Author Topic: v1.0.5.4->v1.0.6.0 and v1.0.6.2 Changelog (Released)  (Read 53039 times)

echo66

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Re: Live Patch Notes
« Reply #30 on: February 01, 2011, 10:29:03 AM »
[Changed] Diplomacy cannot be conducted with empires before meeting one of their ships or planets. Can be disabled by toggling "Start in Full Contact" from the new game menu.

So...the empires that we haven't contacted, don't show up in the empire list, right?

GGLucas

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Re: Live Patch Notes
« Reply #31 on: February 01, 2011, 10:38:09 AM »
Quote
So...the empires that we haven't contacted, don't show up in the empire list, right?

Correct.

XTRMNTR2K

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Re: Live Patch Notes
« Reply #32 on: February 01, 2011, 11:04:54 AM »
Correct.

Great work! I think that is a remarkable achievement, especially considering that it wasn't clear if it could be done (until a while ago, I presume).

The new shipset pics also look very promising. The most interesting part about that - I'm sure most will agree - will be the bigger warships, though. ;D

Foraven

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Re: Live Patch Notes
« Reply #33 on: February 01, 2011, 11:42:27 AM »
Yep, this patch looks quite promising.
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maxi

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Re: Live Patch Notes
« Reply #34 on: February 01, 2011, 12:11:09 PM »
Yep, this patch looks quite promising.
As each one.

GGLucas

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mecharm

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Re: Live Patch Notes
« Reply #36 on: February 01, 2011, 12:28:00 PM »
That is both glorious and gorgeous at the same time...

Orkel

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Re: Live Patch Notes
« Reply #37 on: February 01, 2011, 12:33:53 PM »
Now all we need is Reaper's new AI :3

Foraven

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Re: Live Patch Notes
« Reply #38 on: February 01, 2011, 12:54:22 PM »
The new layout mode for the subsystem damage window shows you exactly which systems have taken damage.

That will be much more useful... That way it may show us if we made a design that is flawed when it comes to soaking damage.
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Superking

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Re: Live Patch Notes
« Reply #39 on: February 01, 2011, 03:34:55 PM »
that looks great, does mousing over components show individual HP?
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Thy Reaper

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Re: Live Patch Notes
« Reply #40 on: February 01, 2011, 03:53:25 PM »
Yes.

sethfc

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Re: Live Patch Notes
« Reply #41 on: February 01, 2011, 05:12:47 PM »
You guys continue to scale your awesomeness...

Much like in the game the different between tech 1 and tech 20...Your patches become exponintially greater.

Superking

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Re: Live Patch Notes
« Reply #42 on: February 01, 2011, 05:50:53 PM »
Quote
[Balance] Bulkheads on armor now provide a third less bonus hitpoints than on regular systems.

<3
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mop

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Re: Live Patch Notes
« Reply #43 on: February 01, 2011, 07:10:10 PM »
Mysterious that is. ;D




And now the Disclaimer
1) Its not in-game graphics is a preview rendering
2) jpg really killed the 45° angles so it doesn't look that pixelated in real
3) Specular effects too strong ;p
4) colonizer has tiny figures in those glow "windows" ;p which you can't see from this distance

Besides that, it's a preview of the new shipset... and yes, this time its 100% my doings. So now if you don't like it, you can blame me for real. ;p


i was just wondering, i am not a graphics person but how good would it look compared to the current rendering if you were to put it in the game......mainly because the current ship set is kinda blury and the not that sharp? whats the poly difference in game and render?
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eRe4s3r

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Re: Live Patch Notes
« Reply #44 on: February 02, 2011, 07:30:26 AM »
Well it would look depending on what you set your gpu settings (AF and AA) to but some features like GI (HDR based light distribution) and AO (ambient occlusion) would be missing as well as shadows.

Texture sharpness is depending on many factors though - if you zoom in screen filling on a ship its gonna get blurry no matter what.

No poly difference between rendering and realtime engines though ;) If you enable all the image quality settings in your nvidia or ati control panel SR looks already pretty nice anyway. (I play on 16xAF and 8xQ and think thats an acceptable graphical quality ;p)
« Last Edit: February 02, 2011, 07:33:44 AM by eRe4s3r »
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Superking

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Re: Live Patch Notes
« Reply #45 on: February 03, 2011, 07:53:56 AM »
you know what SR really needs?

an Import Dock

just think how much more viable it would make carriers  8)
« Last Edit: February 03, 2011, 07:56:17 AM by Superking »
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GGLucas

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Re: Live Patch Notes
« Reply #46 on: February 03, 2011, 08:39:29 AM »
Import docks are inherently unbalanced, regardless of how inefficient you make them.

