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r1654 test notes

  • BUG: Saw server startup glitch where clients report invalid viewIDs, and didn't spawn units.
  • BUG?: Minesweeper not working?
    FIXED * BUG: Zooming in does not display hud symbols properly. Turn them off while zoomed.
    FIXED * BUG: UI appears invisibly when tabbing on a shop that's still descending.
    FIXED * BUG: Selecting default group, then selecting non-groupable shop, double selects.
    FIXED * BUG: On join server, if there's a spectator there already, it can appear as not a spectator.
    FIXED * BUG: Unpopulated menu appearing something on level load screen.
    FIXED * BUG: Metal spewing before death sequence complete.
    FIXED? * BUG: Collectors ground humping in 4p_floor.
    FIXED? * BUG: Wave Def: AI getting stuck on rocks at times, causing time exploit.
    FIXED * BUG: Constructing units voice responding on commands.
    FIXED * BUG: Triton turret showing on HUD?
    FIXED * BUG: Research Adv turrets popping up tooltip. Clicking queues surface relays.
    FIXED * BUG: Wave Def: Next wave in change to "lose bonus in".
    FIXED * BUG: Shooting through turrets? Collider off?
    FIXED * BUG: Still seeing eliminated message xN players.
    FIXED * BUG: Beam buoy gun not actuating to meet aim ray.
    FIXED * BUG: Colors not saving, not all of them anyway.
    DONE * MOD: Have alwaysshown hud symbols visible even when hostile only selected.
    DONE * MOD: On movement after spectator follow cam, zoom in all the way.
    DONE * ADD: Add groups 5-8.
    DONE * ADD: Per unit group specify.
    DONE * ADD: Coop Wave Defense.
    DONE * ADD: Team chat.
    DONE * ADD: Start together option in team mode.
    DONE * ADD: Numbers for sliders in audio settings, make the values more sensible.
    DONE * ADD: Show range for deployables.
    DONE * ADD: HUD Icons for extractors. Remove names.
    DONE * ADD: IP history to direct connect.
    DONE * MOD: Increase sensor range for icon vis?
Posted by daggada 2015-04-26

r1440 test notes

  • FIXED? BUG: Host when eliminated not showing end match StatsUI.
  • FIXED? BUG: Still seeing rIC null ref exception.
  • FIXED? BUG: Engine sound cutting out during heavy action.
  • FIXED BUG?: Deploys inside stasis can't be picked up?
  • FIXED BUG: Dropped players don't appear in stats at end game.
  • FIXED BUG: Host bar not updating in lobby.
  • DONE IMPR: Show player colors on end match StatsUI.
  • DONE IMPR: Shrink open water slightly. Maybe speed up caps slightly?
Posted by daggada 2015-03-28

r1435 test notes

  • FIXED BUG: Still seeing BaseNPC::rIC rpc null exception in SetTarget()
  • FIXED BUG: Stat screen showing late joiners as stat rows.
  • FIXED BUG: Healing causes camera shake on clients.
  • FIXED BUG: Can't look around while using group assign mode.
  • FIXED BUG: Can't carry items inside stasis field?
  • FIXED BUG: Tutorial errors abound from cInput.
  • FIXED BUG: Autolevel is also shooting.
  • DONE BUG: Rig HUD health updating on client. Need shield meter.... read more
Posted by daggada 2015-03-27

r1368 test notes

  • IMPR: New command set: attack my target, guard me, follow me, attack at will, guard here, wait here, belay last order.
  • DONE IMPR: Add spectator option to lobby, in addition to hotkey.
  • DONE IMPR: New screen, shows current production of all shops.
  • DONE IMPR: Added HUD symbol show options to menu.
  • DONE IMPR: Spectator mode unit follow feature.
  • DONE IMPR: Spectator mode camera motion needs to be smoother.
  • DONE BALANCE: Collection resources seems to be about 1/3 Extracted, boost carry amount?
  • DONE BALANCE: Reduce Command Rig health because of shield?
  • FIXED BUG: Small craft crashing into swoop target.
  • FIXED BUG: Shield effect on Comm Rig not appear on network clients.
  • FIXED BUG: Player names appearing on metal scraps.
  • FIXED BUG: If research is completed while shop UI is up, unlocked buttons aren't clickable.
Posted by daggada 2015-03-11

1325 test notes

  • FIXED Bombers shooting themselves in clusters. need to spread out or not shoot.
  • FIXED Lock mechanism for Manta and Triton just stops working.
  • FIXED Triton charged shot ineffective?
  • FIXED Repair bouy FX showing during carry.
  • FIXED Highlighting cap ships with tab cmd makes model vanish.
  • FIXED Score tab fonts missing from some tabs
  • DONE Make interceptors slightly effective against frigates.
  • DONE Repair buoy needs to heal only 1 thing at a time, and not command rig or other repairs.
  • DONE Beam Frigate need less health.
  • DONE Barrier needs more health.
  • DONE Extractor beacon needs less health.
  • DONE Command rig needs regenerable shield with permahealth damage.
  • DONE Larger maps.
Posted by daggada 2015-03-06

