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Development discussion / Re: CryoFall - new screenshots & news
« Last post by Lurler on February 06, 2018, 09:27:37 pm »
Just a little update guys. We have launched the server and everything works great so far. I've been play-testing it everyday for the past week almost. Bottom line is - we will launch it publicly within 30 days or maybe even less! :)
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Help section / Re: Is there a IMCache.GetValue and IMCache.SetValue?
« Last post by ai_enabled on February 05, 2018, 12:27:13 pm »
IMCache is done on purpose in such way to build the "ship stats cache".

The cache re-calculation is expensive should not happen too often (ideally it should happen only once for every NPC ship - on spawn or savegame reload).

Basically, it's the "stats" parameters of the ship which are populated with by the scripts (with AddValue and MulValue methods) and then combined with other caches (such as weapons/equipment cache) and finalized. You should never use it in any other cases. I'm not even sure if you can override/extend it and use in other scripts (I mean it could break the code from CalculateShip.js).

Alas, VE was made in a big rush years ago (with 99% of these scripts written by a member of the team who left even before the release) and now it's all legacy code and incomplete documentation...
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Help section / Re: Is there a IMCache.GetValue and IMCache.SetValue?
« Last post by ninekorn on February 04, 2018, 10:35:57 pm »
yes I did. I put include(IMCache.js); right there at the top of the script!  ;D

did I miss anything?

nine
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Help section / Re: Is there a IMCache.GetValue and IMCache.SetValue?
« Last post by Lurler on February 04, 2018, 09:33:32 pm »
Just to make sure - did you add all required dependencies for all of those functions/classes?
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The channel is free. I am not there to show that I am good at scripting nor to make money... I don't think I am that good. In fact I believe I have a LOT left to learn. But I made a mistake starting those mods. And that was to "disregard" the "haste" that is pretty much required for keeping an audience interested... I am talking about the community of course. It's been 6 months that I've release a video of my Galaxy Market in Void Expanse and 3 months later I had received 2 responses of the community on youtube here https://www.youtube.com/watch?v=Hp6zYf-7AzM . Also someone was interested in my drones mod here http://steamcommunity.com/workshop/discussions/18446744073709551615/2183537632735962702/?appid=324260 and I didn't respond. I have been working hours upon hours trying to make the best thing possible but I've just hit a wall of reality this weekend. I mean, I wasn't focusing on the right project, my idea was wrong from the start for the Drone Formation. I mean it's still a good idea that I will "convert" for other projects but it wasn't going to be effective for Drone Formations. And so this weekend I've decided to "burn" my whole Drone Formation project V1 and start with V2. It took me 1 day to create V2 and 3-4 months to make V1. So my whole project was taking too long. The tiny pathfind got me distracted. And the function StickToPoint wasn't giving me the perfect position at the right of the player and that's why I wasn't using it. In fact, I was using my own trigonometry functions to get the formation points. I am now using StickToPoint to make the drone Formations work and I will just offset the points a little bit to increase the number of formation points near the player. I am now starting V2 with StickToPoint and the V2 project is already way more advanced than V1. This is a good sign. Here's approx my current goals and a LOT of those functions already work, if not ALL OF them:

In the Drone Formation V1: worked 30 days just on the pathfind and the rest took 3-4 months
1. All different behaviors of the drones were separated and weren't even working together yet.
2. I worked 1 whole month for the AI Simple Pathfind and was able to make it work but it was completely USELESS for the project for what I wanted to use it for. The work on it is done
    though and so I will reuse it later anyway.
3. In that month, I was also able to put the drone in formation by following the best path it found from the pathfind it generated. The path was extra small and very effective. But as I
    said I was using this whole stuff the wrong way.
4. I had made a basic "Drone Go Mine" script that was working and don't remember where I put it in 2.5 terabyte of folders and projects and backups and whatnot....
5. I had made a basic "Drone Evade Projectiles" script that was working and don't remember where I put it in 2.5 terabyte of folders and projects and backups and whatnot....

