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[Jan '22] Improvements & Bug Fixes
New year new you

SPACE FLIGHT OVERHAUL

Space flight has been completely overhauled. It now no longer uses the world coordinate system that Sindome uses.

Instead it now uses a newtonian physics simulation that semi-realistically simulates the entire solar system with real orbits.

In addition to being more lightweight for the MOO, it provides more realistic travel times, and actually makes it more likely you will encounter other players and have a more 'space feel' when navigating with ships in space.

NAVIGATE SYSTEM

The new navigate system replaces the 'fly' command in space for most cases. This plots orbital maneuvers for you based on a 'contact' and sensor system more reminiscent of submarines.

AUTOMATIC ASCENT

Now when spacecraft reach a certain height, they automatically traverse into orbit and enter the new space system.

VEHICLE MOVEMENT REBUILT

How vehicles and air vehicles travel has been rebuilt from the ground up using our current coding standards and tools.

This should result in the following fixes:

* It is no longer possible to fly through a street using the last movement in a chain of movements.

* It should be much harder or impossible to fly into nothing and be stuck there.

* Flight and driving should be considerably more robust and consistent.

* Flight and driving should be faster and smoother.

On the backend, we deleted a lot of redundant code and centralized many, many things.

TRAVEL COORDINATES NOW SIMULATED

In space, when traveling to somewhere, the contact distances also now update as you travel to your target.

NEO FREESKY SHUTTLE

The shuttle that used to be available to take you back and forth to FreeSky is back in business at NEO. Go forth (and back again.)

VANDAL SPRAYPAINT COLORS

Spawning vandals that proceed to tag messages around the city will no longer only use the two colors you've been seeing them use. They'll get a random color like when a can of spraypaint is stocked in the stores.

ORBIT PROXIES

A builder feature called orbit proxies have been added. Previously when 'orbiting' a planet, your coordinates in space were actually the center of the planet, and not actually over the surface.

This resulted in a pretty drastic increase of casual travel times as you had to travel to the core of a planet instead of just the surface. This new feature lets us define a default ascend/descent orbit that is actually above the planet's surface.

GROUP TRAVEL ROOMS

The infrastructure is now in place to support multiple ships in a single transit room. This allows ships to functionally travel together in code or be intercepted without odd behavior.

ORBIT CLEANUP FIX

Orbits now properly clean up when not in use around orbital bodies.

FIXED THETA CALCS

When negative radians were produced as part of an orbital reparenting, I was adding pi to it which was wrong and causing ships to jump incredible distances.

It is no longer possible to exploit my glitch in math to make space time anomalies and now aborting navigation ends you where you should be as opposed to where you should not be.

SQUAWKS ADDED

Spacecraft specifically now have transponder codes that are unique and include ident and code. This is decided for you, future versions may include the ability to uniquely change parts with this code as the fallback.

CONTACTS RADAR UPDATED

Contacts no longer show orbits and no longer hide transits. Instead, the radar checks orbits and transits in radar range. If a ship is there, it will ping that ship's squawk automatically for you.

If there are more or less than one vehicle in an orbit or travelling in an area, each unique orbit or velocity will show an error squawk to show the computer is confused. E-[number of contacts]-ident.

(Edited by MirageGM at 3:58 am on 1/4/2022)

SMELL DA FLOWERS

You can now smell fragrant flowers. Only Geraniums have a unique scent when in bloom at present. Please share suggestions for the scent of other flowers here.

STUCK DRIVE FIX

Fixed a bug where if you started driving in a direction, then wasn't able to, you weren't able to drive again without manually stopping first.

MATRIX COORDINATE REVAMP

I've gone back and changed how we handle 3d coordinates in the game world. I've optimized the data types. This code is used everywhere from gps, to satnav, to sic locators, to vehicles, market mazes, and 3d navigators.

The revamp doesn't outwardly change any functionality, but it is approximately 4287 times faster in the best case, 1,485 times faster on average, and 1147 times faster than the old system in a worse case scenario.

FLIGHT MESSAGES FIXED

You are now no longer flying to generic exit, now you fly in a direction. Up and down is a little weird still, won't fix that one.

VEHICLE ACCELERATION

Vehicles now need time to accelerate. How this works is for every level of accelerate you've set your vehicle to, it needs that many rooms in order to increase in speed.

If you are at full speed and travel one room, it will always be at the slowest speed. If you travel two rooms, one will be slowest and the 2nd will be as if half thrust. So on and so forth.

SPACECRAFT AMBIENT TRAVEL MSGS

Spacecraft when traveling now have ambient messages played to their interiors as the ship accelerates along, like weather, but more like an earthquake that is constant and doesn't stop and is very loud.

UNPOWERED VEHICLES FIXED

I forgot to update one of their verbs and now unpowered vehicles like wheelchairs and skateboards work again.

VEHICLE ACCELERATING MESSAGES

Vehicles now have a new message set that shows when they're accelerating.

Example: A Cayley K-450 Aerodyne roars in, engine screaming as it accelerates at high speed from the east.

