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Messages - Lurler

Pages: [1] 2 3 ... 61
1
Game discussion / Re: Future development of VoidExpanse
« on: July 20, 2017, 09:37:22 pm »
Well, we aren't exactly native speakers either :)
We had someone else go over the texts.
But sure! We can worry about it later :)

2
Modding info / Re: How to make item unavaible in shop
« on: July 20, 2017, 09:34:43 pm »
We had a discussion with ai_enabled and he had a great idea!
Just set the item level to above 60, for example 100, and it will never be available for sale!
Easy :)

3
Mods / Re: [WIP] AbyssExpansion
« on: July 20, 2017, 09:32:50 pm »
These are some good ideas for skills :)
I wish we added that into the base game.

4
Modding info / Re: How to make item unavaible in shop
« on: July 20, 2017, 09:30:41 pm »
From what I can see it should work. Can't see any reason why it wouldn't...

I'm currently not in the office, but if you can wait for two weeks (sorry...) I will investigate the issue myself and help you with that.

5
Game discussion / Re: Future development of VoidExpanse
« on: July 18, 2017, 05:30:53 am »
Yes, it is possible. But it has to be prepared to the exactly same level of quality and standards used in the base game.
I haven't yet looked at your mods, but when you are done - if everything is good and up to standard I will be more than happy to include it in the base game :)

6
Modding info / Re: Item/skill icon
« on: July 18, 2017, 02:19:17 am »
Here are the links to the source files (photoshop .PSD).
http://atomictorch.com/Files/VoidExpanse/Modding/TemplateItem.zip
http://atomictorch.com/Files/VoidExpanse/Modding/TemplateSkill.zip

There are also examples inside so it should be very easy to create new icons if you have some experience using photoshop.


7
Game discussion / Re: Future development of VoidExpanse
« on: July 18, 2017, 02:16:10 am »
Well, I will just leave this link here to my previous reply to the same question
http://forums.atomictorch.com/index.php?topic=909.msg5733#msg5733

Sadly, but that's the reality.

8
Modding info / Re: Adding to effect group
« on: July 18, 2017, 12:07:43 am »
Again, from what I understand it should be possible to do by adding a new file too :)
(the effect group)

9
Modding info / Re: Adding to effect group
« on: July 17, 2017, 11:32:03 pm »
Hmm. Wait. It should be possible!
Just create a new file with only that single effect. It should work perfectly.
Same for categories. Just create any new category in a new file and it will work as well.
Just make sure to follow the format as in other files.

10
Modding info / Re: Wiki modding section
« on: July 17, 2017, 11:30:32 pm »
Actually you can use any effects for ships (as long as it makes sense obviously, you can't use weapon effects, because it would have no effect on the ship as it is only applied to individual weapons).

11
Modding info / Re: Item/skill icon
« on: July 17, 2017, 11:28:43 pm »
Which icon specifically do you mean?
I can ask our artist to provide you with source files for the icons. No problem.

12
Modding info / Re: Adding new skill tab
« on: July 17, 2017, 11:28:05 pm »
Well, you can put that tree in the engineering or social page depending where it is more suitable.

13
Modding info / Re: Adding custom effect
« on: July 16, 2017, 08:22:17 pm »
If I understand correctly what you are trying to do - then you need to pull that value from the character cache. Like GetFinalCacheValue or such (sorry, I can't remember the exact function name from the top of my head, but it is used in a lot of quests so you can just take a look).

Now, there is only one issue. I don't remember if this function is part of the internal or external scripting. If it's external then it's all good, because player data will be accessible, but if it's internal then it won't be and you won't be able to do that.

Perhaps ai_enabled can tell that, because I'm not particularly familiar with that part of scripting, because I was mostly doing quests and other scripting that is "external" to game logic.

Bottom line is, for now you can just give it a try by pulling the character info there and see if it works. It all depends on environmental context (internal or external).

14
Ideas and suggestions / Re: Player stations
« on: July 16, 2017, 08:16:26 pm »
It is possible. There is already API to spawn stations. Technically anything like that is possible, but it would be quite a bit of work to make a mod like that. But if anyone is willing to give it a try - go for it! :)

15
Mods / Re: [WIP] AbyssExpansion
« on: July 16, 2017, 08:15:11 pm »
That's an interesting way to add character (classes) effects through skills :)

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