Hello everyone! Welcome to the 253rd issue of the RoVerse Development Newsletter, where we keep you updated on the progress we've made over the past week. This week, Idyllic fixed up a fatal error relating to last week's changes, an error that means nothing that was driving idyllic mad, fixes to the weapon reload visibility code, and cleaned up the mess that was left behind after the ion storm drifted away from Hyperion. The fatal error this week turned out to be a missing end at the end of an if statement, which was unfortunately part of a single-line error output statement, so the error message was unable to direct us to the problem area. Fortunately, Idyllic was able to track it down and remedy the situation, but its rather ironic that code meant to catch errors, caused an error. The error that has been driving Idyllic insane has been dealt with. A common bug report has been reporting error code about attempting to index nil with Body - this wasn't ever an actual problem, just a ghost error from when ships were removed at the end of a round but would error for a few frames until your client stopped looking for those ships. This unfortunately led to reports about one thing including this unrelated error, but now this error should be silenced. On the reload indicator gui front, things were slightly different. A refactor of the reloading time table meant that fighters were doing extra math on the current time remaining, when that math had been moved elsewhere to simplify the code for Capitals. A few changes to the code, and the reload gui indicator is working perfectly for most weapons. Unfortunately, missiles aren't set up for this new standard yet, so we'll keep working on that update. And frankly, we're impressed that the code could be managing two separate sets of reload time formats simultaneously without issue. It appears the strange ion storm has drifted away from Hyperion, and thanks to some quick thinking by the community, the reactor has been stabilized and the ship forge data has been recovered. Though some strange reports have been coming in about time travel, the Stationmaster assures us that all is back to normal and catastrophe has been averted. Thanks to everyone who participated in this year's community egg hunt! We hope that everyone who participated had an enjoyable time, and we'll see you all next year when some new misfortune will likely befall Hyperion station. This week in the dogfight there were 237 kills, 0 with auto, 20 with beam, 0 with laser, 0 with plasma, 0 with railgun, and 217 with torpedo. The most dangerous ship was the VSa1-1_Kazan with 199 kills, followed by the Iridium with 20. The most dangerous map was Pillarum with 191 deaths, followed by Blue_Spaceway with 56. And now, the moment you've been waiting for... The three players that topped the leaderboard were FangABXY, with 199 kills and 6 deaths and a 33.16 KDR; TheUnderseer with 20 kills, 2 deaths and a 10 KDR; and CandyCobalt with 17 kills, 0 deaths, and a 17 KDR. They have unlocked the exclusive ship Odonata Anisoptera in the Alpha Dogfight. Nice work pilots! If you'd like to check out the rest of our data, you can find the spreadsheet here: Phase 1 Data (Week 96) Calexian Community Challenge Before the end of Cycle 13, the community must strive to complete the following two challenges to unlock a Calexian ship for all to use. We're inching closer to completing the distance challenge - only a few hundred thousand studs further to travel and we'll reach the goal. The challenges are: 1000 Gatecrash points, and 3,000,000 studs flown. Each week we compile a Q&A section here whenever there are any new questions posted on the RoVerse Community group wall or in the Community Discord Server. Be sure to join if you have any questions about RoVerse: ROBLOX Group: https://www.roblox.com/My/Groups.aspx?gid=2948290 Discord server: https://discord.gg/npxBGwJ Q1: Will fighters ever have accurate hitboxes based on their shape? A1: Unlikely. Capital ships are large enough targets that having accurate hitboxes matter - you don't want to be shooting at it and having bullets go straight through. They're also large enough that Roblox's raycast function can realistically detect when something is actually hit, since it doesn't like fine details all that much. The third factor is that we want fighters to have a fair bit of freedom in their design, rather than enforcing the smallest and roundest shapes for the best defensive capabilities - we want fighters to look cool without worrying about being too easy to hit. To that end, fighters will likely remain cubes for the foreseeable future, though we may tweak their shape and size to match the bounds of the ship. Q2: Will a subfaction trying to become a full faction have to fight their previous host faction? A2: Depending on their relationship with their old host faction, they might. The three options are - negotiate for free transfer of territory to new faction, purchase it from them for whatever price they want, or fight them for it. Subfactions transitioning to Organizations meant a tradeoff, exchanging direct association with their host for the freedom to form however they want, not just as a division of a larger faction. Q3: Can cities have underground portions? A3: Unfortunately, we won't be able to dynamically edit the terrain of planets to that extent, and having a false ground made of parts would just really add up. Your best bet for an underground city is as a faction landmark in the above-ground portion teleporting players to a clan base in an underground city map. Q4: Can landmarks have multiple exits? A4: Unfortunately there will be no way to register a change in location from when they leave to when they return to RoVerse proper - their location will be saved at the last place they were in-game, which would be the entrance they entered at. You can support us by joining our Community Group or Discord server! So far, the community has been absolutely amazing, supportive, and very friendly. We are very appreciative of all the support you guys show us! If you want to catch any of our developers streaming, you can always follow our official Twitch channel here! Remember, we are always looking for new, talented builders, scripters and artists! If you’d like to help us you can always get in touch with us through RoVerse_Official on the ROBLOX website, or by contacting an Administrator in the community Discord! Don’t worry, we don’t bite! Comments are closed.
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AuthorsVaktus: Leader of the Vaktovian Empire and head of the RoVerse Project |