Current state
We are at alpha 3.04 docking and outfitting test. It also includes multiplayer combat. There are both gameplay and code bugs reported. Currently there are two groups of bugs:
1. peer to peer session problems - 3.03 brought much bigger stability to network issues. 3.04 claims to have improved "disappearing station" issue, which could be related with other network problems.
Added 2.2: it is too early to say, but some people report improvements. Will test tonight during busy hours;
Added 3.0: RSoD. Enough said
Added 3.01: Main issue with RSoD fixed. Huge improvement.
Added 3.02: judging from FD feedback this patch won't deliver much visibly, but should be good foundation for fixing problems in future. It has certainly improved frame rate issues, and made game more fluid. People report more crashes and strange behavior, but less rubber-banding and jittery.
Added 3.04: "disappearing station" issue should be mitigated (not fully fixed though).
2. gameplay issues - combat still goes trough balancing and improvements, especially at AI side. There has been several problems with space station docking, mostly related with pad recall. Added space station and game loop.
Added 2.2: Testers report huge improvements, combat is moving in right direction. Tweaking will continue, but I see it as long term, possibly beta goal;
Added 3.0: space station added where you can do outfitting and selling canisters, game loop persistance enabled, about 10 new canister types added, new weapons and utilities for ships added. Jumping between places are done via placeholder rotating ship, which will be replaced with hyperjump effect;
Future
Currently alpha have just one additional phase planned - number 4 with traveling and trading. This will start after major issues of phase 3 will be sorted out - mostly related with MP, as docking and outfitting itself works rather well and in my opinion there's nothing much to report there (I expect two iterations of alpha phase 3). Premium/First beta starts right after stability problems with traveling and trading are sorted out.
01.04.2014
29.03.2014
Regular network fixes update 3.03 was delivered on Friday as usual
21.03.2014
Michael provided us with detailed changelog for 3.02, link to ED subreddit post http://www.reddit.com/r/EliteDanger...32_incoming_actually_its_already_here/cg89hvc
Update 3.02 was just rolled out and it is best summarized in this Ashley Barley post:
17.03.2014
First patch for ED alpha 3.0 released - version 3.01. Fixed infamous rotating ship problem, which prevented people from joining multiplayer.
14.03.2014
Unfortunately this message is already too big, so I will post changelog to reddit for everyone to see http://www.reddit.com/r/EliteDangerous/comments/20ec8a/alpha_30_to_be_released_shortly/
With Alpha 3.0 release coming up any minute, FD just released docking video manual for 3.0 https://www.youtube.com/watch?v=ey22m463104
07.03.2014
Alpha 3.0 will have stats reset due of introducing persistence and game loop.
14.03.2014
With Alpha 3.0 release coming up any minute, FD just released docking video manual for 3.0 https://www.youtube.com/watch?v=ey22m463104
03.03.2014
Very interesting bit about damage model from FD dev Mark Allen:
26.02.2014
Answer to question is there difference between current 2.x release and futher 3.x release
25.02.2014
18.02.2014
17.02.2014
p.s. please mods keep this one alive unless we have some dev log here too
I will update this thread as long as necessary.
We are at alpha 3.04 docking and outfitting test. It also includes multiplayer combat. There are both gameplay and code bugs reported. Currently there are two groups of bugs:
1. peer to peer session problems - 3.03 brought much bigger stability to network issues. 3.04 claims to have improved "disappearing station" issue, which could be related with other network problems.
Added 2.2: it is too early to say, but some people report improvements. Will test tonight during busy hours;
Added 3.0: RSoD. Enough said
Added 3.01: Main issue with RSoD fixed. Huge improvement.
Added 3.02: judging from FD feedback this patch won't deliver much visibly, but should be good foundation for fixing problems in future. It has certainly improved frame rate issues, and made game more fluid. People report more crashes and strange behavior, but less rubber-banding and jittery.
Added 3.04: "disappearing station" issue should be mitigated (not fully fixed though).
2. gameplay issues - combat still goes trough balancing and improvements, especially at AI side. There has been several problems with space station docking, mostly related with pad recall. Added space station and game loop.
