Star Made

server updated:

http://star-made.org/content/starmade-009384-new-weapon-type-fixed

StarMade 0.09384: New weapon type (fixed)

Submitted by schema on Fri, 08/09/2013 - 20:14
Hello and welcome to StarMade,

Edit: for some reason it uploaded the dev build and not the new version. I’m sorry! Real new Version is on the way now!

this update features an all new weapon system:

Pulse weapons
This weapon can be a very valuable asset in game. It’s best to build in crosses, as only x,y,z dimension matters, and not the total amount of blocks in a group.

The weapon will create a pulse on use, disabling and pushing ships within reach. It’s basically “force push” in all directions.

The power needed, and the reload times are quite high so use it wisely. Your own ship cannot be hit.

NOTICE: Existing shops will not automatically have new items in stock. You will have to find a new “untouched” shop, or use the /shop_restock command

Effect System
I took the long route to implement the push and the disabling, implementing a whole new effect system for structures, so more effects can be added very easily, should (and it will) become necessary.

Please notice that there hasn’t been much testing on the new features. So I apologize for eventual bugs that are happening. I will be on standby hot-fixing eventual game breaking bugs of the new features.

Some other changes
Beside some crash fixes, the dumb missiles now do double damage. Also the power drain beam will only do one fifth drain damage on non power blocks (instead of half of the full damage). The disabling from the power beam was reduced to 3 seconds and can only be applied to a ship every 10 seconds (so the ship has a chance to free itself if it’s hit by the power drain).

There are other new features in the game, but you will have to figure them out yourself ^^. Check your key binding menu.

cheers,

  • schema

Wait is there a creative mode to starmade?

Sadly no. But you can go to single player and type /give (Playername) (ItemId) (Number), or if you are lazy just type
/give_credits (Playername) (Number of credits)

server updated:

http://star-made.org/content/starmade-009385-lock-load

StarMade 0.09385: Lock & Load

Submitted by schema on Sun, 08/11/2013 - 01:11

Hello and welcome to StarMade,

all the preparations and abstractions is paying off with this new feature. For the first time, players are able to use a personal item.

Personal Weapon
The system is made for an endless amount of weapon types with variable stats. At the moment there is only a simple laser weapon to test things out. It’s fairly easy to use. Just place it in a slot in the action bar and use the left mouse to shoot while that slot is selected.

With the world of StarMade always being consistent, and because the planned system for creating personal items is not complete yet, the distribution of weapons is a little more complicated. New players on a server or in single player will get a weapon by default in their inventory. For everybody else there is the “/give_laser_weapon playername” command.

Also please excuse my failed attempt in pixel art. Beetlebear will soon provide a good looking icon for the weapon :wink:

Other fixes

  • fixed thrust graphics
  • improved pulsator balance (better scaling radius & force values)
  • fixed pulsator output setting availability
  • fixed in-ship build GUI not to show “enter ship” etc
  • implemented block preview in-place (use options menu to turn on) For players that have the advanced build mode block invisibility issue: please test the option, and tell me if the blocks in build mode are still visible. The issue might be caused by the “single block renderer” which in contrast to the normal block renderer uses a slightly different class.
  • implemented fallback method if build area is not yet available on clients (hopefully fixes problem that advanced build mode rapid block setting would not work fully sometimes)
  • fixed startup GUI for smaller screens

Thanks for playing StarMade,

  • schema

monsta, just raid 1 or 2 pirate stations, get 2bil, then make a blueprint with 10k of the item and buy it over and over again,

server updated:

http://star-made.org/content/starmade-009386-faction-structure-management

StarMade 0.09386: Faction Structure Management

Submitted by schema on Mon, 08/12/2013 - 23:58

Hello and welcome to StarMade,

just a little update this time.

Faction Public Permission Block
This new block is to customize permission within the faction stations/ships. Players can now give public access to single blocks if they place the permission block next to it. It should work with pretty much any usable block. This also works with doors but is a little strange: only the door module next to the permission block can open the whole door for non-faction-members.

