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[FAQ
Forum Index » » Nederlands (Dutch) » » Re: Het is weer eens tijd om een NL topic te openen.
 Author Re: Het is weer eens tijd om een NL topic te openen.
Barthezzz
Fleet Admiral

Joined: May 31, 2001
Posts: 5630
From: The Netherlands
Posted: 2003-05-14 14:39   
Quote:

Axianda*XO* schreef:
Hey bij mij is de kermis er weer

wat is jouw favoriete attractie?

bij mij blijven dat gewoon de bots auto's en de schiet tent


Onze gemeente heeft alleen maar Bots Auto's, Schiettent, draai molen en een Bier tent.

In de "grote" stad is de octopus wel koel. Wedstrijd wie het meer dan 2 uur volhoud zonder te kotsen

Quote:

Proxion schreef:
1. De poffertjeskraam.
2. Alle misselijkmakende attracties.
3. De sanitaire voorziening.
In deze volgorde.


Kanonnu Jammer dat wij geen poffertjes hebben :/ Alleen Frient Vis en Snoep.
_________________


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Axianda The Royal
Fleet Admiral
Terra Squadron

Joined: November 20, 2001
Posts: 4273
From: Axianda
Posted: 2003-05-14 14:46   
hehe.

wij hadden een mini wildwater baan.

wel erg koud nog voor deze tijd van het jaar :/
_________________

- Axi

Hound
Cadet

Joined: May 21, 2003
Posts: 12
From: Landgraaf (Netherlands)
Posted: 2003-05-21 14:30   
He Barthezzzz, ik weet niet of je mij nog kunt herinneren?!?!? Ik weet niet eens of je wel die Barthezzz bent die altijd actief geweest in DS.

Heb een paar maanden intensief gespeeld en ben toen februari gestopt. Ben me nu weer aan het vervelen, dus vraagje?!?! wat is er de afgelopen drie a vier maanden verander?

Groeten,

Hound
_________________
Puppies will bark at ya, dogs will bite you, but I will hunt you....... Awhooooooo

Barthezzz
Fleet Admiral

Joined: May 31, 2001
Posts: 5630
From: The Netherlands
Posted: 2003-05-21 14:54   
HHOOOOOUUUUNNNNDDD!!!
Tuurlijk herinner ik je nog.
Jij was die n00b met helemaal geen skill (J/K)

Ik ga er van uit dat je Binnenkort weer gaat subscriben en weer terug komt bij je all time Favorite Fleet?
En een zeerkoeleechtbrutebesteneenheelergvetgave Leider .... Ik

Maaru verandert in de laatste vier maanden;
Jammer genoeg niet zoveel maar ze zijn wel de heletijd met dit bezig geweest:

Quote:

1.481 - Beta
- Shipyards are now implemented which allow a player to spawn or change ships at a planet with a shipyard built. The player can also select a shipyard or jumpgate before they enter the ship selection screen when joining the metaverse.
- Implemented the UniverseServer which acts as a central management server for the entire universe. This server performs several major functions:
- Spawning new servers and load-balancing the universe by splitting star systems between different servers on the fly to cut down on lag and handle much larger numbers of clients.
- Moving ships and any other objects between different servers without any noticed switching by the clients in-game.
- Keeping the entire universe stored in the database on the fly, restoring a star system with little or no loss in data if a crash does occur.
- Keeping the players storage and profile stored in the database on the fly as it is changed.

- Interceptors and Bombers have new models associated with them. - G
- Current fighter models will become Assault Fighters. Their poly count has been drastically reduced, and any bump mapping on them has been disabled. - G
- Ground units can now be stacked. The maximum number of ground units has been increased to 32. Additionally ground units can be ordered:
- Attack is the default order now, the unit will seek out other enemy units and destroy them.
- Fortify orders the unit to hunker down, giving them a bonus for defense against other ground units or orbital bombardment.
- Raze orders the unit to attack structures and installations.

- Limits have been placed on mines, fighters, and platforms within a star system. If the limit is reached, no new objects can be created. This is done to prevent players from crashing or lagging out the servers by creating massive mine fields or fighter swarms.
- Implemented new fighter AI and interface. Fighters will now fly in formation if launched with a friendly ship as the target. If launched with no target, they will fly in formation with the ship that launched them. The new interface allows you to redirect your fighters to new targets (friendly or enemy) and return home. Added several new fighter classes including a slower bomber fighter class for hitting plantary targets and a fighter with heavier weapons for attacking enemy ships.

