Jump to content

All Activity

This stream auto-updates

  1. Today
  2. Any chance of a sample file? that has the correct monitor settings bit of head scratching how to exactly edit the login.ahk (and in the correct format) Thanks for your time!
  3. referring to this post on the forum I am having the same problem I am trying to gate from Witberg to Zweihander. The loading screen shows and stays propably forever. The avatar having this issue is Pojama (PS) I have checked the Launcher, all 4 boxes in the server section are checked. I also have cross-checked on another Avatar, ArmpiTS (TS), same result. Then I tried the Backdoor via Luna on a TE, Greggary. He also got stuck while gating to Zweihander. If you need any further informations, please specify.
  4. Yesterday
  5. Yeah, for pure fields this is awesome. For mixed fields it's going to be a lot more complicated, especially when they don't have pretty uniform shapes like circles, etc. If you have the concept for each roid of which field it's in (I know that data is challenging as well without fore-knowledge of the fields before you start mining) then you can have the ability to show/hide fields to help sort that out. Either way though, even if there are a few overlapping fields having a good idea of which stuff you can get even if it isn't entirely clear what field clear bonuses you can get is still a huge win.
  6. Compare https://www.net-7.org/wiki/index.php?title=Carpenter to https://imgur.com/PBiHmcn That's just beautiful. And it makes it FAR more clear that at Lagrange Point 4: 3 hydrocarbon fields, 1 rock field (probably 2 though) and the hulks are hidden under the other roids, but they are there. Also, comparing the mining summary from the run in the wiki to the one I got just a couple hours ago, it's clear that my initial hypothesis, that certain sectors are better than others for minerals, appears to be false. Carp has a lot of lvl 5 hydrocarbons, so instead of getting mostly Andromesite, I got mostly Hades Blood. In the entire game, there are only 3 possible lvl 5 Hydrocarbon drops (andro, hades, and brood oil). So them swapping around makes sense. It also means Carp appears not to drop brood oil at all. Also, I knew I'd have to make zoom work at some point, but it's looking like I need to make zoom work sooner rather than later. *sigh* I think I'll collect more data first. Collecting data is fun, bashing on javascript and getting the web page to behave is...tedious. It's not as simple as just setting transform and scale on the div. All those little colored squares are in a 2d canvas object, so I need to scale that as well. I think I'll aim to have it work a bit like google earth; scroll wheel to zoom, click-and-drag to move around. Conclusions: I really do have to put some thought and effort into how to average results across multiple clears. *sigh* I was not looking forward to that. I enjoy mining, but that's...probably a bit much. "Let us help!" you'd need to: Create a private channel Press ctrl-t before mining every roid If it's a hulk, manually type in the hulk level before pressing ctrl-t (so, chat would be like: 5 Target 'Hulk' (X, Y, Z) || for a level 5 hulk) I did look into OCRing the screen or using autohotkey ImageMatch. Basically...too tedious. Mine out the entire roid (no cherry picking of any kind) Mine out every field before it has a chance to start respawning Mine out every field in the sector (this can be done over multiple sessions, so long as you do not re-mine a field). Meta: This is a lot for almost anyone to do, plus I'd have to trust the data was gathered correctly...it's...too much. I'll do it myself. Some sectors will be better places than others to find given materials. Not all materials will drop in all sectors, despite the level and roid type indicating they should. Also, Hull Evolution is a major factor in pop rock damage. I have 5 TTs and 1 JE in my mining fleet, block formation. One TT is still on his lvl 100 hull, the others all have their 135 hulls, all have lvl 8 shields, but the lvl 100 hull takes almost 2x as much damage from any given poprock as the other characters. They all have identical gear and are within 100m of the roid. Distance *is* a factor in pop rock damage, but the damage increase I'm seeing happens at all angles (where that lvl 100 hull char is closer/farther based on his group position). So what I am seeing is 100% to do with the hull evolution, and not purely distance. I'll be putting this in the wiki shortly.
  7. Last week
  8. Nice work, i am following your project with interest .
  9. That's really cool. It's really interesting seeing all those roid pixels on there and their clustering, etc. Maybe what you need is a drop-down list with checkboxes for each field (just numbered or something) which you can check/uncheck to hide/show, and maybe while that is visible instead of the ore-type color-coding it instead shows a field color-coding so you can quickly see which fields you're interested in and turn off the others in the case of overlaps, then close that and look at the ore-types again to try and figure out whether all the ores you want are in one field or the other or mixed, etc? Seeing this definitely makes me realize all the kinds of things that could be added and how useful this could be!
