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Scavenger World Server.

Discussion in 'Multiplayer' started by Ronin1973, Mar 21, 2016.

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This last post in this thread was made more than 31 days old.
  1. Baron Trainee Engineer

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    wow i just read everything here and have 1 question - how do i join the server
     
  2. Mr Ixolate Apprentice Engineer

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    I'll get on to it
     
  3. B0mm3l6 Trainee Engineer

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    The Server is at the Moment not avaiable for the puplic. Simply because the Server is still under construction.

    And by the way, here a small teaser to THE "MAIN" :)
    http://steamcommunity.com/sharedfiles/filedetails/?id=676464536
     
  4. Baron Trainee Engineer

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    very nice and really tbh i cant wait :)
     
  5. Ronin1973 Master Engineer

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    Hold off on that. I sat and thought about it. The in-game autopilot aligns the remote block with the target. So if the remote doesn't sit on the same plane as your weapons, you'll be shooting the bulk of your shots above or below the intended target. While a hail of rockets buzzing over your head would be impressive, after a while it would just be a waste of ammo. I'm going to see if I can relocate the targeting remote to the same plane as the rocket launchers.
     
  6. Ronin1973 Master Engineer

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    Thank you everyone for being so excited about the server. It's so rewarding to do something others can appreciate. However, I feel this last week has been pretty much a wash for me except for some content creation. I've been fighting Keen's remote block for the entire week. They have made improvements to the autopilot. However, there are some key factors that make its use a bit limiting. I'm still working on it. I'm not sure exactly when these fixes will come but I'm prepping everything else that I can in the mean time.

    Just note, a lot of time has to be spent testing ideas and making them work. Keen added the Space Pirate faction and its attributes as a side-show and we're trying to make it the main attraction. Every time there's a set-back there's another delay. But I do want the server to be fun, challenging (not impossible) to play, and to be a different spin to a stock vanilla game (mine, refine, produce, build, repeat).
     
  7. Mr Ixolate Apprentice Engineer

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    What functionality do we need for the base guard drones? Is it just the simple hunt if within certain distance else disengage that flarefire has on his early drones?
     
  8. Ronin1973 Master Engineer

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    Drones don't guard bases, they hunt for players following predefined waypoints, they also courier ore and components between stations.
     
  9. newtonsolo313 Apprentice Engineer

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    okay so if i make a base it could be in an area with no patrols?
    also what stops me from going and building up a fleet from space and then dropping down after i have a significant stength
     
  10. Ronin1973 Master Engineer

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    It might be in an area with no patrols... maybe not. But I wouldn't set up camp in sight of a base. Sure. You could go and build a fleet in space. Good luck on leaving the planet any time soon. It's not my first time putting up a server.
     
  11. newtonsolo313 Apprentice Engineer

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    I am really just trying to figure out whether there are any problems and im just stating what comes to mind
     
  12. Ronin1973 Master Engineer

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    Well, thank you for your interest (sincerely) and wanting a good server to play on. We want that too. There will be quite a few interesting things to find on the main planet and maybe a little bit of mystery here and there to keep people engaged. The server will be continually developed with new features as well as updates. I've put a few thousand hours into Space Engineers. Getting off the planet and into outerspace on a vanilla server is the best strategy for developing capabilities quickly. It's the strategy I always take when playing competitively... so I do understand that making it very difficult for players to do will stop someone from smashing a lot of the drones to bits.

    Considering how cargo ships work and being able to spawn pirate ships as cargo ships... I could challenge those who get out of gravity at any level that I please. But I'll deal with that as the game matures. Completely planning out every caveat in advance would add weeks to the deployment and I know there are people eager to play. I've worked on the server everyday since the cargo ship update as well as the help of three other contributors. We're still looking for more. So do feel free to pose me challenging questions about game play. But all issues won't be solved in the first iteration.
     
  13. Lithorn Trainee Engineer

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    I liked this server when I was on it. The idea is sound. Had a few common issues that many servers have (Low sim speed, glitches and funky physics). Hopefully with server side rendering and client predection, the weird bouncing ships should lessen. Also it was really random when stuff was actually there crashed onto the planet. You either spawned in an area covered in remains or in an area devoid of everything. At least driving around was fun, despite the odd physics causing you to have almost 0 traction.

    Hope to see this back up soon. Also hope to see some gravity improvements done by keen, or something... Driving just dose not feel good what so ever.. I feel like a bar of soap going 50km/h, can't turn or stick to the ground despite being heavy. Not sure what to do.
     
