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  Harvest When Fuel ># Constraint not Working
Posted by: Mr. Mortius - 12-19-2018, 06:45 PM - Forum: Prerelease Bug Reports - No Replies

When a ship is ordered to harvest while fuel is above a certain percent, they will often fire a shot or two even if there isn't enough hydrogen. This can lead to ships becoming stranded despite what should be perfectly sustainable orders.

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  Improved Citizen Permissions
Posted by: Mr. Mortius - 12-19-2018, 06:14 PM - Forum: Arena of Ideas - Replies (5)

Looking forwards to the Steam release, there will be more players in-game than there have been since the free-to-play era, possibly more. I would like to suggest improved permissions for new empire citizens to better promote cooperation and multi-player empires. I've been thinking about what it'd take for me to consider accepting players into the Weltreich empire, and I thought it'd be good to start creating a list.

Some key features that'd make a large difference:
-Limit starmap data to administrative domain. This would prevent sensitive intelligence from leaking out, sort of like varying levels of clearance in the US government.
-Allow the selection of an empire city to spawn at other than the empire capital. Similar to the above, and would allow a starter system to be created. This could be a huge help to new players once custom stories are added, and could contain small starter ships.
-Allow the creation of default permissions for new citizens. This would make things much easier on any top empire officials.
-Define systems/sectors a citizen can access and take possession of empire fleet spacecraft for personal use. This is related to the starter system idea.

I'll add more as I think of them, and discussion on this is encouraged!

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  Texture error for most phylums
Posted by: pizzasgood - 12-19-2018, 02:41 AM - Forum: Prerelease Bug Reports - Replies (1)

When I use the character creator on the Mint, Ubuntu, or Debian build, the textures for all phylums but Amphibian and Glabrian are plain black (not loaded at all, I assume), and I get a bunch of the following error in the console:

Code:
libpng error: IDAT: chunk data is too large

They display properly in the Fedora build, though it does output a warning:
Code:
libpng warning: iCCP: known incorrect sRGB profile
Unfortunately, the Fedora build renders the mouse pointer in monochrome, as I reported on the old forum.  That's probably an unrelated issue, but it does make me reluctant to use the Fedora build as a workaround.

Poking around a bit with ldd, it seems that the Fedora build only looks for libpng16, but the copies of libQt5Gui.so.5 in the Mint, Ubuntu, and Debian builds look for libpng12 (the rest of their libraries are looking for libpng16 like the Fedora build).  If I copy libQt5Gui.so.5 from the Fedora build into the Mint built, I get the best of both worlds -- the sRGB profile warnings still happen, but both the textures and the mouse work.  So it looks like maybe libQt5Gui.so.5 is being built against the wrong version of libpng in Mint, Ubuntu, and Debian.

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  Changing nose doesn't update model
Posted by: pizzasgood - 12-18-2018, 07:09 AM - Forum: Prerelease Bug Reports - Replies (1)

In the character creator, changing the nose type doesn't update the preview model on its own.  The model stays the same until you change one of the other attributes.

This behavior is present on all Linux builds.  I haven't tried the non-Linux builds.

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  Typo in link for Debian build
Posted by: pizzasgood - 12-18-2018, 05:32 AM - Forum: Closed Bug Reports - Replies (1)

The link for the Debian build of the launcher points at ShoresOfHazeron64deb7.tar.gz instead of ShoresOfHazeron64deb8.tar.gz

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  Hazeron Forever
Posted by: Vectorus - 12-17-2018, 03:56 PM - Forum: Cantina - Replies (5)

The day I made my happy daily visit to Hazeron.com, to find a "thank you and goodbye" instead of the usual tantalizing slides of a world far away, the bottom fell out of my stomach. That was the day I realized how much Shores of Hazeron really meant to me - I was far from alone. It is a game, a universe and a work of art which feels somehow benevolent and familiar even at its most urgent and frightening moments, because of the unique stamp of Haxus' mind on it. That is something which could never be recaptured. When the game went down in 2015, I felt that even if I'd waited till 2215, nothing could truly have replaced it. I'm grateful to all the people who fought for its return - I was too young to get involved - and of course to Haxus himself, above all, for being persuaded. A subtle, deep-down sense of not quite believing it, of having things to good to be true, has pervaded all my playtime since then, like someone living on borrowed time. I understand we all owe the French players substantially for that.