  10. Since I'm almost out of forum storage, here are some photos showing progress. Posting here gave me the kick in the butt to start working on it some more I guess. https://imgur.com/a/TqFsy9E This is not the final version of what I want to do with ore. Ideally I'd have circular/square/shaped overlays showing where fields are, clearly showing overlapping fields, with mouseovers showing contents in that field. I have the raw data to do all that, but it's considerably more work. And I find it best to collect all the roid data first, and figure out how to define the fields once I have a better idea of all the various edge cases. The raw data is in the database would allow you to mark out where level 5-6 rock-type roids are, for example, but right now, the display doesn't show that. This is not the final form I desire, but rather, just showing what's possible. There is no way to automatically know where a given field is. The only way to figure that out is to mine out very methodically, listen for a field clear bonus, and enter that manually. That would make it possible to have an 'area' calculation wherein you could query all the roids in the sector or within a given X/Y/Z coordinate bounds, then parse through to see if they are part of your desired field, summing up the field drop totals along the way. "Dear god, why?!" Because then you'd be able to see "Oh, almost all of the Titanium comes from these 2 fields" or "Here's where to find Tiberium", etc. Also, the data entry method does not support multiple passes through the same zone. So if I went through Inverness a second time, logging again, it would not average the data correctly; it'd just (roughly) double everything that's already there. Also, if you cherry-pick fields (meaning you only mine some fields and not others) it wouldn't handle that either. Basically, just an FYI that there's a lot of work on those problems needed if someone wants to make a thottbot clone. As for the sector summary, push once to display it, and again to hide it. It only queries the server 1 time to get the data, and keeps it cached until you switch sectors. I will be updating the main post with an updated tarball and parse script shortly.
  11. After all this I decided to try a new external hdd to put the game on as it worked last time..logging in works but it hangs at the blue loading screen (with the planet map ) any idea what might cause that?
  12. So...moving in any way? There is so much that can be said, but it's all off topic. And, fundamentally, pointless. Pointless until we go down a road everyone knows we need to take, and nobody (sane) wants to go down. sigh.
  13. Indeed. I will probably run it with no shaders normally. I really wanted this for the FPS capping, and now the machine I built Christmas 2022 doesn't sound like a Boeing 737 about to explode when I run multiple clients.
  14. I found the normal HDR shader to be more appealing than MagicHDR, but that's the point of Reshade, preference. Notes: If you have any autohotkey scripts based on Pixel/Image/color matching, these shaders WILL break that. Create a preset with no shaders so you can use your scripts without tweaking. You can change shaders on the fly in 1-2 seconds. Some shaders are more intense than others, so if you feel like your game is chugging, it's probably the shader(s) you picked. How 'heavy' a shader is depends entirely on what it is doing and varies wildly shader to shader. Try and find out. The FPS limit cut my client CPU usage about in 1/2. I recommend limiting it to 120FPS, even if you have a 60hz panel, because input speed seems limited by frame rate, so autohotkey will input much slower at 60FPS than you're used to.
  15. I've used reshade in FF14 to make it more beautiful. Is there any meaningful beauty to be extracted from this game? Before/after screenshots maybe? (my of my 2MB is taken up with my projects, like the tampermonkey script, map tool/files, etc).
  16. As I am an avid multiboxer, I have noticed that the game consumes an excessive amount of system resources for a 22 year old game. It turns out the game runs using *uncapped fps* (I was getting 1000 fps+), and since it's built with DirectX 8.1, it does not obey (at least on my system), the Nvidia max FPS settings in the nvidia control panel. Things to Download: The Non-Mod Version exe: https://reshade.me/#download The Latest Stable Version zip: https://dege.fw.hu/dgVoodoo2/dgVoodoo2/ Step 1: Unzip the dgVoodoo2 zip file, and copy the MS\x86\D3Dimm.dll, MS\x86\DDraw.dll, MS\x86\d3d8.dll, dgVoodooCpl.exe, and dgVoodoo.conf files to the "%ProgramFiles(x86)%\EA GAMES\Earth & Beyond\release" folder. Step 2: Run the ReShade executable you downloaded, don't select an item in the list box, instead use the browse button and select "%ProgramFiles(x86)%\EA GAMES\Earth & Beyond\release\client.exe" Step 3: Setup ReShade for DirectX 10 and click next. Step 4: Select these shaders at least if you want to set up my example. (Click the shaders twice to make a check-mark appear.) Click Next. Step 5: Click Finish and then launch "%ProgramFiles(x86)%\EA GAMES\Earth & Beyond\release\dgVoodooCpl.exe" *with administrator privileges*. Step 6: Do not change the settings in the general tab, instead, select the DirectX tab in the dialog that pops up and make the settings look like the picture below and click OK. *GeForce 9800 GT is necessary or else the navigation map will not display correctly.* Step 7: At this point E&B will obey your video card's Max FPS setting. Please refer to your manufacturer's documentation on performing this task. Personally I used the Nvidia Control Panel to set the global max FPS of my system to my monitor's refresh rate, but you do you. Set that then return. Step 8: Login to the character select screen and hit the Home key to go through the ReShade tutorial. Or skip it. You do you. Step 9: Enable shaders. I enable Vibrance, AdaptiveSharpen, and MagicHDR and it looks nice. (Those are in the packs installed in the instructions above.)
  17. Regarding the server, it chose poorly. This was a day I was extremely occupied. Coming back up in a few mins then I'm off to bed, good luck.
  18. Toaster