  14. Ronin1973 Master Engineer

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    Well, we were taking ships and bashing them into a planet over and over again. The ships were also coming down on parachutes (most of them), so that was sim speed intensive as they fell. The former server was an extreme example of server abuse. The cops should have been called to my house. I've spawned tons and tons of drones on the Skynet: Seven Seven server in survival mode and I couldn't break the sim speed from drone spawn alone. It was always at 1.00, even with all of those autopilots doing their jobs.

    Last night SayHi2Jesus4Me got some additional drone programming figured out for me. It was funny, I was sitting there near a massive drone watching him working under the hood like someone's girlfriend "so... have you figured it out yet?" But the end result was very nice: an even more dangerous drone.

    So next up is taking PennyWise's miner and turning it into a Space Pirate drone capable of mining. It can independently mine surface rocks (technically minute asteroids). So I will be creating some artificial patches of surface ore by generating flat asteroids and placing them at surface level around mining facilities. This will be a whole lot easier than detecting planetary ore (or so I hope). The goal is to have an automated production chain for the pirates. Disrupting it should slow down their advancement. Yes, they will be eventually constructing things autonomously on the server... scripted... but autonomously.

    There are a few more surprises I intend to place on the server as well. If you played Scavengers, you'll like 'em... well at least at first glance. LOL.
     
  15. SayHi2Jesus4Me Trainee Engineer

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    Speaking of the attack drone, @Flarefire have you done any work on using the gyros to pitch up and down? The drone is doing a good job of pointing toward the player and if it could pitch up or down 30deg or so I think that would make it far more effective.
     
  16. Flarefire Trainee Engineer

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    My atmospheric drone (http://steamcommunity.com/sharedfiles/filedetails/?id=667943174) does adjust its roll/pitch/yaw. It just doesn't check if it would fall over yet, or lead targets, or a whole heap of other features that'll make it truly effective in combat. But it does point at its target, and if you stand still you will get shot to pieces. The whole gyro control code is pretty much a copy-paste from Alysius' guided missile script. You can find the relevant code in the Gyro class (line 133), DroneController.PointAt (line 404), and DroneBody.InitGyroscopes (line 317).

    I haven't had quite as much time and energy last week as I'd hoped (when and why did I get a social life anyway? O_o). Maybe this week I'll be able to update my drone and antenna scripts.
     
  17. B0mm3l6 Trainee Engineer

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  18. newtonsolo313 Apprentice Engineer

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    @Ronin1973 Is there anything you need /want built for the server, i would be happy to build something.
     
  19. Ronin1973 Master Engineer

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    I've been trying to Frankenstein @Flarefire 's drone brains into @SayHi2Jesus4Me 's little mite. Seems it wants a beacon and possibly some lights. I added a beacon, a sensor, and a spotlight after I was getting a "block not present" kind of error. It went away, but she sits and does nothing when I turn her over to the Space Pirate faction. Edit: I didn't set the gyro to manual.. perhaps that's it?

    What I'm really going for is a really dumb, disposable drone that has thrusters balanced so it can rotate to any angle, head straight towards the player and start shooting. Some of the larger, slower drones may need escorts that spawn if a player gets too close to at least harass the player.
     
  20. Flarefire Trainee Engineer

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    Curious. Perhaps you're having the same trouble I was, where the PB wants to be recompiled after transferring it to SPRT? Or maybe it's just not entering the combat state? The script should set gyro overrides automagically so that shouldn't be an issue.

    IIRC at this point my script requires the following blocks to not crash:
    * A patrol remote and hunt remote, named "Patrol Remote" and "Hunt Remote" (or some other name if you change the constants at line 25-30).
    * Three blocks (preferably 1x1x1 sized), one placed wherever you want, another straight in front of it, and the third straight above the first block. By default, it assumes the mid block is "Hunt Remote", the front block is "Patrol Remote" and the top block is named "Kickstart Reactor", but you can change the names in the script.
    * A text or LCD panel named "Debug".
    * At least one beacon.

    As well as a gyro if you want it to aim. The aiming bit definitely requires the setup with a mid, front and top block. They're needed to figure out the drone's orientation.

    Tried to work on my drone script a bit last night but I'm super rusty with vector math. I *know* the solution to keeping drones level can be super simple with a bunch of matrix operations, I just can't remember exactly what those matrices look like. I'm debating whether I'd rather try transplanting more code from someone else and figure out what they're doing, or actually try to reverse my brain decay with some refresher tutorials.
     