Now that we've been talking about Steam, resets, critics, sustainability and all the rest of it, it seems like the right time to ask how we, as a community, can make sure that sad day never comes again. I hope Haxus is much more aware now than he was then how much his creation means to us, how much we care and what lengths we will go to to keep it alive: and that he will not be shy of asking of us whatever is needed. He must have felt very alone in this project, back then.

While believing in the fundamental appeal of the game and taking all the practical steps we can to make Hazeron a continuing success - pitching in with every community effort, the wiki, the design exchange, orientation and recruitment of players - should we also start to make our Plan B (or Plan Z)? Let's say that, after the Steam launch, Hazeron's server costs cannot be met by the number of subscriptions, and Haxus is sitting on the tarmac scratching his chin, preparing to fly down to the server room for the last time. What offers, what commitments, what opportunities would he need to be aware of, on such a day, to have options beyond just pulling the plug?

The main things I'm currently aware of are: servers hosted, at least partially, by the community. Lots of games have this and some of those also have official servers, alongside. A graceful decline and transition of players from official to community servers, in the case that they cannot continue, would be one of the least rupturing ways to continue. Cloud hosting options and rented server power, together with more advanced tech solutions, are something that we often hear about from knowledgeable players. Selling the code and the database to the community or its chosen technical leaders would also be a way of keeping it alive if Haxus can no longer justify the commitment to himself. What offer would we need to make, if it came to it? There is also the question of finding a worthy inheritor to continue the game into the next generation, once Haxus' great grandchildren come along and his jam-making business explodes, and he is so busy with them he has less time left for us - so these questions will face us even if Hazeron is the success we all so earnestly desire it to be. It is better to talk now, when there are no clouds on the horizon, even while we work to ensure they never come.

While last time we shut down Haxus contemplated resurrecting Hazeron in the future, and was thus unwilling to let go of it, our suggestions here should be aimed at a situation where Haxus does not imagine a comeback. In such a situation, I hope he would believe that the game deserved to survive - as a monument to his skill and cosmological poetry - even if he felt it was time for him to become its grandfather rather than its father. 

I invite the technically minded to repost here some of the ideas they've had on the Discord and the galactic chat over the years. Tackeart, will you get the ball rolling? Haxus, are you willing to give us some figures, in a private subforum if necessary, on how the logistics and economics of the game actually work? And again, let's hope this topic becomes so irrelevant so quickly that it can simply be deleted a few months from now...




LATER:
I am not a computer-minded person, but I will offer one thing to talk about, for a start.

Haxus mentioned that someone wanted to buy Gravity Well's code. If the crunch came and Hazeron were against the wall, let's say we offered to buy the code and database. We would put money into a pot, part of which would be used to purchase the game up front. The rest would constitute an endowment to run and maintain the game, as well as paying for its development, ideally by Haxus himself, if possible. We could then legally constitute Hazeron's supporting funds as a trust. I would like to answer:

1) What ballpark figure would Haxus accept? Obviously we do not expect him to tip his hand, but some community research on what code sells for these days would be welcome. While the financial success of the game would obviously affect is value as a going concern, we are here considering a situation where the game, as a business, is worth only its liquidation value.
2) Running the servers on endowment: assuming negligible subscriptions, what would it cost for us, as partners owning the game, to host or rent servers as a community? A sensible financial manager should be able to achieve a modest 3-5% return on an endowment without difficulty - what principal would we then be aiming for, assuming a small degree of re-investment to grow the fund in line with inflation? Would $300,000 cover the cloud servers that have been proposed? $500,000? Let's find some figures.
3) In raising the principal, I and I'm sure some other loyal players would willingly front what money we could. Would we be able to raise funds on other platforms like GoFundMe; does anyone have knowledge of these areas? Would having an already finished product to fund help or hinder such an appeal? Are the figures we get from the answer to (2) achiveable?