    Timid Ten-Gu

    I always chalked up most of the weird Ten-Gu behavior in live to the horrendous lag that would infect Cooper during live.
  19. w3g

    Timid Ten-Gu

    Implementation of mob skills are quite different here. Mob doesn't seem to have a warp behavior, maybe it's never coded in. Mob's gravity link does almost nothing at low levels, but disables your engines at high levels when used by bosses which is super bizarre. Menace works the same as live, but here if you multi box then all sorts of crazy things happen when menaced. The tengu plagues have 5k scan range, the vicious variant has 10k, and the tengu inside unknown galaxy raid has 20k scan range. They move at about 400 speed.
  20. 8426

    Timid Ten-Gu

    First of all, many thanks to the emulator devboys who have raised enb from da grave and made the game, in more ways than one, far better than the original. I just wanted to say that the ten-gu don't behave as in live as they originally exhibited specific attack patterns quite unlike other mobs. When you were noticed, which was at long distances (10-13k-ish) because they had an unusually high scan range, they would move at speeds of approximately 500 with unusually high acceleration (the gate ten-gu would even warp at you; absolute madness). They also had a crazy turn rate, seemingly turning instantly. When the tengu reached you they moved in all directions around you like crazy and they seemed to have had an unusually wide attack arc - probably between 180 and 360 degrees. Many tengu types would immediately throw heaps of skills at you the moment you were in range, many of which made it difficult to escape like gravity link and device based debuffs. These skills were also jacked up as they would be quickly cast. The original tengu also had quite a few weapon slots; combining missiles with projectiles and beams. In sum, they were the ultimate brawler on crack. On the emulator they are quite the opposite. They are slow in every respect; they turn slow, accelerate slow, move slow, and stand still while shooting at you. Sometimes they even stay out of beam range to seemingly kite you. Their scan range is low and their skill use very conservative. I just wanted to share this so that I've shared it - if you don't change the ten-gu to their live condition I understand because it is already great how far the emulator has gotten.
  21. Looks like the server is down.
  22. patient displaying disconnection and non response placed in recovery position and medics called
  23. we appear to be down i have red server status showing on the server status app
  24. Earlier
  25. That is one impressive cat you have there Bryon 😁.
  1. Load more activity
×
×
  • Create New...