    Last edited: May 5, 2016
  21. Ronin1973 Master Engineer

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    I've been spending some time figuring out the spawning system. There's not a lot of documentation as to how things appear but I think I have a handle on it. My best hypothesis is that Space Pirate antennas spawn ships based on the orientation of the grid that they are attached to. The Y-Vector in the Spawn group controls height. The larger the number, the higher above the grid the object will spawn. The other two vectors control the other axis, I believe X is front to back and Z is oriented on the sides. I have to double check those two vectors. The PirateAntennas.sbc controls distance and I believe that is probable based on the same lateral plane as the center of the grid.

    My thoughts are to create virtual artillery for the stations for longer range defense as one mode of defense. I can spawn in a PMW that's basically a kinetic ram with warheads at almost any distance above the station (10km, no problem). But where it's really lacking is using the remote control block and autopilot. At 75 meters or less the autopilot is unpredictable. The autopilot may also to elect to not move directly at the target but to fly above it then slowly descend into position. That's not particularly good for a missile-type weapon.

    So my thought is to use a script that simply points the missile at the target and uses overridden forward thrusters to get there with four groups of lateral thrusters using the inertial dampeners to steady it during flight. At 1000 meters from the target, the script will change from "starting" the looping timer to "Trigger Now" Now" to increase accuracy. Using the "Trigger Now" function for the entire time would be a lot of unnecessary work on the CPU should there be a few missiles at play at once." I'd like to keep the script very clean and simple so that it can be modified. Calling the gyroscopic functions via a separate methods works well. I think with that, SayHi2Jesus4Me's targeting script could be either integrated or just left in its own programmable block to make small gatling gun drones or decoy drones that act as flankers or harassers while the main drone moves in.

    My goal is to be able to combine scripts or use multiple programmable blocks to create a range of behaviors for drones and ultimately different kinds of specialty drones with commonality in their scripting. At some later point, even possibly just using some boolean variables in a master script that describes the functionality of the drone. But that's a ways down the road. :)

    And of course, I'm pretty green at programming, so I can describe functionality but don't have the chops to get the actual work done. Ignorance has its price. :)
     
  22. newtonsolo313 Apprentice Engineer

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    Hmm i dont think any PMW's without tracking would be effective against a player due the speed
    anything slow enough to get hit would be a large ship or already dead from missiles
     
    Last edited: May 8, 2016
  23. Mr Ixolate Apprentice Engineer

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    I think it's supposed to be a more long ranged attack so you will be around 2-5 km away at which point it will start bombarding you.
     
    Last edited: May 9, 2016
  24. Veritas Apprentice Engineer

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    I've been browsing through this thread for a while and I eagerly await the fruits of your labors. This massive upgrade to the drone system you are making seems quite impressive and I hope that server stability soon reaches a point that you can begin the rebellion against the machines that will see players repeatedly and brutally murdered for the AI's enjoyment.
     
  25. Ronin1973 Master Engineer

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    The major hold-up right now is a bug in the auto-pilot system where the auto-pilot ignores waypoint actions ordering the auto-pilot to turn itself off. Docking is a little difficult if the drone flies away before it can attach. But we're still plugging along.
    B0 is currently halfway through designing the main drone base. We already have two regional base designs and three satellite designs all by B0 and one specialty by Mr. Ixolate.

    I'm currently working on a modified version of PennyWise's Octopus miner that will be operated autonomously by the pirate faction. We're making progress, but it's that one thing that's really holding up any roll-out. I started a bug report thread about the autopilot. Please feel free to bump or contribute to it. Squeaky drones get gatling gun.
     
  26. Veritas Apprentice Engineer

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    Well hypothetically today's update took care of at least the shut-off bug. Only one way to find out!
     
  27. B0mm3l6 Trainee Engineer

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    If the bug with the Autopiilot is really fixed, i can finally build some bases on the ground ! :)
     
  28. Ronin1973 Master Engineer

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    I haven't checked it out yet. But the autopilot not shutting off was the major hold-back in getting the server launched. Looks like I'll be busy this weekend. I will also be testing if I can run a shadow instance of the world in creative for development on the same server as the game. If not that's $750 on another server... this $20 game is getting expensive.
     
  29. Mr Ixolate Apprentice Engineer

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    2 new bases, 50% done, just need to add interiors.
    [​IMG]

    [​IMG]

    (they are basically made of the same parts but nvm :/
     
    • Agree Agree x 1
  30. Ronin1973 Master Engineer

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    @Mr Ixolate Is there any way to get four landing pads total each with a connector? It's not the end of the world if they do not have them. But it makes things a little more consistent with the rest of the bases.
     
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