Not a member yet? Why not Sign up today
Create an account  

Welcome, Guest
You have to register before you can post on our site.

Username
  

Password
  





Search Forums

(Advanced Search)

Forum Statistics
» Members: 1,231
» Latest member: Snoman
» Forum threads: 1,520
» Forum posts: 9,312

Full Statistics

Online Users
There are currently 198 online users.
» 0 Member(s) | 197 Guest(s)
Bing

Latest Threads
2024-04-18 Recover Vehicl...
Forum: Updates
Last Post: Snoman
11 hours ago
» Replies: 3
» Views: 136
Add real bot spacecrafts ...
Forum: Arena of Ideas
Last Post: Deantwo
Yesterday, 10:04 PM
» Replies: 2
» Views: 61
2024-03-30 Lockup Bug, Bi...
Forum: Updates
Last Post: Haxus
Yesterday, 03:10 PM
» Replies: 28
» Views: 1,204
Ship teleported out of th...
Forum: Bug Reports
Last Post: andreykl
04-18-2024, 02:40 PM
» Replies: 33
» Views: 3,632
Open doors in unbreathabl...
Forum: Bug Reports
Last Post: Ivan
04-18-2024, 12:47 AM
» Replies: 0
» Views: 46
More character slots
Forum: Arena of Ideas
Last Post: Chronovore
04-17-2024, 01:14 PM
» Replies: 1
» Views: 301
2024-04-12 Drop Pod, Mine...
Forum: Updates
Last Post: Haxus
04-16-2024, 02:48 PM
» Replies: 11
» Views: 572
Systems scanned 10 days a...
Forum: Bug Reports
Last Post: Ivan
04-16-2024, 02:51 AM
» Replies: 0
» Views: 66
Fall damage is broken and...
Forum: Bug Reports
Last Post: Celarious
04-14-2024, 10:15 PM
» Replies: 1
» Views: 115
Ship Designer - Interior ...
Forum: Arena of Ideas
Last Post: Celarious
04-14-2024, 11:26 AM
» Replies: 10
» Views: 17,195

 
  2019-02-11 Transporters, System Map, Helicopter
Posted by: Haxus - 02-11-2019, 05:27 PM - Forum: Updates - Replies (3)

Transport to Transporter
Beam across ship to other transporter is broken.

There was never an unambiguous way of transporting to a specific transporter room aboard a ship. This used to sort of work if you called for a beam up while standing in a transporter room of a spacecraft with more than one transporter room. If the ship had more than two transporter rooms, the result was unpredictable.

The transporter destinations window now lists individual transporters aboard your ship and other ships.

Transporter Select Bug
Transporter station. Ship to ship. Can't select target visible on the screen.

Fixed transporter screen selection bug.

Transport to Ship Broken
Beam to other ship by selecting it on the transporter station broken. After selecting the target ship on the transporter screen, the transporter will not energize.

Fixed bug collecting information about the target of the transporter beam.

System Map Update Bug
The system map does not update when you survey the current system. It still shows as unsurveyed.

Fixed system map update bug.

HUD Hold Indicator
Aircraft HUD does not show holding indicator.

Holding indicator added to HUD.

Throttle Kill Hold
Once the helicopter is locked in hover mode, you can kill the throttle and remain in the air.

Changes to the throttle control now cause the helicopter hover to be disabled.

Helicopter Climb/Descend Controls
Helicopter climb/descend controls were handy. Put them back.

Helicopter controls now include climb and descend controls. These act to temporarily push the throttle to its maximum or minimum, returning to its previous position when released. The default binding on the keyboard is up/down arrows; on the joystick it is the hat control on top of the stick.

Buy/Sell Percentage Bars
Moving the 'buy percentage slider' no longer updates the actual percentage on a spaceship mission order.

Fixed several of the slider bars to update the associated label with the new current percentage.

Officer Status Error
"Empire Roostaria Starship RSS Core Explorer reports as ordered. Our overall system health is 2%; the biggest problem is at 0%."

Fixed formatting of officer status messages.

Officer Reply Bug
Are ships beyond sector range supposed to reply on the hail channel and not open a direct channel to you, only to have to open one yourself and not have all the commands work?

Found/fixed a couple of officer replies that would have failed beyond solar system range.

Building View Distance Bug
Building view distance broken at far distance. Set it to a large number and all buildings disappear.

Fixed 32 bit integer truncation error.

Jobs Do Not Get Done
Citizens need to change jobs periodically or some jobs never get done.

Citizens will now decide at random intervals to quit their current job to find a different job. This causes a brief delay in the execution of their current job, as the job waits until the next cycle to attempt to replace the worker. When morale is lower than zero, people quit their jobs more often.

