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  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.

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  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.

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  Ship with Officer not moving while logged out
Posted by: StreetCaptain - 02-04-2019, 03:32 PM - Forum: Closed Bug Reports - Replies (5)

Last night, I set my ship on a journey estimated to take 8.5 hours, made sure it was moving for about the first ten minutes, then logged off for the night to sleep. When I logged back on, I found that my ship hadn't really moved since I logged off. This ship has an officer on it, so it should be able to travel with the Warp drive while I'm logged off, right?

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  remove underground levels
Posted by: Slaxx - 02-03-2019, 03:06 PM - Forum: Arena of Ideas - Replies (1)

remove underground areas from building designer. its just being abused by people to make unreal amount of workspaces

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  Mark construction arrows red
Posted by: Slaxx - 02-03-2019, 02:29 PM - Forum: Arena of Ideas - Replies (1)

the arrows that show the front door on construction buildings. please make them red.

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  Design Studio Issue
Posted by: Moghom - 02-03-2019, 09:08 AM - Forum: Prerelease Bug Reports - No Replies

Hi, the finalize spacecraft function doesn't work properly; ships that were accepted two days ago can't be finalized at all today: I mean, the process never ends. Finalize assembly is not affected.

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  Upgrading the Q of resources
Posted by: StreetCaptain - 02-03-2019, 08:17 AM - Forum: Arena of Ideas - Replies (9)

I think there should be a way to get higher Q resources than what are available in your environment. 

I propose a mid-late game technology that will, at cost, give you materials of a higher Q.

Say you only have Q100 Metal and want Q150? Maybe for every 10 points of Q, the materials required go up by a factor of ten, starting at a ratio of 10:1. So, to get your Q100 metal to Q150, it would take 1,000,000 metal to make 100. I feel like this would make it more viable to actually mine/pump/otherwise acquire low Q materials from your environment. This ideo obviously needs more work to be properly considered, but I'm posting here as kind of a marker of my thoughts so far, before I forget them.

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  Deprecated Harvest Orders Still Exist
Posted by: Deantwo - 01-31-2019, 04:02 PM - Forum: Closed Bug Reports - No Replies

The old deprecated harvest orders still exist.
Probably time to remove them.

Have a wiki page that attempt to explain the new harvest orders.
See: http://hazeron.com/wiki/index.php/Harvester_Mission

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  Program locks up when trying to update star map
Posted by: Vooker525 - 01-30-2019, 06:06 PM - Forum: Closed Bug Reports - Replies (1)

As title says. Unable to download star map data.
Windows 10 x64


Video

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  2019-01-30 Spacecraft Factory, Targoss, Libraries
Posted by: Haxus - 01-30-2019, 03:20 PM - Forum: Updates - Replies (11)

Spacecraft Factory Bug
A newly built spacecraft factory can build any ship in 3 seconds. This bug was reported by several people in various forms.

The problem affected all manufacturing, not just spacecraft factories. When a building fetches materials from its own stores, labor is added to the process, which increases the time. When a building fetched materials from other connected buildings, it was not adding labor to the process. This is fixed.

In the process of fixing this bug, I found that my spacecraft factory did not automatically manufacture spacecraft at all. Workers were not fetching materials or running processes at the spacecraft factory. This is fixed.

Targoss and Гага́рин Never Despawn
Targoss and Гага́рин will stick around after their story ends.

A vital cleanup function was missed, if the story instance was dropped shortly after it started, before ever being saved to the database. It is fixed.

Targoss is Indestructible
Targoss' story ends, leaving an indestructible Targoss in the area.

Story characters now lose their invincibility setting, if any, when their story instance terminates. There you go; you can now kill Targoss again.

Targoss Appears in Space
Targoss appears in space, aboard spacecraft, and other useless places.

Targoss tutorial now requires that you be inside the atmosphere of a world and not aboard a spacecraft.

Shields Not Charging
It was reported that shields do not charge while in the down state. They are supposed to charge at a much faster rate when down.

I need to see an example of this because I cannot reproduce the problem. Shields seem to charge properly in my tests. There could be a numeric precision error on ships with very large shield capacity; again, an example is needed.

Rating Bug
Ratings do not update. After rating a blueprint in the exchange, my rating does not show up. It does appear on the web site after a few minutes.

Fixed a silly bug created while tidying up, just prior to building the previous update.

Libraries Nerfed
After upgrading operating systems on my development computer and debug servers, the gdb debugger started having trouble setting break points in my own libraries. This caused the search for the spacecraft factory bug on the running servers to become tedious and time consuming. I could not continue that way, hoping for an update to gdb that might fix it.

The solution was to statically link my libraries, instead of dynamically linking them into DLLs. Now there are less individual files downloaded by the launcher. The executable files grew a bit larger, for SoH and SoH Mail. The net result is smaller than using DLLs.

You do not have to do anything at your end. The old libraries can safely remain in the Shores of Hazeron/Programs folder. Nothing will use them. The launcher will not remove them. Here is the list of obsolete libraries, in case you want to manually remove them.

Windows

  • AuAtom13.dll
  • AuClientBase13.dll
  • AuData13.dll
  • AuDesigner13.dll
  • AuGL13.dll
  • AuGlobal13.dll
  • AuLoginClient13.dll
  • AuMail13.dll
  • AuMath13.dll
  • AuUtil13.dll
Linux
  • libAuAtom.so.13
  • libAuClientBase.so.13
  • libAuData.so.13
  • libAuDesigner.so.13
  • libAuGlobal.so.13
  • libAuGL.so.13
  • libAuLoginClient.so.13
  • libAuMail.so.13
  • libAuMath.so.13
  • libAuUtil.so.13
Hazeron Commander Nerfed
Hazeron Commander program is bulky and nobody uses it.

Hazeron Commander was removed from the distribution. A new launcher was posted with the Commander button removed.

UPDATE: Hazeron Commander is back. I am posting an update to the launcher update now, with the Commander button restored. I also added the launcher version number to its settings window, since it was not visible anywhere else.

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