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Overtkill

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Posts posted by Overtkill

  1. Hi,

     

    I spoke with someone a while ago about getting a command in somewhere to turn off the silly nebula effect that was turned on a few months back. At best, It's quite annoying. They had said that Darkk was the dude who added it to game, and that they were going to check in to see in getting it added to the effects.ini file. Now that he appears to be inactive, will someone take the time to add this option?

     

    Thanks!

     

  2. in last patch Notes:

    Server:

    Added: Certain raid timers will now "survive" the regulary server shutdown on patch day.

    oke they dit im happy for that i know Static and BI dit an raid on sunday. but i think the patch broke the normal spawn times. because we ( static and BI) dit not do a raid any more from sunday and no one have seen a trigger to start the raid. is there a chance that the time the server went down the triggers are buged?

     

    Yep, I can confirm Jamoos's post. Not seen GoBB here since Sunday. We would greatly appreciate a dev or someone to look into this for us.

     

    Thanks!

     

    -Overt.

  3. How aboot a "Sticky Buffs" device. Remember the bug back in ST4 that allowed players to keep buffs until logout/crash? A device that would do this would be very cool.

     

    1. If a player has it, perhaps have the buffs applied by that player to others also be applied sticky.

    2. Make the timeout 1 day or something insanely long as well.

    3. Device would last 1 month on the player, and maybe need not be equipped, merely owned. (description could read something like electromagnetic field produced by this device is insanely powerful.)

  4. I'm betting the timers will get some love as Ulyydian stated. An independent timer would be a good way to handle it. The server could record the current timer on shutdown (for example), and either resume it, or compare the time difference upon restart, then subtract the difference. Shouldn't be too terribly difficult to figure something amicable out. :)

     

    Thanks!

     

    -Overt.

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  5. For the sake of simplicity, the consensus on our side of the fence is 100% in agreement with what Magoo and I stated above. The week of the switch, we will forgo the raid change on Tuesday, and continue with the current rotation through Saturday. -Which becomes the day of the next switch/rotation.

     

     

    From there, we propose to begin the next rotation either the server restart, or 12:00PM, U.S. Eastern time in the event that there isn't a patch. This builds in some time for server/patch issues (being late, bugs), and is a good round number that is easy to remember.

     

    Does this work for everyone?? Or do we have other ideas for consideration??

     

    Thanks Zack for the heads up, and special thanks for the cooperation from BI and VGE for your input.

     

    -Overt.

     

    Note: Post edited to address the time of day for rotation switch.

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  6. Regarding this change, what approach do we want to take in terms of the Big 3 Raid rotation..?

     

    1. Did we want to extend the week to that Saturday for the rotation to reset then??

    2. Or switch on tuesday, and again on Saturday?

    3. Or just keep rotating on tuesdays?

    4. Other idea??

     

    My preference for simplicity would be the first option, but we should all weigh in now so we have a plan. :)

     

    Thanks!

     

    -Overt.

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  7. As mentioned in another area:

     

    Yesterdays (7.25.13) lag around 5:00PM EST was inside one and one's network. I didn't have enough time to complete my own tests before a duce (drunk driver) managed to take out the Internetz for our area by hitting a light pole. (Comcast in municipalities typically follows the power lines)

     

    64.208.27.237        < Some

    64.209.105.234      < Where it really started
    ae-10.bb-c.slr.lxa.us.oneandone.net  < Where PL hit over 34% loss
    ae-10.gw-distp-a.slr.lxa.oneandone.net
    ae-1.gw-prtr-r4-1a.slr.lxa.oneandone.net
    u15438806.onlinehome-server.com
     

    The 6 hops above 64.208.27.237 were all at zero loss. (I'll also post this in the other thread.)

     

    Thanks.

     

    -Overt.

  8. Yesterdays around 5:00PM EST was inside one and one's network. I didn't have enough time to complete my own tests before a duce (drunk driver) managed to take out the Internetz for our area by hitting a light pole. (Comcast in municipalities typically follows the power lines)

     

    64.208.27.237        < Some

    64.209.105.234      < Where it really started
    ae-10.bb-c.slr.lxa.us.oneandone.net  < Where PL hit over 34% loss
    ae-10.gw-distp-a.slr.lxa.oneandone.net
    ae-1.gw-prtr-r4-1a.slr.lxa.oneandone.net
    u15438806.onlinehome-server.com
     

    The 6 hops above 64.208.27.237 were all at zero loss. (I'll also post this in the other thread.)

     

    Thanks.

     

    -Overt.

  9. I've messed around in the past with updating textures on planets and importing a few test items, back in my EMU dev days early on. The biggest thing will be to get the game engine to render many items correctly. The challenge is making things appear as they should, using newer tools to create the items, while still placing them into such an old and outdated engine. So Darkk is right on the money that its a bitch without the Westwood internal art tools.

     

    The advantage of using a direct draw surface (.dds) over the use of regular textures, simply put, is mipping. In a nutshell, its the ability of any direct draw game using a .dds file for a texture, to be able to use the lower resolution copies of the textures contained in the .dds file, at greater distances where the detail would be lost anyway. So the point is to reduce the load to the graphics engine to render those lower versions contained in the .dds file itself. Something that is still done in many if not all games today. So its not only a texture, the file should also contain the lower detail versions of the same texture applied to a model to be called by the game engine. Sometimes you see this when approaching objects you encounter in EnB. They appear to change when moving closer to them from a good distance out.

