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*** Vendetta 1.8.263

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Oct 04, 2013 draugath link
*** Vendetta 1.8.263
- Updated Oculus Rift sdk to 0.2.4 which allows the magnetometer to be calibrated through the Oculus Rift calibration utility.
- Proximity and lightning mines are no longer triggered on group members.
- Added experimental texture loading to Linux 64 version. Please report any rendering/missing texture issues.
- Added tutorial voiceovers specific to consoles and gamepads.

*** Vendetta 1.8.263.1
- Fixed problem with leadoff and navigation HUD indicators being placed in the wrong location when using the Oculus Rift.
Oct 04, 2013 incarnate link
Also voiceovers, and other stuff:

http://www.vendetta-online.com/h/news_28051.html
Oct 04, 2013 Pizzasgood link
Inc, I realize you can't commit to a specific date yet for the Vulture event, but if you could at least commit to a specific day-of-the-week, that would be very helpful. I can set easily set aside all my Saturdays or Fridays indefinitely until you get it finished, that's no problem. I can't do that with entire weekends.

In particular I am planning to visit my family next weekend. It is a long weekend, so I can shift it around however I need to, but I need to know in advance. I don't care if the event doesn't end up happening on the day I stay home, but I want to make sure it doesn't happen on the days when I do not stay home.
Oct 04, 2013 greenwall link
" I don't care if the event doesn't end up happening on the day I stay home, but I want to make sure it doesn't happen on the days when I do not stay home."

?
Oct 05, 2013 Snake7561 link
"Proximity and lightning mines are no longer triggered by group members"
Why is no one talking about this?
Oct 05, 2013 incarnate link
Pizzasgood, I'll see what I can do. When I'm a bit more comfortable / confident about this next update, I'll schedule it as early in advance as I can. On the upside, the new procedural stuff is coming along really well, and I'm pretty jazzed about it.

Snake7561: People were pretty excited about it in-game.
Oct 05, 2013 Inevitable link
Hey Incarnate! Now ,that I see you are keeping up with this thread, I'd like to point out that the defense turret problem wasn't actually fixed. The problem of getting blown up or severely damaged before you have control of your ship still persists. This whole problem seems to be due to 'active/live' sectors. I don't know what you guys did to 'fix' the problem, but it didn't work. I hope you can throw some resources to fixing this problem..

Oct 05, 2013 Pizzasgood link
Greenwall: I was referring to a specific weekend with that comment, not in general. As in, if the event doesn't happen next weekend at all, that is okay with me.
Oct 05, 2013 TheRedSpy link
- Proximity and lightning mines are no longer triggered on group members.

OH!! Awesome tweak. Ryan will go spastic when he reads this! I think we can cross this off the list of small changes that would make stuff awesome.
Oct 05, 2013 mr_spuck link
What's that experimental texture loading thing about anyway?
Oct 05, 2013 abortretryfail link
Heh, when i talked to momerath42 about the mines, he said it was supposed to work like that already, but apparently it was implemented for the old universe where everyone of the same nation couldn't hurt each other and everyone played 3-way CTF.

We've been living a hostile-mine filled lie!
Oct 05, 2013 TheRedSpy link
omg the matrix has me!!!
Oct 05, 2013 Snake7561 link
Minefields and blockades, here I come!
Oct 05, 2013 incarnate link
Hey Incarnate! Now ,that I see you are keeping up with this thread, I'd like to point out that the defense turret problem wasn't actually fixed. The problem of getting blown up or severely damaged before you have control of your ship still persists. This whole problem seems to be due to 'active/live' sectors. I don't know what you guys did to 'fix' the problem, but it didn't work. I hope you can throw some resources to fixing this problem..

Yes, we knew that when it was released. It would propagate to most new sectors organically as they shut down. However, some are just very active, and others have.. well.. player-bots and things that keep them artificially alive. But we were not in a position where doing a full server restart was ideal, as we were debugging a "long-server-uptime" related issue. So.. sorry for the confusion, Ray writes the MOTDs from a programmatic perspective.

What's that experimental texture loading thing about anyway?

It's a major re-working of our texture handling to make the game more flexible, and also keep us from going insane (you can't imagine the amount of maintenance BS we had developed to ship across all these platforms, APIs, and chip families). The new system unifies everything and is written in Lua to allow a lot more programmatic power. For instance, we're using it to create new "dynamically composited" textures for ship variants, so we can have a whole bunch of new-looking ships without requiring much additional texture memory or download size, as everything is done in realtime in the pixel shader.
Oct 05, 2013 Inevitable link
Yes, we knew that when it was released. It would propagate to most new sectors organically as they shut down. However, some are just very active, and others have.. well.. player-bots and things that keep them artificially alive. But we were not in a position where doing a full server restart was ideal, as we were debugging a "long-server-uptime" related issue. So.. sorry for the confusion, Ray writes the MOTDs from a programmatic perspective.

Okay, cool. Thanks for the response.
Oct 09, 2013 Patterner link
"Update failed. Error code -1"
Oct 10, 2013 ryan reign link
/me goes half spastic.

I will go completely spastic when we gets persistent mines.
Oct 10, 2013 TheRedSpy link
^ Fair point
Nov 01, 2013 ubergeekseven link
I cant find anything about what is up with my menus with the rift. I can press p in the beginning to get to the universe. But, I cant launch missions because I cant click beyond a certain point.
Nov 01, 2013 raybondo link
ubergeekseven, we'll check it out.