Smokeyii wrote:

Are there any new projects you guys are working on, or plans for new projects in the future?

I'll go into detail about those in a last turn-off-the-lights post once the server shuts down.

Centia wrote:

Both my accounts are email based, not steam. I could probably link one of them but will the other continue to work? Not clear from the above posts though it does say so on the blog.

Yup. The Steam client currently defaults to Steam-login-only, but adding a button to toggle between the two is a matter of minutes.

Ville wrote:

Continuing on my previous conversation:

To a certain extent, is a great answer.  I just want to point to the Minecraft server model.  The server side things exploded and a lot of server hosting was paid for by buying packages in game for certain tiers.  Besides content funding for private servers it would be interesting to be able to pay for packages on private servers for non ground breaking things like EP boosters, or a robot starter pack nothing ground breaking but a little p2w action.

Are you adding a "Private Server" section on the official forums?  I also got to check to see if I'm still banned on the steam forums.

Who's going to moderate the official forums and game?

The Minecraft server model is fine by us, honestly. As said, the EULA will take care of the bits and pieces of it.

The official forums will close (i.e. get archived as read-only) as soon when the official server closes - the accounts are tied so there's no point.

Mathrigo wrote:

But with Steam gonna be the only distribution of this game, will we have to buy it a second time on steam, to be able to use our non-steam accounts we also paid for? Could we still use the non-steam version to log in, but being unable to download it again from your website at some point?

Again, not an obvious question: "yes", it's possible to maintain a fully functional non-Steam version. The reason I'd prefer not to is simply because it'd mean we'd still need to host the update server, and at this point that's another cost I'd love to get rid of. (Plus of course the aforementioned piracy thing but hey.)

I haven't thought up a solution yet, but if you have a Steam account we'll prolly be able to give you a Steam code or something smile

Mathrigo wrote:

will this game still cost the 9,99€ for new accounts over steam?

The question is a bit more complicated than it first sounds so let me go around it a bit.

Once we remove the central server dependency from Perpetuum, the question of "what exactly are you paying for" changes from "a service" to "uh...". At that point, Perpetuum becomes a game where you're paying for the client again, which will of course be subject to piracy - not that we care at this stage. The server will be free and available among the other dedicated servers on Steam.

We do think that the work (not necessarily as bytes but as years) we've put in to the client, the server, the graphics, the audio, etc. is worth the asking price. That's not to say it won't become cheaper at some point, but if we're not actively working on it, and we don't have costs to recoup or cover, it's essentially beer money, and we should be reasonable.

6

(61 replies, posted in General discussion)

Also:

http://forums.perpetuum-online.com/topi … perpetuum/

Please continue discussion here after you've read the blogpost.

7

(61 replies, posted in General discussion)

Ville wrote:

I still have a question,

What are the limitations of funding a community server?  Will it be frowned upon to ask for donations?  Or even further (thinking something else) if we sale special promotions in back (Think "gifts" from event) will that be covered?  Is there a take the publisher will have in those sales.

The short version is "to a certain extent"; the long version is that the server itself will have a separate EULA just like other dedicated game server software.

8

(61 replies, posted in General discussion)

Annihilator wrote:
logicalNegation wrote:

Blog time.

CRM said "during the weekend"

that means sunday night 22:00

Possibly during the weekend.

Blogpost will come once we got to a point with the tech that we have enough information to share. Dripfeeding at this point will just create speculation - rather have one post that explains everything. Of course that doesn't mean we won't answer certain questions about it - but as you can understand it's a big change, and we hope to do it right.

We already have both a client and a server that are semi-functional as far as dedicated servers go, but they're still not fit for human consumption just yet, and a lot of the information we'd share hinges on certain functionality that we can or cannot get working.

9

(61 replies, posted in General discussion)

Khetar wrote:
DEV Gargaj wrote:
Khetar wrote:

I'd assume having a standalone server would bypass any character creation system of this website. Otherwise it wouldn't really be standalone.

Character creation was never on this website in the first place - there is of course a gateway that creates you a forum avatar, but that is just something we did to sync your accounts between the forum and the game for convenience.

On a standalone server, character creation would work exactly like it does now, except of course the character will be local to that server.

