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Messages - AW "Dr.Butler" SSB Officer

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76
Official news / Re: AfterWorld Survival C212 release notes [2013-01-10]
« on: January 10, 2013, 08:57:10 pm »
By the way, in one of the recent updates we have introduced an ability to "limit FPS" via Options Control Panel (a special technique to provide a smooth game play when FPS jumps from low to very high).
If you have power-full enough Video Card and don't want it to be too hot (our engine renders as fast as possible without limit by default), you set a limit manually.
Choose the most suitable for you. Actually, having 30 FPS is more than enough to have a good and smooth picture.

77
Tech Forum / Re: Game screen corrupted C212
« on: January 10, 2013, 08:22:43 pm »
Hi All,

Sorry to bother you guys but I loaded up AWS today and the client updated everything to version C212.

When the game screen loaded I found what could best be described as a bit of a mess, movement was very jerky
and the game screen was corrupted (please see attached image).

I have tried reloading the game a few times but still get the same results.

Any help with this would be greatly appreciated

This could be from the corrupted installation.
And we have just released an updated installer (this new installer will perform some additional tasks in order to provide a correct installation).
Please download a new Lite or Full installer from our download page and re-install the AfterWorld.

78
Official news / AfterWorld Survival C212+C213 release notes [2013-01-10]
« on: January 10, 2013, 04:25:10 pm »
AfterWorld: Survival has been updated to version C212.

Changes/fixes:
  • Fixed all "NE" (Newcomer Edition) items, so it can now be repaired and moved to the storage
  • Made some adjustments/fixes to some tutorial messages
  • Fixed critical issue, which was causing server to crash under certain circumstances (including the Teleport usage by TravelBot)
  • Fixed the check for maximum activated level when trying to extract skills to SNI (was checking for level 9 instead of level 10)
  • The "Skill Advancement Terminal" is now using correct texture/label
  • Added button to PDA to check how many clones left in reserve (if less than 10 clones left, an additional message will be shown on login)
  • Blocked ability to call for resurrection while in Medical Room (clone recreation center)
  • Updated messages when clones are purchased (for yourself and for friend)
  • Feature: If you click on someone's name in chat while having Shift button pressed, the citizenship ID is added to the chat edit box and it will be auto-replaced with the name when sent.
  • Added an additional check for Video Card compatibility during startup, so the additional message is shown if the Video Card doesn't meet the minimum hardware requirements. This is to prevent a silent crashes during game startup
  • Updated/renewed grass/flowers/etc textures

Notice:
The Participation Agreement will be updated with the release of next update, at the time when the "bonus items" will be given out.

P.S. As we have found a big issue, decided to release an update to version C213. The changes included with the patch:
  • Fixed a critical issue, which caused BSOD on some computers running Windows 7 without SP1 (very rare case)
  • Fixed "Low" quality mode, so it now renders the world in a more "correct way" than it was before
  • Corrected some typos in the NPC dialogs

79
Newcomers corner / Re: Steel Axe NE
« on: January 08, 2013, 09:52:05 pm »
All "NE" items will be fixed with the release of C212 which is scheduled to be pushed very soon.

80
Knowledge Database / Re: Building vs Terminal
« on: December 31, 2012, 01:22:40 pm »
Dr.Butler, will all terminals be grouped the same way as Zwarky's list in all towns?
Not really.
At the current moment, the Saransk is "fully-packed".
With the implementation of other cities (Surgut, Norilsk, Turukhansk) different terminals will be split to different cities and will have own MFP levels it can handle.

81
No, this is not about "Development Status Update", but rather something what we are using for that "development" and about "how it's made".

GarageGames and Torque 3D

Some of you may remember the time, when bad news was announced about the game engine we are using..
But it survived (anyway we was sure it will not affect AW development), and two years after... a lot of things changed!



Few months back, the Torque 3D (the game engine we are using) was released as Open Source software.
In just a couple of month after - got a huge boots - updated to version 2.0, and IndieGoGo Campaign started, in order to port the engine to Linux (during last few years we have received a lot of requests from players to provide the Linux game client).

We do give as much as we can to push the Torque 3D more.
As an official associate of GarageGames (the developer of Torque 3D) we was giving our support all past years and will continue to support it. Without "Torque" game engine there will be no AfterWorld ("Alpha World" was using modified TGE 1.5.2).

The development.

The Survival uses a very heavily-modified version of Torque 3D. It does more than we even thought at the very beginning. (and even more is coming!)

But it takes a lot of resources. This is not a problem to modify any game engine to make it "play nice" in "MMO-mode". If you have enough money and big team of developers, artists, etc... to make this process fast enough.

In one, very known (at least for most of AW players) RCE MMO game, the move from old engine to the new one took (after official announcement) two full years (and it was announced to be implemented in only 1 year). With funds. And with big-enough team.

If "IT-guy" say "it will be done in X time", multiply it by 2 and you will get something like real time when it will be done. And it doesn't matter if they already "took into account everything". This is a life and reality.

What are you playing with?

We have about 550 scripts on the server, which handles the "game play"-related logic only, totaling in 3 megabytes of scripts.
Server which handles logins, societies, corporation and chat - 50 scripts, taking something like 500KB scripts in total.
And there are four additional servers which do some "invisible" work at background (like distribution on mobs, calculating FogOfWar, etc).

Than, we have a database. A huge and complex one (it can't be otherwise with MMO). In total it is about 200+ "tables" which takes more than 5GB of storage. Only database.
Every 24 hours about 2GB of logs generated by all servers. And most of it is parsed by special scripts in order to find errors or locate potential problems.