Gas Giant Extraction Processes
Extract myrathane and flomentum processes not shown at gas giant.

Fixed an error when deciding which processes are available in the current environment.

Harvest Q Bug
Harvester should harvest the Q of resources on the scan report. Cryozine's station is not harvesting hydrogen Q of world atmo.

Spacecraft harvesters are now consistent with buildings, collecting the Q of the resources as shown on the scan report. When a patent is required, the patent Q acts as an upper limit to the Q of the harvested commodity.

Motor Bike Lift
Lift controls never show while on a motor bike.

Fixed error that prevented lift controls from being accessible while on a vehicle.

Access Panel System Number
Look at access panel should say which system number when it matters.

The name of access panels now indicates its system number when it matters, i.e. FTL drive panel, weapon panel.

Hazard Lighting
One thing i really miss, is that ominous red glow cities had in hazardous environments before you had electricity.

Building lighting in hazardous environments is now bright red when there is power but no air. Lighting is dim red when there is no power. (I have not tested this yet.)

Gas Pumps
It is difficult to make a small gas station due to the size requirements for a retail store.

Vehicle can now be refueled at sheds and storage tanks. Those buildings do not have a large minimum size requirement.

Ringworld Dense Atmosphere
The atmospheres of ringworlds are often dense, usually exceeding 70%.

The atmosphere density calculation was corrected for ringworlds.

Existing ringworlds will not change. A system scan report will probably show the new density instead of the old density. Existing ringworlds would change if their sector was ever regenerated, which is unlikely.

Sensor Noise
Sensor station does not emit sensor noise. It does in the old style space ships.

Sensor station is now a sound source for sensor noise. On an integrated station, the sound emits from the center of the screen. On a swivel chair/desk console, the sound emits from the base of the chair.

Separate Laser Sounds
Separate sounds for laser rifle and spacecraft laser cannon? I changed sound for pulse shot and its funny to hear heavy railgun shot from laser rifle..

Weapon bays were using the incorrect sound table entry. They will sound different now, using a laser fire sound that nothing else was using due to the bug. Names were changed for the laser sounds on the sound settings window, to be clear about their usage.

Manufacture Selection Wheel
So you have a mine near a few resources, it locks onto one and you can't really change it. but now you could use scroll wheel and switch between the ore, minerals, etc

The mouse wheel now selects manufacturing processes when placing a building.

Placement functions for old style buildings were not changed. For them, the mouse wheel continues to select the number of stories for the building.

System Scan Report Window Position
System scan report window position not stored.

Position of the system scan report window is now stored.

Solar System Map Wormhole Names
Wormhole names missing from solar system map. They just have an Explored column that says yes or no.

Explored column was replaced with Explorer.

  • Unexplored - No spacecraft is known to have traversed the wormhole.
  • Avatar Number - 'Avatar' was the first avatar to traverse the wormhole. The number increments each time they traverse an unexplored wormhole, so 5 would mean it was the 5th unexplored wormhole traversed by the avatar.
  • Insufficient Data - Wormhole is explored but the name of the explorer is unavailable. Names are only available in the 3x3x3 box of sectors centered at your current sector. Beyond that distance, information must be provided by the starmap, which does not store wormhole names due to the volume of data.

Print this item

  Default Process on Construction Window
Posted by: Vectorus - 02-09-2019, 04:26 PM - Forum: Arena of Ideas - Replies (2)

Say you put down construction sites for a lot of buildings. Then you put down a capitol and add your own efforts to the labour.

It's difficult to tell, from a list of 20 mines, which ones you need to build first (stone, then metal, then maybe coal etc.) in order to make your city self sufficient and gain the resources you need for the next stage of building and production. You have to either guess the distance or check the coordinates manually.

A little display to tell you which default process you chose when you laid down the site would help remind you which thing you're actually trying to build. Then you won't accidentally spend 5 minutes adding labour to a useless gem or coal mine when you really need metal to get started.

Print this item

  Returning from years ago
Posted by: ValenTheOwl - 02-09-2019, 02:33 AM - Forum: Cantina - Replies (3)

Hello all! I was thinking of returning to the game after many years, and was wondering if someone had the code to try it out for 15 days. For reference (because I can't remember what year exactly) I left the game back when pests, plagues, and other such catastrophic things were added, and quit about 1 month into an incurable t32 virus sweeping all my systems, t32 Norwegian space rats crowding my ships eating my crews, and other such insurmountable problems for an empire half a galaxy away from every other one barely scraping together something like t20 ships. All that I know has changed since then is the removal of tech-based progression (not sure how much of an endgame can exist without it) and the addition of FTL drives making things like that arc ship someone launched to the opposite side of the galaxy far less impressive. So, come on down and even if you don't have a code to share, share some tales with me of interesting things that have happened since plagues, pests, and AI Captains seeking out the caramel centers of suns (please tell me this is gone, I lost far too many ships and resources to the AI's curiosity with up-close fusion observation)!