Added 2.2: Testers report huge improvements, combat is moving in right direction. Tweaking will continue, but I see it as long term, possibly beta goal;
Added 3.0: space station added where you can do outfitting and selling canisters, game loop persistance enabled, about 10 new canister types added, new weapons and utilities for ships added. Jumping between places are done via placeholder rotating ship, which will be replaced with hyperjump effect;
Future
Currently alpha have just one additional phase planned - number 4 with traveling and trading. This will start after major issues of phase 3 will be sorted out - mostly related with MP, as docking and outfitting itself works rather well and in my opinion there's nothing much to report there (I expect two iterations of alpha phase 3). Premium/First beta starts right after stability problems with traveling and trading are sorted out.
01.04.2014
Alpha 3.4 is now available, it should reduce the incidence of disappearing stations, so as always take a look and provide your feedback.
Michael
29.03.2014
Regular network fixes update 3.03 was delivered on Friday as usual
Elite: Dangerous Alpha 3.3 is now available and as always thanks for everyone’s feedback and reports on the previous release, it’s helped us identify a number of issues that we’ve spent the last week busy hard at work, working through them. It’s still not perfect, but it is better. We’ve addressed a lot of the issues that were causing the common symptoms for multiplayer experience and stability, enough that we’re now ready for you all to hammer the build again to see what has improved for you and to isolate remaining problems. Please make sure to report any issues through the tickets raised in the launcher and feel free to post your experiences in this thread.
Michael
21.03.2014
Michael provided us with detailed changelog for 3.02, link to ED subreddit post http://www.reddit.com/r/EliteDanger...32_incoming_actually_its_already_here/cg89hvc
Update 3.02 was just rolled out and it is best summarized in this Ashley Barley post:
The main focus of this update was to add fixes for various common crashes, as well as to implement a range of networking improvements. So specific issues, such as the station disappearing or duplicate capital ships, will still be apparent - but this was an important update in regards to the general stability of the game. If you're still experiencing issues that are not on the list of known issues though let us know, as the more information we have on these the better!
17.03.2014
First patch for ED alpha 3.0 released - version 3.01. Fixed infamous rotating ship problem, which prevented people from joining multiplayer.
14.03.2014
Alpha 3.0 will be available shortly, I've listed the changes for this build below:
Unfortunately this message is already too big, so I will post changelog to reddit for everyone to see http://www.reddit.com/r/EliteDangerous/comments/20ec8a/alpha_30_to_be_released_shortly/
With Alpha 3.0 release coming up any minute, FD just released docking video manual for 3.0 https://www.youtube.com/watch?v=ey22m463104
07.03.2014
Alpha 3.0 will have stats reset due of introducing persistence and game loop.
A quick heads up that Alpha 3.0 will include a reset of all stats and credits, there's a few reasons for this. The first is that there has been a whole bunch of re-balancing and more importantly there is now added persistance between the scenarios. The exciting part of this is that we now have a simple game loop in operation and we want to analyse the feedback from scratch from people playing this.
Thanks!
Michael
14.03.2014
With Alpha 3.0 release coming up any minute, FD just released docking video manual for 3.0 https://www.youtube.com/watch?v=ey22m463104
03.03.2014
Very interesting bit about damage model from FD dev Mark Allen:
There's no reason you can't target something that's internal, there's just going to be more stuff that your shot is going to have to get through on its way to do any damage! Yep they're buried behind a futuristic alloy, but the weapons are designed to melt/punch/tear holes in that alloy too.
which is how the code works - the modules all have a position in or on the ship, and some calculations are done based on your armour to decide if there's any penetration at all (which gets more likely as your armour gets beaten up), then how far it's likely to penetrate and which modules are along the path of that penetration and might take damage (there's several more subtle rules, but that's the broad strokes).
The state as it currently is is the ongoing balance/experimentation/ideas by design, and I've got full confidence they'll mange to find the right balance of awesome as the alpha/beta process goes on![]()
26.02.2014
Answer to question is there difference between current 2.x release and futher 3.x release
Nothing, we are continuing to fix issues, but some problems like the networking need more than a quick fix.
Michael
25.02.2014
The next Alpha release will be 3.0, and will include docking, launching and outfitting. We’ll release a dev diary in the next couple of week to reflect on the alpha process so far and look at the next release stage in more detail, and our plan to beta. We’re aiming to release 3.0 in mid-March.
