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Author Topic: Stellar Frontier 2.0 - Alpha (SVN Repository Information)  (Read 7908 times)
NiteHawk
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« Reply #30 on: August 29, 2010, 10:07:02 PM »

UPDATE SVN

-Raised missile gravity and reduced bomb speed initially to 0.01 and lowered there max speed. This will allow nice carpet bombing or slow orbit bombing.
-Adjusted mine speed to be stand still type item (0.00cc).
-Raised starbase damage by 5% and popdamage by 10%
-Adjusted shields while tractoring a object.
-Modules can now count to 99 depending on module ID instead of only 9.
-Ships do not go for crew during battle, they will however go for crew AFTER battles. This should prevent ships from not firing and idling while being attacked (Starbases would do this often)
-Gravity limits adjusted:
Ships: 100 max limit
Missile: 500 max limit
Planet: 50 max limit

I was unable to change ship gravity as of due to the orbiting going wacky. Will work on this in future so ships are more affected by gravity
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« Reply #31 on: August 30, 2010, 12:42:16 PM »

UPDATE SVN

-Fixed ship explosion bitmaps.
-Fixed module numbering (Previous mistake)
-Adjusted ship going for crew when required.


I believe I was so zoned last night, should of double checked for the module numbering, was all out of wack Wink
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« Reply #32 on: September 08, 2010, 03:48:32 PM »

UPDATE SVN.

Brent made some huge progress on the syncing stuff this week, it's simply awesome how far its getting and how much better it will be from 1.4! I've been working on the damage done class and a few other things, I'll explain it in another post.

-Added planetcapture message, and planetcapture score tick now goes up.
-Shipcapture score should now work.
-Damage Done should now work (including damage done score). Damage done is dependent on hull, if no hull, then power. I'll explain how this works in another post.
-Amount of ships recorded can be changed in sf_data_game.sec. Default is 5. Be careful, the higher this is, the more memory/cpu intensive it is, but if you have 200 ships, you may want to raise this. (Again I'll explain how this works in another post)
-Added assistkills, which works with the damage done.
-Self Destruct 'self_d' score now works.
-Ship Push was too weak. Added a push modifier that can be set in the sf_data_game.sec, "push_modifier". Default is 10.
-Added a local profile which can be found in at the top right menu. Select PLAYERS, then select PROFILE. Currently, I'm adding things as they are 'working'. So you'll see the profile page fill up as time goes.
-Huge Syncing issue fixed -- There was a clock difference problem with SF Server not tracking its clock difference to each client slot. This fixes the F9 quantum leap, starbase tractoring over the LAN, and various other out-of-sync issues for server-side computations.
-Fixed issue with 'Server' button not refreshing properly.
-Removed x/y from SETPOPULATION messages since it would set the location without adjusting it for lag
-When firing torps, the ship position was adjusted incorrectly without lag. Now precise lag adjustments are made.
-Added server.scenario parameter for setting the scenario that runs with servernogui.exe which can be set in the server.cfg
-Added signal catching to the console version to gracefully handle CTRL-C or CTRL-BREAK
-Fixed issue with ships messing up when low on population (Would end up 'stalling/not moving' on some ships)
-Now when you are captured you lose 25% of your bonus rather then all of it. This will be changed when we modify the bonus system in the future, however.
-Fixed missile class design, was messed up from last update (Used the debug version by mistake!)
-Fixes to pirate modules (thanks sand)
« Last Edit: September 08, 2010, 03:51:27 PM by NiteHawk » Report to moderator   Logged

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« Reply #33 on: September 08, 2010, 04:48:58 PM »

UPDATE SVN
-Added servernogui.exe, forgot to add it as stated above. Runs in background! (To be used as a service in the future/etc)
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« Reply #34 on: September 19, 2010, 12:56:05 PM »

UPDATE SVN

-Fixed using stack variable as consoleLogFilename causing garbage filename to be created instead of, for example: 20001_console.log
-Changed the BroadcastPacket call coming out of the game engine so it will grab the srcSlot out of the message if it is a SF_MSG message. This prevents rebroadcasting back to clients
-Fixes to docking and not being able to select modules
-Changes to docking on logout, clears the dockee properly instead of spitting out an error that the ship is 'invalid'.
-low_priority_distress_rate changed from 20 to 200. (They don't spam the distress button every 20 frames.)
-Friendlyfire and total resources lost added (not viewable in stat window yet).
-Fixed a issue where robot players were drifting off after tractoring, they now work how 1.4 works (following the person who tractored)
-Fixed issue where players would 'get stuck following a player' (assignment)
-Fixed a checksum issue when dropping a colony.
-Fixed colonies drifting off, they should work like 1.4 now by going to there intended maxspeed when dropping the colony in space.

