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Forum Index » » English (General) » » 484 almost done????
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 Author 484 almost done????
Supertrooper
Marshal
Pitch Black


Joined: March 18, 2004
Posts: 1895
From: Maryland, U.S.A
Posted: 2008-02-11 21:33   
Quote:

On 2008-02-10 22:42, GothThug {C?} wrote:
oh $ythe whyyyyyyyyyyyyyyy!? thats gonna give me disturbing nightmares now -.-






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Kanman
Grand Admiral
Pitch Black


Joined: August 26, 2005
Posts: 1017
From: Virginia, United States
Posted: 2008-02-11 21:42   
Love a good joke and all, guys, but I really need this thread to stay on topic. I want these answers. I really do.

Boss is at your desk. It's Friday at 4pm. No more fudging the numbers, estimating, guessing or getting back to ya later. It's time for results. What's done. What's not. What's left.
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Shigernafy
Admiral

Joined: May 29, 2001
Posts: 5726
From: The Land of Taxation without Representation
Posted: 2008-02-12 00:12   
Since you clearly didn't get the memo that nothing serious is now to be posted on the boards under penalty of amusing lolcats and various other pictures, I'll humor you and answer your question(s).

1) What more, specifically, has to be done to complete 484?
This is of course more difficult to answer than it might seem. From the "community developer" point of view - ie, we mostly non-coders who are helping with balance, some content, but no real programming per se (eg, no netcode) - there's not a whole lot. We still have to balance a few more ship classes: Transport, Supply, Engineer, Station, and Dreads. Once they're balanced, we of course have to test the balance, since things rarely work out in practice as well as they would appear to on paper.
I need to scale the CE back down a bit, as its currently the size of a large gas giant.
I also added some new Gaifen, but they're not showing up properly, so I'll have to figure that out somehow.
There's currently a bug with slots where they don't show up in-game like they do in the resourcer, which makes designing ships pretty much impossible; that needs to be fixed.
We looked at adding some bits of new art here and there, but that's nonessential.
There may be more as well; I'm not really sure. Other devs would have to post their idea of the todo list, as I haven't talked to them recently, nor have I checked the bug tracker in a week or two.

There's also the programming side - ie, Faustus' work - and I have no idea what he wants to do there, what's done, etc. It could be finished and waiting on us, or it could be embryonic still. I don't have his todo list, so its impossible to say.

2) How much longer (reasonable ballpark estimate) will those tasks take to complete (answer in both number of hours of work remaining as well as a estimated completion date)?
What is this, a math test? The tone strikes me as odd.

As I'm not sure what's left to do beyond the list above, this estimate will mean absolutely nothing. That said...

CE resizing: 5 minutes
Gaifen fixing: who knows; I don't know what the bug is
Ship balancing: Depends heavily on the ship, as each slot takes time. Trannies will be 15 minutes, whereas a dread might take an hour. Ballparking it, I'd say that's probably a dozen to 15 hours of work.. but I have only balanced a few destroyers, so I could be way off on that as well.
The resourcer bug is Faustus' domain, so who knows on that one.
Art is trivial in terms of importance and time.

So that tells you nothing.

3) How many people are directly working on completing these tasks, and who are these people? (The who part isn't for pointing at them and saying You should be working on 484 right now, but rather a general curiousity.)
Well, Faustus is doing the Faustus work.
Drafell and BackSlash and I are doing the other stuff. But the activity levels of all of us vary tremendously by time, task, and whatnot. Draf is the most active, though (although we're all hampered by the resourcer/arc bug). I'm mostly doing nonessential stuff like art and Gaifen tweaks. BackSlash is doing a lot of GCQL and minor code tweaks, as well as some balance stuff, I think, but I haven't talked to him about his activity in a while.
Also, Nat is our sound developer, but as far as I know, he's not involved in much else.

So, whats the word? How close are we REALLY?
Two Weeks.

