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Messages - Lurler

#901
Mods / Re: Breaching the Core Full Mod
August 17, 2014, 07:35:41 PM
Can you post some screenshots? :)
#902
Modding info / Re: Modding Questions & Issues.
August 14, 2014, 11:56:09 PM
Quote from: Hellwarlord on August 14, 2014, 10:34:22 PM
I have found that there is no sufficient information available for Players who want to create their own mod and therefore it is not new-user-friendly.
Alas, writing a good documentation for modding is monumental task which we are not able to do yet
We have some basic information on our wiki http://wiki.atomictorch.com/Main_Page and full API info, but it is definitely not enough.
If people can help with filling the wiki with more articles and detailed information it would really help.

Quote from: Hellwarlord on August 14, 2014, 10:34:22 PM
Thirdly, I have seen that other Players(modders) are changing core.cpk file which is the one with retail scripts. So here is the question: should not mods be changed/added in separate file? I mean, according to wiki core.cpk file contains everything which should not be changed and in order to create mod we should use other file, is that correct?
Even if they modify an existing script they should make it in an MPK file. Modding core package isn't how it supposed to be done.

Quote from: Hellwarlord on August 14, 2014, 10:34:22 PM
Fourthly, I think AtomicTorch Developers should encrypt their scripts in core.cpk because currently anyone can extract them.
Why would we do that? We want anyone being able to see how everything works and make any changes they want.

Quote from: Hellwarlord on August 14, 2014, 10:34:22 PM
Lastly, I have got a question about programming. We are working on mining feature. How can you draw partly transparent image on the screen and dispose it? What functions should be used? And how cursor can be manipulated?
Not entirely sure what you mean here, but if you mean actually modifying client rendering routine - it isn't possible. Only game content and logic can be modded at the moment.
#903
=== VoidExpanse v0.9.6 ===

New features:
   * New ship hull "Aurora" (rocket cruiser)
   * Auto docking when entering the station's docking bay area

Changes:
   * Backgrounds improved (awesome stars and nebulas!)
   * Loading speed significantly improved
   * Docking happens automatically when you enter the Space Station gates
   * Music switching much improved (music will not start from beginning if you re-dock to station or enter battle again soon)
   * Updated TextureLoader, specifically for Mac & Linux
   * Almost all captions and controls now scaled by UI Scale option
   * Improved saving/loading (but saves from previous version is incompatible)
   * Removed PvE option since it was meaningless
   * Hull "Heretic" now has RCS & reverse trails
   * Updated the API with changes to some existing functions and added new ones
   * Made it easier to target loot container
   * In Windows, Alt+Tab behavior is much improved
   * Improved backgrounds (stars, etc.)
   * Other changes

Fixed:
   * Fixed "forever loading screen" issues
   * Fixed slowdowns after long play, user interface much more responsive
   * Fixed multiple issues in quests
   * Server crashes
   * Assets memory leakage (incorrect caching and unloading of textures, sounds, models). Memory usages drastically reduced!
   * Mac build issues, freezes and other
   * Pirate headhunter maneuvering too far away to deal any damage
   * Selling items for free
   * Adding new skill to mods crashed the game
   * When jettisoning items it creates a container that damages shields and hull
   * Several effects are not working(mining experience bonus, ramming bonus, mining range bonus)
   * Blackhole doesn't render properly
   * Apostrophe opens console on some keyboards (now you can set key for opening console in options)
   * Issue in system with "clouds" - radar does not display "Interference" status
   * Some console commands updated
   * Goodbye moving out of bounds
   * Cargo at station set as 100 (should be 1000)
   * V-sync and FPS limit works better
   * Other fixes
#904
Bug reports / Re: Can't create new lvl 0 skill
August 14, 2014, 12:53:23 AM
No worries, I was able to identify what was causing this issue. Should be fixed in the next patch. Thank you for reporting!
#905
Bug reports / Re: Can't create new lvl 0 skill
August 13, 2014, 10:06:02 PM
I can't help unless you show me the specific xml so I can see the contents. It might be something simple that could be easily fixable.
#906
Modding info / Re: Turret orientation suggestion
August 13, 2014, 08:08:12 PM
Trail editor? Well, we don't have it. We just edit it by hands since it's quite simple actually :)
#907
Help section / Re: relations
August 13, 2014, 08:04:25 PM
Doing quests and helping their faction members will slowly increase the reputation. But only if they are not hostile towards you.
#908
Bug reports / Re: Can't create new lvl 0 skill
August 13, 2014, 08:02:30 PM
Hm, it shouldn't be the case... We tried it and it works.
Could you show me the skill XML?
For example include in a post with "code" tag.
Also, if you remove the skill from the mod, but left the rest as is - does it work?
#909
Bug reports / Re: Several effects are not working
August 13, 2014, 08:01:01 PM
Added to our todo list. Thank you!
Will be fixed in the next patch.
#910
Bug reports / Re: Critical fuel state does not work
August 13, 2014, 07:58:51 PM
Hm. That is strange. We were testing the game yesterday and we had an occasion where the ship was out of fuel, and yet everything worked as intended.
It could be because we fixed some things already and it may be related.
I guess for now we will have to wait until the next version and check then.
#911
Servers / Re: Baal Metaverse PVE
August 13, 2014, 07:54:11 PM
Nice.
Where is the server hosted? I tried to connect, but for me the ping is quite high.
#912
Really glad you are enjoying the game :)

For stars - everything you said is correct. That is what we did. You can see the stars configurations and prototypes in the data files inside the game if you are interested to learn their properties.

Starmap - yup, that's intentional. Although it should display "Interference", which probably wasn't the case judging from your description. Big thanks for the save - we will investigate that.

And lastly about containers - it is a known bug and will be fixed with a new patch that we are currently working on.

Again, thank you for taking time to write all that, things like that really help to polish the game and get rid of bugs :)
#913
Modding info / Re: Turret orientation suggestion
August 12, 2014, 11:45:41 PM
Sounds cool. I should try that myself :)
#914
I simply can't help here. I would have to actually investigate this fully myself in order to help, and that would take away time from development. I simply can't do it.
I can only give my suggestion - try rewriting the script with proper formatting and check against some IDE which will show compile errors if there are for example typos or type mismatch or something similar.
#915
I did check the mod, but couldn't see right away what is wrong.
What I suggest to do, to identify the problem is to run it in server mode to see all the errors.

1. run the server executable, enter "new 1", for example. This will start the game and create a new server world.
2. See if there are any mistakes in data files. Server will notify of any such problems. Fix these if present.
3. When there are no mistakes you can then run the game.
4. Check the mining script, because from looking at it there could be some issues, but that should not crash the game, though.