Sorry, account creation was what I meant.

Since you're reading and answering (thanks for that btw smile ):
Can you give us an idea of what will be needed to run the perp standalone? Or one or two islands at once? Just a rough estimate, no specific number needed.

Another question: As new robots/modules have always been a problem to be introduced to the game: Will we get the ability to do so? If so, could you do a quick explanation how it works, when you're done?

These are all crossing over to the blogpost territory; part of the reason I'm not too verbose about it is because we don't know everything 100% yet.

10

(61 replies, posted in General discussion)

Khetar wrote:

I'd assume having a standalone server would bypass any character creation system of this website. Otherwise it wouldn't really be standalone.

Character creation was never on this website in the first place - there is of course a gateway that creates you a forum avatar, but that is just something we did to sync your accounts between the forum and the game for convenience.

On a standalone server, character creation would work exactly like it does now, except of course the character will be local to that server.

11

(61 replies, posted in General discussion)

Annihilator wrote:

thanks for the clarification
does that mean we can finally make our own balancing passes?

Yes, yes it does. As said, the blogpost will explain this in detail, and we hope we can supply tools for it, but it's all database-oriented and as long as you can fiddle with the data in the db, you'll have full access to all the parameters.

12

(61 replies, posted in General discussion)

I feel like I should say something neutral

13

(4 replies, posted in Bugs)

Rhusty wrote:

exactly the same experience with me.  Same config.  Starts with a video driver crash & auto recovery.  AMD Radeon R9-270x w/ DirectX 12 drivers (ver. 16.6.1)

I know this is probably not what you want to hear but I doubt there's much I can do about a VPU crash sad The core rendering code has been solid for years. sad

14

(1 replies, posted in Bugs)

Fixed locally; a bit of a remainder from the transition from the previous mission system smile

15

(1 replies, posted in Bugs)

Fair enough; apparently we amended the localization a while ago but we never ended up using it for some reson smile

16

(3 replies, posted in Bugs)

Fixed in the dev branch.

17

(3 replies, posted in Bugs)

Found it, fixed it, will deploy later today.

18

(171 replies, posted in Testing server)

DEV Zoom wrote:

Fix seems to be working, we weren't sure cause we couldn't reproduce. Probably GPU-related.

*CPU-related. My hunch (that I guess is proven if the fix works) is some sort of floating point rounding issue; GUI elements are always positioned on a pixel-basis (i.e. in integer values) but the 3D icons work obviously in floating point, so I assume what happened was that the button was, say, (0,0) -> (10,10) icon would be positioned at (0.5, 0.5), so the button would be placed at (0.5,0.5) -> (10.5,10.5) and then the different components would get rounded differently (i.e. (1,1) -> (10,10)) so the buttons would either stretch or squeeze depending.

On that note, just to give you a perspective on why correlation shouldn't always imply causation: the observation that "the more missions you do, the worse it gets" is semi-accurate; actually it degraded over time (see above explanation) so even if you would just go back and forth to the terminal it'd (probably) happen. smile

19

(171 replies, posted in Testing server)

I think I found a fix for it (purely on theoretical grounds, I never saw it happen either)

20

(171 replies, posted in Testing server)

DEV Zoom wrote:

Inda, Ensi: ok I see now what you mean with the return teleport. I selected Lenworth and it brought me to the main terminal instead.

My fault; will patch it later today.

21

(24 replies, posted in General discussion)

Jita wrote:

I'm more interested in how it got there.

One of the director's assistants sent us a mail about it. I admit I initially was very sceptical about it until they sent a clearance form smile

22

(392 replies, posted in Bugs)

In other words if the "Invalid data" error consistently occurs for you on the test-server, let me know ASAP.

23

(392 replies, posted in Bugs)

I've been trying to load-balance off the download server with Cloudflare, that's why you get the "Invalid data" error (their HTTP proxy has some oddities) - it's disabled now but it's still enabled on the test-client.

24

(4 replies, posted in Bugs)

Probably option 1 here: https://support.cloudflare.com/hc/en-us … e-visitor-

25

(4 replies, posted in Open discussion)

This dude: https://vimeo.com/unc