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Messages - Lurler

#856
Modding info / Re: Modding the VoidExpanse
September 04, 2014, 02:42:41 AM
Hm. IIRC - no :)

But you can use cheat command in SP that would make you into an almost top level character.
Here's how: (/pwn)
#857
News and Updates / Re: VoidExpanse - Patch notes v0.9.x
September 04, 2014, 02:38:23 AM
Glad to hear that guys! Thank you for supporting us! :)
#858
Mods / Re: YT-1300 Light Freighter (Millenium Falcon)
September 04, 2014, 02:36:58 AM
Oh. These are some fine pictures :)

Quote from: FlessenGreendart on September 03, 2014, 03:13:44 PM
Y'see I always pictured the Banshee to be somewhere between the Tel'tak Shuttle and the Falcon.
That is more or less correct. But a bit bigger I think. I'd say around 20-25 meters.
But the game, of course, doesn't follow scale very strictly, otherwise we'd make all next class of the ships quite bigger than the previous one. But it is a deliberate decision.

PS - I love the StarGate :) Top1 Sci-Fi universe, excluding the actual SG:U, of course. Now that I think about it. We really need a discussion about different Sci-Fi universes.
#859
News and Updates / Re: VoidExpanse - Patch notes v0.9.x
September 03, 2014, 03:13:25 AM
=== VoidExpanse v0.9.9b ===
Seriously, these new versions just keep coming and coming! :)

Changes:
   * NoesisGUI updated to v1.1.11
   * Scripting API change: OnShipKilled() now depricated in favor of OnShipDestroyed() which now receives caster_id (killer ship id)
   * PPAA antialiasing for user interface when MSAA not available

Fixed:
   * Server writes to CLIENT log on Mac
   * Key reassigning bug
   * Various AI scripts issues
   * Check connection issues
   * Crash on exit
   * Some quests can be received again bug
   * Turret firing in circle
   * Other issues reported on the forums
#860
Maybe they are just cold? :)
Poor sods.
#861
Game discussion / Re: Proxy
September 02, 2014, 07:18:28 PM
For the game itself?
Sure, I think it is technically possible. We will probably end up implementing it at some point, but I hope you will agree with me - we really need to finish the game itself first :)
#862
Hahaha,  we never noticed about the title colors. But it is honestly a pure coincidence :) We wanted blue because it is "space" and yellow/orange because it has good contract with blue.
PS - if you are going to include messages in languages other than english please provide english translations as it is English only forum.

As for game translation - thank you, but for Russian and Ukrainian I hope we can manage ourselves. But we could definitely use some help with other languages.
#863
Samui, welcome to the forums! Glad you enjoy the game.

To answer your questions:
Hopefully we will be able to add more ship classes later on and then separate them into more detailed classes.
About the ship roles. Actually there already are: freighter ships and engineering ships. We plan to have even more later.
And many other things will be added in the future versions! So we definitely plan to extend the game more and more.

reply to your ps - Так, це правда:) Наш художник - з Одеси (Yes, that is true, our artist is from Odesa)

#864
Quote from: FlessenGreendart on August 28, 2014, 05:37:29 AM
I've noticed 0.9.9 has come out in experimental. What changes have been made in that?
A few bugfixes.
#865
Modding info / Re: Modding the VoidExpanse
August 28, 2014, 08:46:18 PM
Yes, these are only for visual effects.
#866
Mods / Re: YT-1300 Light Freighter (Millenium Falcon)
August 28, 2014, 08:39:45 PM
Ha, it was bound to happen sooner or later! :)
Big respect. It looks great!
#867
Help section / Re: Name change?
August 28, 2014, 08:38:41 PM
Yup, after some investigation we decided to make so spaces are not allowed in names. It would really help futureproofing the game :)
#868
Modding info / Re: Modding the VoidExpanse
August 26, 2014, 08:01:59 PM
Yes, the beam damage is per second. The duration doesn't matter in this case.
Armor also works per second in case of beam weapons.
#869
The game is in a very active development right now and we constantly try to improve the saving mechanism. Which unfortunately leads to saves being incompatible. But it is only a temporary thing, once the game progresses a little big more in development there will be no need for changes on the saves structure so all the saves will be compatible.

Now for spawning items - you can actually open the game core file by simply renaming it to core.zip and opening with any archiver program such as WinRar, there you will be able to see the list of all items in the game and many other interesting things.

PS - Glad that you are enjoying the game :)
#870
Quote from: BeLugh on August 25, 2014, 10:27:17 PM
The first goal was to get in the top 100 ;) The second one is to be greenlit!
True :)
We will see how it goes!