151

(38 replies, posted in General discussion)

Gargaj:
renderislandmap [ISLANDNAME/ID NUMBER]
This should render either the island you are on or the island select by the ID (Optional parameter)

Can you do that?

152

(26 replies, posted in Testing server)

+1

I am not sure how this new terrain overlay is meant to work but if I am in a mech and turn on the first display I get some blue boxes but some impassable terrain does display so I can bounce back sometimes when I hit an "Invisible" section. L later two turns in a mech turns some of the blue boxes white, some light blue (White and blue mixed) and some new blue boxes.

When colliding with some blue (But not all) tiles I get the robot bounce back (anit-speed hack) effect and little golden orbs appear. Some terrain acts as expected but some causes you to bounce back which can make tight turns difficult.

As I believed it to be the first terrain impassable display shows your current robot passability in white (Not currently displaying correctly), the next layer shows the most extreme passability in blue (Wrong colours displaying also), the final layer is all passability (White(or light blue) being yours and blue being anything larger than you.

Okay. Coolies.

/lock

When you removed the connected buildings from turrets they are not shut down.
This could just be a display bug but  on Davis Barrier they showed as online and connected even after refreshing their status. Not sure if turrets can't be destroyed either because they're the only thing that hasn't been blown up.. hmm

156

(0 replies, posted in Testing server)

Someone has been loving helped 'test' my small base on Davis Barrier twice now but this has shown a number of issues/bugs.

The logs are not ordered correctly. If you go to page 1-50 and sort by date this only sorts the page and the newest events are later in the sequence. So you sort by date on page 1-50 and yet the newest data is on 101-150 section etc.

When a building is destroyed it does not list an agent or corporation that performed the action which will be important given most structures have very small amounts of health so that even a light robot spy is able to destroy important connecting buildings with some ease. (3,000 HP with 23% resistances does not last long and you can even snipe these important buildings usually before the bases defences are in range)

157

(7 replies, posted in Testing server)

DEV Gargaj wrote:

UI should select your current island, by default

Done, rest is coming later.

Not working. Davis Barrier = Solarfield when reopening the map.

158

(18 replies, posted in Testing server)

DEV Zoom wrote:

Terrain is only updated when you actually go there though, not with the freecam.

Would be nice to have an option to turn all terrain outside your field of view a different colour/texture (Fog of war style)

159

(7 replies, posted in Testing server)

Alexadar wrote:

1. UI should select your current island, by default
Yes! (At least an option to remember your last island and location)

2. UI should be able to validate a temporary plan, without requirement to create new plan
Sounds reasonable. Plans seemed like more hard work than they are worth at the moment.

3. Very inconvenient network grid: i cant see the terrain under my buildings, but the tiny terrain map in the right upper corner. I requesting to add a terrain layer with lets say 0.4 transparency, to know where your buildings are exactly.
Scrolling slider for terrain layer transparency. Sometimes you want it on, sometimes you want it off.

3.1 The best idea would be to integrate world map and network connections map, imo.
Keep them separate. I like the network grid.

4. Validation should have longer visualization on a tactical window. Maybe configurable. Maybe permanent, unless you un-check. OR. Collaboration of placement validation and terraforming plans: i want to plan my city, and create a terraforming plan from it, what corp will use to level all land for a city.
A terraforming plan and a network plan should work together. If you make changes on one you can see them on the other. This is important when checking buildable areas.

160

(4 replies, posted in Testing server)

DEV Zoom wrote:

Also, if you seem to be unable to flatten some pesky tiles with the leveler charge, try the smoother. (The solo terraformer module wasn't really intended for this task, but you have to cope with it until we finish the terraformer beacons.)

*Cracks whip*

161

(18 replies, posted in Testing server)

DEV Zoom wrote:

You mean solo terraforming or the terraforming window? Because the latter has a free camera button and it has no limits (but hides all plants so you can't use it to find noralgis).

It apparently doesn't hide everything though like teleport effects etc but I can't confirm/deny this because I've yet to see it myself.

162

(4 replies, posted in Testing server)

There is also a bug (According to a Dev I spoke to) where building are being too sensitive and are not following the "Buildable" terrain passability filter.