1253 test notes

  • FIXED Melee Team does not have an end game stat screen.
  • FIXED Beacons are counted toward unit cap when they should not be. Right?
  • FIXED Unit Commands from manta do not appear to work.
  • FIXED Saw HUD text not mapping to HUD position, maybe related to manta, or mines?
  • FIXED Starting a game, then joining a lobby controls are not disabled.
  • FIXED Unit count in team mode, and just in general needs a closer look.
  • WORKED AROUND Check gimbal lock sticking when DSV is 90 degrees upward.
Posted by daggada 2015-01-16

r1250 test notes

  • "Force Start" option in lobby.
  • Designate target mode, mark targets in order? Combine with attack designation option?
  • FIXED Small craft need spread out behavior?
  • FIXED No Destroyer option.
  • FIXED Small craft attacking mines.
  • DONE Make all capital ships cheaper, faster to build.
  • DONE Need collector count on HUD.
  • DONE Remove research of individual DSVs.
Posted by daggada 2015-01-15

r1132 test notes

  • DONE Omni navigation can't find its way around large obstacles very well.
  • DONE Slow down auto level, turns too fast
  • DONE If player disconnects, remove from stats list
  • DONE Extractors make longer beacon call time
  • DONE Remove +10 metal from killing DSVs, skews resource numbers
  • DONE Added meter for call in beacon times
  • FIXED Stat UI units sub-tab not resetting values when main tab switched
  • FIXED Extracted tally numbers wrong
  • FIXED Hit marker in 3rd person not centered
Posted by daggada 2014-09-26

r1128 test notes

  • DONE Add weapon hit indicator on HUD with sound.
  • DONE Give extractor a big increase and faster acceleration.
  • DONE Show countermeasure count on HUD
  • DONE Extend repair buoy range slightly
  • FIXED AI Weapons are targeting mines.
  • FIXED Factory animations not running.
  • FIXED Selected target, goes out of range = deselect.
  • FIXED Mines have empty kill message.
  • FIXED? Minesweeper approaching and attempting to attack units.
  • N/A Initial state of shop loop reversed?
Posted by daggada 2014-09-24

r1020 test notes

New:
Remove stacking repair buoys
Tooltips on UIs
Tutor - Explain Beacons vs Deployables clarify
DONE Slight nerf to turret health
DONE Shift click for drop beacon/deploy without activate
DONE Tutor - Skip typewriter
DONE? Tutor - Explain Collectors role better

Bugs:
FIXED StatsUI - Queued caps that under construction are counted as built, even after cancelled.
FIXED StatsUI - Duplicate entries on stats screen after relaunching game.
FIXED StatsUI - Incorrectly counting mines as deployables
FIXED Remora lock not firing
FIXED Clients not getting eliminated properly.
N/A Replace new HUD on Manta and Remora

Posted by daggada 2014-08-28

r787 test notes

  • Cannot control DSV after dying with command rose up.
  • Changing camera views would change the views of clients as well.
  • ShopUIs updating based on input from other shop areas. Need to check if visible from shoparea.
  • Might be a bug if cap fac dies while building a unit.
  • Cockpit camera sometimes offset to start.
  • Chat issue where it seems to lose focus still happening.
Posted by daggada 2014-06-24

r759 test notes

Issues

  • Sometimes camera view spawns not centered, have to hit ctrl center it.
  • Could not control DSV after spawning when command rose was up, prob need reset state.
  • Chat would just stop and act like it was at a shop screen mid message without it actually displaying, weird.
  • Still seeing queue full errors from time to time, usually after queue removals.
  • FIXED Cap factory has no target box.
  • FIXED Turret goes invincible when near death.
  • FIXED Stasis emitter was invincible.... read more
Posted by daggada 2014-06-12

r736 test notes

  • DX11 build causing render errors.
  • FIXED Could not target Extractor nor RogueFrigate, no collider?
  • Build Queue on Factory disappeared again on client, saying queue full.
  • FIXED Depth charges did not explode, null exception?
  • Idea: Depth charges don't explode after time, just remain as proximity mines.
  • DONE Units need to descend from Factory.
  • DONE Surface relay spawn point needs to be moved.
  • DONE Probably increase command rig HP again.
  • FIXED Most vehicle turrets were misbehaving, prob due to new orienting code.
  • NO REPROCap fac causing some hang ups on certain ships, remove arm colliders?
  • FIXED Ships getting hung up in extractor rings, simplify collider?
  • Remora shields blocking beams, might not be working at all.
  • DONE Command rose arrow should prob snap to positions, it's too jumpy.
  • DONE Tutorial: Speed up build times, reduce delays.
  • Add armor types, small craft, capital, structure
Posted by daggada 2014-06-06