Other changes

  • added countdown server message admin command
  • made buying/selling more robust against lag (hopefully)
  • fixed inability to change ownership of an object if faction doesn’t exist anymore
  • fixed ArrayOutOfBounds in build mode with meta item selected
  • added possibility to change size of hit indication numbers (options)
  • increase base value for pulse to start at a higher radius (growth is same)
  • reduced max player health to 50
  • origin of personal weapons move up a little to be able to shoot over one block
  • fixed exploit in catalog where if the ship is expensive enough the price would flip over to negative

Thanks for playing StarMade,

-schema

Important Notice with the new update!
Faction Permission Modules only work with astronauts!
Public Docking can’t come true yet!

I’ve been playing this on single player, feels like there’s much potential. I wish the build tools were faster though.
Great to see an Aloha server for it, i’ll try to visit some day :slight_smile:

izzy ik its all default but plain stupid. We need protected spawn. Maybe even some random sectors within 5,5,5 to7,7,7 would be protected, and a server message explaining what the update brings, and since spawn shop is dead why don’t you make a new starter spawn for people and protect that sector, build a beautiful base around the shop, see the shop at 2,2,2 at windoom.com:4242 they have protected from 1,1,1 to 3,3,3. Aweseome server because the owner/admins pay attention to the things that bring in people.

your suggestions will be taken into consideration, Maple. the more specific the suggestion, the better.

server updated:

http://star-made.org/content/starmade-0093865-small-important-fix

StarMade 0.093865: Small but important fix

Submitted by schema on Fri, 08/16/2013 - 01:03

Hello players,

I’m now trying not to push updates too often, except when there is something critical or a substantial new feature.

This time it’s something critical. There was a huge bug in the client’s calculating entities near them (in sectors). This caused random glitches of objects appearing/disappearing, physics glitches, laser beams out of nowhere, all the way to client’s not being able to move (while still moving for other players).

In addition I also fixed docking blocks for the faction permission block. I’m aware that the “connect” system (like weapons) would make more sense, but there are a few scalability performance problems with that approach. I cannot describe them in detail right now.

Furthermore there are some minor fixes like space stations reappearing after being deleted.

The lag compensation correction has been increased a little to be more accurate.

Thanks for playing StarMade,

  • schema

thank you, I just think the more popular servers do contain some default but they do have changes that are nice, If the spawn if changed I would like to make a station around it with a wing of public docks, and protected sectors are just as good as always, pulse hasn’t changed much

I have an idea.
We should have an event on the server where each player involved can only spent a maximum amount of money on building a ship. Then we battle, perhaps a tournament style, free for all, team slayer, or a bit of them all.

http://www.rawstory.com/rs/wp-content/uploads/2012/08/bill-nye-creationism-615x345.png

that sounds fun!

mysteriously expropriates 10 other players credits and summons a supercarrier with heavy ai turrets and fighters, and sets it to guard my base No thank you :slight_smile: you can have fun on this one.

hey after the build block bug is fixed I will make a laser arena, izzy I think we might need a subforum for this, to organize all things starmade, events and screenshots.

server updated:

http://star-made.org/content/starmade-009387-huge-batch-bugfixes-fixed-recipes-hotfixed-2

StarMade 0.09387: Huge batch of bugfixes & fixed recipes (hotfixed #2) Submitted by schema on Tue, 08/20/2013 - 23:56 Hello and welcome to StarMade,

Hotfix: messed up some debug stuff for future features. It caused the gravity to not work for astronauts. #2 buying fixed recipes is fixed (I’m truly sorry for the mess ups on my side)

I apologize for recent slacking. I’m back in full control and full power now.

Here are the key changes of the update:

Physics glitching
Probably the best find in a while. I watched a youtube video recently, and the player said that he was experiencing odd control glitches when sliding on planets. In my first run of tests i didn’t find anything until I pushed myself in the air with my own ship by tilting the mouse in one direction. Suddenly the ship became hard to control and was hovering in the air as if there is no gravity. But the gravity was still there.

Apparently there was a conflict with the so called “manifolds” used to hold continuous collision detection. The system created too many of them and and caused “ghost” collisions of manifolds that were already detached from the object itself. The other thing it was causing was a split up between compound object parts resulting in a poorer quality of collision especially with docked ships.

Having fixed that will hopefully get rid of a huge source of glitches. It even benefits the performance of the physics.