In the Drone Formation V2: worked 1 day on it and it's already better than V1

      1.1 - AI Pick Formation:
         1.1.1 - The drone can follow the player. (coded)
         1.1.1 - If the drone is too far from the player it will go back to the player.
         1.1.2 - If the drone is getting in range of the player, it will get in formation.
         1.1.3 - If the drone is In formation but is ordered to go mine or attack, it will do so. (but V2 had a bug here where you could only send it mine once, after that it bugged)
         1.1.4 - If the drone is in formation but the player is "docking", it will dock with the player.
         1.1.5 - If the drone is in formation but the player is entering a jumpgate, the drone will jump with the player. (I might switch that later so if the drones are too far from the player
                    to remove their jumping capabilities)

      1.2 - AI Go Mine.
         1.2.1 - If the drone is commanded to go mining, it will go mine.
         1.2.2 - When the drone is mining, it gets a 2 seconds delay for each mining laser activation. For the moment, each mining laser activation gives them a minimum of 10 "Glepsite".
                    To be modified later.
         1.2.3 - Each 2 seconds, the mining laser yield is full and so the drone deposits the minerals in it's own cargo. Once it's own cargo is full, it will move towards the player and dropoff
                    it's own cargo unless the player's inventory is full.
         1.2.4 - If the player's cargo is full, the drone will not "try" to empty it's mining laser "yield" on the player. It will just stop mining once it's inventory is full and then go back to
                    formation instead of mining again.
         1.2.5 - If the player's cargo is NOT full, it will stop mining, and move towards the player until it hits a certain distance from the player to where it would stop.
         1.2.6 - Once the drone is stopped near the player, it will droppoff it's materials and then BAM it returns mine...
         1.2.7 - As long as there is space in the players cargo and an asteroid to find in the system, the drone will keep mining.
         1.2.8 - The drone is stopping it's mining operation if the player is too far, and if that happens, the drone returns near the player in Formation, instead of going back to mine.
     

      1.3 - AI Go Pick Containers.
         1.3.1 - to fill soon.

     1.4 - AI Go Combat.
         1.4.1 - to fill soon.


I will be trying to code all nights from 09h00pm to 01h00am every night of the week and more in the weekends. I might also in the weekends. I have a job during the afternoon and so I can't work there for the moment. At some point, I might switch from night to morning.

If you people have any ideas as to how I could "better" my mods please feel free to contact me. You can also come in the TwitchTV channel and just give me a flurry of "swears" or a flurry of "you suck buddy" and that's gonna make my day!  ;D

Anyhow, it's free, and it's for Void Expanse's Community!
nine








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Help section / Is there a IMCache.GetValue and IMCache.SetValue?
« Last post by ninekorn on February 03, 2018, 06:13:03 am »
Hi,

In the CaculateShip.js there is a bunch of IMCache.AddValue like:

Code: [Select]
IMCache.AddValue("maneuvering_value", 1 + lerp * 0.1);
Can we also access and modify those values IN-Game with the .js scripts?  I am trying to get more control over the drones NPC basic "settings". I've tried

Code: [Select]
IMCache.GetValue("maneuvering_value");
IMCache.SetValue("maneuvering_value",10);

var allEffects = ship.GetAllEffects();
var defaults = ship.GetDefaultEffects();
var invCache = ship.GetEquipmentCache(SHIP_ID);
var skillCache = ship.GetSkillsCache(SHIP_ID);
var buffsCache = ship.GetBuffsCache(SHIP_ID);

But only the ship.GetAllEffects() works... As in it doesn't debug an empty array. When I tried to debug the others, I get "undefined". So modifying the equipment values or skill values IN-Game doesn't seem to work for me right now. Even http://wiki.atomictorch.com/VoidExpanse/scope-ship states that we can use SetEquipmentValue like:

Code: [Select]
ship.SetEquipmentCacheValue(SHIP_ID, "maneuvering_value", 10);
var invCache = ship.GetEquipmentCache(SHIP_ID);

But even that debugs me "undefined" so I am not sure what else to try. There doesn't seem to be a template as to how to get access to those values anywhere on the web and the wiki page.  I've searched all the other Big Mods contents with Notepad++ and no other Modders used those settings in their scripts either.