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« Reply #35 on: October 20, 2010, 06:52:50 AM »

SVN UPDATE (woohoo!)

-Battleships and Dreadnoughts now start with Heavy Q-Drives.
-Scouts/Frigates/Destroyers are a tad faster. (May change it back down again, Scouts have +.4CC, frigates +.2CC, and destroyers +.1CC)
-Fixed up angled type guns. You can now angle guns if needed.
-Fixed ship weapon positions and angles from Cruiser to Dreadnought. (Dreadnought and BattleCruiser have 2 weapons that fire with a +1/-1 degree, need to test if this needs more angle.)
-Battlecruiser and Dreadnought have angled guns. (May increase angle depending on how it goes).
-Changed loading screen to display total prestige instead of kills/deaths.
-Reverted Hull bar back to default size. Added Pi: on the right side, which stands for 'power integrety. So if either hull or PI go down, you explode (aka Power Damage)
-Fixed assist kills.
-Changed the way ship total damage is handled. Originally I had it depending on hull points, now its handled by total value of the ship. So 'hull' is not required, and works more correctly when fighting a basic cruiser vs a cruiser that has picked up several upgrades.
-Fixed friendly fire.
-Fixed total planet damage. Planet damage stat updates are handled every 5 seconds.
-All stats should work now and are viewable in your profile. Go to the 'Players' tab at the top right, and then select the "Profile" button. You cannot view others 'just yet', other then the basic kills/deaths.
-Removed messages on stat gains except credit raise/loss. You can view all stat gains in the log by setting the server.cfg or sf.cfg with a logging.level of 6 or higher (spammy), or just your stat gain by setting the logging.level to 3.
-Fixed checksum with new stats
-Changed the way ranking up/down is handled so it can be more efficent.
-Fixed issue when you try to get a 'New' module from a starbase and it scrolling past the maximum amount of modules.
-Fixed issue where server would crash on checksum error.
-You can now save your offline profile by hitting 'save'.
-Added autosave feature. Saves every 10 minutes.
-Fixed issue where 'enemy status' (red/yellow/green status changes when you fly near enemies.) did not work properly.
-Fixed corrupt/out of date profile removal (previously this wouldn't work correctly.)
-Fixed subsequent connection attempts working so it doesn't error out every time you try to reconnect to a server
-Prestige is calculated every 30 seconds and updated to your profile (or on death/logout/etc)
-Fixed an issue where someone could gain credits by stripping a ship and logging out, and coming back in. This also 'gives you' credits back for your ship if you happen to log off after upgrading, much like 'changing your ship' would.
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« Reply #36 on: November 05, 2010, 07:40:25 AM »

Brent and myself been spending time testing the game ourselves and trying to work out the kinks. This is the first set up updates. I'll explain it in the "Status Update" post with more details. But it's mostly online fixes that should make it alot better.

SVN UPDATE
-Fixed double warp animation (was sending message back to client)
-Fixed keys to prevent again from being sent twice. This should solve the 'laggy' feel when you were scrolling through a target or adjusting your modules.
-Fixed an issue where client would receieve multiple 'dock' messages. This is solved now as only a offline client or server will send a successfully dock message. This needs testing to make sure you can ALWAYS DOCK.
-Fixes to server connect/disconnect (including kicks). Should work alot better now, and you should be able to reconnect fine (Fixed client crashing on reconnect). Still needs more beat testing.
-Fixed a desync issue with guns that would mess up the angle of where you are firing when you first use mouse button. Originally after firing, it would 'stick' to what you fired last with your mouse on other clients screens, thus you'd never fire straight after mashing the spacebar. This was probably a good reason why 'online' play was 'hard' to play. May also be a reason why things randomly exploded, aka bullets being presented wrong angles on server side.
-Cancel button and getting in game shouldn't crash/lockup like mad. There may still be a crash here and there that I've missed, but SUBMIT A CRASH LOG (when crash occurs, hit YES, go into binwin folder, send the crash file that was created). Cancel button is commented out until a responce from the server is reached, which is similarly the same anyways, as the window wouldn't close until a connection fail or success was recieved.
-Fixed a couple crashes on exit involving your profile, which would end up corrupting your profile.
-Fixed minor issue with AFKmode and the warp sequence it has.
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« Reply #37 on: December 04, 2010, 12:23:52 PM »