r719 test notes

  • Users struggle with steering. Suggest: Descent style mouse/key control.
  • Users confused by start command rig beacon. Suggest: Auto spawn command rig at start.
Posted by daggada 2014-06-03

r584 test notes

  • Bug: Extractors can stack on top of each other.
  • Bug: Descend throwing intermittent null ref on client, suspect depth charge?
  • Bug: Homing Projectile throwing null ref on client.
  • Bug: Guard-position command fails on client only, after a while.
  • Balance: Depth Charges needs to be more effective somehow. Too slow/Not enough damage?
  • Balance: Might need more effective ways to kill small craft, esp interceptors.
  • Idea: Put a timeout on claimed metal as well, it got pretty crowded at the end.
  • Idea: After Base is destroyed, game over? Without income, fighting mostly futile.
  • Idea: Perhaps putting base beacon on Surface Relay? Make very expensive.... read more
Posted by daggada 2014-03-26

Story Idea

Fathom Story Outline (rough):

  • Modeled slightly like "Romancing the Stone" and "Abyss"
    • Starts out, some guy owes money for debt of some sort (gambling, whatever), we'll call him MC for main character.
    • MC is a typical down-on-his luck type guy, maybe ex-military vet or something cliche.
    • MC finds a job on a expeditionary mining crew on some watery planet.
    • He meets the crew, doesn't like them, but figures its his only income prospect right now. Plus it'll allow him to get out of dodge for a while, away from his debtors.
    • He signs on, and they go, and eventually arrive at the planet, and submerge.
    • During their travels to the planet, and even as they submerge, an uneasiness is evident between the guy and the crew, the seem like a bunch of low-life scumbags. bad guys.
    • They tenuously begin their mining operation.
    • Crew, and MC, stumbles upon a researcher that's doing science oceanography stuff there, girl. Let's call her G.
    • MC earns G's trust somehow, saves her or something, from a denizen, or maybe one of his scumbag crew.
    • They converse, and eventually G reveals her discovery of an artifact.
    • G shows MC to the artifact, its reveal it has some amazing capability.
    • MC sees dollar signs, G sees technology progress/science/research.
    • MC agrees to help her bring it to her lab/university/museum, but really plans to steal it for its value.
    • MC slowly starts getting at odds with his crew. Some friction/fighting. Maybe the captain is an asshole, and is planning on 'getting rid' of him anyway.
    • MC plans to quit his job, and tells G he's preparing his exit strategy from the mining rig.
    • But MC and G's escape route is impeded, maybe they don't have a ride, or a storm (or sea monster) damages their ride home. Maybe they want to steal the decompression/surfacing vessel but its broken, and needs repair.
    • They work together gathering some resources from the denizens, to repair, and get out of there.
    • They run into some more scumbag greedy rogue miners, and get into scuffles, adventury type stuff. Maybe there's other miners down there, and they're all fuckin crazies.
    • Some betrayal occurs, like G finds out MC is only in it for the money, plans to steal it from her when they return, instead of donating it science or whatever.
    • G splits with the artifact on her own.
    • MC has some sort of realization, somehow, like the artifact is actually a beacon for the alien race. Or something really bad. Maybe it was something that was lost in some battle long ago.
    • MC realizes this after G has gone off, maybe the surfacing vessel is repaired now, and she manages to start heading toward the surface.
    • MC realizes he has to find her and stop her from bringing it to the surface. In a DSV, he catches up to the surfacing vessel and stops G.
    • But he's too late... Enter the aliens.
    • Aliens reveal, and are clearly hostile. Crash into the surfacing vessel, where MC manages to save G again, and he quickly retreats to the mining rig with G.
    • MC realizes he and must somehow convince his asshole crew that they need to work together if they're going to escape capture/enslavement/death by the aliens.
    • They all return to the rig and start piecing together a plan to GTFO.
    • MC basically becomes the main DSV guy (you), which they manage to 'weaponize' to defend themselves while they hide from alien patrols, till they can safely surface.
    • G ends up being a tech comms chick, that's the 'voice in MC's head'. Maybe tenous romance going on there eventually.
    • The crew operate the rigs and structures, and add comic relief/uneasiness to the already dire situation.
    • Things are a little rocky at first because no one likes one another, but they have to make it work in the face of certain death/enslavement/whatever.
    • Maybe they eventually gel into a pretty cool ragtag team. And the crew guys turn out to be not entirely assholes, esp when in survivalist mode. Maybe they save the MC from certain death a few times. They all earn each others trust slowly, (character building).
    • Maybe they all make a very rocky and very desperate/climactic surfacing and escape from the planet.
    • They realize the aliens have swarmed the solar system, and DUN DUN DUN. Fathom 2.
    • Somehow this group of nobodies play a role in stopping the aliens in space, and crash down into another watery showdown.... read more
Posted by daggada 2014-02-11

r434 test notes

  • Beams still a little too powerful
  • IDEA: Corvettes? need some sort of 'mid-game', propensity to just tech to Caps to end game.
  • Low tier units still need more of a role, there's almost no point to them.
  • IDEA: Extractors increase income over time. Have blue meter fill up to a max value.

