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A dev's log.

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A dev's log.
Offline Jack_Henderson
11-05-2013, 10:45 AM,
#831
Independent Miners Guild
Posts: 6,103
Threads: 391
Joined: Nov 2010

(11-05-2013, 10:00 AM)AeternusDoleo Wrote: so people can't bat/botfeed off of NPCs anymore. Seeing as the desire is to have NPCs not affect the outcome of engagements between players, botfeeding is also something that needs fixing. Freighters and transports will drop a reduced amount of them to allow pirates (or cargo interdicting lawfuls) to steal a few, but the amount will be very low (5 or so per ship).

Good call.
That is another annoyance in snub pvp fixed.
Thank you.

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Offline eigos
11-06-2013, 12:43 PM,
#832
3D Artificer (Ex-Gold)
Posts: 647
Threads: 54
Joined: Jan 2012

Should reduce server lag as well. No more thousands of bots/bats floating around in space when pirating lanes.
Those life-saving commodities should not just pop up all over the place when you destroy something.
They should be scarce and rarely available after something blows up.

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Offline AeternusDoleo
11-07-2013, 07:54 PM,
#833
Ex-Developer
Posts: 5,744
Threads: 149
Joined: Nov 2009

Well, done with that. To test it out I flew a transport around the whole of Sirius. New NPC setup works as intended - transport shields aren't even scratched unless you encounter a hostile guard, cap or gunboat patrol. Or get some crossfire from a base pulse cannon... It was, to my knowledge, the last major thing on update 4, so hopefully it'll not be too long before we push out the next update.

And then all you scurvy rats can go yarharring without having to worry about the automated enemies...

Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.


Mostly retired Discovery member. May still visit from time to time.
Offline Veygaar
11-07-2013, 08:00 PM,
#834
Member
Posts: 4,211
Threads: 157
Joined: Jan 2011

(11-05-2013, 10:00 AM)AeternusDoleo Wrote: Seeing as the desire is to have NPCs not affect the outcome of engagements between players

So... we're removing their guns (capitals and all) right?

Veygaar for Admin Moderator 2013!!!
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Offline AeternusDoleo
11-07-2013, 08:05 PM,
#835
Ex-Developer
Posts: 5,744
Threads: 149
Joined: Nov 2009

No. I've simply configured the AI to pursue and target any player Asco logged on. So if you see a couple of Valor NPCs in New Berlin moving in an odd direction... well, you know why.

In all seriousness... read back a few posts and you'll get your answer.

Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.


Mostly retired Discovery member. May still visit from time to time.
Offline Veygaar
11-07-2013, 08:08 PM,
#836
Member
Posts: 4,211
Threads: 157
Joined: Jan 2011

(11-07-2013, 08:05 PM)AeternusDoleo Wrote: No. I've simply configured the AI to pursue and target any player Asco logged on. So if you see a couple of Valor NPCs in New Berlin moving in an odd direction... well, you know why.

In all seriousness... read back a few posts and you'll get your answer.

Big Grin Made me laugh, and ok Wink

Veygaar for Admin Moderator 2013!!!
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Offline AeternusDoleo
11-07-2013, 10:51 PM,
#837
Ex-Developer
Posts: 5,744
Threads: 149
Joined: Nov 2009

Minor update:
With that massive job with the NPCs out of the way, it's time to get rid of a few other annoyances.
- Gorodok base door animation failure corrected. Someone oopsed that to a turning instead of the intended sliding animation.
- Raven Talon model offcenter issue fixed. Had to recenter the entire model to correct this, but that's neater anyway.
- Rheinland Train and Containertrans cockpit view fixed. Engine no longer fills the screen on cockpit view.
- With Aerelms help, figured out that the Tanto not displaying properly was because a file was missed in the update package - the blood dragon texture pack needs to be included. Will make sure Blodo adds it to update 4.

If any other models have problems with the view from the cockpit (or any view at all really) report these as model bugs. I've only recently learned how these work, and can now fix all of these rather easily. There's actually four seperate views:
- Chase cam, which is tethered to the model center by an offset you can set in the shiparch
- Cockpit view, which assumes the viewpoint at hardpoint HpCockpit of the model itself. If this hardpoint is missing or misnamed, it will use 0, 0, 0 (which is usually model center).
- Turret view, which is set in the cockpit ini file for the model.
- Rear view, which is set in the cockpit ini file for the model.

Typically, turret and rear view can have the same offset. They need to be above and behind the ship.

Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.


Mostly retired Discovery member. May still visit from time to time.
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