Michael
18.02.2014
Alpha release 2.2 is now live, here is the change log:
Additions/Changes
- Pilot's chair and pilot added to cockpit
- Damage to shields is scaled based on the power distribution, now defined by the shield generator item.
- OPtion to turn off shadows added.
- Updated fire damage FX.
- "You died" is now "You were killed by [CMDR name]"
- Anaconda material tweaks.
- Weapons balance tweaks.
- Added small dot to center of targeting reticles.
- Added option for logarithmic or linear scanner scaling.
- [audio] latest soundbanks - numerous fixes and mix tweaks.
- Art pass on lens flares
- Pass on class 4 A drive lens flare and lighting
- Add UI messages for cargo scoop actions
- Loading screen movie replaced with model (not final)
- Updated options - players will need to resave their options!
- Thinned targeting brackets
Crash Fixes
- Crash fix: multiplayer joining another player would cause that player to crash immediately and the new player to crash shortly after.
- Audio: Fixed crash in AudioSourceBlendRTPC when the ship is destroyed
- Help debug and recover with out crashing from using the results of a raycast that contains invalid physics objects and shapes.
- Speculative crash fix for moon.
- Fix for crashes with multiplayerand guided missiles
- Fix AudioManager hang on shut down
- Fix for crash caused by failed loads on texture resources (seen on some low end Nvidia cards)
- Authority of multiplayer scenarios leaving while other players are able to take the authority will no longer cause the remaining players to crash.
- Fix crash exiting Endless War
- Fix crash for invalid factions in Endless War
- Fix zero length vector crash when loading new scenario
- Fix for crash when second capital ship created (don't create it)
- AMD crash fix worjaround no longer needed
General Fixes
- Sparks appearing on cockpit creation fixed.
- Audio: fix assorted aspects of cargo scanner, pulse laser, rail gun, gatling gun and submunition audio.
- Added improvements and lighting to damage effects and rolling out to all ships
- Fix for DamageParticleActivity destructor assert.
- Encourage the window to go full screen as soon as we can when creating the display. Prevents a window from appearing immediately before going fullscreen.
- Fix for VFXes in FireParticleActivity.
- Fixes and performance improvements in noise generators.
- Don't include the machine name in the upnp port description: we don't need it, and it sometimes causes trouble
- Hide the desired speed indicator when flight assist is turned off.
- Updated effects used for hull damage
- Make the restored game window appear on the monitor specified in options.
- Negative indent on the message to make blocks of text easier to read.
- Impact fires don't happen on every hit, now a 0.15 chance (the pyromaniac inside me is sad)
- Added separate path, for when you are disconnected from the server, that allows the game to unload while the dialog remains on screen. This prevents you getting
killed while view the dialog and the game trying to move you into the player has died state.
- Adjustments to the radar-highlighting of things firing at player
- Automatically time out and repoll for a different server if not connected
- Updated new heavy damage FX and added it to the various prototype files.
- Right of retaliation now implemented.If attacked, the victim can legally attack and kill the aggressor, but won't collect bounty unless scanned.
- Increased the min value of the velocity overrides as a temporary fix for the drives having strange velocity alignment behaviour
- Add the collidable flag to cargo canisters so they'll collide with things that aren't ships (asteroids specifically).
- Reduce aim assist effect at longer ranges
- Added distance scaling to the pulse and rail gun impact FX
- Network replication fixes for core system, following up with specific gameplay instances
- Stats updated after scenario end rather than shut down.
- Prevent missile lock audio looping
- Optimise network replication
- Replicating variable length variables is now guaranteed to give the correct variable value.
- Fix authority conflict slowing down return to menu
- Fix for joining a multiplayer game dupe-spawning the scenario ships for multiplayer factions.
- Fix multiplayer-join dupe-spawning on free for all.
- Fix for multiplayer-join dupe-spawn for ethics.
- Fix for wrong background when player is not the authority
- Occulus shadows fixed
- Occulus targetting reticule renders at appropriate distance
Michael
17.02.2014
We have a few fixes needed for today, so we're hoping for late today or maybe tomorrow - depending on how it goes.
Michael
Alpha 3.0 isn't trading, it's docking and outfitting.
Michael
p.s. please mods keep this one alive unless we have some dev log here too
Last edited: