Perp-Carto.net updated to latest build.

Probably a few things new since you last tested it.

-> Spawn Filters
-> Where am I?
-> Wheel of Fortune (Radial Menu)

=> Numerous bug fixes

Update: 

- UI restructured and now the map is full screen.

Bugs:

- Can't add polygon shapes (just havn't redid it yet)
- GeoScan add menu hasn't been dressed up yet
- Aux Info on Spawns and Base/Outposts hasn't been dessed up
- The first item you make will be submitted where you click the submit button not where you activated the Wheel.  That is a big issue so I'm working on that first before I finish polygons and dressing other menu items up.

Online database hasn't been flushed so all your old points still exisit.  Please go test it.

Updated live version to a new test revision.  Has some bugs, but please go forth and report more!

website updated to latest version.  Still in test mode, please test

perp-carto.net

thanks.

Dynamic Spawns here I come!

Program now works with Firefox and almost 100% with IE.  The one problem with IE is annoying as heck though. 

Give it a try,

7

(17 replies, posted in General discussion)

How does one kill off a spawn? Do you have to be faster than the natural replacement rate or do they stop replacing themselves at some point?

8

(17 replies, posted in General discussion)

I'm fine with it, it makes Perp-Carto more useful in a way

Ok, lets try a public test of it with limited user accounts.

How to be a tester

I want to stress that we are testing the application and not using it. There is a difference, please explore all options. You may attempt to break it, it should work. If you want to test the application please use on of the user accounts below. Some are in the same corporation as others, some are not. So you may see things that are not from “CORPORATION”, but you should NEVER see something in “YOURS” that isn’t something you made.

I would like to hear your comments, suggestions, and hear about your bugs or problems. You will need to use Google Chrome all other browsers will fail to load it or run it.

The link is here: http://www.perp-carto.net

use and test with any of the following accounts

testuser3 / testuser3
testuser4 / testuser4
testuser5 / testuser5
testuser6 / testuser6

Ready for testing. If your using anything other than Google Chrome your results will suck (ie it wont work). Just saying.

Thanks, I should have a limited public test here soon.

11

(14 replies, posted in Q & A)

All I would like to know if EVERYHTING... no i'm kidding, but I do want to be assured that the DEVs have some sort of 'endgame' to their plan.  For example, I want the DEVS to seriously consider what they want out of the game in a year, where they want to go within a year and what long-range things they want to imp,emnt but current programming, population, etc wont allow for it.

As long as the DEVs are not sitting in the chiars thinking their game is done I'm good.  But I want a devblog saying that every month or so.  Be that the expansion blog whathave you i dont really care.

12

(4 replies, posted in Feature discussion and requests)

Yes, I so WANT tile locations in KM.  Even if just for the target and not the other players in the fight. region would be ok but yawn.  Tile locations would prove to be a nice way to display hot zones.  where as region is rather vague.

Looks at self <=hum.. how do I implement regions into PerpCarto?

Winter Solstice wrote:
Aerodrome Engineer wrote:

I feel like someone punched me in the gut

?

Ref:  His name and what he said.

I feel like someone punched me in the gut

More about the killmails latter for now its in planning.   I'll get to work on the "FOOM Scan Application tool" as a layer now

BugSplat wrote:

Looks like an excellent idea!

Can you incorporate the FOOM Scan Application tool as a layer??  Being able to see passable terrain layers while artifacting would be a HUGE boon!

Hum, looking at this page:

http://www.aengr.com/Scan1App/walkthrough.htm

I don't think it would be too hard, but I havn't put much thought into how to actually code it yet.I'll look into it.

Right now I'm working on a few different 'modules' that will allow its purpose to be extended.  I've got a heat index function planned where each island is assigned a 'heat index' based on the number of kills on the island in the past x time period.  I'm working with the developers to get me x,y cords of each party in a kill mail  (hey DEV's don't forget about that).  This will allow me to replay some battles on the map and add 'hot spots' on the map where kills happened.

But I want to hear from you.  What do you want added. What do you think would be useful!

GLiMPSE wrote:

Awesome -- I know this sounds a bit deuche'... but can we get this as a web application as opposed to a local executable?

It is a web application!

Winter Solstice is correct, in the videos it is being run on the localhost, but right now it is deployed on the tubes for internal testing.

You know you like to play Perpetuum Online, but;

A). You want to know where your best spawn is located?
B). You want quick and easy access to where the best minerals are?
C). You want a way to share that information with your corporation, but not let your enemies know?
D). You want a way to plan your attack or where to place the best defenses but have no way to share that information securely?

I have the tool for you!  In testing now is Perp-Carto, Perpetuum Cartographer is an online mapping application that will make your life and your corporations easier. Perp-Carto can do all of the things above and more each day.  As a PHP/MySQL application is has the ability to grow with customer demand, change to fit your needs and all around make the word (Nia anyway) a better place.

Some in Progress screenshots
















Youtube.com videos of it in action
http://www.youtube.com/watch?v=gfbUTjnWcB8
http://www.youtube.com/watch?v=yEgp7_svr-c

How to be a tester

This application is currently in testing by NeX and once it has passed internal testing we will open it up to external testers.  For now I just want to show you what is coming down the pipe and would like to hear about what you think would make a great addition to the program.

20

(3 replies, posted in General discussion)

Can't post in the offical forums so I'll post here.  From the current topic thread about the server problems and lag there was conversation about the total number of subscribers that Perpetuum has and although the actual number of subscribers is not something they or I will ask for receive I thought I'd put some perspective on it.

We know from CCPs recent release of financial statements that they have near but less than 360,000 subscribers - this number includes active accounts paid via PLEX.  On average there are about 30,000 people online.  30,000 / 360,000 is 8.33%.  If that same ratio were to carry over to Perpetuum one could expect there to be 360 (current server max pop) / .0833 = 4,320.  4,320 subscribers seems high to me but lets roll with it for a second.

Since the subscription cost is $10.00 we can do simple math to get some more information.  4,320 subscribers * $10.00 = $43,320 in revenue per month. No known costs exist but that rate would for a year would be $43,320 * 12 = $518,400.

Decrease the number of subscribers and the actual revenue drops considerably faster. The point is that their not making much revenue and they are very dedicated in making their game better.  I just hope our arrival doesn't hurt their subscription numbers by being population locked.

21

(132 replies, posted in General discussion)

'09 bitter vet checking in here.  With all the mess going on with CCP it is fun to play a different game.  In time I am sure this game will also grow and we cna be part of that.   That is until they turn on us and we bite them....

22

(5 replies, posted in General discussion)

Alexander wrote:

When future islands are introduced I can only hope that the map with scale with it and this mean the further you zoom the less detail you need and the closer you get the more details you see.

The way the servers are designed have a single large landmass would not be possible without loading screens. D:

Well it doesnt need to be one solid landmass.  Earth isn't. Define what you mean by loading screens that would be different than transporters...

23

(5 replies, posted in General discussion)

May I ask a stupid question about the terrain of the game?

I can, thanks.

Why did you settle on different islands with no overall planet topography?

I'm thinking you could have had a general planet topography in mind and expanded the useable portion of it with expansions and more content as needed.  Rather than arbitrarily adding in new islands.

Imagine the map as a globe where the world is really 3D and the landmasses you can use are flushed out in high resolution but the "no content yet" areas are vague and have poor resolution.

Too late now I suppose unless the world succumbs to a massive earth quake (cool idea I must say).

I suppose it would be hard to retroactively make the planet bigger but more islands than now are going to look crazy.  More crazy than an anno map from 1404.