Fighters will now engage other enemy fighters when encountered and will find a new target automatically if their current target is lost (i.e. cloaks or jumps out). They will return home automatically when fuel reaches 50%.
- Implemented orbital platforms which can be constructed by engineering ships. Currently only 3 platforms can be constructed; defense, supply, and sensor.
- Changed StarPorts to allow only one per planet. Added a button to the target display called "Trade" which automatically targets the starport of the planet for trading.
- Pressing the space-bar within the lobby now automatically sets up a reply to the last received message.
- Fixed a bug that prevented the Lobby from remembering a password for some users, although the "Remember PW" box was checked.
- Fixed a bug which made it not possible to post on the forums.
- Banned accounts can no longer login to the website. They are displayed the reason for their ban and when the ban will end.
- All platforms have new models. Additionally, each factions' models are different. - G
- Added auto-login option. So no more need to press the login button everytime.
- Official messages to users which are issued by moderators using the /modsend command are now way more visible to the users.
- Scripts now execute in their own context. This means, globals from one script will not interfere with variables in another script.
- Improved security of the stored password for everyone who uses the "Remember Password" option.
- Users can now save chatlogs using custom filenames.
- Usernames within the chat-text can be clicked on to start a private message to the user.
- Fixed the bug that didn't allow infantry on a ship to defend the ship against enemy infantry.
- Added detailed information for the user in case a login, account creation or namechange fails.
- Fixed a bug to fix the nebula clipping problem at long ranges.
- The MetaServer now uses multiple connections to the database when demanded. This should drop lag in the lobby and allow the servers to handle much larger numbers of clients.
- GameServers now send more information about the star systems and planets to the main servers. This will allow us to display more information on the website concerning the current state of the metaverse.
- Player profile changes are now done incrementally by the game servers. This will allow admins to view recent changes to player profiles, and roll-back changes on players who use exploits in-game. This also allows admins to edit a players account while they are in-game, no longer requiring them to leave the game to modify their profile.
- ClientSetup program has been revamped to use tab controls. A "Connection Speed" option has been added to allow players to control their BPS rate when connecting to a server.
- Shipyards are now needed to build any ship above a frigate, this includes Supply, Destroyers, Cruisers, Dreadnaughts, and Stations. All other ships can be spawned by a jumpgate or shipyard for 0 cost in resources.
- Player storage is no longer erased when a players clan changes factions or they choose a different faction to play in the metaverse. Instead, items obtained can only be used when they are still playing the same faction. However, you can still delete any items from storage reguardless of your current faction.
- Jumpgates can now be linked in the editor by holding down the Alt-Key and dragging a jumpgate to another jumpgate.
- Jumping no longer requires you reduce your velocity zero. You can now jump at any velocity, and you will exit your jump at your previous velocity.
- Added "Object" view to the editor, which shows the entire heirarchy of a map.
- The K'Luth disruptor and it's associated mounts have become Medium Beam. Currently the only device mountable in a Medium Beam slot is the Disruptor.
- Beam, Medium Beam, and Heavy Beam weapons now cease their discharge cycle when their target is destroyed rather than continuing to fire. This means that these devices have a faster total fire rate while functioning as point defense.
- Profile page now includes a link for viewing overall ranking per each catagory. -T
- Collision detection has been improved so that fast moving objects can no longer go through small objects at high rates of speed.
- Fixed the bug that would cause the client to exit if you changed focus while the game was starting up.
- Beacons now work differently. Any ship hit by a beacon (friendly or enemy) will get +20 added to it's signature, beacons accumulate, so 2 beacons will add +40 signature to the ship, and so on. Beacons display themselves with a red ECCM type ring, so you will know if you have a beacon attached the hull of your ship. Beacons will stay alive for 5 minutes, then they are removed. Future implementations may add more signature and/or last longer.


_________________


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Hound
Cadet

Joined: May 21, 2003
Posts: 12
From: Landgraaf (Netherlands)
Posted: 2003-05-21 16:24   
Ik denk idd weer binnenkort te gaan scoren, moet natuurlijk wel helemaal weer van voren beginnen. Maar das geen punt...........

Nou tot binnenkort dan maar wanneer je mun berichtje ontvangt om je almachtige fleet te joinen.

Greetz,

Hound

PS Speelt Dragonball ook nog altijd??
_________________
Puppies will bark at ya, dogs will bite you, but I will hunt you....... Awhooooooo

Barthezzz
Fleet Admiral

Joined: May 31, 2001
Posts: 5630
From: The Netherlands
Posted: 2003-05-22 03:34   
Dragonball = Lain
Maar volgens mij is hij een week of 3 geleden aan een DS Winter slaap begonnen.
_________________


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Axianda The Royal
Fleet Admiral
Terra Squadron

Joined: November 20, 2001
Posts: 4273
From: Axianda
Posted: 2003-05-22 06:36   
Nah dat wordt de pre-Patch snooze genoemd
_________________

- Axi

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