Edit: Just found the designer, gonna take a lot of caffeine and practice to get a grip on it, but it definitely looks like a system I can bring some of my old dreams to life with. I will miss the simplicity of the old designer, especially since it seems like lots of people make ships now that look worse than before. Custom buildings no longer on a grid system will also mean I can make a nice future-viking town eventually, if I can figure out how to design a longhouse.

Print this item

Bug Ship teleported 120 sectors outside galaxy
Posted by: Firefox42 - 02-08-2019, 03:53 AM - Forum: Prerelease Bug Reports - Replies (69)

I have no idea how this happened, but somehow one of my ships, the PLN Stakhanov, got teleported outside of the galaxy while it was on a typical harvesting mission.[Image: nznAQOX.png]
It's around 680 hours out at lightspeed. Could I get it teleported back to my capital?

Print this item

  More Superstructures: Artificial Planets
Posted by: StreetCaptain - 02-06-2019, 10:18 PM - Forum: Arena of Ideas - Replies (8)

This one specific idea has had enough thought put into it that I think it deserves its own posting. Contents will be copied from my thread of half-baked ideas.



Quote:An artificial world would take lots of work to build, and would basically allow you to put a habitable world in a system that did not originally have one. When building one, whatever player 'places' it should be able to set the planet's diameter (with limits), and would require use of a Genesis Device to populate the world with plants and animals. 

It should be able to produce renewable resources, like food, plant fiber, logs etc. at a comparable Q to that of the average used in construction of the planet. Other resources like Ore, Oil, Natural Gas, etc. should not be available on the planet unless it was generated by the game (like a ringworld) instead of created by a player, as a pre-existing artificial planet could have been around long enough for these materials to become apparent.

Artificial planets would also be easily identifiable from certain characteristics. A few ideas would be perhaps a soccer-ball like shape (a 'sphere' made from connected hexagonal plates), potentially meaning the artificial planet is hollow (Maybe with a stargate inside?), or perhaps just massive metal cones periodically spaced around the planet.

Print this item

Smile about blueprint filters
Posted by: Slaxx - 02-06-2019, 07:59 PM - Forum: Arena of Ideas - Replies (1)

wouldnt it be easier to be able to put a name it thats the only name whos designs are shown, rather than having hundreds of names in the filter window?

Print this item

  Load ERROR opening file in Designer
Posted by: martianant - 02-06-2019, 12:08 AM - Forum: Prerelease Bug Reports - No Replies

Something must have changed with blender, I can no longer import 3ds files in the Hazeron designer. The error message is very unclear.
Au3dsGLSLModel::Load ERROR opening file "/&home/user/Documents/Blender/Spaceship/test.3ds"


In the designer, no dialog box pops up, that error is printed to the console. I tried importing an STL of the same model, this time a dialog error box pops up "The file could not be opened."

At first I thought it was an issue with my model, but I tried two different models and had the same issue. I then tried the starting simple cube, and the error persisted. I tried importing them on the windows version of hazeron, same issues albeit no console error message as it was windows. I have added a link to two of the files, a space ship I am working on and the test cube in case they can aid with the testing.

https://www.dropbox.com/s/fecgibgoybtp1t...p.zip?dl=0

Print this item

  Street's List of Probably Bad Ideas
Posted by: StreetCaptain - 02-05-2019, 06:07 PM - Forum: Arena of Ideas - Replies (7)

I've got tons of half-baked ideas, and I'm gonna post them here so people can discuss how bad they are or something. If the thread doesn't get deleted, I'll probably post new ideas to this thread as well.

So here goes:

- Slipspace travel, like in the Halo universe. Basically quicker FTL or something, I dunno how it would be balanced, but it's just an idea.

- The ability to Warp through unexplored space, or at the very least be able to scan long-distance pathways between systems.

- Some sort of planet/starkiller weapon (EXTERMINATUS). It should be super expensive to use, take hours/days to charge each use, and should give off a massive power signature while charging that can be detected across the galaxy.

- The ability to properly access and modify the mission orders of ships in other systems/sectors

- Basic and Advanced options for the Designer (Making ships is seriously hard, man)

- More superstructures, like Dyson spheres and man-made planets, and the ability to create superstructures.

- The ability to increase the amount of Officers a planet can produce. Only by like, 2 or 3, but having only 1 officer from a planet with a population of over 10k is kinda silly

- Automated construction of colonies/cities. Maybe you can save a layout, and have a big ol' ship carry materials and people, and tell an officer to build a colony.

