Release Version: v1.481
      Alpha Version: v1.482
 



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Darkspace v1.481 Features - 7/30/03 - By:TheVirtu

- Engineering and Comm screens have been removed.

- Planet screen moved from F5 to F3.

- Shipyards Implimented: All ships above the basic ships now require an amount of three resources (Metal, Heavy Metals, Hydrogen) to be constructed with a shipyard.

- New Fighters and Platforms delayed until 1.482

- F4,F5,F6 windows are now movable and resizable.

- Fleet Wars are planned after the new patch! (Yay!)

- New Device: Wormhole Device (Station Device which allows a station to open some type of rift allowing a fleet to travel with the station for an unknown distance.) It is unknown if this is going to make it to the patch.

- All planets now rotate (Making solar generators HARD to place)

- Limits on amount of bombs that can be launched implimented

- Number of beams on defense bases decreased (Goes with the bomb limit)

- ECCM/ECM now greatly affects wether or not you can see enemy projectiles (fighters, bombs, missiles)

- You can now jump at any speed (You can jump at any speed you want, only aligning is needed, and when you come out of jump you're still going the same speed)

- Much more violent ship explosions (check out the DSC's 1.481 Beta Screenshots)

- New mission system being implimented

- UniverseServer implimented (Main feature of 1.481)

- 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.
- Defend 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.

- Transports are no longer shown on the contacts screen

- You can no longer camera enemy ships, planets and neutral positions. (Fog of War!)

- 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.

- 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.

- Grouping feature removed.

- 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.

- Fighters will form groups when they are launched close together and are attacking targets in the same area. - Cloaked K'Luth ships are now visible for teammates.

- Improved follow-mode jumping. All ships will start their jump in exactly the same moment if they can turn as fast as the leading ship.

- You can now target ship systems of another ship. Just like with planets, when you target the ship, additional target indicators will appear allowing you to target the ships subsystems.

- Implemented code to change the music between a COMBAT and AMBIENT playlist depending on the proximity of enemy ships in-game. The music switches only occur at the end of the current track, in the future we may look into doing cross-fades.

- Changed the barracks code to only train a unit up to veteran experience, combat is the only way to gain elite units now. Ship capture code has been re-enabled for units as well.

- All cargo and units are transfered by drop pods. These pods move around the speed of a build / supply drone, and can be attacked by ship / planet beam weapons and other defenses. Additionally, they take damage and may require multiple hits to be destroyed.

- Added a random value to unit attack damage, making ground combat non-deterministic. - Planets are now captured by thegreater number of ground units on a planet. You are no longer required to destroy ALL enemy infantry to take control of a planet.

- Fixed the drop target / structure position bug, also called the LUNA bug where this bug shows up most often.

- Fixed a bug with structure / unit damage code on a planet. Previously, any structure / unit within the radius of a bomb would take FULL damage if inside the blast radius. Damage is now scaled based on the distance from the center of the blast radius.

- The K'Luth bio-bomb now only kills enemy units, it no longer causes any damage to the structures on the planet.

- Implemented limits on the number of projectiles that can be created per device. This effectively limits mines, bombs, and fighters to reasonable amounts preventing server crashes, lag outs, and other problems with too many objects getting created.

- Implemented lots of new code and changes to the GUI.

- Buttons and windows now have a more 3D look, and button highlights are more noticeable now.

- Fixed scroll bar code, making windows scroll more akin to the way scrolling occurs in Windows. Additionally, scroll bars are highlighted when the mouse is over them, making it far easier to know when you can scroll.

 

 


    v1.481 Introduction
    What is Darkspace?
    Why Should I Subscribe?
    Purchase/Subscription Info
    System Requirements
    About the DS Factions
    Darkspace Badges
    The Player Ranks
    Complete Ship List
    MetaVerse Planets Listing
    Ship Capturing

    DS Academy Home
    Getting Started
   Getting Started Part 2 (Ingame)
   Getting Started 3 -  Navigation
    How Shipyards Work
    Barren Planet Build Guide
    Planet Types Guide
    Shipyard Manners Guide
    Starports & Basic Modding
    1.481 Building Guide (Part 1)
    1.481 Building Guide (Part 2)


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