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Messages - djs4000

#16
Everything is looking great so far! Keep it up guys! I cannot wait for the steam release!  ;D Have you considered doing a launcher specifically for VE? I know you're current launcher is set up to work with future projects, but why not have steam just run the launcher? It would help with mod selection and news updates, etc. Perhaps and command line to enable or disable it and launch the game directly from steam.
#17
Hey! Just finished relocating so I have a good bit of free time again. I'd love to help, I mainly game on windows 8.1 64bit, but I can boot into ubuntu 14 (64bit) to test the game if you need the help. Just let me know if I can do anything.
#18
Mods / Re: tools for modding?
October 18, 2014, 09:41:53 AM
My idea would be to create something like the unit editor for starcraft 2. You would open the core files and it would list all the stats of everything in the default xml's and any changes you made would then be saved as a separate mpk file with copies of any imported art assets.
#19
Game discussion / Re: Steam!
October 15, 2014, 06:37:20 PM
Great work guys!! :) If you are including cards, can I assume achievements will also be part of the steam release?
#20
Game discussion / Re: Working on new quests and topics
October 14, 2014, 05:56:57 PM
How about a quest that starts after killing a random pirate? Kill a pesky pirate like usual, and when you go collect the loot you find a message about, oh i don't know, hidden treasure, an undercover mission, plans to take over the universe, whatever.
#21
Mods / tools for modding?
October 14, 2014, 04:16:14 PM
Hey guys,
I started working on a vb.net app that scrapes values from the core.cpk xml's to more quickly update the wiki. It's pretty basic, and real life has me tied up so progress has been slow, but it got me thinking: Would a tool that lets you browse, edit, and add objects of the game and then save the changes as mod file would be useful? What tools are you modders using currently to place your assets in the game and make changes?
#22
Game discussion / How is damage and DPS calculated?
October 13, 2014, 10:33:54 AM
So I've been going through the game data, and I realize the <dmg> tag and the actual ingame reported damage don't always correspond. Best I can gather is sometimes the <dmg> is multiplied by the <duration>. And as far as DPS is concerned, I don't see which tag handles the "rate of fire".
#23
can confirm. I was able to recreate the bug by just mashing the f key at the gate. It plays the sound and animation for each F you press and then gets stuck on the loading screen
#24
Great job on the autopilot! It is a very welcome change. Would it be possible to select stations, like you do with systems, instead of making a waypoint on the map? (flying to waypoints is still great for mining and such though!)
Also, being able to look at other system maps would be great (just stations and gates, don't need to see enemies, players or asteroids if it's not your current system)? that way you could select station or waypoint on a different system and fly there automatically.

As a balancing feature, I'd suggest having attacks have a chance to knock you out of auto pilot. Perhaps have an associated skill that reduces the chance of getting knocked out of auto pilot. As it is, autopilot is a little overpowered since most enemy ships wont use cruise mode to catch up to me. At best, pirates a get few shots on my shields before I out run them. Even in densely populated systems, it seems the pirates can't do much to me in autopilot (or cruise mode I guess, that may be the real issue).

Edit: Oh how could I forget! Thank you for the control scheme binding! Works awesome!
#25
Ideas and suggestions / Randomized Ship skins and stats
September 26, 2014, 04:21:34 PM
Hey,
I have a simple idea for introducing some variety to the current ships: Add a recolorizing option. Think starcraft units, how they are the same model, but change highlight colors. Could be easy to implement if you have a specific color in the texture get replaced by a hue selector or a set of colors.

And while we are on the subject of ship variety, maybe have randomized stats/weapon slots on ship types. You could implement what the stat ranges and possible weapon slots can spawn on a ship, that way you don't end up with a civilian shuttle with a large missile slot. I was thinking in the xml you could define what possible weapons slots could on certain ship. That way, you could have a Fang with all missiles, or perhaps a fan with a mixture of missiles and ballistic weapons.
#26
Ideas and suggestions / Re: Better mines
September 26, 2014, 06:21:06 AM
Quote from: Hammish on September 25, 2014, 08:51:14 PM
Also, I have fighter and bomber drone bays, do those count?  Even if they're poor man's drones? :D

Is this part of a mod I can install? it sounds cool!
#27
Game discussion / Re: Updating the wiki
September 26, 2014, 06:17:04 AM
Lurler, I suppose it'll still work. The only minor problem comes from some templating and pulling the page name. For example, with subpages on, I can make a VoidExpanse/Ships/Avalanche page, and still use a template to pull the ships name from the page. Without templating, the page name returned would be "VoidExpanse/Ships/Avalanche". Plus for navigations sake, the breadcrumb saves a step.
Either way, I'll get them moved over today and should be able to finish the ships. I'll move over to weapons next.

Hammish, yes please! I know nothing about modding, so feel free to contribute all you can.
#28
Game discussion / Re: Updating the wiki
September 25, 2014, 09:50:52 PM
Ok, I've done some research on wikis. Looks like you guys might have subpages turned off. See this test page (http://wiki.atomictorch.com/User:Djs4000/Test) I put up on my user page. Looks like by default wikimedia has subpages turned off in the main articles, but has it on in the user namespace. If you click the subpage I linked it you'll see the breadcrumb link back to my main user page that you won't see if you go to ships list.

The other thing that would be nice is have ParserFunctions  (http://www.mediawiki.org/wiki/Extension:ParserFunctions)to have conditional formatting in the templates.

Edit: Any info you can give me for the wiki would help, as I could probably update it quicker.
#29
Game discussion / Re: Updating the wiki
September 25, 2014, 08:10:16 PM
Quote from: Lurler on September 25, 2014, 07:38:22 PM
Though please include the namespace in the pages, because we want all our games listed here later, so we need to separate these pages.
Example: _http://wiki.atomictorch.com/VoidExpanse/<page_name>
No worries, should be easy enough to move everything. I'll have to do some more research on the wiki things, since I'm making this up as I go along (no experience editing wikis whatsoever).
#30
Ideas and suggestions / Better mines
September 25, 2014, 07:13:36 PM
So I've been playing around with different weapons, and I just can't figure out the usefulness of mines. Occasionally, while being chased, I can drop one and have it do damage, and perhaps they might be a bit more useful in pvp, but typically they aren't worth it IMHO. So here's a couple of ideas for better mines:

1) Persistent mines: I haven't seen any mines that stick around long enough to be useful. I'd love to be able to mine the area around my asteroid while I'm mining so if any pirates to get try to get close they can take some damage. I get that having mines stick around indefinitely would not be feasible, but maybe a minute timer on them would be an improvement. Perhaps a skill to increase how long they stick around.
2) Directional launch: I'd love to launch mines towards my mouse cursor instead of just behind me. That way, I can park next to a couple of asteroids and mine the area around me. Give the mines a couple of seconds before they activate, that way it's not a directional missile. Again, would make for a great skill, or perhaps just only have it on certain types of mines.
3)Utility mines: What if mines did more than explode? Crazy I know, but what about mines that are short lived turrets with slow tracking, but 360 degree coverage. Or maybe drones that orbit around you for a short bit and detonate if the enemy gets too close. Hell, mines that don't do any damage, but act as an AOE repair for a bit (balanced by slow rate of fire and little ammo, would be cool for multiplayer or missions where you need to repair stranded ships), or ones that mine asteroids for a bit and then drop a crate when they "explode". I guess the possibilities are endless here.