BURNOUTS FIXED

The accelerating patch was not meant to disable burnouts, now reversing direction will display a burnout again.

ROLLING VIEW FIXED

It is no longer possible to see room descriptions when at high speed.

ROOF JUMPING IMPROVEMENT

If there are multiple roofs to jump to from an edge, the system will automatically eliminate any invalid roofs and jump to the best choice.

GPS UPDATE

generating your GPS in the badlands should be a tad bit faster now, and at the very least a more consistent experience. It's not loads faster, but it's better.

JUMP BUG FIX

You will no longer encounter tracebacks when attempting to jump off of some roofs.

PHOTO ANSI

Colors in photo names for some older photos were messed up. I just ran a script to fix them. Let me know if you see other issues.

LOCKER ROOM ERRORS FIXED

Locker rooms will no longer tell you to message a wizard, if you try to get a locker room item that was in the locker and now isn't, it instead tells you it appears to be gone and you've just lost that item because lockers are not 100% safe.

FISH & NON STANDARD BODIES

You can now look at fish and it won't TB. Also, any non standard body will be handled without a TB now.

NO GRAVITY SUPPORT

Exits now check for gravity, and lacking it, display an entirely new set of messages to show that you're moving through zero-g.

GRAVITY BURNS

Ships now have gravity when accelerating / traveling, and don't have gravity when they aren't.

PROGS DO NOT WORK IN SPACE

Progia phones have been fixed and no longer work in space. This was a regression on a change Johnny had made, and it's just been updated to current code.

SPACE HELMET RADIO

Radios now work in space / vacuum if you are acclimatized to no atmosphere.

REPAIR NERF

Repairing a ruined part now consumes one scrap.

MAGNETIC BOOTS

Space boots now have a function for activating them and walking around normally in zero g.

SPACE SALVAGE

Space salvaging has been added to the game. Derelicts spawn in space with random obstacles, hazards, loot, and NPC threats, with several map variants. These threats pose an EXTREMELY high risk, high reward scenario and require planning and multiple people to accomplish.

How to find these derelicts and how to salvage them is up to you to find out in game. Enjoy.

SPACE SUIT AIRTIGHTNESS

Suits that are punctured by bullets, cut, or burned severely are no longer airtight.

SCRAPYARD DAMAGE

If for some reason your scrap pile damages you when scrounging it, it will now also damage your clothing.

FIRE DAMAGE REPAIR

Fire damage is now repairable in clothing, and also it should stop burning up armor.

DAMAGE CLOTHING TB FIXED

Scrapyard piles were TB'ing when damaging clothing because I copied the wrong version of a verb, this has been fixed.

DODGE MOD IN ZEROG

It is now harder to dodge while in an area without gravity.

SCRAP DIFFICULTY FIXED

There was a bug causing some scrap piles to generate with a difficulty that was unusually high. This is now fixed.

UNSETTLING NOISES ON ORBITAL CRAFT

You can now experience unsettling noises while on board some of the more well used orbital crafts. Nothing to worry about ... or is there?

EATING IN HELMETS

You can no longer eat or drink anything if your face is covered by something air-tight.

FREESKY SHUTTLE FIXED

It is now possible to board the shuttle down to Withmore in Freesky, you will no longer traceback endlessly.

VEHICLE SLEEPERS

Vehicles now show sleeping players. You can't hide forever.

SPACE FUEL REFORMAT

Adjusted the fuel display on the 3D trip nav display to be less confusing for players.

G-SICKNESS

Flying through space at speeds above one G will now make you feel ill and debuff you, depending on how long you will be enduring it.

(Edited by MirageGM at 10:55 pm on 1/15/2022)

FLIGHT NAV MOVED

The 3D navigator in aircraft has been moved to the virtual console system. This will eliminate bugs of aircraft missing 3d navs / them being incorrectly setup.

It also let me destroy 60 or so objects off the database.

NEO DEPARTURE GATES

The formerly CLOSED departure gate has been rechristened as the Departure Gate for Independent Carriers and provides access to the Spaceport Apron outside the dome wall for independent pilots to reach their vessels with a minimum of security hassle.

Everyone will still need to pass through an immigration checkpoint to get in and out, but pilots and their crew authorized on their launch craft(s) should not be charged a fee to get in and out. Neither will NEO or WJF persons.

This is a two parter from Johnny and Myself.

Johnny:

SPACE CLIMATE REIMPLEMENTED

The new space system includes the code for space climate code which shows the special messages in space depending on what you can see.

Mirage:

VISUAL SPACE OCCLUSION ADDED

I added the equations to space climate code to check if messages you would see from nearby bodies is occluded because of stellar bodies being in the way. Another average night of trigonometry.

BARTENDER DRINK PARSING

We're now using the fancy PCRE (Perl Compatible Regular Expressions, for you fellow geeks) matching function provided by Toast-Stunt to match drink/food names when you order something from a bartender or food vendor. This means we can recognize word boundaries so that you won't order a rum when you mention a 'tantrum' and other fun accidental orders. It also means faster matching compared to the old code because we're now matching all the words in the drink name in one call instead of one call for each of however many words are in the name.