- Dean's idea for the Q of tools affecting the output Q of certain processes

Print this item

  2019-02-05 Helicopter
Posted by: Haxus - 02-05-2019, 04:22 PM - Forum: Updates - Replies (3)

Helicopter
The helicopter has never worked properly.

This poor neglected vehicle was never completed.

I imagined a small airplane. Rather than restrict his creativity, I asked Tyler to make a model of a "small aircraft". Tyler was an incredibly creative 3D artist, being singularly responsible for all of the creature body parts and many of the item models in SoH, including the "Dr. Seuss" helicopter, as it was dubbed once.

Tides changed then, Tyler had to go (no fault of his), and the small aircraft never got completed. It languished ever since, waiting for a bit of attention by a programmer.

Helicopter now functions.

  • Helicopter makes sound when engine is on.
  • Helicopter lift is modulated by air pressure. You can no longer fly to the moon in a helicopter.
  • Outside air pressure indicator is displayed on the panel.
    • Green indicates air pressure is sufficient for flight.
    • Yellow indicates air pressure is marginal for flight.
    • Red indicates air pressure is insufficient for flight.
  • Helicopter has its own set of control bindings on the Settings|Controls window.
The outside air pressure indicator is a guess, based on standard gravity. Variables of outside air pressure and gravity mean that it won't be strictly accurate in all conditions.

I wish I had finished it sooner. The helicopter is darn fun to fly. It could easily replace the motorbike for my planetary exploration needs.

The helicopter operates a little differently from all other vehicles. Here is a quick guide to flying the helicopter.
  • Turn on the engine.
  • Raise the throttle to climb. Lower the throttle to descend.
  • Using keyboard, WASDZC keys pitch, yaw and roll the helicopter just like a space fighter.
  • Press the Hover button to hold a hover.
I tested the helicopter on the largest non-gas giant world. Its engine is powerful enough to fly there, atmosphere density permitting.

Print this item

  2019-02-04 Officers Not Trading, Design Specs, Design Description
Posted by: Haxus - 02-04-2019, 03:39 PM - Forum: Updates - Replies (2)

Officers Not Trading Cargo
There have been several reports of officers no longer trading cargo per their mission orders.

Officers did not get the memo that it was ok to trade cargo at cities with an airport but no broker. Officers will trade at airports now.

Sick Bay Bug
Passenger is in the surgery unit. I am the doctor. Ship transitions to a new system and all appears fine except the medical display says Patient: None. This also fails through a server shutdown and restart.

Fixed restore of transient patient information after reload from database.

Spacecraft Design Specifications
I found myself wondering why the design specs of my current spacecraft are only accessible at a console. It seemed like it would be appropriate on the spacecraft window, with its other pages.

Specifications page was added to the Spacecraft window. The Tab key no longer displays this window when sitting at a console. However, the Tab key is still used at a game table to display the game choices.

Blind in Mating Pose
When I position myself in the mating pose, I can no longer target on things. This makes it impossible to preposition yourself before addressing a citizen to mate with them. You have to say hello to them, then lie down, then continue the conversation, which is clunky.

Sight matrix fixed in mating pose. Citizens were also configured to notice your readiness to mate when you initiate a conversation.

Native Dialogs
I ran the designer to work on a bug, tried to load a design, and the file open dialog was just an empty transparent window frame. D:

After testing on every platform supported by SoH, I discovered that the file, color, and font dialogs did not work consistently. There was an option in Qt to use the system provided dialogs or Qt dialogs instead. Testing showed this to only be a problem after the OpenGL scene was initialized.

Now there are check boxes on the Settings window, Windows page, to use the system provided dialogs when selecting fonts, colors, and files. The default setting is off for all of them; it was safer and it was the preferred choice on my system when compared to the native dialogs.

Pot Seed
A player suggested that using a seed on a flower pot should plant the seed.

Using a seed on a flower pot now plants the seed, unless the pot is statically displayed.

Lens Q Boost
When I inspect a Q1 lens or a Q255 lens, the damage reported is the same. However, their damage is adjusted properly, according to Q, once installed into a weapon.

Fixed error reporting combat damage of lenses.

Dynamite THUMP
Dynamite doesn't make an explosion sound, it just makes a loud THUMP.

Changed dynamite and hydrogen to create an explosion sound when detonated.

Design Descriptions
Add a description to our designs to lay out features and provide some background and such?

A description can now be entered on the properties page of spacecraft and building blueprints.

A non-blank description adds a "DESCRIPTION" section at the beginning of the design analysis report.

Building View Range
"Building view range" setting does not affect new style buildings

Fixed new style buildings to respond to building view range setting.

Print this item