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Messages - ai_enabled

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1
Ideas and suggestions / Re: Inventory Management Buttons
« on: April 14, 2018, 05:44:36 am »
Items container sorting is implemented in the upcoming update. The implementation is quite limited (sort order is not configurable) but very useful! Also, you can apply it to any container by just pressing the mouse middle (scroll) button over an item slot (the button could be rebound to any other in the Options menu).

2
Ideas and suggestions / Re: Signs and Custom Tooltips and Colours
« on: April 14, 2018, 05:40:24 am »
Signs implemented in the upcoming update :-).

3
Modding info / Re: v2.1.1 - Mod/Playtesting with unpacked assets
« on: April 02, 2018, 06:44:51 am »
Example of ModsConfig.xml for unpacked Core with DLC:
Code: [Select]
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<mods>
  <unpacked_mod>
<mod_id>core_1.0.0</mod_id>
<is_core_mod>1</is_core_mod>
<path>C:\Games\VoidExpanse\Core\Core.cpk</path>
  </unpacked_mod>
  <unpacked_mod>
<mod_id>DLC1_1.0.0</mod_id>
<is_core_mod>0</is_core_mod>
<path>C:\Games\VoidExpanse\Core\DLC1.dpk</path>
  </unpacked_mod>
</mods>

4
Ideas and suggestions / Re: First playthrough and some ideas
« on: March 30, 2018, 01:02:49 am »
Hi kyokei,

Thank you for trying the alpha!

1. Click instead of press-and-hold - we will consider this. I also think that sometimes it's too tedious. The current implementation allows cancellation of the action upon the pressed mouse button release, and in some cases, it might be good...

2. AI is a placeholder now... We will implement a proper AI system later.

3. Tutorial will be added later, for now we're considering smaller UI improvements to make it more friendly (like a notification to use your accumulated LP to learn new technologies).

4. Controller support is also planned, but it will require a major UI redesign so currently we don't give this feature much priority.

You can check CryoFall roadmap here https://trello.com/b/B5ckffAW/cryofall-development-roadmap

Regards!

5
Ideas and suggestions / Re: Feedback
« on: March 28, 2018, 10:20:23 pm »
Thanks for your feedback, OneOfDaZZZ!
Some additions/clarifications to what Lurler wrote above:

Quote
hitboxes are overly large and are not consistent kiting northwards tends to damage the player more then east/west/south
We will redo the hitboxes completely as the current system has too many flaws. With the new hitboxes, we will also decrease the melee weapons attack range as it's unrealistically large now.

Quote
2) MAKE THE GRASS MORE VISIBLE
Yes, we will check how the grass on the new terrain looks and most likely we will change the color and make it much taller - totally different from any ground textures and terrain decals. So it will be clear that this is the grass to harvest fibers :-).

Regards!

6
Well, I was not really clear when wrote "All the JS files are loaded into isolated script engine instances".

Imagine that for each JS file (except libs) we create a "script instance". All "include(*.js)" are simply injected (inlined) into the JS file.

That means that we create the script instances only once (during the startup) and then simply reusing them.

And that means we're using the same AI script instance for every NPC ship which shares the same AI script name. So if we Trader.js AI script, we using the same instance of this script for every trader NPC in the game.

And you might have noticed that our AI scripts don't store any variables. If we need to store or access anything, we're using storage API.

Regarding the "switch" - it will not work if the switchFunction variable is global (and so shared across all NPC's using this AI script; BTW, next time you will ever need to debug something like that - wrap all writes of the global variable into a function with console.print() printing current and new values together with ShipID at the function first line - it will be obvious when a global variable is shared as different NPCs will modify the same global variable).

The only way to make it work is to use storage API or "objectives" API (npc.AddObjective(), npc.GetCurrentObjective() - see Trader.js for example).

Regards!

7
Bug reports / Re: Bugs and other things
« on: March 17, 2018, 07:17:03 am »
Thanks!
Will continue working on it on Monday.

8
Bug reports / Re: Bugs and other things
« on: March 17, 2018, 06:51:30 am »
Thanks, you can delete the link now - I've got the file.
Yes, I see where the crash happened. I've noticed that many times the game was unable to create a texture object ("The GPU device instance has been suspended. Use GetDeviceRemovedReason to determine the appropriate action.") and when that happened the memory usage jumped (maybe the texture was allocated but due to the error it was never released).
Alas, we don't have GPU stats in our logs. What is the model of integrated GPU you're using and how much VRAM it can address? You can get this info by launching dxdiag, "Display" tab.

Regards!

9
Bug reports / Re: Bugs and other things
« on: March 17, 2018, 06:29:29 am »
2. Yes. Thanks for reporting! If you can provide the game client logs it will be the best report (you can get them from the Game Launcher by using "create debug dump"). We record the memory usage into the logs.

4. It seems to be a netcode issue - the input update command (change fire mode) seems to be not sent/received to/by the server.

5. Handling chars printing is always hard in the game when framerate is not stable. But in our case we passing all the input into UI middleware and there might be a bug when multiple keys are pressed in the single processing frame.

Regarding the bedroll - I think we can add a simple UI to allow making any free bedroll to make yours respawn point. This should resolve the problem.

Crowbar - yes, we will consider returning some amount of the spent resources when deconstructing. Just added this into our tasks lists.

>> And would be nice to have an option to disable game sounds when it is backgrounded
Right, we have this feature enabled by default in VoidExpanse. Will be useful here too. Thanks for reminding us!

Regards!

10
Bug reports / Re: Bugs and other things
« on: March 17, 2018, 05:09:47 am »
Thanks for trying the alpha and reporting all the bugs!

