Jump to content

C Del

Inactive Staff[IS]
  • Posts

  • Joined

  • Last visited

  • Donations

    50.00 USD 

Everything posted by C Del

  1. And so the cryptowar begins. I'm no financial adviser, but personally, I'm going long on pancakes and shorting staples like there's no tomorrow.
  2. Alurra is quite correct.  It could be done with a slash command, but that's not exactly convenient.   It's funny that Destiny actually had this same age-old problem and only addressed it well into their first year, maybe 9 months after release.  When will they learn? :P
  3. Incredibly correct, sir. Part of the problem is that we'd have to dump the call stack and memory image to figure out what happened, and that's a huge amount of data for an application this large.
  4. Server go away. A developer is on it.
  5. Missions aren't hard-coded in. They're in the content database (which is separate from the character database). A server code rollback will not affect missions unless server code had to be fixed to make a mission work which, to my knowledge, has not happened recently, so you are clear to proceed.
  6. The server ams dies again. For a second there, Zackman was keeping it alive with pure willpower. Stand by.
  7. Well, I didn't crash the server...   The server is being worked on.  The recent crashes are due to some restructuring that needs to be done in the server.  Like I said earlier, they're growing pains.
  8. Edited (hopefully) for clarity. (I only changed formatting)   Also: Sticky!
  9. Tienbau, Zackman, Kyp, et al. are the awesome ones. I just pop in every now and then and break things. :P You are correct that crashes have been happening more often than in the past, but this is not completely a bad thing. The reason it's happening is that we continue to have more and more players online at once. As we've pushed toward 400 simultaneous users, and then on to 500, the increased load on the server has caused less-than-perfect or older sections of the code to break under the new found stress. Each time the server crashes, Zackman, and recently Tienbau again, are doing their best to fix the problem so it doesn't happen again, which is why the server doesn't always come back immediately. Zackman has been doing a terrific job of keeping the server going and minimizing downtime. These are growing pains and, while they hurt a bit now, they'll make us bigger and stronger in the end.
  10. lol, just got kicked off RDC, so someone must be on it.
  11. I was the one laughing.  * FACE. PALM. *   I'll take a look if Zackman doesn't beat me to it (he's quick).
  12. The Zack Man is working on something on the server.
  13. What options do you have checked in the launcher?  Does clicking "install Certificates" fix the problem without deleting the certificates?
  14. Deleting all .th6 files did in fact work for me.  We really need to figure out why this is happening.  I have a feeling that the th6 files are not themselves the problem, but that deleting them is causing the client to reinitialize something - as far as I can tell the th6 files are not particularly important themselves.
  15. I'm actually having this problem as well.  I will see if the .th6 fix works.
  16. It's supposed to be somewhat like that already.  I'm not sure where exactly the problem is right now - I haven't had time to look.
  17. Ah, I missed the whole 'consignment' thing; I was thinking a vendor that would just pay you for your builds.  Yeah, that seems like a good idea.
  18. Well, you don't want people to be able to profit from building for vendors, because it would quickly become the new trade run and mess with the game dynamic. Is there a boost to vendor price when you sell something of higher quality? Seems like that might mitigate losses if you build something and the quality isn't as good as you wanted, but for some reason you don't want to rip and re-build. Also, about the whole PM price thing. This is a COMPLETE non-issue. If people are charging too much for items, they'll price themselves out of the market. That portion of the game economy is completely in player hands and will work itself out like real economies do. (Of course, unless you want us to regulate the economy so we'll all need M.B.A.'s to figure out what the price of flax seed is.)
  19. This is essentially correct. The real middle-ground solution is a reliable-UDP system, which is already in place to some degree. I'm not familiar enough with the handoff code right now to say precisely what the problem is, but I suspect it may have to do with the fact that you're changing ports between sectors/stations, so it's hard for the server to tell if something goes wrong between sectors - reminds me of the comms blackouts they have when spacecraft re-enter the atmosphere or pass behind the moon.
  20. Server devs almost never muck about with graphics stuff, it's not usually within their scope, so don't be worried about graphics work diverting attention from server development.  Unfortunately, the client is the real limitation here.  I found, when I replaced the texture used for the environment shield effect, that the client will only accept textures up to a certain size (for effects), which I believe was 256x256 px.  We can still try and improve things, but there will always be limitations.  I would love it if we could roll a DX11 client with all kinds of prettiness, but that would take a long time and a lot of people =(.
  21. [quote name='Overtkill' timestamp='1330023630' post='54301'] Message to the staff: This might be a good time to review those sites that are in the download queue/rotation on this site for availability and transfer quality (speed of delivery). [/quote] [quote name='C Del' timestamp='1329779395' post='54106'] I will look into doing a speed test of the servers to see if any happen to be bogged down. [/quote]
  22. C Del

    Mail System

    [quote name='Mattsacre' timestamp='1329793431' post='54140'] Don't know if using portal gets around trade window limitations, if not then maybe the mailings need to be capped at trade window slots, i.e. 6. Also to consider, the postage fee, I think your idea of portion of value as fee is right idea and not a flat fee, how is value to be set? Is the mailing just you pay postage and if they pick it up there is nothing to do on their end, or is C.O.D. a option? What should the time out be on undelivered mail? What about available space, if the recipient of mail doesn't have available hold/vault space what is outcome, if item is timed out and returned, what is results if sender don't have available hold/vault? I'm sure i missed some [/quote] Good point about mass transfers; I feel like that would cheapen the trading experience as well. As for the postage fee, some percentage of the item's vendor sale value seems appropriate. Maybe 500 credits for level 1-3 items, 10% vendor sale value for level 4-6, and 20% for 7-9? As the game economy stands right now, we can always use more money sinks, lol. If I were doing it, I would say immediate delivery to receiving player's cargo. If the player has no cargo space, no transfer, simple as that. Having an intermediary state between the sender and receiver cargo holds would require another table in the avatar database, which we don't particularly need.
  23. C Del


    Actually, we don't have any way to pass extra arguments to the client. I'll ask for this to be added to net7proxy, or I'll add it myself if I have time. I could see it being useful for a number of purposes.
  24. I'm going to try this right now. It's been a while since I've worked on the server, so I might not be able to pull it off, but I will try.
  • Create New...