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Messages - AW "Dr.Butler" SSB Officer

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46
Official news / Re: AfterWorld Survival C216 Release Notes [2013-02-06]
« on: February 07, 2013, 01:52:13 pm »
The servers has been restarted in order to apply PVP-related fixes. It should now display a message only when the PVP level changes.
Known bug: no message added to chat when leaving PVP area (entering LVL 0). This will be fixed with next update.

"Disciplinary Camp" have also received a couple of bug-fixes.

47
Official news / Re: AfterWorld Survival C216 Release Notes [2013-02-06]
« on: February 07, 2013, 12:34:03 pm »
The PVP level in NU is the same as it was previously.
The only change comparing to C215-behaviour is that it now displays the actual PvP level (which is bugged and we are working on it). The whole NU area (except around forcefields) is PVP Level 0.

48
Official news / Re: AfterWorld Survival C216 Release Notes [2013-02-06]
« on: February 06, 2013, 10:12:35 pm »
hi,

me and STORM we have found a strange bug, earlier to find it we shoot each other and we were in L3 , one of ud died in test, but when we get into swamp from L3 to L4 every time STORM runed into me i looted him, and he looted me , we could transfer valuable this way few times, so basicaly each hit was a transfer from the one to other once the loot was on me , next was on him, and so on, works each time when someone runs into someone not sure if that involve the death test made earlier

must be cheched


just tested whit another player Irie, and i can loot practicaly everyone , i just need to run into him and is done, and if i re run into him second time the loot has been transfered to him back, and so on...

guys dont be rude one to each other ^^

Thanks!
This one should be fixed as of now.

49
Official news / Re: AfterWorld Survival C216 Release Notes [2013-02-06]
« on: February 06, 2013, 06:38:52 pm »
A new bug has been discovered, which causes "your account is already logged on" and makes server to crash sometimes.
Working on it.

50
Official news / Re: AfterWorld Survival C216 Release Notes [2013-02-06]
« on: February 06, 2013, 04:14:59 pm »
my client does not start updating
The patch is not yet released. Expecting to push it in less than 1 hour.

51
Life in the AfterWorld / Diaries of Afterworld – Free Book
« on: February 06, 2013, 04:10:22 pm »
We here at Dedicated Logic are offering a free version of Dalewj’s new book (Diaries of Afterworld) to all registered users.

Dalewj is a real avatar in AfterWorld. Watch dalewj discover his own history. Watch dalewj discover the history of the world he lives in. He will fall in love. He will have friends die. He will finally become a citizen of the great AfterWorld.
 
Quote from Dalewj:
Quote
“Howdy everyone.  I decided to try and write a series of books about being in an actual game and Afterworld was this game.  The game was ripe for writing about since it recently turned to survival and gave me the opportunity to join it as a newcomer.  I hope you like the story, it has something I hope will make everyone happy.  Lots of pickaxes, some guns, some love, some death, and even a hate of pupkin.  It might be hard to read for some, I understand that.  The idea of the book is for me Dalewj to be Russian with a good lack of English skills.  Those skills get better during the book and will get much better in books to come (Yes there is more to come).

So I emailed the devs one day with a rough draft of the book in hopes that they would like it.  They loved it.  I then abused them a little to make sure the story line I was creating match their story line.  After a few conversations we got it all worked out.  In the future I hope to work further in my books to help build a history line of what happened in 2036 and beyond that combines the already written history with a little more detail.

But for now, we both agreed to offer you the first book free in 2 formats.  Epub and pdf.   The books is also out in paper form and kindle (iBookstore takes a month or two), but alas those will cost you some $ to get.  I hope you can all still use these two free formats to read the book.

The book has a website – http://www.jconsult.com/afterworld - if you’re interested in taking a look.  I have written other books (some sci-fi and technical manuals) that are linked there if you’re interested.

Finally I would like to thank my fellow players who accepted to be part of the first book and those who I bothered to help me while I was running around the world building story line and taking pictures.

I hope you enjoy the effort.  A conversation about the book will follow in this thread.

--Dalewj>”


The epub and pdf versions of the book is attached to this message (available only for registered users of the AfterWorld).

52
Official news / AfterWorld Survival C216 Release Notes [2013-02-06]
« on: February 06, 2013, 03:48:58 pm »
AfterWorld: Survival has been updated to version C216.