  • Extractor was still a elim structure??? (prefab oops)

Posted by daggada 2014-01-29

r430 test notes

  • Need better interceptor, maybe fast, and circle strafes; with fast projectile.
  • Genshot needs to be moved to weapon, it gets cut off.
  • Client does not play local dsv weapon sounds.
  • Cannot pickup repair deployable during the game.
  • NPCs do not attack Factories.
  • Bombers remove attack/move.
  • Extractors do not count towards win/lose.
  • Boost health of turret frigate.
  • Spawn only at base, NOT nearest struct.
Posted by daggada 2014-01-28

r425 test notes

  • Can't pickup repair drone?
  • Increase base cost.
  • Increase autoclaimer cost/time.
  • Remove rally beacon option in factory
  • Increase structure health
  • torpedo missing impact gfx
  • dick-of-death remove beam.
Posted by daggada 2014-01-26

r399 test notes

  • Need "Incoming projectile" HUD warning back.
  • Need Heavy DSV.
  • Beams too powerful.
  • IDEA: Repair gun.
  • Cap ships a little too easy to get to.
  • Unit movement a little cumbersome. See below.
  • IDEA: Make numbered groups, use F-keys as "Go here" attack/move
  • Prefilled chat text flashes up at times, remove.
  • IDEA: Extractors collection speed/amount increase over time.
Posted by daggada 2014-01-22

r391 test notes

  • can't see base/turret shots on client.
  • shop UI shrink.
  • laser remains on extractor client after death.
  • torpedo lockon icon stays if target dies.
  • cruiser speed needs increase
  • cruiser target ai need priorities
  • rally beacon prob need to be invulnerable
  • may need go-to-rally command.
  • IDEA: make beam frigate, turret frigate, destroyer, bomber craft.
Posted by daggada 2014-01-21

r366 Post Test Changes

CHANGES:

  • Autoclaimer: Increased claim range
  • Railgun: Decreased range and increased cooldown
  • Rally Beacon: Now damageable.
  • Chat: Fixed scrolling? Fucking NGUI.
  • Collector: Health increased.

TO DO:

  • AI Weapon/BaseNPC: Redo attack priority.
  • Building Upgrades: Joe wants Cap Fac to be an upgrade to Fac,
  • Cruiser: Beam kills another cruiser in 2 shots. Do we need damage/armor types?
  • Find out what went wrong with the turret AI not shooting at structs.
  • Problem occurs when all Collectors are killed with < 20m left. Can't spawn collector.
Posted by daggada 2014-01-15

TO DO LIST

MOVED TO WIKI PAGE [ToDoList]

  • Recent Ideas
    • Make Q/E side strafe on vehicle controls.
    • Complete XBOX controller controls.
    • Main screen news updates.
    • Clean up databases.
    • DSV hangar, make entering a requirement.
    • Formations
    • User warnings/alerts: under attack, structure destroyed, etc.
    • More rewarding NPCs at lower depths, need purpose to go down there.
    • Torpedo counter-measure deployable.
    • Resupply station deployable.
    • Consumable temporary powerups.
    • Lobby, or Match maker service. Steamworks?
    • multiple master servers, server list file?
    • DONE Interactive tutorial
    • DONE Grabber item & target display on hud monitors.
    • DONE Radar
    • DONE Lag compensation for direct fire, railgun esp.
    • DONE Stasis field call-down. Central emitter
      • Freezes NPCs, Turret Skiff.
    • DONE Improved unit command rose.
    • DONE Master Audio / Sound Manager Pro experimentation.
    • DONE AIWeapon leads enemies with projectile gun.
    • DONE Refine unit commands. Attack, Hold, Break/Attack, Follow.
    • DONE Combine autoclaimer and turret into 1 deployable.
    • DONE Exclusivity to attack priority to say"ONLY attack these". Mostly for cap
    • DONE Extractor increase production over time?
    • DONE Claim occurs on last hit now, so metal is auto-marked on kill.
      • Maybe only manta has metal claimer.
      • AutoClaim still works.
      • Remove autoclaim from turret.
    • (Remote queuing is sufficient) Repeat-build-queue commad on facs? Try 'virtual' queue first.... read more
Posted by daggada 2013-09-18