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Everything posted by Ueda
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Personally, we're encouraging activity, and you're participating. I don't mind, plus you create opportunity for discussions.
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Set your FPS cap to 100, it should help
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Roughly what FPS are you getting?
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If you find it working well for you, there's no problem!
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Check out how title displays next to my name now
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Thanks! Yeah, I've been working through the weekend to get the forum in tip top shape. It's been a neglected space for awhile.
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Very nice! I really enjoy stories like this, keep it up. I do think some of the awkward pauses could be tightened up in edit, but other than that, solid video.
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Fair analysis. I can't say that I'm always working hard, but I have to say that when I'm not taking a break to play a new game release like Cyberpunk in November last year (that was my last break longer than a couple of days), I'm usually working 8-18 hour days. A lot of what I've been doing is also invisible to the player base, but I've been actively writing documentation about all the work I do for Nin Online, and training material for people to take over work I do. With regards to bugs, we have a lot of bugs that are known. Some are really obscure. Some are hard to replicate, others are hard to fix. We're constantly fixing bugs, and we definitely have a lot less bugs now than a year ago, and a year before that and I think I have a very good grasp on what bugs are most important at any point of time. A lot of the bugs that affect individuals on a very personal level like Slugs not healing, don't take precedence over bugs that completely make some individuals unable to play at all or bugs that are en masse affecting everyone. Here's some bugs squished in the last update and why they were important Replaced client fonts. -This was done because Brazil server needed a font that could display latin characters, it affected an entire server of hundreds of players daily not being able to speak in the language they do. Improved Map Loading times by improving process and using better compression method. -Some players, primarily the ones who with slower connections, were experiencing very long map load times and would have a hard time playing the game on the new client, and possibly quit knowing that this was the only option since we deprecated the old client. Fixed jerky movement present on the Inochi client by rewriting movement client-side to use Linear Interpolation and time instead of pixel-by-pixel movement. -Affected everyone across the board, we received complaints about this every day the client was deprecated on the brazil server. So we wanted to fix this asap. Fixed Blurry Textures after Zooming Bug -Easy to fix, a few lines of code, but also one of the most common complaints about the new client. Possibly fixed the Client bug known as "After Images" -Bug that's existed since perhaps 2016-ish, and we finally got around to fixing while rewriting other code we were working on. Fixed some issues causing the new client to not work on some computers, related to outdated libraries and rare crashes, based on player crash reports. -Crashes are always important because they are the most frustrating kind of bug. Not even being able to play is even worse. Fixed a bug where Jutsu with cooldowns less then 1 second wouldn't be correctly processed -A very low level bug that was causing inconsistency and unresponsiveness when it comes to combat. Fix to Slow Cast Jutsu making walking move players backwards -Another long standing bug since introducing slow-cast, finally we have such little major issues that we can focus on stuff like this. Been reported for years. Fixed an exploitable bug where two trades could be opened at once -This was game breaking because it could be exploited to trick people into trading you items. Fixed a lot of issues where the Client would disconnect from the server unexpectedly. -Similar to crashing, randomly disconnecting is bad. Fixed an issue with resizing your client making the cursor invisible on the title bar of the game. -This was important for the temporary corps menu. A lot of these were chosen to be focused on at this very moment because they were integral to deprecating the old client smoothly, while others have been long standing issues people have experienced. We don't ignore bugs because we want to, but we definitely have a back log. We just have so many that what seems important to select players, we don't have the liberty of time to focus on. A lot of bugs were very hard to debug in Visual Basic 6. A lot of bugs were troublesome to fix twice with two clients to handle, so we were only fixing it on the new client. For example, pipe bubbles only coming out every alternate hit was a long standing bug, but we could only fix it on the new client. Definitely being in C# .NET now helps a lot as we finally have proper debugging tools.