UPDATE SVN

-Changes to ship crew and repair rate. Bigger ships will gain more repair rate and crew has been changed to be higher on larger ships.
-AI starbases no longer have more crew then regular player starbases.
-Removed corrupt score detection and left ramcheat as they both did the same thing overall, but CSD was having issues.
-Shipvalue on logout should give back or remove credits depending on what is added or stripped properly (Aka when people stip a ship and log off to gain money, can't do that anymore.)
-Moved ship volume check to the final calculation check in checksum.
-Fixed an issue where everyone would crash due to a ramcheat error (originally from CSD.
-Fixed hitting enter key to send message causing module screen to hit enter as well.
-Disabled IRC (for now)
-Prestige is now calculated on the go completely, when you login or load profiles.
-Made sure 'credits' is displayed on the profile properly.
-Fixed issue where calculaterank wasn't being sent properly, causing an issue when receiving a new rank (often crash)
-Increased game speed by 20%
-Increased ship speed slighly on lesser ships.
-Increased gun speed by 20%.
-Acceleration is now PER SHIP. Smaller ships will move alot faster then larger ships (and you'll see larger ships accelerating slower!)
-Adjusted orbiting to slow you down when you get closed to a planet (.30 gu max) to prevent a endless loop where you are trying to orbit.
-SF_MSG_SETRANKINDEX now handles a quick check to prevent trying to modify a value that doesn't exist.
-Made sure portNum exists when updating docked objects.
-Fixed issue where when your prestige went down, game would crash!
-Added planet name to orbit message, so you know what planet you are orbiting.
-Added syncing to modules and ships. Default rates are 8, 16, 16, 8
-Added syncing of planets nearby!
-Added the new endframe message to pktlogdump
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« Reply #38 on: December 05, 2010, 10:44:39 AM »

UPDATE SVN!

-Fixed a Fixed div by 0 which would cause a crash on login. (There is still an issue with login with server I believe
-Fixed the server being full crashing the server
-Fixed a benign double lock double unlock mutex pair regarding Log() in SF_Server
-Fixed a score bug. Added max/min values as well. Shipdamage/Planetdamage max 100 per click.
-Adjusted fuel on weapons so they don't last as long and fly through half the map. Mines/Bombs/Etc last around 45 seconds to 60 seconds depending on the type. (originally it would last 5minutes on the map, could be a lag hog.
-Adjusted a small issue with shipvalue where it would give credits instead of taking after stripping a ship down.
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« Reply #39 on: December 05, 2010, 03:07:46 PM »

UPDATE SVN

-Initialize update rate variables, will fix the server crash.
-Speed up bigger ships by about .4gu, and smaller by .2gu. Sped up generic guns by .2gu
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« Reply #40 on: February 17, 2011, 05:34:58 PM »

UPDATE SVN. Please note, this is not 100% tested, there might be an error or issue that will need to be fixed still. I have not fully removed the autofire message using the Shift keys either.

-Added GUID to all missiles to be synced in the future properly.
-Added ability to hold down spacebar to fire guns.
-Added ability to hold down mouse button to fire, you can also move around your mouse button to fire.
-Guns now have a fire rate. I need to add it to the GUID somewhere.
-Missiles do high damage, but have less ammo and a 3-5 second re-fire rate. Will need to tweak and adjust to fully get this working properly. Might be too high of damage/etc.
-Added Arsanthania's awesome explosion images. Some gunfire images are in as well, see post in GD for information on why I couldn't add them all yet.
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« Reply #41 on: February 18, 2011, 04:36:28 AM »

UPDATE SVN

-Fixed missiles dat file a tad
-Fixed issue when firing with mouse. Guns should always fire properly now when holding down mouse button.
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« Reply #42 on: April 25, 2011, 08:43:07 AM »

UPDATE SVN

-Various GUID fixes added, in preparation for fully using GUID.

I need to test and make sure GUID stays in sync fully. There were some cases where I had to add GUID send on spawn, so we'll see how it fully does soon.
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