126

(20 replies, posted in Feature discussion and requests)

Seraph, GIEF NAO!!

127

(41 replies, posted in Balancing)

Why not just make it 2% to max speed per level and decrease demob resistance then?

128

(11 replies, posted in General discussion)

And no FPS drops near TF?

Upd: I've had a funny experience earlier, probably mentioned that already. So, on my PC I'm hardly able to run 4 Perpetuum clients on low settings - works for train hauling but that's all. 3 clients are running fine with medium and above settings tho. Now, (watch my hands!) if I'll run 3 Perpetuum clients on medium and above settings AND run sthing else (was EvE on my example) everything is... works the same as if there was just 3 Perpetuum clients. EvE didn't had any issues aswell.

Also I can't watch video having 3 clients running, should be 1-2 to do so.

129

(24 replies, posted in General discussion)

Even wired power transfer causing some energy loss, and here we have wireless one. Well, probably we've discovered that secret techniques of Tesla, but still, that doesn't negate losses, just makes them lesser smile

130

(22 replies, posted in General discussion)

Mining is boring as hell by it is. Searching for nodes makes it a little funnier at least.

Here is an another opinion - make every says 5 mining cycles decreasing a terrain to says 1m on all the island types, restoring back in some period - that will make us feel that we are actually mining, not just select tile, click on modules, wait, repeat on other tile. As additional, we will need to plan our mining, making a quarries etc. OT but still.

131

(11 replies, posted in General discussion)

Detector causing freezes because of lots on npc around is a known problem since detectors were implemented. Those roots, however are hiding (IMHO ofc) in a visibility mechanics - if you can't detect a target, it doesn't exist for you. Probably, server doesn't calculate/send target information until in detection range - once they're in, it needs to calculate/send a large amount of data to actualise situation for you. Possible solution may be to calculate/send that info regardless of visibility state - that may decrease overall performance but there will be no peaks and freezes.

132

(22 replies, posted in General discussion)

Spawns are good as they are now. Market is dead by other reasons.

133

(11 replies, posted in General discussion)

I have a slightly better CPU, gtx550, 8gb ram and similar resolution. No matter of number of clients running, or their settings, there is a strong fps decrease near any TF-ed area (more TF - less FPS) so I'm pretty sure that the problem hides in TF.

Since all the graphic calculations now being handled by GPU, I think that bottleneck is here, probably linked to textures resizing on stretched tiles.

Light hauler will have max ~26,67U capacity smile

Agreed tho. Need more roles/bots/etc and Seraph please.

135

(41 replies, posted in Feature discussion and requests)

Annihilator wrote:

so, which of those tactics mentioned in those two topics (this and the one about using buildings to overcome TF limitations)

are unexpected?

Both. All the Perpetuum history - is players showing to DEVs how to use things they've made.

136

(41 replies, posted in Feature discussion and requests)

DEV Zoom wrote:
Industrial Sector wrote:

Very interesting. There is, however, a guns vertical angle limitation - how does it work and why a such or similar system can't be implemented to terraforming and stuff?

I'm not aware of a vertical limitation for guns, what makes you think there is one?

Well, I might be wrong (almost 2 years playing) but I'm pretty sure you was unable to shoot things that are higher than you, with even some pop-up message.

edit: higher I mean that angle is 45 or even above

137

(41 replies, posted in Feature discussion and requests)

DEV Zoom wrote:

#2 There is no vertical tile distance because there are no tiles inbetween. You have to imagine this looking top-down (or by simply looking at the map).

Very interesting. There is, however, a guns vertical angle limitation - how does it work and why a such or similar system can't be implemented to terraforming and stuff?

138

(41 replies, posted in Feature discussion and requests)

Dreadnaught wrote:
DEV Zoom wrote:

You're going to hate me for this (again), but deep within Perpetuum is (sadly or not) still a 2D game. If you build vertical walls, it doesn't matter if it's 100m or 100km high, the bottom and the top will still be just 1 tile apart from each other.

I think the issue here isn't the height, it's the fact that undocking still sends you past obstacles. Why are you make excuses for the use of exploits? You normally oppose their use, now you support them?

Issue is that in some special cases exploits are mystically turning in a weak mechanic wink

139

(4 replies, posted in Feature discussion and requests)

Achievement: Mister Twister - obtained by spinnig your bot in terminal x times.

1. Yes, but only with Pve expansion
2. gimme back my money if so

One of possible solutions - is to change overlay window coordinates, or settings at all - or not to use overlay. Try to make overlay window-style, not a bar style. And change coords of window/bar, ofc.

All you've described tells that it's definitely not a GPU or ISP or hardware problem at all - check the software you're running or installed that may use DirectX and can place something over your active window (like TS3 Overlay). It seems Perpetuum doesn't like when something disturbing it's full-screen mode big_smile

142

(3 replies, posted in Resolved bugs and features)

Strange, must be my ISP then.

143

(3 replies, posted in Resolved bugs and features)

Are servers ok? I'm experiencing some problems with both site/forum and game client.

TS3 Overlay can cause such problem. Probably, something similar can too. Try to dig in that way.

Look at this:

At the beginning, players can't attack or being attacked at alpha until they raise their pvp flag. This flag, once being raised, remains in that state until you're manually lower it. There is a restriction - once you became says 40 days old you can't lower it anymore. On betas/gammas everything stays as it is.

Your loot on alpha can be taken only by players with the same flag state - if you was unflagged when you died, only unflagged players can get your loot and vice versa.

Oh, and yes - trials aren't allowed to raise flag.

146

(14 replies, posted in Feature discussion and requests)

+1

Mobile Camp Vehicle - unarmed, slow, no cargo space. When deployed (should take a long time), others can dock in and get stuff from a terminal that bot linked with.

148

(1 replies, posted in Testing server)

Confirmed.

149

(82 replies, posted in Testing server)

Teleport choose window doesn't close after jump. Tested on interzone teleport.

When first one jumps via interzone teleport, all the rest can't choose different destination.

150

(106 replies, posted in Testing server)

Maybe, it's time for advanced weaponry like artillery and aircraft?