,400. Character DNA is stored in other places, such as city worker DNA, capital city DNA, etc. It will be similarly fixed in those places as well. The server now checks the validity of the character DNA that is submitted by the client. That server validation code will not go live until I run the DNA fixer this weekend. I'd rather not risk a forest fire on the server farm on a Friday evening. |
| Build Configurations Changed | The
Debian
6.0.5
and
Ubuntu
10.04
distros
suffered
an
unexpected
fate.
The
linker
cannot
resolve
the
function
glBindFragDataLocation
on
those
two
Linux
distributions.
It
is
defined
in
the
header
files
so
it
compiles
just
fine;
apparently
no
actual
code
exists
in
the
GL
library
so
the
linker
is
dissatisfied. It appears that function cannot be resolved unless the installed GL implementation supports it. Those SoH clients are built on virtual machines that do not have anything but stock video drivers installed. Ubuntu 10.04 64-bits is an exception but I'm not sure that it is trustworthy. It was built on a computer with an nVidia GPU driver installed. The linker was able to resolve the function reference on that computer so I posted the result. It may only work if an nVidia GPU is installed; it has not been tested on a computer with an ATI GPU. UPDATE: Tested on Ubuntu 10.04 64-bits running on an Alienware m17x portable with dual ATI Mobility Radeon HD5800 series GPUs. No problems. |
| What
Now? |
A
lot
of
people
have
asked
me
what
I
am
working
on
right
now.
A player recently submitted a nicely formatted list of exploits that were used against their empire. I am attacking the items on that list with a vengeance. I intended to fix all of them in time for this update. Problems tidying up and building new GLSL code on various platforms took a lot more time than anticipated. Work on the exploits list will resume on Monday. |
| More
Build
Configurations |
Configured
ten
computers
with
fresh
OS
and
build
environments
to
compile
Shores
of
Hazeron. This makes more
different client-side configurations available. Mac OS X is in
progress; it requires significant SoH code changes to abandon Cg in
favor of OpenGL Shader Language. It's a lot of work but I am looking
forward to eliminating an API. I prefer to use fewer APIs because they
create challenges to cross-platform compatibility.
|
| Ubuntu
8.04
Dropped |
Dropped
Ubuntu
8.04
because
it
is
two
long
term
support
releases
old.
Send
me
e-mail
if
you
really
really
want
this
version
back. |
| Qt
4.8.2
Version
Upgrade |
All
build
environments
now
use
Qt
4.8.2. |
| No
E-mail
From
Password
Reset |
The
web
program
for
resetting
an
account
password
failed
to
send
e-mail
to
anyone,
except
me.
It
appeared
to
work
fine
here,
didn't
work
for
anybody
else
though.
This
was
a
mail
server
configuration
error.
It
is
now
fixed. |
| Update |
|
| Password
Mail
Failure |
A
few
people
reported
they
did
not
receive
any
e-mail
after
resetting
their
account
password.
The
login
server
was
not
providing
a
'From'
address
when
sending
that
mail.
A
lot
of
mail
servers
might
have
rejected
the
mail
because
it
had
no
from
address.
The
login
server
has
been
fixed.
Please
try
again. |
| Security
Update |
SHA-1
hash
keys
implemented
to
protect
login
account
information. |
| Spawn
Rules
Changed |
Spawn
sequence
is
now...
I just realized that I did not update the tool tip on the button bar. It still describes step 5 as it worked previously. The tooltip will be correct in the NEXT client update. UPDATE: Spawning game manual page updated to reflect this change. |
| Lost
Empire
Bug |
The
change
to
the
spawn
rules
eliminates
the
only
condition
that
caused
a
character's
empire
to
change
involuntarily. |
| Spawn
Limbo
Bug |
Finally
found
the
cause
of
some
characters
getting
stuck
in
a
strange
state
in
the
respawn
queue.
It
affected
players
in
empires
with
only
one
city
where
that
one
city
was
the
capital
city.
I've
had
a
flaming
item
for
this
in
my
to-do
list
for
a
long
time. |
| Reset
Password |
The
Login Accounts section of this web
site now enables the password for an account to be reset, with the
result sent via e-mail to the address on file. The option to have the
current password sent to your e-mail address has been removed. |
| System
Decay
Change |
Solar
system
contents
no
longer
decay
to
nothing
if
there
is
a
player
character
in
the
system,
even
if
they
are
not
on
line.
This
is
specifically
the
final
decay
stage
when
the
planets
and
moons
would
be
removed
due
to
inactivity.
Previously
characters
in
a
system
that
decayed
in
this
way
would
respawn
elsewhere.