1. Yes, we will redone this in the future... currently, it's a simple notification - same as any other notification. It was a quick and dirty way to implement the feature.

2. The memory leak issue was fixed in the latest patch.

3. Yes, we fixed it today. The experience was mistakenly added when you dealt damage to any object in the game, but it was expected to be added only to the damage dealt to other characters (and so the added experience amount was quite large). Additionally, using an axe on a tree also added experience to weapon skill when actually it should go only to the woodcutting skill (same for pickaxe). Now all these issues are fixed.

4. Thanks, we continue investigating the issue.

5. Thanks for reporting - even if the framerate drops significantly, the printed chars should be never "eaten". We will investigate it.

Regarding the bedroll - in the latest update you should be able to use crowbar to deconstruct it (also it should work with floor). We're working on a feature to allow targeting non-physical objects such as floor and bedroll (you will need to hold a special key to attack such objects).
We will consider adding a feature to allow selection of the current bedroll (by interacting with any of the previously built bedroll).

Regards!

11
Thanks for reporting!

https://www.virustotal.com/#/file-analysis/YjZjOGJmNjE2Y2JkMTA5ZDM4MzJkNDNkZGVlMWRkNTc6MTUyMTIxNTQ4OA==
0/63 as usual.
I'm testing it at least once every few versions.
It seems WebRoot is extremely suspicious...

Anyway, not much we can do against the possible false positive reports - we had the same issue with VoidExpanse sometimes.
Even if we buy an expensive code certification (EV) and sign the binary, it still might react as false positive and our code certificate might be revoked because of that (as some developers reported)... Though we definitely will get the certificate later, just in case.


CryoFall Compiler is an essential part of the game distributive - all the gameplay and UI related code ships with the game in an open source form. The game automatically compiles C#/XAML file and listens to the file system changes in order to recompile (live editing and hot-reloading of everything, including content such as textures and sounds).

Regards!

12
Bug reports / Re: Yrol's Bug and Errors Displaycase
« on: March 12, 2018, 10:06:22 pm »
Just fixed it, thanks for reporting!
BTW, I find it pleasant to see such bug report on the first open alpha version, like there are nothing worse to report about!
From the very first day, our highest priority was to build the architecture and code of CryoFall as reliable as possible - even if we had to make a custom engine to accomplish this. It seems to pay off well now :-). Fewer bugs = more time to focus on the new features and make a great game!

Regards!

13
Bug reports / Re: Some bugs/issues Reports!
« on: March 10, 2018, 11:20:12 am »
Thanks for reporting, ninekorn!
#1 - yes, we will correct the layer order.
#2 and #3 - the game should not spawn any objects near the water, we will fix it.

14
Hi guys,

A few players asked me why we decided to use 2D character art with only 2 views (front and back + mirroring).

Before answering that question I'd like to share our requirements for the character system:
  • All player characters should have distinct appearance, so players can easily distinguish between them in the game.
  • The characters should have configurable faces constructed from multiple parts (face "shape", upper and lower face parts, hair, skin, color, etc.).
  • The character faces should always be as visible as possible. For example, if the game was top-down we would never be able to see the characters faces, and in isometric view, players would only see really small faces without much details and without much customization).
  • All the clothing and equipment should be visible on the character (and it shouldn't be simple recoloring or texture swaps).
  • It should be relatively easy to add new content into the game - including faces, clothing, equipment, etc. Let me reiterate - it must be so easy that even modders who are not artists should be able to throw something together in Paint.
  • It should be relatively easy to animate characters.
  • The resulting assets file sizes should be reasonably compact.

We've considered three approaches to characters art during the pre-production:

1. All characters made completely in 3D:
This will require modeling of the characters, clothing, equipment and even hair. In some cases, it will be possible to reuse the models and just redraw textures, however drawing textures in unwrapped view is hard.
The projection will be 3D isometric or similar and players will not see much of the details in face styles and equipment.
Animating 3D models is also really hard and requires special (quite complex for novice modders) applications.
It's hard to match the style of other (2D) art in the game - buildings, terrain, etc.
And it's plainly difficult to integrate 3D rendering with 2D rendering from the programming point of view.
Good thing - it allows more views/directions and smoother transitions between them.
Conclusion: doesn't satisfy several important requirements

2. Prerendered 3D characters exported as 2D spritesheets (like old-school RPGs and some newer indie games)
Obviously, it has all the drawbacks of the previous solution PLUS it doesn't satisfy size requirements as it will require hell lot of images (many frames multiplied on many views multiplied on many different clothes and equipment).

3. Use 2D character art with front and back views only (+ mirroring)
This is the chosen solution, completely satisfying all our requirements!
The only drawback is that the amount of views/directions is very limited, but it's an acceptable compromise - we've tried hard to keep it looking stylized and fun.
With this solution, it's very easy to add new content into the game. You just need to draw a bunch of sprites to add a completely unique face style, clothing or equipment item into the game. You can even use Paint, but we recommend using Photoshop and our special Photoshop template and export scripts (which we will make available later). The game itself is able to automatically reload ANY changed image file and so you can draw-save-try-redraw-save as long as you want and check how it looks in the game.

So, is that it?
No! Our animation engine actually allows for much smoother animations and sprite mesh deformations, so you can expect much better animations in the future when we can set aside couple of months specifically for this task. We will come back to that in a year or so and hopefully make our character system even better.

Regards!

15
Development discussion / Re: .Net 4.7
« on: March 10, 2018, 04:29:51 am »
BTW, the latest version (open alpha) automatically detects when .NET Framework 4.7.1 is not installed and navigate you to Microsoft Downloads to download and install it.

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