26

(5 replies, posted in Bugs)

I get sound on the Steam client but some of my robots don't have walking sound.
Could just be that the Baph Mk2 doesn't have a walking sound. A number of other people have commented that the client doesn't have sound.

27

(7 replies, posted in Balancing)

Ville wrote:

......  Can we close all three threads, this is getting childish....  And if Ville thinks its childish.....

Mother of g-..
Cut! Cut!

Reset the scene people. We're going to have to redo this entire section.

28

(1 replies, posted in General discussion)

That's nice dear..

29

(35 replies, posted in Bugs)

The Perpetuum client does a lot that the logs won't show.

Sadly, with this issue you'll have to wait for devs response as I am not sure what parts of the client utilise Virtual C++ calls.

As a side note, that's a very 'old' graphics card. It could be an incomparability issue with the way the weather effects are drawn, but like I said there is a lot going on that doesn't get output to the log files.

+1

31

(1 replies, posted in Bugs)

Jita wrote:

When you approach the exit teleport in the new player island it stops slightly short from you being able to jump.

This happens for a few other teleporters, the approach doesn't move you close enough. Thought it got fixed but I guess it's a 'per teleport' setting and not universal.

32

(2 replies, posted in Bugs)

TL;DR - You got banned from the support ticket system.

You probably submitted too many duplicate tickets. I have witnessed warnings being given to player for abusing the ticket system, likely two people against each other.

Try to keep the drama inside the game world. It's really not that hard.

33

(35 replies, posted in Bugs)

If the error messages have any text then a screenshot would likely help.

A Virtual C++ crash could be cause by graphics drivers or incompatible hardware.

Make sure all your drivers are up to date.

34

(27 replies, posted in General discussion)

How would a trial work with Steam?
You could install a demo version via Steam but would this have to be a separate server?
If it was a separate instance just for getting a "Look and Feel" for the game that might work but would have to be managed in such a way that people don't get too comfy and is easy to transition to the full game.

DEV Gargaj wrote:

Added now - guess I forgot about it.

+1

36

(15 replies, posted in Q & A)

BWAHAHAHAH!

Oh, I hope everyone really savours this moment.

37

(63 replies, posted in Testing server)

DEV Gargaj wrote:

I don't know of such possibility (yet).

I've only seen it on Valve games so that might explain it. Testing the beta options and it works just fine. Woo!
No extra downloads required, seems to stash things separately.

Just got to install two separate clients for a side by side testing.

38

(63 replies, posted in Testing server)

DEV Zoom wrote:

If you have a Steam client, here's how:

  • Open your game library, right-click Perpetuum, click Properties, select "Betas", and select "Test server access" from the dropdown: http://content.perpetuum-online.com/ima … ta-opt.png

  • This will disable your "real" client - but don't worry, you can switch back at any time using the same method and selecting "NONE" from the dropdown box.

I've seen other games have two separate versions so that you don't have to switch between versions and have conflicting files. Is this not possible for Perpetuum due to price?

39

(67 replies, posted in Guides and Resources)

Awesome guide, but I suggest doing a spell check run through.

The most common are:
Extention(s) -> Extension(s)
Collored -> Colored
Untill -> Until
Recomend -> Recommend
Standart -> Standard

But there are a lot of other minor issues. The content and layout is very good however! smile

The Transactions page, while needing a complete overhaul, could do with adding a "New Balance" column so that each transaction tells you how much NIC you had after it completed.

I gained 57 million NIC in a few days and tracking the day by day changes involved adding up each days transactions which is a little annoying.

This might mean adding a new column to the transactions value held in the database so I am willing to accept it might not be backwards compatible with previous transactions after the change.

41

(9 replies, posted in Q & A)

Tux wrote:

The Same reason space bar doesn't start / stop .. its only designed for "weapon slot type" ie turrets and launchers

[Industrial Slot type]     Remote Reps
[Misc. slot type]            Remote sensor amps
[Industrial Slot type]     Terra forming modules
[Industrial Slot type]     Construction modules
[Misc. slot type]            Energy Drainers
[Misc. slot type]            Energy Neutralizers

all do not work with space bar

Syndic wrote:

Why doesn't it mine when I press spacebar?

Needs to be updated to start / stop all [chassis slots]

Make a new thread. Get +1's. big_smile

42

(8 replies, posted in General discussion)

Tux wrote:

Can we get the guns to match the color of the Mech ... geezzz hmm

This. A 1000 times this!

Before paint comes in you need to make modules that have 'colour-able' areas match the same as the robot chassis colour. If this can't be done at the moment a 3D artist will have a fair bit of work to do before we can have paint!

Okay.

What would you do about Chotassia I and II. I'd suggest switching Chotassia I to Chotassia II and changing Golpagany to Chotassia I. The current Chotassia I would become Golpagany.

Same issue with Fort Donnerth I and II but there is no easy solution to this one.

What on earth do you plan to do with Fort Beuvis III? Ghuron III?

The teleporters are all named after the sectors of each island, why not move to the slightly used "North X" and "West X" naming patter. If there is only one teleport just name it after the sector.

Ludlow Bursar wrote:
Alexander wrote:

200 years seems too convenient. Make it 247 years..

Oddly I think 247 would be less irritatingly confusing than 201.

201 is very annoying. 200 is too genetic and yuck. :S

45

(4 replies, posted in Q & A)

Get rid of all placeholder icons! Even if this means putting in a less than perfect solution it can be revised later.
Even games with large art teams start with a bad and basic image before improving it over time.

46

(7 replies, posted in Feature discussion and requests)

Ville wrote:

I would do them like they were originally.

Maybe One facility or two that are at 75, while the other are at 0.

The only reason people use the Alpha 2s are that all the facilitys are there and better bonuses.

Make living out of an outpost on alpha 1 islands more feasible by fixing travel links between them without breaking how large each zone feels.
Better facilities than the terminal is a good idea but no facility should be worse than the alpha 1 terminal.

I don't have a great suggestion but my half baked idea is that add receiving teleporters near every outpost so that you can use beacons to travel away from them and to them.

Celebro wrote:
Ville wrote:
Celebro wrote:

If there was a stacking penalty on tuners, this would not be an issue.

Penalize the players more?


Not really, if tuners are more effective by themselves (with a buff) but less so as you keep adding more of the same tuners. So 5 tuners will have same bonus as now but by removing the 5th you loose like 1% bonus instead of 5000% bonus lost. tongue

Make more modules unique and then increase their stats. big_smile

200 years seems too convenient. Make it 247 years..

If you want to geoscan then take off a tuning and fit a geoscanner.
The devs could/should make it easier for geoscanner results to be shareable with the squad so you don't need every miner fitted with a geoscanner.

50

(8 replies, posted in General discussion)

Ville wrote:

Your fellow Hungarian has ratted you out, YOU GIF PAINT NOW!  YOU NEED TO GET OFF YOUR LAZY HUNGARIAN REAREND AND GIF PAINT NOW!
http://conspiracy.hu/temp/BoyC/perpolds … m_0161.png

Robots have always had dynamic colours. Due to a bug every robot once turned yellow, for me anyway.
The ability to have robots any colour exists but the mechanic to paint them doesn't.
And like damage effects they may or may not randomly lose their paint which wouldn't be good.