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



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v1.481: Development Log

- 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 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.

- Added the goodness that is Sticky Topics to the forums. -S & T
- 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.
- Fixed a major stall bug in the display code with the dynamic vertex buffers. This fix should result in a significate increase in the rendering speed.
- Contact buttons on the navigation screen no longer show AI ships.
- Fixed camera view for very small objects such as fighters and bombs.

- 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.
- Made the notification for private messages more noticeable with large red text. - S
- 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 to 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.
- 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.
- 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 the greater 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.
- Planets now rotate on their axis, keep this in mind when placing solar generators on a planets surface.
- 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.
- Added new code to the popup button class to support upcoming changes to the user interface.
- Implemented a new type of list window, which will be utilized by the new in-game interface.
- Upgraded scripting engine from Lua 4.0 to Lua 5.0.
- Rewrote DS-LUA API for more intuitive and safer usage.
- Added extensive tracing/debugging support for scripts.
- Having each script run in it's own context broke various functionality. Fixed.
- Troops can no longer capture space monsters. Also troops are the only objects which can be unloaded to enemy ships or planets.
- Improved the basic tutorial. Fixed the scouting tutorial bug which prevented it from running correctly.
- Changed the way shield balancing works. Instead of taking 10% of the current energy of each facing and transferring it into another one, each keypress will now refill the shield by 10%, drawing energy from the other shields based on their current load.

- Added 2 new ranks: Commodore in between Captain and 2nd Rear Admiral (bumping all ranks 2nd Rear Admiral and up higher in requirements), and Grand Admiral, above Fleet Admiral.
- Added 2 new statistics for players. "Missions Completed" and "Missions Failed".
- Added "Influence" and "Command" statistics for tracking missions created (Command) and Missions Success (Influence). Influence will be used to determine the players political rank in future updates.

- Ship explosions no longer go through the planet or star when the ship impacts on the surface.
- Enabled ability to clans to lock their recruiting. When a clan admin chooses, s/he may enable a flag on the "Edit Fleet" page which disallows new users from applying to join the fleet. This flag must be disabled to allow anyone to join the fleet. - S, C
- Improved the private messenging system within the forums. There are now only 10 messages shown per page by default, but this is changeable. Additionally, there is a bulk-delete mode, making it easier to remove many messages at once. - S
- Added an Overall Ranking section for clans. Clicking on that link within a fleet's information screen will bring you to a list comparing various statistics of all clans. - S
-

Added code that will revolutionize the modern forum post deletion/archiving industry... - S
- Intelligence code has been reworked finally to work with the new distributed server backend. Detection information for important objects is now handled entirely by the server for that object, and relayed to all clients and other servers. Local objects (asteroids, missiles, etc) are handled locally by the server/client so no information is sent over the network concerning their detection. This means, you won't be seeing some asteroids being detected by a ship in another star system, but I think we can live without that.
- Changed the control scheme for ship heading. You now set an heading for your ship using the A/D keys, then your ship turns to that exact heading and stops. This was done because the old control scheme was the source of the desync between the client and server.

- Now both control schemes are now implemented, the original control method is the default. You can toggle to the newer control method by pressing Alt-Y to turn off yaw control and control your ship by setting an absolute heading.
- The Hash class has been seriously optmized for speed and memory usage. Tests show atleast a 2-fold performance increase over the previous code.
- The file update now shows progress for each file. Previously, the progress bar would not update until the entire file had been received, which was confusing some modem users and making them think their download had stalled.
- Loading infantry now correctly checks the cargo limits, including cargo en-route by pod to the ship. Previously, you could load much more than your ship could hold, thus dumping the poor infantry arriving into the vacume of space.

- Disbanding infantry now applied +1 population if the infantry is above 50% health.

- Lower the tech level of the cloaking device to 20, which should bring the required tech level of all ships down as well.

- All meta-server commands can be used in-game (i.e. /send) without have to put a /meta in front. You still need to use /say to talk into your current room.

- UGTO/ICC alliance maps are now fixed and all fleet briefings have been edited. (basically, I pulled out the poorly written system overviews)

UPDATE: Now both control schemes are implemented, the original control method is the default. You can toggle to the newer control method by pressing Alt-Y to turn off yaw control and control your ship by setting an absolute heading.

- The Hash class has been seriously optmized for speed and memory usage. Tests show atleast a 2-fold performance increase over the previous code.

- The file update now shows progress for each file. Previously, the progress bar would not update until the entire file had been received, which was confusing some modem users and making them think their download had stalled.
- Build/Factory buttons are now sorted.
- Added several new structure types..Biosphere Condenser (Farm), Quantum Generator, Variance Generator, Subspace Network (Lab), Cortex Nexus (Lab), Mantle Extractor (Mine), Defense Base II, Defense Base III, Fighter Base II, and Fighter Base III.
- Planet event messages are now only displayed to players in the same zone or looking at an object in a remote zone.
- Implemented the "Worm Hole Device" which can be found on the ICC jump cruiser and all stations. This replaces the jump drives on those ships, and can open a worm hole for instant travel accross vast distances. The Cruiser version is less powerful and the range is limited to 1.5 million gu. The station version has a maximum range of 2.5 million gu. The destination wormhole will appear at a random location within 500/1000gu of your target position, so be sure your destination clear of any planets and stars.
- Maximum planet units has been increased to 32, which should make it much harder to capture a planet without planning and teamwork. Additionally, Barracks now build ground units automatically.
- Added new type of ground unit, Heavy Infantry, which requires a 10 technology level and 150 metals to build.
- Changed the icons/meshes for the infantry and heavy infantry.


    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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