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Also, the some reasons we use oAuth for logins is oAuth is the modern standard for login systems It means we don't have to liaise with MySQL for logins It's infinitely more secure People can use 2FA with logging in now. and Social media logins work again, and any future social media logins we add will instantly work Because oAuth authentication is mostly dealt with on Web APIs and client, we don't need a whole application to manage logins anymore. Because oAuth is a standard, it will continue to be supported and we don't have to keep updating our code to follow MySQL table schemas every time we want to update our forum software. Because we use the forum to authenticate the logins, we don't have to check for ban status, because being able to login means you're not banned, making login processing even simpler.
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Added decorations to Yagyu base (done by @Kaen Yagyu) Fixed players getting stuck in corp maps like Swords Chamber and Puppet Brigade maps.
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We'll take it into consideration. Thanks.
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Org system was reliant on our forum being outdated to be compatible with a forum plugin and our server directly interfacing with MySQL tables to get information. Current corps system is still in development, once it has proper in-game UI, it will be much more easily understandable. Old login system relied on having an authentication server application, which we deprecated in favor of moving everything to the game server itself. The old method of logging in is both completely impossible and also madly inferior in everything except people not liking to open browsers. Unfortunately, this is not our idea, this is the oAuth standard as provided by all the large web conglomerates coming together to decide on a web standard. We would embed it into the client itself, but that's no longer supported by Google. Login system can still be improved further, hopefully in the future allowing for players to authenticate certain characters once and never again (unless a password changes), and selecting from as many without entering any passwords. This is only possible with this oAuth login system. It is also more secure, allows players to use 2FA, Social Logins etc. Filter system remains, if you're the kind of player who needs to use the N word, f bombs etc. to enjoy an online game, you need to re-evaluate you life.
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Hi Tugboat, I checked your account, it seems like you racked up Bounty Value instead of Bounty Rewards. One is how much bounty you have on your head, the other is how much reward you can claim.
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Connection Status text now shown during login on the client To inform players what's going on in the background while they login. No more Authentication Server Removed the need for central authentication server application by using modern database, cloud-based replacement. This also means the issue where the server would not "come back online" after automated scheduled maintenances is fixed. Cloud-based Saves Rewrote saving of player data from saving to local JSON files to saving into cloud database. Upgraded server to .NET 5, stripped down to lightweight console application Faster generally, cross-platform server application. Server ported to a Console Application. Replaced ZLib with LZMA A Modern, faster compression library, with better compatibility. ZLib was causing some players to be unable to run the new client. New oAuth Login System (Social Logins!) Rewritten login system to login through OAuth 2.0 standard which allows players to authenticate directly through the forum. This also means social logins is working again after all this time. Not just the existing methods of social logins, but we can basically add any service that has oAuth as an authentication method for Nin Online! Map Instancing We now have the in-engine functionality to create instanced maps. This for the time being will just used for Player Housing. Player Housing Player Housing is now implemented into the Engine, however there are currently no purchasable houses in the world, we'll add them as soon as we ensure the server is stable. Furniture System aka Placeable Objects Placeable Objects, there are now items that can be placed into the world (not just houses) like a Chair, or Table. Corporation aka. Corps System This is the successor to Official Organizations. Player Organizations will be a completely separate, new system in the future. Corporations is a fully in-game replacement of player organizations. Kages can now manage the corps in their village, and assign leaders there. Leaders can manage members. Each corporation can have a unique set of roles/titles. Each corporation can have a time limit for how long a member can stay in it, and a cooldown for how long before you can rejoin it. This takes effect whether you were kicked or time runs out to prevent abuse. The in-game UI for Corps is currently using a temporary UI that only works when running in windowed mode. New Player Reporting System The previous report system was essentially useless. You can now Right-click -> Report a player to open a game window that asks you what the player is doing wrong. This will immediately alert any GMs online about it, and save the report to our cloud server, where can handle data better than ever before. Profanity Chat Filter In an effort to encourage better player communication, we've added a system that replaces words like the N word to a cleaner alternative. Added 144 FPS cap on the