Forum and support mailbox. Takes at least one hour to only "read it" every single day. "Reply" takes its time too. Each "helpdesk ticket" or "support case" (or any issue) takes about 45 minutes to resolve (average). The complex things like a real bugs takes hours to locate and fix. And we still need to find time to continue the development, to work on bringing back missing functionality, extending it further, etc.
We also need to develop our in-house tools like game editors, game control panel, server monitoring tools, web scripts, email servers, modifications for forum, etc, etc, etc...

Everything takes time. With a small team it is not possible to move faster, but we are trying to do as much as we can.

And we would like to thank you all for staying with us, for playing AfterWorld and reading this!
We, the developers of AfterWorld (Dedicated Logic) wish you all a very happy New Year!
Hope, the next 2013 year will be much better than was 2012 (the hardest year in AW development)!

82
Tech Forum / Re: C211 ... Skill Terminal (Naming)
« on: December 31, 2012, 12:34:35 am »
Logged. The terminal name in "window" is the correct one. Need to update the other, so - "logged".

83
Knowledge Database / Re: Building vs Terminal
« on: December 31, 2012, 12:31:01 am »
Is it @ wiki? ;)

84
Tech Forum / Re: chat window bug
« on: December 31, 2012, 12:29:05 am »
Logged.

85
Tech Forum / Re: C211 - Mistake water place.
« on: December 31, 2012, 12:18:43 am »
Oh, thats interesting, as we have it fixed, just looked at the changelog and its fixed on test server.
Looks like somehow didn't get included while updating "live" servers and game client.
Thanks for posting, logged.

86
Knowledge Database / Re: Error in Tutorial?
« on: December 31, 2012, 12:13:47 am »
Hey there,

atm i go through the tutorial but in the second stop (crafting boards) is maybe an error - i accidently forgot to give exactly 2kg firwood (i gave 2.03kg) to the terminal. it gave me (in tutorial storage) 1.03 kg Boards back. But there it ends. if i ask the officer he will always tell me how to handle the terminal. cutting another 2 kg is senseless either because it stays in my inventory and doesnt move to the storage.

in my opinion this is not logical. and there is no way to repeat the whole mission. so i am stuck because i dont know where tutorial storage is to put the new firwood insiede... this is really not the experience i ask from a good online game. for me its a bit chaotic.
This is known issue (and we are working on it).

Actually, the tutorial should be only available for (and actually made only for) newcomers, with no AWD at hands, so they can refine/craft for free only by following exact instructions provided by tutorial.
It works fine for newcomers, but "Alpha"-citizens are getting stuck when doing refine/craft with wrong amount, as they are not passing the check on the server (by refining exact amount of resources).

P.S.
The idea to enable tutorial for everyone (not only newcomers) picked up from this forums suggestions right before the release, so we simply did not had time to adjust it, so this is why it doesn't always work if you not follow instructions.
Hopefully, we'll be able to fix it in coming weeks (as it has a very low priority over other things).

87
Knowledge Database / Re: Error in Tutorial?
« on: December 31, 2012, 12:08:21 am »
i have the same problem and cant quitt/skip the tutorial, and also cant go inside storagebuilding in NU
Please post a new ticket, so we can track it down and solve it.

88
Life in the AfterWorld / Re: Appluase when it is due : Helpdesk
« on: December 28, 2012, 07:08:14 pm »
Very nicely done guys.  That is one of the better help desks I have seen, with the inclusion of files and pictures and such. 

Nicely done a round of appluase.

If you dev'd it yourself, you could make money on it btw.  (After you finish AWS :)
This is an separate addon for the SMF forum. We have just installed it to our forum + some configuration.

89
Tech Forum / Missing storages in Survival (C211)
« on: December 28, 2012, 01:06:55 pm »
We have received a support request on moving items from the storage, which doesn't exists in Survival yet, but was available in "Alpha World".

After short discussion with the team, we have manually added missing storage containers in New Urengoy. As soon as new outposts are implemented, it will be moved to new locations.
Keep in mind, that those storages will have an old names (as it was in AfterWorld: Alpha World). The current correlation of existed storage/location names can be found on AfterWiki/Storage page.

The following storages can now be found in Weaponry & Tools craft building in New Urengoy (Quarantine Zone):
  • Saransk East, Outpost
  • Saransk South-West, Outpost
  • Saransk South, Outpost
  • Bonito Rock Outpost
  • Desert Peak Outpost
  • Chemy 25, Outpost
  • Zone TL1, Underground Station
P.S. If you have never visited those locations in AfterWorld: Alpha World, the storage containers will not be accessible for you.

90
Official news / Development status update [2012-12-28]
« on: December 28, 2012, 11:17:50 am »
First, in short - slowly, but steady, we are moving forward. Lately we have focused mostly on stability fixes.

Our major task now is to provide you an ability to play smoothly, without crashes or hangs (at least not that often as it was).
Withing last few days we have found and resolved a couple of major issues, so the server is not crashing every hour anymore.

Had to disable a couple of features until we bring on a proper fixes for those (work in progress already).
Hope those will be back on before New Year.

Additionally, would like to thank you all for the feedback we are getting from you!
Have received a lot of message to the support email, and most of those has been resolved same day just because we got all the info we need.
This forced us to speed up implementation of "Helpdesk", which is in test mode now and soon we will post a news with the instructions on how it works and how to use it.
We will continue working on forum software in order to tie it up closer with the game itself.

Bug hunt continues, and we ask you to be patient, as it may look everything moves forward very slow.
We don't have a dedicated support team, so we need to split the time between checking support cases/tickets, solving issues, fixing bugs and developing the game.

Thanks again everyone!
Yours,
Dr.Butler (and whole Dedicated Logic team).

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