     

    -Overt.

  10. Test Ship Editor needs fixing or something per the updated device images. Try equipping a chim in there to see what I mean. It would also be nice to be able to apply buffs from other devices to add to your totals, and have a combat device setup installed with other activate buffs still applied.

     

    Thanks!

     

    -Overt.

  11. I'll try and post winmeter logs when/if the lag hits me, to add to your data. Anything I can do to help to point to a possible solution. :)

     

    -Overt.

     

    PS. Is there a server restart coming today or ???.... Waiting for today's patch along with many people. I imagine you guys are working on something last minute??

  12. Kyp, I'm not looking for a witch to burn in the least. I am trying to get some love for our game. Whether lag, or lack of drops, what have ya... I would like to see the break down of what your real hosting expenses vs. hardware needs are. I do this sort of thing for a living now as a sysadmin in RL. I may be able to help in some way, or at the very least, shop around for you guys. Gratis of course. :) If so, we can work via e-mail or through PM... Whatever you are most comfortable with.

     

    On the other issues, even a free project ergo Emulators, game mods, what have ya, have to have protocol and rules like a business does, for everyone involved or its not happening. As for the fixes or making changes, something definitely needs to be done in both directions. Your dev's talk about balancing the game, when the fact is the game is being ran waaaay too conservatively. Whether its resources (mining), drops, lack of xp for jobs (this one made more than a few people leave), what have ya... The tactic seems to be "keep them busy and playing through starvation of game resources and items." -And that isn't right. By doing this, you only cause and make issues for your players . You might have a better response by actually providing them with the items they need in game, and instead focus on more content in game in the form of missions, items, resources, etc, instead of starving them for items that should be a lot easier to obtain. Work to address the needs of your player base, and give them a good deal of other shizzle to do without nerf batting (which has been too often) unless it absolutely needs to happen. Granted, I get that you can't give away the farm, but like Bleakend said, no one likes to camp or kill a rare spawn too damn many times with nothing but junk falling out. This should be more of a "What item will I get this time??"

     

    The same for mining and hulks. Someone got it in their head that hulk fields would "wreck the economy" of the game (I wont say here which dev that actually said it), but this too is the wrong approach and an odd thing to say. First, there aren't enough people who play this game regularly enough to actually support a full blown game economy. Second, when have prototype items (even the comps or devices) been all that valuable? Maybe the attitude should be to put some new fields in instead, with a new one put someplace else off the beaten path on occasion. The same could be said for ore fields. There are still many that haven't been put back into the game to begin to approach live levels. Instead, we are often butting heads or finding many tapped out or cherry picked. Someone on your team even suggested that "conflict among players is a good thing, and that they liked it." Totally the wrong attitude for a player vs. environment MMO, and just plain wrong altogether. If things were working as they should (whether drops, etc), the conflict would be a lot less and players might actually be in better spirits about the game.

     

    What I working at -is a different mindset from the dev crew to their player base. Instead of the secretive & ultra conservative approach, perhaps the way to go is a more open, more positive approach to the game, for the players Instead. Your player base should be treated as your greatest asset as well, and keeping them happy (within reason) shouldn't be too terribly hard to achieve.

     

    But I don't know, maybe I'm too late and am just pissing in the wind here. I don't know how seriously you guys think things are or how much you even give a rats ass about any of this. However many are smelling the end of this project into a second sunset. No one up here wants that to happen, but unless changes are made, that's likely where they are headed.

     

    Again, thanks for reading...

     

    -Overt.

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  13. Signed... Wholeheartedly!

     

    I've been after this idea for ages. 1&1 hosting is among the worst providers, and among the most expensive. Like was stated earlier, their Assbook page is a bitchfest (same heard from industry channels as well). Maybe look into an actual game hosting company this time around. Seems we might get a nice dedicated Xeon server for what the hosting fees are with 1&1. From my experience, If the server a dedicated, they don't really much care what you do with it. In any case, I'd be happy to help you guys look around for a good host, Or at the very least, 'sniff test' the finalists. Its part of what I do for a living. Send me a PM if interested.

     

    Thanks for reading!

     

    -Overt.

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  14. Right, I'm aware of the variables. You are correct that the medium MTU should be 1500 for most folks on the internet side, and large framing should only be used for LAN environments. Personally speaking, I don't suffer from a lot of the issues reported because I am using a team of 2 gigabit Intel Server adapters because of the large amounts of data I have to deal with for my business clients. Not everyone can afford to update their network hardware (router and/or switching appliances), and may even be gaming on older wifi (which they shouldn't be gaming on wifi anyway, but folks will do what they will). Would it be possible for you guys to create a separate optimized setting in the launcher and client for those people? Say smaller packets (that is not the old UDP method settings)? This would help alleviate a ton of issues.

     

    I guess what I am getting at is more of a philosophy in games development; Are you guys coding for the medium and lesser optimized network environments of the "medium" end user? Or are you coding for what you guys feel the modern specs of networking should be? Not everyone has the hardware that supports the spec's I've been reading about. Speaking as someone who has been a games dev in RL, we used to target the average user, with settings written in that would support the average Joe with lesser hardware, with the option to enhance playability for the higher end user as well. But there will always be the medium/average, plus the little guy, so to speak. I'm just trying to see what you guys are thinking and maybe looking for more insight to your process at work in dealing with the recent changes regarding the launcher and proxy.

     

    Thanks for the speedy reply. :)

     

    -Overt.

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