client This was missing in the previous versions of the Inochi client. Stat Reset at Level 10 This is now a permanent, automatic feature because I don't want people feeling that they didn't add the right stats at level 10 and need to buy a stat reset or create a new character. It's too early to take a player's money, and they didn't know any better. So at level 10, your stats automatically reset, no item required. Forum upgraded The forum just underwent a major upgrade after quite some years. It should contain a lot of cool new features coming soon! Client now prioritizes 64-bit processing mode. Replaced client fonts. Improved Map Loading times by improving process and using better compression method. Rewrote how Packets are handled on the server, Improving latency by up to 20ms Fixed jerky movement present on the Inochi client by rewriting movement client-side to use Linear Interpolation and time instead of pixel-by-pixel movement. Fixed Blurry Textures after Zooming Bug Possibly fixed the Client bug known as "After Images" Fixed a bug where typing in some UI would trigger HUD and interact with the game. Map Transitions are now Time Based instead of FPS based and should be consistently fast on lower FPS capped clients. Fixed some issues causing the new client to not work on some computers, related to outdated libraries and rare crashes, based on player crash reports. Fixed client grabbing your wrong IPv4 for localhost testing. Fixed some visual flaws in Character Creation with the Mist Village button (No animations). Improved Combat Text to move at a consistent speed on all FPS. Client now Times out during Server Selection if it fails to login after 30 seconds Fixed a bug where Jutsu with cooldowns less then 1 second wouldn't be correctly processed Fix to Slow Cast Jutsu making walking move players backwards Fixed an exploitable bug where two trades could be opened at once Fixed a lot of issues where the Client would disconnect from the server unexpectedly. Rewrote game's time calculations, which Improves Server Responsiveness for attacks and Jutsu. Optimized, refactored login processing to speed up logins dramatically. Halved the server startup times by threading loading of data, allowing for faster server scheduled maintenances restarts. Powerful server Job System, allowing for tasks to be multi-threaded, put simply, This improves server performance. Improved the new UI System (Currently used for options menu, housing menu) rendering performance. Fixed an issue with resizing your client making the cursor invisible on the title bar of the game. Game Masters & Developer Related Changes Players can now be muted for longer than 255 hours Fixed some of our Live Editors crashing the game on the new client /heal can now be used by Game Masters, allowing them to remove Battle Injuries from players Clone/Paste functionality has returned to our Live Editors. Fixed many Event Management commands not working as intended Added /faint to force yourself to faint PatchnoteFeaturesHeader.png.cb804e75c3da7a4e81a4bcaf546ecd6d.png.1477a5ae2419bed77fe06f7c7eeba9de.png.url
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We'll take this into consideration.
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Is this outdated? If rogues can't finish the quests, it's a bug https://github.com/HitsparkInteractive/NinOnline/issues
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Thanks for the suggestion. We have a system planned to allow players to easily swap between titles they've unlocked.
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Fixed issue where "Mission! What's that!?" Mission would not complete if you talked to Tengu if you were a Leaf Missing Ninja
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Are you using the new or old client? If new client, are you using the Legacy Map Rendering option? If old client, I think it's to do with Forced Anti-aliasing on your NVIDIA control panel.
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Added Koji mini-boss to "Chilling Corridor" map. Added White Bandit Mask drop to Koji. Added Black Bandit Mask drop to Koji. Fixed visual bug on "Entrance to Takumi Village" map. Made Blue Short Jacket available to be used by Male ninja.
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It's not perfect, there's jaggies because the female shoulder is thinner, but if players don't mind it we can allow it for now and maybe do a male version when we have more time in the future.
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The only reason it hasn't been available is because when we added the art there wasn't a male version for it done. If it really fits fine without any modifications we can just enable it. But I don't... think it does? If it needs modification, we can do it, but it's not really something we should be focusing on atm, but I can take a look and see how hard it is to modify it (if required at all) in a minute.
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Nobody has "created" Jutsu for their clans because making jutsu is a lot more work than making idea posts... As much as I want to just take everything as people want and implement it as well, a lot of suggestions people make tend to be unusable for one reason or another. We also have had most of the jutsu for each Clan planned for at least a year now. But we've not had the manpower required to work on it because we've been working on major architectural changes to the engine. A lot of which was done with the intention to make adding on top of the engine easier so we can sustainably add more features. When it comes to Clan clothes, I've explained in this dev log post why we haven't been pushing any graphical updates.