- 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.
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