Fixed Recipes
There is now a part in the config.xml where modders can put fixed recipes. The price and what they do can be defined. The default are what the mineral seperator did before the factory update: It will give a static conversion for leveling minerals up or down. Normal recipes for anything bigger then level one can no longer be bought.

Important: Left/Right block orientation fix
There was a bug placing the block with an orientation of “left” when the build arrow was pointing to the left (as well as the other way around). This fix will not affect much, but it does affect the docking blocks. Docking blocks with a left or right orientation have to placed again with the correct orientation. Warning: Ships already docked to those will undock when loaded in.

Other changed and fixes
Multiple face textures. The face of the astronaut can be now changed on the fly with the left/right arrow keys. This is just a prototype. Please look at the default texture for where to put the extra faces
Astronaut head movement: The head of the astronaut will now be looking up and down depending on where the player is looking
Neutral AI: neutral AI will no longer fire on factions that consider neutrals enemies (not a perfect solution)
Gravity overriding: gravity can now be overwritten when activating another gravity module while still in gravity
Severely decreased the chance of high level mineral spawning in chests and loot (each base chance times 0.3 chance → lvl 5 is less then 1% chance)
In case a weapons computer is orientated to something other then the front it will now always shoot straight in that direction
added option to turn off drawing of the thruster plum (for slower machines)
thruster plums now represents how much thrust is added instead of current speed of object
fixed bug where blocks would not disconnect correctly when deleting computer block
fixed sound bug where cockpit sound would turn into outer sound
core engine sound and cockpit sound decreased in volume

Thanks for playing StarMade,

  • schema

Yeah, they changed the spawn rate of lvl 5 materials, now money actually means something.

need personal shops

nothing like aos,

server updated:

http://star-made.org/content/starmade-00939-personal-shops

StarMade 0.0939: Personal Shops Submitted by schema on Tue, 08/27/2013 - 06:19

Hello and welcome to StarMade,

This update has got a great new feature: Players can now manage their own shops from their space station and their planets.

Hotfix#1:

Sorry, there was a compatibility issue with the new shop feature for old station/planet data.
The new update should fix it and it should make the stuff reappear. If not please take the data from your backup from before the patch

Personal Shops
The new Shop Module (buy it in the space station category in the normal shops) converts any space station or planet into a shop. Once you place it down the [SHOP] sign will appear in the top right like with normal shops.

Shops have their own ownership data, so the first thing you want to do is to open up the shop panel and press “Edit”. Shops can only be edited if you either are an owner, or if there is currently no owner. You can put more owners if you like. Destroying the shop will get rid of all ownership, as well as all items and cash inside it so be sure to either use it on your home base, or have good protection. One good thing is that the position of the module does not matter, so you can hide it deep in your station.

Another new thing is, that prices now can be not only be credits, but also blocks themselves.

If you are the owner of a shop, you can edit the price for every single item: The “edit price” button will appear in the owned shop if you press on an item (under the buy quantity button).

Owner are excepted from the normal “buy/sell” procedure, they can put and take items from the shop 1:1.

Also, shops now have their own credits. While NPC shops will get more money over time to refill, player shops have to be filled with credits for them to be able to give credits for blocks.

Withdrawal/deposit of credits can also be done in the “edit shop” panel.

I hope there won’t be too many bugs with this feature, but server admins should please hold on to their backups in case there is an exploit.

Other changes fixes, and features

  • fixed crashing build mode with meta item selected
  • fixed change_sector_for command
  • changed scheduled spawning method to load sectors on spawn, which should be more robust. Also easier to spawn into unloaded sector.
  • added admin command to spawn a blueprint anywhere with more options
  • added admin command to set global spawn point (/set_global_spawn)
  • fixed bug where enemies would not be considered enemies by neutrals
  • fixed exporter error to not set initial position of astronaut mesh correctly
  • removed some redundant data being send around for each player
  • fixed head movement with more then one astronaut around
  • added server hit indication (also to debug)
  • changed player orientation setting that might fix some glitches
  • fixed vertex order of buffers
  • optimized cube shader (eliminated all branches in vertex and all but one in fragment shader)

Thanks for playing StarMade,

  • schema