Now
they
would
most
likely
cause
a
new
system
to
be
created
in
which
to
spawn
them. |
| Server
Crash
-
Bad
Door
Index |
Trapped
a
bug
that
caused
servers
to
crash
when
an
invalid
door
index
was
used
to
open
a
door
of
a
spacecraft.
The
exact
cause
is
still
unknown
but
the
servers
won't
crash
any
more.
Instead,
they
will
leave
a
bit
of
information
in
the
log
that
may
help
find
the
problem. |
| Server
Crash
-
Creature
Environment |
Fixed
a
bug
that
caused
a
server
to
crash
when
a
creature
was
in
an
invalid
location. |
| Body
Pose
Bug |
Fixed
a
bug
in
the
body
posing
code
of
player
characters. |
| AI
Pathing |
Spent
some
considerable
time
fixing
a
bunch
of
bugs
in
AI
pathing
aboard
spacecraft.
Found
some
surprising
errors.
The
AI
is
much
better
now.
As
always,
there's
room
for
improvement.
Some
changes
affect
the
path
analysis
provided
in
the
Design
Studio.
This
will
have
to
wait
until
the
next
client
update. |
| Turret
Fire
Hits
Ship
In
Design
Studio |
Fixed.
This
bug
was
claimed
to
be
fixed
once
before
with
failed
results.
I
think
I
got
it
this
time. |
| Server
Crash
Due
To
Job
Completion |
A
recent
spate
of
server
crashes
was
caused
by
completion
of
jobs.
Nice
to
see
people
are
using
them
more.
Sorry
for
the
hidden
land
mine.
The
problem
is
fixed. |
| Empire
Standings
Page
Stopped
Updating |
Empire
standings
page
stopped
updating.
The
process
depended
on
a
really
slow
recursive
query,
resulting
in
a
growing
time
to
complete
the
task.
The
report
process
finally
started
taking
over
an
hour
to
complete,
at
which
point
the
next
instance
destroyed
the
temporary
data
being
created
by
the
running
report
process.
That
query
and
some
others
were
optimized
so
the
report
takes
about
4
minutes
now.
That
slow
recursive
query
was
used
by
a
data
integrity
cleanup
process
when
starting
the
master
server.
The
optimization
cut
about
1/2
hour
off
the
startup
time
for
the
master
server. |
| Empire
Standings
Totals |
Added some totals information to the empire standings page. |
| Empire
Standings
Rankings |
Added a ranking column for top-level empires. |
| Spacecraft
Railings |
Railings
finally
work
in
spacecraft.
You
can
jump,
fly,
or
float
over
them.
You
can
also
sight
and
shoot
targets
through
railings.
Previously,
railing
walls
acted
just
like
solid
walls
for
all
purposes. |
| Server
Status
During
Startup |
Server
status
now
shows
master
server
status
while
it
is
starting
up.
Previously,
it
would
show
Down
during
a
long
startup
period
in
which
the
master
was
preparing
or
loading
data.
Now
at
least
you
can
tell
it
is
alive. |
| Scene
Master
Unit
Changed |
The
scene
master
server
ran
out
of
RAM
and
had
to
move
to
a
different
unit.
Unfortunatly
that
means
the
IP
address
of
the
scene
master
changed.
The
DNS
change
has
been
posted
but
it
may
take
up
to
24
hours
to
propagate
to
everyone. To play before the DNS propagates, you could add this entry to your hosts file. 74.63.187.81
scene.hazeron.net
|
| Pilot
Orbit
Logic
Changed |
I
was
in
the
middle
of
working
on
pilot
orbiting
logic.
It
was
barely
tested
when
this
server
issue
cropped
up
and
demanded
immediate
attention.
Pilots
may
be
a
little
better
now
or
they
may
be
worse;
we'll
see. |
| Vehicle
Destroyed
In
Bay
Bug |
Vehicle
attacking
a
ship
from
inside
the
ship
caused
damage
to
the
vehicle
bay.
A
vehicle
was
determined
to
be
destroyed.
The
attacking
vehicle
was
selected
and
destroyed,
to
the
surprise
of
the
attacker.
That
bug
was
fixed. |
| Character
Delete
Bug |
Finally
trapped
an
elusive
bug
that
managed
to
delete
a
small
handfull
of
player
characters
over
the
past
year.
Player
characters
are
never
supposed
to
be
deleted
under
any
circumstances.
There
is
no
code
in
the
system
that
explicitly
deletes
a
character
record
from
the
database.
Even
when
you
delete
a
character
at
the
startup
page,
they
are
only
flagged
as
deleted,
not
really
deleted. |
| Job
Rewards |
Job
rewards
are
now
mostly
paid
out
of
the
citizens
account
rather
than
the
govt
account.