An advantage of an endowment model is that the majority of the funds would be capable of easy liquidation and return to their contributors, if the experiment were not deemed a success - except for those funds spent on the up-front purchase of the game, which I imagine(?) would be a fairly small proportion. In the meantime they would be sensibly invested. The tax situation would be quite favourable - more so than attempting to keep a subscription model as a community company. One difficulty I foresee is that if people like Deantwo, Tackeart or I were trustees with a controlling or veto vote, the trust would be classified as a foreign trust for US income purposes. Trusteeship would therefore have to be managed quite carefully.

Another advantage is that unlike most crowd-funded things, Hazeron has already been developed. The principal raised does not need to be spent on anything, only conserved. I put in $10,000 USD to the fund. 4.5% of the fund's return is spent on running the servers. 1.5% is reinvested. After five years, we decide it isn't working. The fund is liquidated and all the contributors are given $10,772 in return. People are more likely to make large pledges when the pledges are not being dissipated - possibly an advantage for crowd fundraising?

EDIT: I have just realized that this proposal technically would mean...Hazeron would become a SYNDICATE!! Was this the plan all along?

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  Gravity Well series gone forever?
Posted by: Paladin - 12-17-2018, 02:12 PM - Forum: Cantina - Replies (4)

I get some questions now and again about where to get Gw6, it is gone forever? or will it make an appearance at a later point? I did think it was an interesting game, but prefer SoH by far.

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  Ships Shouldn't be Able to Use Galactic Chat
Posted by: Mr. Mortius - 12-16-2018, 07:15 AM - Forum: Arena of Ideas - Replies (3)

[Image: 7U9m0t3.png]

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  Armor Designer implementation before steam
Posted by: Hannibal - 12-12-2018, 11:08 PM - Forum: Arena of Ideas - Replies (3)

i think armor designer implementation, although might take a while, is important to create before steam release, as all empire wearing the same armor literally rips apart any and all uniqueness of empire culture in invasions and combat, when everyone is wearing green space suit theres no real difference.

although not simple and time intensive, a clothing/armor designer where you edit the armor textures on the models per specie of that empire would give very empire a unique culture that would further Shors of Hazeron's strength, customization.

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  Steam
Posted by: Haxus - 12-12-2018, 01:01 AM - Forum: Cantina - Replies (134)

The process of publishing Shores of Hazeron on Steam has begun. I reviewed all of their documents, found nothing objectionable, signed the documents, and paid the product registration fee. I am currently waiting for their review and approval. It will take a minimum of a month, mainly because it is my first product on Steam and there is a built-in 30 day time delay in that case.

In the mean time, I'll be working harder than ever to fix bugs and tie up loose ends to get ready. There are a few minor items on my list that must be done before publishing.

Some integration of the Steamworks SDK is also beneficial. I have made good progress there, currently waiting for things to move along with my application paperwork before I can go much further. At this point I need a valid application code, which I can't get until the paperwork is done.

There are some approval steps along the way, when Valve reviews my software product and marketing materials. That could introduce delays.

Nothing is ever as done as you would like. There's a million features and minor improvements that could be made. My to-do list still has over 1000 items on it but they are dwindling. Many are just that, new features and minor improvements.

At the bottom line, SoH is feature-complete. No essential feature of the game is missing. It is well poised to mature and grow. It is ready enough to go to the next level.

Who knows. Maybe SoH will actually make some money. I'd be most happy to just earn enough to pay my server bills every month. That would be a welcome milestone, to have this project funding itself. If that goal cannot be met on Steam, then the future of Shores of Hazeron is in serious doubt.

With a little luck, maybe we'll pull the nose up on this thing before it hits the terrain.

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