Might have something to do with it being offset on slopes. I am sure they'll resolve it soon.

163

(34 replies, posted in Testing server)

This does seem very powerful however you have to factor in that the Zenith Mk2 is a very specialised robot and even then it can shut-down 1 target completely or chance managing two targets (Depending on their sensor strengths.

If you have a pocket Zenith Mk2 with you for every enemy you're fighting you've already won no matter what robots they're in surely. Suppression will always be something that is considered over powered or underpowered depending how it is used. A mechanic change to never be 100% successful might help this but then what's the point of using it if it won't be successful when you need it to be.

164

(7 replies, posted in Testing server)

'Enough' Sounds a bit worrying. We do we need more an unsigned integer will allow? tongue

165

(7 replies, posted in Testing server)

The server was meant to be online at 12:00 CEST but they likely found a last minute issue to fix etc.
12:00 CEST was 1 hour and 23 minutes ago. (As of this post)

Edit: Server patched - Admin only mode. Server status still does not show test server status (Pointing to an unresolved location)

166

(4 replies, posted in Testing server)

Weird, luckily Perpetuum doesn't make any registry entries so the uninstall simply removes the files.
Would be nice if the uninstaller worked but most people won't need it as deleting the gbf and exe is enough to remove perpetuum from a computer.

167

(11 replies, posted in Testing server)

Looks like there is a "Slow part" as a few people have mentioned it. Likely it's a section of lots of little files that slow down the overall download.

But no one has complained of a disconnection. How does the downloader cope with latency issues now? Any better than before? Any attempt to reconnection if it loses connection?

168

(11 replies, posted in Testing server)

As we're able to all use the Installer/Downloader now we can provide some pre-opening feedback.
It makes sense to keep each section to it's own thread
I've so far downloaded 550 MB of the 615 MB download and it's not stalled, stopped or crashed yet.
It does slow down on a few 'sticky' parts (around 190 MB) but it looks like it will complete without crashing.

It's certainly more stable but could certainly be faster as it was using a fraction of my total bandwidth (Around 0.8 MB/s when I can download at a maximum of around 4 MB/s)

The client is still VERY small which is good to see and would, if able to use the feel extent of my bandwidth, have taken around 3 minutes rather than around 10-15 minutes.

So far it's all looking very impressive but we'll see how it handles players testing it.

TL;DR:

  • Didn't crash or stick

  • Could have been faster

They do have this. You always get a warning before being banned. You don't want warned being you're banned because it makes no difference. smile

The wall model isn't bad but I has expected something more like this rather than just a blocky pillar.

Killboard should be official. End of. It is going to SUCK having lots of different kill boards and then the Jelan-Rumor-Mill will start and people will accuse each other of hacks or manipulating killboard stats!

If you want to make your own then the API can be used for that to monitor your own corp or whatever.

172

(114 replies, posted in Q & A)

Gremrod wrote:

Well can these two program automate the action so if I choose not to be at the computer and it still does everything or are these program made so you can just send the same key commands to multi clients or computers?

If these programs still need someone there to control all clients does it really matter?

if they allow you to go AFK and still act like a player then that is a different story.

EDIT:

ISBoxer does not provide any automation, autofire, botting, hacks or other cheating functionality.
Top MMORPG publishers including Blizzard Entertainment, Trion Worlds, Sony Online Entertainment, CCP, Turbine, NCSoft and others all allow multiboxing with ISBoxer.

The wiki says it so it must be true!

http://isboxer.com/wiki/Perpetuum

But I do know Blizz does allow it.

Mining made easy! (Activates 5 more accounts)

Given the Dev Blog state that new islands can be made very simple by pressing buttons I assume they intend to bring more Gamma islands online when people need them.

(Or go looking for them.. wink )

I'm not seeing this issue and I have the same version of Chrome but I am on a different OS.

175

(9 replies, posted in Resolved bugs and features)

UPDATE NEWS FOR 2011-12-14
Intrusion

  • Fix: Intrusion SAP times are now persistent, meaning they won't reset after a server restart

Time should not reset and SAP should be going active.