Thanks in advance for the help!
nine
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Help section / Re: Math.sqrt alternative for calculating the length of a vector2d?
« Last post by ninekorn on January 31, 2018, 10:07:57 pm »
    I'd love to say that I am nearing my personal deadline to release my full mod of the game. But that would also be the first game I mod and I don't have any specific deadline. The only thing I've got are goals, as in, multiple different mods that I need to finish individually and when put together, they will make something awesome. As long as I can keep working on them, I know that I will finish them. I just don't know when. Just coding the formation stuff is awefully long, because it's the first time that I code that stuff with 1 year and 9 months of coding experience overall. But the more I code, the better I become. That's what's nice about coding, as long that we have the memory to handle what we've coded in the past, nothing is ever lost.

    Some people might say that I've planified too much for Void Expanse and it could take forever to finish all those projects but the thing is I understand javascript and c#. So as long as you guys support Void Expanse, I will keep working on those mods and as a main goal, to release the full package.

    And if someday you stop supporting Void Expanse, I will just convert what I've learnt coding Javascript for Void Expanse to c# because I know that I can do it. Hopefully, you won't have plans to stop supporting Void Expanse anytime soon. As I said once to AI_enabled, Void Expanse is just a sleeper.

    Once you guys are finally having a breather from Cryofall, I will have some requests for new API functions. Easy ones. Stuff like:


    • ship.GetForwardDirection (outputs Vector2 x and y) I could get the other directions just by switching the x and y components myself. This function will increase the potency of the drone formation. because right now I am using 2 frames to capture the direction by putting the first frame coordinates and second frame coordinates in variables... The problem is when the ship doesn't move... bam, i've got no direction except the last direction that is saved in a variable.
    • ship.GetSpeed (outputs true Void Expanse speed of the ships)
    • ship.GetCurrentRotation
    would output in radians or degrees.
    • ship.IsShipStrafingLeft and ship.IsShipStrafingRight
    would output a boolean. this will make me able to code a "mimic" function for the drones to completely "mirror" the player's movements when they get into formation. I would just need the current "real ship speed" and true "ship.GetForwardDirection" to perfectly match the player's movement, but it would be more fun if the drones strafe when the player strafes.
    • ship.IsPlayerFrontLeaping
    that's when the player is pressing the key "W" twice and the player blinks/leaps to the front. which leads to the next obvious API function.
    • ship.LeapFront

    So when you've got that tiny breather please give me a shout in private, you or AI_enabled. Until then, I will behave and won't ask for new API functions. I'm just gonna keep working with what I have  ;D

EDIT: lol i reread myself and thought that my post was rude. Sorry about that. Anyway, the moment I played the game, i just fell in love with it. Hopefully when I release the mods, it will get attention from some people, just a couple people that create servers with my mods will make me happy. I just cant wait to finish everything I have planned and release it. ;)
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Development discussion / Re: Linux
« Last post by Lurler on January 29, 2018, 04:05:46 am »
The forum are quiet these days, so i just wanted to jump in and spash the silence somehow.
That is true, but not for long! :)
I'm sure there will be plenty of activity once we launch the game!
We will be sending out e-mails to people to participate in this soft-launch. Especially considering that the game will be free during this initial period.
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Development discussion / Re: Linux
« Last post by Tchey on January 29, 2018, 03:52:15 am »
All of our games fully and natively support Linux and we want to keep it that way! :)

Yep, and thanks.

The forum are quiet these days, so i just wanted to jump in and spash the silence somehow.

Cheers
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Help section / Re: Math.sqrt alternative for calculating the length of a vector2d?
« Last post by Lurler on January 28, 2018, 09:30:03 pm »
Sorry to interrupt your conversation, but I'm just amazed at seeing this kind of mods being developed for VoidExpanse :)
Please keep up the good work and I really hope to see this released when you finish everything you have planned! :)
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