RADIATION MSGS REVERSED

Radiation messages were accidentally reversed, giving players the most severe messages on light radiation wounds and vice versa. This has been fixed.

FISHING FIXED

Certain cans of worms had an integer instead of a float for their quality, which was causing your fishing rods to break. If you have an issue, remove the bait from the hook and try again, it should be fixed.

TV ADS

These should be running again. I put a nanny in place to notify us if this falls off again.

EYEPOD RESUME

If an eyepod pauses its feed on one channel, when it resumes it should resume on its new channel.

PRICE CHART INCOMPATS

Cyberware will now show a list of cyberware they're incompatible with.

TOUCH SCREEN DYNAMIC DESCRIPTION

Touch screens will now display all the valid touch options when you look at them, so you don't need to guess.

LIGHTING CONTROL SYSTEM PROMPT

The lighting system's toggle option now prints a list of rooms to choose from instead of just asking "What number?" with no information on what you are doing or what your options are.

LIGHT RESPONSE

Toggling lights from a touch screen now tells the player whether the lights just went on or off.

SECURITY SWITCHBOARD FEEDBACK IMPROVED

Selecting options on switchboards that affect doors now list all the options and print them nicely with user feedback so users know what they're doing when touching options on them.

(Edited by MirageGM at 4:04 am on 1/24/2022)

ELEVATOR CONTROL UPDATE

Elevators have received a similar update to lighting and security, and now present you with options to make it possible to see what your actions will do before you do them.

SECURITY MONITORS NOW TUNABLE

Looking at a security monitor now no longer prompts what feeds you want to look at. Instead, it will show you a number of feeds you're capable of looking at based on your stats, and the tune command is used to toggle feeds on or off, up to the monitor's ability to have a number of feeds.

AR-FEEDBACK ADDED

A new staff-side tool for showing augmented reality feedback for those with certain cyberware has been added. When used in code, this allows more information to be displayed to a character through that cyberware that may prove substantially more useful than what is actually seen unaugmented. For example, errors in actions taken by characters on devices may show exactly what the problem is.


SECURITY SYSTEM OVERHAUL

The security system has been overhauled by a system built one step above it called the "in game network system". This new networking system has a help file at help networking that explains how it works, and the concept of inputs/outputs have been removed from security devices.

Security devices are now a part of, or not part of a network and it is that simple. More complex networks are possible, and these are structured much more rigidly than the old system. All the same hustles are possible, but the terminology has changed. Give the help file a good review.

In addition, the scan and unscan commands have been overhauled and also now use the AR feedback system.

(Edited by MirageGM at 3:24 pm on 1/24/2022)

ARMOR REPAIR INSPECTION ADDED

Added a line to armor when you inspect it to give you a feel for how many times the armor has been repaired and if it is weakening the armor.

NETWORK SCANNER UPDATE

The network scanner has been released into the wild, this tool performs some advanced network functions that make it a tool any security or network professional will want to have.

In addition, if you had a SHI security analyzer, that has been replaced with a network scanner free of charge.

HANDLE_LAGGING_TASK / @LAGGING (FOR ADMIN)

ToastStunts supports a special verb that will get called when a task is lagging. This task now logs the last 20 lagging tasks to and surfaces the info via @lagging (a new admin verb). There are two versions of @lagging, one for when we are lagging (the default @lagging) which just prints simple info with as little ticks as possible. And @lagging pretty which can be used when we aren't lagging and presents the info in a much easier to read way.

This verb is available to most admin but is really intended for programmers or for folx to copy and paste to programmers if they aren't online.

This will DRAMATICALLY cut down on how long it takes us to identify something that has spun out of control and is lagging the MOO.

@FORKED LAGGING (ADMIN)

The new option for @forked, '@forked lagging' will show the same information, printed slightly less pretty, and it will take 1/50th of the ticks that normal @forked takes, will almost never need to suspend, and will print the results right away instead of waiting until the end. This version avoids literally everything that takes ticks, including calling notify() directly instead of player:tell or player:notify. It is much much faster and honestly, still pretty easy to read.

This will allow us to more quickly and easily debug issues when we are lagging.

INFINITE NETWORK LOOP FIXED

Fixed three issues where it was possible to infinitely loop a network onto itself, causing extreme lag in the game.

HOBBY ROBOT CONTROLLED UNLOCKED

Hobby robot controllers used to be disposable items that once unscanned could never be rescanned. This has been changed so they are able to rescan but can only have one connection. In addition, using them applies a penalty to operating robots.

VEHICLE OPERATIONS DISPLAY FIXED

The vehicle operations terminal no longer shows operations on the wrong line, creating confusing feedback. This was only a visual problem and everything was actually fine on the backend.

NETWORK SPLITTING

Unscanning a hub from another hub in a network will 'split' the networks instead of wiping all devices from the hub being unscanned now.

NET BRIDGE FILTER EDITOR

Some tools in game allow further editing of network bridges now in order to change the type of traffic routed through them.