As evidenced by section 2, its hard to estimate. It really depends on getting some of the showstopper bugs out of the way first... then we have to do balance, then test it all, then fix whatever comes up.

Plus, we've had a lot of random bugs pop up that also need to be fixed. There's still a pretty decent list.

So... yeah, a while yet.


[ This Message was edited by: Shigernafy on 2008-02-12 00:19 ]
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Sanity Assassin (K'Luth propaganda)
Grand Admiral
Sanity Assassins


Joined: February 19, 2006
Posts: 919
From: Pittsburgh PA, USA
Posted: 2008-02-12 05:32   
I have 484 hostage. It is burned on a DVD and floats in a cooled aquarium surrounded by hungry lobsters and plastic eating snails. The staffs latest endevour to capture it back failed when I opened the door butt-naked and asked them if they would like a bowl of oatmeal. They fled like a scout bumping into a Siphon wolf pack.

If you want 484...there is a price. You must deliver 1 million dollars to my location by 12pm EST..........or the DVD gets it! And dont pull that lame Amber alert crap. Then ill just molest the update and bury it on someones farm land.

[ This Message was edited by: Sanity Assassin (K'Luth propaganda) on 2008-02-12 05:34 ]
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Eledore Massis [R33]
Grand Admiral
Templar Knights


Joined: May 26, 2002
Posts: 2694
From: tsohlacoLocalhost
Posted: 2008-02-12 05:58   
I hope your holding 484 Eve players hostage.
Because than at least i have a reason not to pay you.
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jedi42
Grand Admiral
Evil Empires Inc.

Joined: February 25, 2002
Posts: 478
From: jedi42
Posted: 2008-02-12 06:46   


Two weeks (tm) is not funny. Stop it. It's not amusing. No one finds that funny. People that have paid for this game since its inception find it sad and disheartening. So quit it.


Respectable games do not work that way!

To make it up to us, I expect free cocktails for all!


[ This Message was edited by: dj42 {C?} on 2008-02-12 08:20 ]
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jedi42, darkjedi42, [drunk], hoid o' toitles, evil, rum, cl2k drainer, gdi, {C?}, hive teets, fusion mating, perfect cloud formation, death star, point jump, tractor scout, torp det, def cluster, cloaked elf

Nat
Marshal

Joined: November 02, 2002
Posts: 306
From: Adelaide, Australia
Posted: 2008-02-12 07:52   
While i am mainly ocncerned with creating sound effects, I have also been doing the revamping of various filepaths within the resourcer. I have, however, been limited in what i can do as i need to run a 64-bit OS version and the resourcer is somewhat unstable on a 64-bit system. That being said, and with the general lack of participation in the contest i hosted a while ago requiring the submission of "base" or "raw" sound, it is rather hard for me to introduce new sounds on a quick basis. No base sounds mean si have to try and create something through the use of programs that sounds like something i want it to sound like. And that is hard to do to say the least.
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Grand Admiral Nat
Darkspace Moderator/Developer
Commander Colony Excalibur
Captain Siphon Australis


Drafell
Grand Admiral
Mythica

Joined: May 30, 2003
Posts: 2449
From: United Kingdom
Posted: 2008-02-12 12:31   
The current show stoppers are:

0000323 - Major - Cloned gadgets in Resourcer have incorrect arcs when compiled to game...

I have discovered a bug with cloned gadgets on ships in Resourcer... it seems to use the arc of the last cloned item on that ship... the arcs show as fine in Resourcer, but in game they are completely messed up...
Additional Information: An example of this would be the K'Luth Beak. Ham&Swiss reported that the arcs for the Organic Armor showing as all Fore and Right, I checked this in game and they were showing as he stated. However, when checked in the Resourcer, the arcs are showing as they are supposed to be. The same also applies to the K'Luth Krill. I set this ship up with a variety of arcs on it's Stellar Incinerators, yet when I pulled the ship out in game ALL of the weapons were showing as rear arc. I checked back in Resourcer and they arcs were showing properly.
The only thing that seems to be consistent is that I know the gadgets on the Krill were cloned, and were using the arc of the last pasted item. I suspect this also applies to the other ships as well.


0000321 - Major - Scrapping Infantry on a planet causes client crash

When scrapping infantry on a planet, you will cause a client crash for all users within that server.
Additional Information: Scrapping the infantry only appears cause a the crash if the planet population will increase as a result, and only if the planet has a Hub or Dome. It does not seem to crash if the planet has available space for more population and no structures.


0000322 - Major - Jump alignment timer stops at 0.0

The jump alignment timer intermittently stops at 0.0 preventing the ship from jumping. Once this occurs, ships are unable to jump, even after canceling or selecting a different destination, unless they use e-jump. This will sometimes clear the issue and allow you to jump normally again, although in most cases the same issues will continue to occur.


There are also issues with being unable to currently use the editor or scripting the beta server, which makes testing any changes very difficulty if we cannot customize the maps to help facilitate it.

There are also a few effect scaling issues, which are considered minor, and some "new" objects and ships which we are unable to get to spawn or show in-game.

ETA: No clue.


[ This Message was edited by: Drafell on 2008-02-12 12:31 ]
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rnrn
DarkSpace Developer - Retired

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Kanman
Grand Admiral
Pitch Black


Joined: August 26, 2005
Posts: 1017
From: Virginia, United States
Posted: 2008-02-12 12:55   
Shig, Nat and Draf. That's a good solid group of references. Thanks for the info. Now I at least feel like I know what's going on and what the problems are.

I know I could have just sifted through the beta forums to find all this information, but a single consolidated post listing and describing them all is much more pleasing.

Thanks for the update guys. Keep working at it when you can. Krill sounds scary. Can't wait to be shot in the face by it. Hit me with it! I can take it!
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Russian Roulette with Muskets
Grand Admiral

Joined: September 04, 2002
Posts: 393
Posted: 2008-02-13 00:47   
i guess it'll be 2009 then.
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Eledore Massis [R33]
Grand Admiral
Templar Knights


Joined: May 26, 2002
Posts: 2694
From: tsohlacoLocalhost
Posted: 2008-02-13 01:47   
October 2008 was my guess a year ago.
And i still stand by it.
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DS Discordion

|Kakashi|
Fleet Admiral

Joined: April 04, 2007
Posts: 448
Posted: 2008-02-13 04:56   
Its in 2 weeks on a 3 week basis
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Sir Night Runner
Fleet Admiral
Sanity Assassins


Joined: June 22, 2005
Posts: 87
Posted: 2008-02-22 23:35   
ok, in 2wks lol

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Phellan
Grand Admiral

Joined: February 27, 2007
Posts: 220
From: Red Light District
Posted: 2008-02-23 01:14   
lol dj42 evidently a goodly number of people find it amusing.
All this is good to hear, if only because it dispels the idea that the staff isnt doing much. You obviously have a decent understanding of what your doing, and the problems seem to be mostly beyond your control for now. Keep it up.
two noob questions...
1)I dont know much about palestar's current relationship with the game but it seems like the more severe things could be referred to them(ie the original designers)
2) as far as the arc bug, i dont know anything about the DS editor but in a similar game I've had the same problem when I clone an item to save time. Ignoring how time consuming it may be, is it possible to spawn a new item rather than cloning another one which is obviously carrying over the original or some default arc?
3) I've popped into beta a few times but was frustrated by the bugs. In what way can we directly assist in the testing of ships? Ill go in and try out every ship in every senario but how and in what format can i get that information to you? Generally seems to be people whining about a glitch and how they want their ship back rather than the details of what they were doing...
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-BaronVonVirtunov
Cadet

Joined: June 14, 2007
Posts: 9
Posted: 2008-02-23 03:51   
Quote:

On 2008-02-10 21:47, Demorian wrote:
You people amaze me.

-Dem




I agree with the above statement.
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