151

(79 replies, posted in General discussion)

The bottleneck isn't the server hardware - it's the same hardware that handled 900 people just fine, save a few HDD replacements and RAM upgrades every now and then.

The code, however, has changed considerably over time, and sometimes things break somewhere down the line; in the last few months we haven't had enough people to cause these sorts of bottlenecks to propagate all the way to lag. Rest assured since we probably want a good Steam launch as much (or more) than you do, things will be fixed and lag will be reduced.

The issue isn't the gameserver, but the download one. Does this work?

153

(21 replies, posted in General discussion)

Blackice001 wrote:

Frick guys, couldn't you have put a little more effort into the mass mailing?   I mean *** that was free advertising and it was as exciting as a postage stamp sad

In all fairness, a disturbingly large portion of the emails came back as undeliverable anyway. neutral

We'll put up a video policy probably later this week - frankly it's an issue we haven't even discussed yet.

155

(8 replies, posted in Bugs)

A few people have reported it and I'm unsure what to do with that because it definitely works. hmm

156

(29 replies, posted in General discussion)

Fixed.

157

(69 replies, posted in Recruitment forum)

I bet the whole thing is a Terrible Lie.

158

(30 replies, posted in Bugs)

I added some sanity checks to the volume code but as someone who mostly develops with everything set to 0% I never had this happen sad

159

(4 replies, posted in Bugs)

Oop

I've meant to merge the news / blog feeds (both RSS and front page) for a long time now but I never got around it. Hopefully I can find time for it before the Steam launch.

Zortarg Calltar wrote:

opening map crahes my client the test server.

Always upload crashes. It even sends you back crash IDs now so you can refer back to them.

How about besides character/corp renaming, for twice the price you can rename someone else's character/corp?

163

(2 replies, posted in Testing server)

Fixed 1. and 2.

Cassius wrote:

I'm all about teaching people the hard way, aka, yes that switch blows up every bot

Not anymore.

Exit teleport server error also fixed and running - go nuts!

I fixed the switch problems, will push out a patch in a moment.

Fixed the terrain, sorry about that - mild miscommunication there.

The test server is up and running now - have fun.

https://en.wikipedia.org/wiki/Erd%C5%91s_number

PERPETUUM SUPER HAPPY FUN TIME CONTINUES

It's been a while since we had such an interesting all-nighter and I've truly been missing it!

(lol no i wanna sleep)

172

(3 replies, posted in Q & A)

This isn't as simple as it sounds although you're kinda on the right track, and let me explain why:

It is true that Imgur offers a pro account where the limits are less restrictive. However, this is a user account-level restriction, not a client account which we use. In other words, it depends on you, not us. But since all images we upload from the client are using the anonymous access, you cannot authenticate with your account even if it is pro. This is partly due to the fact that we use one of the outdated API end points - it is true that I should've upgraded that a long time ago, but it wouldn't change the bigger issue, that we'd need to somehow connect the Perpetuum and Imgur accounts and I don't really have a gameplan for that yet. That doesn't mean it's not possible, just that it's not particularly high on the priority list at this point.

Okay, I'll assume this as fixed and pushed to client live. Thanks!

Okay I think I knew what caused it; I pushed a client version out on the test server since I can only test this when there are a lot of people around. Let me know if it seems to work.

Looking into this.