Changes/fixes:
  • Added bonus items for NY2013 promotion participants
  • New officer at the Swampville Foundry (inside Swamp). His job is to change items to "Obligatory Bills" (skills affected)
  • New officer at the Turfary B Outpost. His job is to change "Obligatory Bills" into AWD
  • All PVP-related functionality is now implemented. See development status update [2013-01-30] for mode details
  • New skills (trade-related) are implemented in game. We have took into account everyone in game and added adjusted skill "Trading" by some formula as a reward for participation and supporting us
  • Additional PVP rule: if player A kills player B five times within 60 minutes, player A will be sent to "Disciplinary Camp"
  • At the first login after this patch, all players will be transferred to the closest outpost in order to avoid unexpected PVP fights
  • AfterWorld can now be started in "maximized" mode (configured via Options dialog)
  • Options dialog now remembers all settings from "Misc" panel
  • Fixed a couple of issues with USB sound-cards
  • New version includes some additional optimizations and fixes (mostly for mid-range laptops)
  • Survival Points now updated without the need to restart game client
  • Fixed issue when avatar can stuck if previously exited while being at the Translukator
  • Fixed "disappearing stones" issue
  • Improved performance of shadows rendering in "outdoor" scenes, especially with high density of vegetation
  • Fixed rare crash issue when exiting the game

Special Gift to all registered users!



We here at Dedicated Logic are offering a free version of Dalewj’s new book (Diaries of Afterworld) to all registered users.
Dalewj is a real avatar in our game. Check out this thread for more information.


Edit / P.S.
The patch is uploaded and servers are up and ready to serve you!

53
Tech Forum / Re: Cant leave swamp building
« on: February 03, 2013, 10:26:32 pm »
The swamp building will be fixed with the upcoming release (at it will finally get its functionality).

54
Official news / Development status update [2013-02-03]
« on: February 03, 2013, 11:24:55 am »
A small update on the development and upcoming release.

First, the news on New-Year 2013 promotion:
We have received replies and prepared the scripts to give out presents for those who participated. New items are ready and will be included with the update (everyone who participated will receive a container with all bonus items in it).

Next, the new PVP system:
It is being tested internally to be sure there are no major issues with that. So far everything seems to be good and work as expected.
Some of you was asking on how to notice the PVP level: the icon will show a digit displaying current PVP level and it is easy noticeable. Additionally, a warning is printed to the system chat area when PVP level changes.
This will also include a new "penalty" system, if someone kills another person for 5 times within 60 minutes he will be sent to the "Disciplinary Camp" for punishment. This will help a lot on preventing abusive usage of the PVP (enabled at all PVP levels).

Today is a final testing date for the database upgrade, and everything looks great! On a test DB server we got an average 5-7% increase in performance (which is a lot!).

The update is scheduled to be released withing next few days (4, 5 or 6 of February), so be prepared!

If you have missed previous development status update, be sure to read it.
It includes additional details on PVP changes and new features to be implemented with the update.

55
Official news / Re: Development status update [2013-01-30]
« on: February 02, 2013, 02:34:17 pm »
We understand your frustration, but with our current avatars we can not provide any flexibility on the clothing.

And, as was stated in the original news:
  • set of colored clothes (color per choice from 12)
We can give only one of the 12 presented to be selected.

As soon as we have enough funds, we will invest it to the new avatars (part of work is already done and can be viewed on our website). With that we will be able to give a bigger choice of everything, including different patterns and styles.

The items added by this promotion will be marked with a special "Alpha" tag, so those can be tracked and easily found in database. And when we have new avatars ready we can re-request the colors from the players, so it will be truly unique.

56
Official news / Re: Development status update [2013-01-30]
« on: January 30, 2013, 08:50:23 pm »
Hi Dr Butler,

There seems to be 3 categories of items PVP can steal from a player
  • Resources
  • Valuables
  • Items
Could we have a little bit of clarification on what items can be stolen from a player?
Sorry. It definitely needs some clarification.
  • "Resources"
    Everything that counts as "gr/kg" in game + all non-crafted but "stackable" items, including but not limited to: loot from mobs, raw ore/minerals, refined ore/minerals, etc
  • "Valuables"
    AWD/AWC, SAU, P.Notes, P.M-Notes, Scout Cheques, R.I.C., Pet Passport, Obligatory Bills (wallets not affected)
    + any new items that will be implemented in game and which fits into "Capital Issues" market category
  • "Items"
    Everything else not included in previous categories. Includes any items you have from ammo/guns/drills/batteries to the clothes and armor you have on you, ending up with the "memory" installed on your PDA

First post updated with the same description.

57
Official news / Development status update [2013-01-30]
« on: January 29, 2013, 10:42:26 pm »
Only two days left until the New-Year 2013 promotion ends, if you still haven't joined... anyway, read what is coming with the next update!

First of all - we will give out bonus items to everyone who donated (huge thanks btw!), and it will include everything except colored clothes (we need to discuss what color is desired/preferred, we will get in touch on 1st of Feb).

Next... Lots of bug-fixes are coming with a couple of new features, some of you may be very interested in!