Import rate is currently limited by planetary slots, which are scarce. Ships, however, are not scarce and follow an exponential growth pattern.

Allowing import on ships, no matter how small a rate, would turn the bank transfer rate from scarce to exponential, which disrupts balancing.

Superking

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Re: Live Patch Notes
« Reply #47 on: February 03, 2011, 09:22:57 AM »
oh yeah  :(

Quote
[Changed] Changed how fighter hull dodging works to make it easier for fighters to hit each other, and so a fast moving attacker doesn't suffer from its own speed.

win! although this puts the ball even further into court of bomber spam
« Last Edit: February 03, 2011, 09:36:55 AM by Superking »
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GGLucas

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Re: Live Patch Notes
« Reply #48 on: February 03, 2011, 09:26:43 AM »
Sub Systems to convert metal to electronics and advanced parts on a ship have existed for a while now, not sure what you mean.

Superking

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Re: Live Patch Notes
« Reply #49 on: February 03, 2011, 09:36:29 AM »
Sub Systems to convert metal to electronics and advanced parts on a ship have existed for a while now, not sure what you mean.

oh, sorry, im tripping  ;D

btw, is the bussard scoop getting buffed? iirc that thing is still terribad
« Last Edit: February 03, 2011, 09:45:52 AM by Superking »
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Foraven

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Re: Live Patch Notes
« Reply #50 on: February 03, 2011, 10:14:34 AM »
oh yeah  :(

win! although this puts the ball even further into court of bomber spam

They also fixed the flaks so it even out.
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Journier

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Re: Live Patch Notes
« Reply #51 on: February 03, 2011, 10:28:53 AM »


Uploaded with ImageShack.us
I found another one of Erasers ship designs in jpg.
They call it the Destroyer of plaque. No idea why.

« Last Edit: February 03, 2011, 10:32:11 AM by Journier »
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Thy Reaper

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Re: Live Patch Notes
« Reply #52 on: February 03, 2011, 10:31:55 AM »
oh yeah  :(

win! although this puts the ball even further into court of bomber spam

Actually, fighters are now able to kill bombers quite easily (but not much else) and bombers are generally unaffected.

Journier

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Re: Live Patch Notes
« Reply #53 on: February 03, 2011, 10:32:32 AM »
Actually, fighters are now able to kill bombers quite easily (but not much else) and bombers are generally unaffected.

very true.
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eRe4s3r

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Re: Live Patch Notes
« Reply #54 on: February 03, 2011, 12:57:42 PM »


Uploaded with ImageShack.us
I found another one of Erasers ship designs in jpg.
They call it the Destroyer of plaque. No idea why.



;D

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echo66

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Re: Live Patch Notes
« Reply #55 on: February 03, 2011, 06:33:05 PM »
Firgof, are you using a Software Transactional Memory framework?

Superking

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Re: Live Patch Notes
« Reply #56 on: February 03, 2011, 06:49:37 PM »
sheild bomb could probably do with a range boost also (25ish range?)
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Firgof

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Re: Live Patch Notes
« Reply #57 on: February 03, 2011, 07:01:27 PM »
I'm not the programmer, though I play one on the IRC.

As for whether we use STM: No, SR is lock-based.  We've done something like STM, but it turned out to have too much overhead for realtime application.

What would SR benefit from implementing STM?
« Last Edit: February 03, 2011, 07:06:54 PM by Firgof »
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echo66

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Re: Live Patch Notes
« Reply #58 on: February 03, 2011, 07:26:02 PM »
I'm not the programmer, though I play one on the IRC.

As for whether we use STM: No, SR is lock-based.  We've done something like STM, but it turned out to have too much overhead for realtime application.

What would SR benefit from implementing STM?

I proposed this because, after speaking to a friend of mine, he suggested that solution to manage the shared data structures access (example: that diplomacy issue we spoke of). Another suggestion was to use a tree instead of a table. That way, you can make branch locks...but, after reading what he said, i question myself: why can't we lock just a certain table entry, instead of the whole table? That way, the other concurrent accesses, to the table, can be made without locking the entire table.  :(

Firgof

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Re: Live Patch Notes
« Reply #59 on: February 03, 2011, 07:38:21 PM »
Remind me what the diplomacy problem was?
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