This
is
mainly
because
the
citizen
account
usually
contains
more
money
than
the
govt
account. |
| Ship
Commissions |
Commissions
paid
to
ship
architects
now
come
out
of
the
citizen
account
rather
than
the
govt
account. |
| Observatory |
Observatory
building
added.
An
observatory
only
requires
tools
and
building
materials
to
construct,
no
special
technology.
It
provides
a
ground-based
navigation
station
just
like
on
a
space
ship,
except
that
you
cannot
set
a
route
of
waypoints.
Walk
to
the
center
of
the
observatory
to
find
the
console. |
| Radar
Station |
Airport
terminal
now
provides
a
ground-based
sensor
station
like
on
a
space
ship,
except
that
you
cannot
lock
onto
targets.
Walk
to
the
center
of
the
airport
terminal
to
find
the
console.
This
ground-based
radar
is
usable
at
tech
level
1;
it's
not
until
TL2
that
sensors
are
miniaturized
enough
to
go
into
a
spacecraft.
Yes,
even
a
really
really
really
big
spacecraft. All sensor units in a city are added together, like on a space ship, to form a single radar system. Each airport terminal is equal to 1 sensor unit. Each defense base is equal to 10 sensor units. The radar system is the highest individual tech level of the airport terminals and defense bases. Sensor range of cities is not a change, just previously unpublished information. This is how sensor range for cities has always been calculated. |
| Hangar |
Hangar
building
added.
A
hangar
only
requires
tools
and
building
materials
to
construct,
no
special
technology.
It
provides
a
place
for
off-line
mothball
storage
of
spacecraft.
|
| Pirate
Station
Spawn
Bug |
Pirate
stations
are
supposed
to
be
upgraded
daily
by
a
new
station
that
is
one
tech
level
higher.
They
were
getting
upgraded
with
a
new
station
of
the
same
tech
level.
This
meant
that
they
stayed
TL1
and
would
never
go
away.
That
bug
was
fixed. |
| City
Visitation
Bug |
City
visitation
is
supposed
to
be
automatic
for
all
the
cities
in
your
character's
home
sector.
Due
to
a
bug,
all
the
cities
in
your
character's
empire
were
visited
instead.
That
bug
was
fixed.
The
cities
still
think
they
were
visited
if
you
logged
in
recently. |
| Officer
Sell
For
Free
Bug |
Officers
should
now
accept
0
as
payment
when
told
to
sell
something
and
accept
any
price.
I
haven't
tested
this. |
| Map
Compass
Size |
A
spinbox
was
added
to
the
Locator
to
adjust
the
size
of
the
compass
image.
This
affects
the
Compass
page
and
the
Map
page
separately. |
| Map
Zone
Info |
Locator
map
now
shows
zone
number,
latitude
zone,
elevation
zone,
and
foliage
present
at
crosshair
location. |
| Agent
Teleport
Bug |
Fixed
a
body
positioning
bug
when
an
agent
teleported
to
a
player. |
| Private
Ships
Don't
Spawn
Any
More |
Private
ships
no
longer
respawn
when
they
are
destroyed.
Instead,
they
are
removed
from
the
scene
just
like
any
other
destroyed
ship.
Then
they
are
stored
off-line
until
summoned. The player respawns at their home city instead of their ship when their ship is off-line. Any person on the roster of the ship can then summon the ship to their location by hailing for it on the Crew channel. The ship spawns overhead in orbit, in the state it would have been when it used to respawn, that is, mostly destroyed. Controls for spawn tieing a ship were removed. |
| Spawn
Terminology |
Spawn Recall renamed to Recall Home. Spawn Tie renamed to Declare Home City. These terms seem
more understandable to someone not hip to MMO lingo, where the term spawn does not mean fish laying
eggs in a stream. |
| Bio
Shows
Berthed
Ship
and
Home
City |
The
name
of
the
ship
on
which
you
are
berthed
is
now
shown
on
the
Bio
(F8)
window.
The
name
of
the
city
you
declared
to
be
your
home
city
is
also
shown.
These
will
not
update
until
the
next
time
you
take
a
berth
or
declare
a
home
city. |
| Spacecraft
Page
Shows
Berthed
Ship |
The
Governance
(F12)
Spacecraft
page
now
shows
the
name
of
the
ship
where
you
hold
a
berth,
on
the
Release
Berth
button.
This
will
not
update
until
the
next
time
you
take
a
berth. |
| Update |
|
| Login
And
Server
Handoff
Delays |
Long
delays,
up
to
a
few
minutes,
at
login
and
during
solar
system
transitions
were
becoming
worse.