  • New officer at the Swampville Foundry (inside Swamp). His job is to change items to "Obligatory Bills" (skills affected)
  • New officer at the Turfary B Outpost. His job is to change "Obligatory Bills" into AWD.
  • All PVP-related functionality is now implemented with 9 levels of PVP:
    • Level 0: No PVP (cities)
    • Level 1: Low-chance-hit PVP, no loot
    • Level 2: Mid-chace-hit PVP, no loot
    • Level 3: Full-fight PVP, no loot (Alpha-style PVP)
    • Level 4: Full PVP, Loot: Valuables only (wallets not affected)*
    • Level 5: Full PVP, Loot: Valuables, resources in top-section of inventory*
    • Level 6: Full PVP, Loot: Valuables, items from top-section of inventory, all resources*
    • Level 7: Full PVP, Loot: Full robbery (all items and resources)
    • Level 8: Full PVP, Loot: Full robbery, including wallets
    * see below/read "PS" part of this post for explanation
    The newcomers' quest / tutorial part of the game is not affected and is non-PVP area (Level 0).
  • The whole Swamp area now is PVP Level 4.
  • The S/W area of current map (after the river) is now high-level PVP. L5 is at shore at river, L6 is at shore on another side and L7 the rest, including Mugen Village (the Mugen itself is L3)).
  • New skills (trade-related) are implemented in game. We have took into account everyone in game and added adjusted skill "Trading" by some formula as a reward for participation and supporting us.

The rest:
  • AfterWorld can now be started in "maximized" mode (configured via Options dialog)
  • Options dialog now remembers all settings from "Misc" panel
  • Fixed a couple of issues with USB sound-cards
  • New version includes some additional optimizations and fixes (mostly for mid-range laptops)
  • Survival Points now updated without the need to restart game client
  • Fixed issue when avatar can stuck if previously exited while being at the Translukator

During the implementation of that update we are going to update the database server (moving off from MySQL to MariaDB), so the update can take a few hours. Together with some additional SQL query optimizations this will make the servers to perform a bit faster.

Re: Forest
We are working on it, so its still WIP.
Some may ask why it takes so long to re-implement the same features which was in Alpha, like trees you can chop. Good question, and here is what we can say on that:
The Survival runs on a one big area, and the whole backend is different on how it was in Alpha.
AW:Alpha has a small areas (zones), which was about 2x2 km (4sq km). Every zone was hosted by a separate server instance and it hold only the data it needs. There was about 200 "real" trees (the ones you can chop).
The Survival is a totally different story. If we will add the same "cut-able trees", the server will be dead in a minutes trying to parse and sort all the data. Your video-cards will show you about 2-3 FPS no matter what setting are you using and how powerful it is. We now have a full "forest", optimized for processing on server and client (rendering including).
At the current moment in Survival is a bit more than 1.000.000 trees/bushes. At any single moment, the game client processes about 210k of objects (trees/bushes) (average). The "Alpha" engine will be dead with that amount of data, while Survival eats it at the breakfast.
And we need to be sure, that every single tree or bush is correctly synchronized between the server and all clients. What if someone haven't logged in for 2 weeks, while another one only 1 day? What if some will destroy the tree while you are logging in and data is loading? Its not that easy to keep synced 1ml of objects on MMO. And we don't want you to download megabytes of updates every time you restart the game in order to get fresh data. Less traffic, more efficient update mechanism, less troubles for you, less headache for us. This is what we are trying to do.
Why we have disabled skills for chopping trees and refining wood? We didn't expected that is will be so massive! But we have found a way out already and in a future it could be surprisingly interesting for everyone. For now - lets wait.

Thanks for reading until here, appreciate that!

Have a good time in AW!

P.S.
What exactly is "Resources", "Valuables" and "Items":
  • "Resources"
    Everything that counts as "gr/kg" in game + all non-crafted but "stackable" items, including but not limited to: loot from mobs, raw ore/minerals, refined ore/minerals, etc
  • "Valuables"
    AWD/AWC, SAU, P.Notes, P.M-Notes, Scout Cheques, R.I.C., Pet Passport, Obligatory Bills (wallets not affected)
    + any new items that will be implemented in game and which fits into "Capital Issues" market category
  • "Items"
    Everything else not included in previous categories. Includes any items you have, from ammo/guns/drills/batteries (incl containers) to the clothes and armor you wear/on you, ending up with the "memory" chip installed on your PDA

58
Tech Forum / Re: Map Control Panel Coords
« on: January 24, 2013, 07:46:14 pm »
It should display everywhere as "lat, lon, alt" (according to the ISO 6709).
This will be fixed with the next update.

59
Thats the
Conclusion - the radar is attached to the players head ... if the head is very close to the 3.33 m boundary ... as the the head moves forward the distance to the NPC crosses over the 3.33 m boundary causing the pink dot to move.
Correct!
We will rework the radar logic in order to check for coordinates against the player's origin instead of the "eyes" (the players viewpoint).

60
Ideas and suggestions / Re: /stuck command
« on: January 19, 2013, 11:27:20 am »
Already looking into something like that.

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