Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - ai_enabled

#961
I believe that the most discomfort is caused by the "normal" food with 3h shell life. Increase to 4.5h (so total more than 2 real-life days) should be enough with everything else kept as is.

Another consideration: addition of an icebox in the Tier I technologies will help on the early stages of gameplay until players will be able to build a fridge. To keep the balance, icebox should have only a minimal amount of slots and might be a little bit less efficient than a higher-tier fridge (for example, 7 times instead of 10 times of freshness decrease speed).
#962
Please note: If you're intending to make just a customized game server (custom rates, etc) and don't want to produce any mods, please follow this guide (scroll to end) (http://wiki.atomictorch.com/CryoFall/Server/Setup).

You can develop mods by using Client or Server, but we suggest to use CryoFall Editor as it including both Client and Server in a single executable (and some other awesome developer features as well)!

If you own the game on Steam you can download CryoFall Editor from Steam (https://steamcommunity.com/app/829590/discussions/5/1812044473314225973/).
You can also download CryoFall Editor from our website and use it independently. To do this, you need to use create an AtomicTorch.com account from your Steam version of the game and press "Link" button in the bottom-right corner of the main menu (Epic version currently doesn't have this feature implemented, please contact us at support@atomictorch.com if you need help with the Epic version). Once you have an atomictorch.com account you need to navigate to My Games and Items page (https://atomictorch.com/Account/MyItems), log in, press the "Downloads" button, and download CryoFall Editor.


  • Install Visual Studio 2022 (https://visualstudio.microsoft.com/thank-you-downloading-visual-studio/?sku=Community&channel=Release&version=VS2022&source=VSLandingPage&cid=2030&passive=false) (Community edition is free). During installation enable ".NET desktop development" and check ".NET 6.0" in the "Individual components" tab.
  • If you already have VS2022 installed, please launch Visual Studio Installer -> Modify -> Enable ".NET desktop development" and check ".NET 6.0" in the "Individual components" tab.
  • Extract <game folder>/Core/Core.cpk archive file ΓÇö you can do this by executing a CMD script located in the same folder. If you prefer to extract it manually (it's a simple Zip archive), please delete the original file after extraction and rename the extracted folder to "Core.cpk".

After that, you can open the game solution file (*.sln) with VS2022. It's located in this folder: <game folder>/Core/Core.cpk/


A few important notes:

  • The CryoFall custom game engine (called Renkei (http://wiki.atomictorch.com/Renkei_Engine)) supports live reloading of C#code (as well as all the visual and audio assets) so it's not necessary to restart the game to observe the changes! Though if you feel necessary to force reload everything immediately you can press Ctrl+F5 shortcut. This shortcut is especially useful when editing XAML files (UI markup).
  • XAML Designer is not supported (though it can work fine in most cases) and it's recommended to disable it (open Visual Studio options -> XAML designer -> uncheck "Enable XAML Designer").
  • You can attach to the running game with VS debugger and use breakpoints. Use Debug -> Attach to process -> Input CryoFall to find the game process.
  • To use debugging with breakpoints properly, please go to Visual Studio Options, Debugging, uncheck "Require source files to exactly match the original version" (the game has embedded C# compiler which performs some code-generation and so the resulting C# files do not match the original C# files; it's not a problem for step-by-step debugging as the C# code lines kept intact).

If you wish to create a new mod instead of editing the Core, please follow this community guide in Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1707742469) (skip the outdated part about VS2019 as you already have all the prerequisites).

Regards!

UPD. It's important to note that CryoFall Modding SDK for VS2022 is no longer required (VS2022 already supports all the necessary features). It doesn't contain the basic CryoFall Mod template though.
Here is the mod template if you wish to start from scratch: https://atomictorch.com/Files/CryoFallModTemplate.zip
1. Extract the contents of this archive into your mod.
2. Rename the MyMod.csproj to match your mod's name.
3. Then edit Header.xml as necessary (the entry names are self-explanatory).
4. Follow this community guide in Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1707742469) to proceed with organizing your workspace and creating your mod.
#963
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).
#964
Signs implemented in the upcoming update :-).
#965
Example of ModsConfig.xml for unpacked Core with DLC:
<?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>
#966
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!
#967
Ideas and suggestions / Re: Feedback
March 28, 2018, 10:20:23 PM
Thanks for your feedback, OneOfDaZZZ!
Some additions/clarifications to what Lurler wrote above:

Quotehitboxes 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.

Quote2) 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!
#968
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!
#969
Bug reports / Re: Bugs and other things
March 17, 2018, 07:17:03 AM
Thanks!
Will continue working on it on Monday.
#970
Bug reports / Re: Bugs and other things
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!
#971
Bug reports / Re: Bugs and other things
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!
#972
Bug reports / Re: Bugs and other things
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!
#973
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!
#974
Bug reports / Re: Yrol's Bug and Errors Displaycase
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!
#975
Bug reports / Re: Some bugs/issues Reports!
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.