The
delays
were
caused
when
new
sectors
were
created.
This
was
due
to
the
increasing
number
of
sectors
and
solar
systems,
which
is
currently
at
94,545
and
1,190,237
respectively.
The
culprit
was
a
painfully
slow
search
routine
used
when
stitching
the
wormholes
together
between
new
and
existing
sectors.
The
search
was
optimized
so
the
delay
should
no
longer
be
significant. |
| Officers
No
Longer
Prevent
City
Decay |
Cities
no
longer
consider
visits
by
officers
to
their
solar
system
to
be
adequate
contact
with
the
empire.
They
want
a
human
player
to
visit
their
system.
Cities
incur
a
-1
morale
penalty
for
every
4
days
since
their
system
was
last
visited
by
a
human
player.
Previously,
visits
could
include
AI
officers
aboard
a
ship. |
| Home
Sector
Wake
Up
Call |
A
character
is
now
considered
to
visit
the
cities
of
their
home
sector
whenever
they
are
on
line.
Their
home
sector
is
the
sector
that
contains
the
city
they
are
currently
spawn
tied
to.
The
spawn
city
is
notified
of
the
character
being
on
line.
If
the
city's
empire
is
still
empire, friend, or vassal toward the character's
empire, the city notifies all other cities in the sector that are the
same empire as the city, not the player's empire. All cities that are
the same empire as the spawn city are considered to be visited by a
human for decay prevention purposes. |
| Bullion
Production
Overflow |
Fixed
a
16-bit
overflow
when
a
manufacturing
process
created
more
than
32,767
items.
The
current
client
will
show
a
max
of
32,767
when
a
process
makes
more
than
that.
The
client-side
fix
is
postponed
because
I
didn't
want
to
force
everybody
to
download
an
update
just
for
this
one
bug. |
| Ship
Decay |
Spacecraft
on
road
slabs
will
now
decay
if
they
have
no
officers
on
the
roster,
either
human
or
AI.
A
ship
must
have
a
human
or
AI
officer
on
the
roster
to
prevent
decay.
Sorry,
all
those
parking
lots
full
of
unused
ships
must
go. |
| First
Person
Message
Context |
The
context
of
server
messages
sent
to
a
player
was
changed
to
first-person.
These
messages
usually
represent
quiet
thoughts
of
your
character
and
first
person
seemed
more
appropriate. |
| Inaccessible
Parts
In
City
Inventory |
Fixed
a
bug
that
caused
some
items
to
be
inaccessible
in
a
city's
inventory.
They
were
showing
as
multiple
item
groups
in
the
inventory.
Those
multiple
groups
were
combined;
multiple
groups
will
no
longer
be
created. |
| Position
Of
Pirate
Station
In
Ring |
Pirate
stations
were
positioned
incorrectly
in
rings. |
| Pirate
Ship
Spawn |
Pirate
ship
spawn
rules
were
tweaked
slightly.
The
significant
change
is
that
players
may
now
trigger
pirate
ship
encounters.
Pirate
station
encounters
are
still
only
triggered
by
AI
officers
in
command
of
a
ship.
The
Pirates page in the Game Manual
has details. |
| Redeem
Govt
Debt
Message |
A
message
is
now
generated
when
you
redeem
govt
debt
to
report
the
results. |
| Scan
Report
Wormholes |
Wormholes
on
scan
reports
will
now
indicate
whether
or
not
they
are
charted
by
your
empire. |
| Pirate
Stations
Not
Spawning |
Thanks
Ikkir
for
tipping
me
off
to
this
one.
Fixed
a
minor
bug
that
prevented
TL1
pirate
stations
from
spawning. |
| Pirate
Ship
Self
Destruct |
Pirate
ships
were
sometimes
not
finishing
their
self
destruct
sequence
until
they
appeared
in
someone's
scene.
This
caused
them
to
hang
around
when
they
could
otherwise
be
cleaned
up
and
deleted
by
the
server. |
| Pirate
Officer
Suicide |
A
few
pirate
officers
were
found
drifting
EVA
in
space
when
they
should
have
deleted
themselves.
This
caused
them
to
hang
around
when
they
could
otherwise
be
cleaned
up
and
deleted
by
the
server. |
| Economic
System
Documenation |
Game
manual
now
contains
documentation
explaining
the
ecomonic
system. |
| Warp
Drive
Documentation |
Game
manual
now
contains
documentation
explaining
how
to
operate
warp
drives. |
| Training
Mission
Documentation |
Game
manual
now
briefly
describes
the
two
training
missions
Getting
Started and Rocket Training.
Descriptions
include
conditions
necessary
to
trigger
them
and
the
rewards
earned. |