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Messages - ai_enabled

#1141
Modding info / Re: Model problem
January 24, 2016, 09:27:51 AM
Hello!
Did you used recommended export settings as shown on this screenshot? http://wiki.atomictorch.com/images/1/17/VoidExpanse_Blender_Export.jpg With this settings we didn't have any issues. I will ask our artist if needed.

Regards!
#1142
Help section / Re: Minimap Offline
January 24, 2016, 09:13:24 AM
Hello!
Currently we're investigating the same issue reported at Steam Discussions https://steamcommunity.com/app/324260/discussions/0/451851477879659721/

Could you upload the server log files on Google Drive or Dropbox and share the link please?

Regards!
#1143
News and Updates / Re: VoidExpanse - Patch notes v1.6.x
January 21, 2016, 09:27:01 PM
Hotfix for startup issue.

=== VoidExpanse v1.6.4 ===
Fixed:
   * Startup errors resolved (freeze on loading screen, etc). This time, for sure!

! Extra notes !
* Saves ARE compatible with the previous versions!
* This version is fully compatible with v1.6.3 servers.
#1144
News and Updates / Re: VoidExpanse - Patch notes v1.6.x
January 20, 2016, 12:01:28 AM
And a few more fixes and changes.

=== VoidExpanse v1.6.3 ===
Changes:
   * Improved rays rendering.
   * Updated Unity3D to 5.3.1p2.

Fixed:
   * Startup errors resolved (freeze on loading screen, etc).
   * Kaspersky Antivirus was false positive on SharpCompress.dll. We recompiled this library from latest sources and the issue is gone (there were no malware, according to VirusTotal only Kaspersky Antivirus detected it as malware, but other 56 antiviruses didn't think so).
   * White background in Main Menu in some rare conditions.

! Extra notes !
* Saves ARE compatible with the previous versions!
#1145
Bug reports / Re: Auto pilot not moving
January 01, 2016, 12:06:30 AM
Is that in single- or multiplayer?
If single, have you tried savegame reloading?
#1146
News and Updates / Re: VoidExpanse - Patch notes v1.6.x
December 24, 2015, 04:43:37 AM
We've released hotfix v1.6.2b: resolved the startup issue for new players.
#1147
Servers / Re: [EU][kG]kunix.org -PVE- / community server
December 20, 2015, 10:15:01 PM
Quote from: p0ki on December 20, 2015, 09:32:47 AM
There is another bug though, the healthbars are flickering. I will report that later.
Could you record a video of this bug please? Thanks!
#1148
News and Updates / Re: VoidExpanse - Patch notes v1.6.x
December 16, 2015, 06:45:26 AM
v1.6.1 is available on Steam and AtomicTorch.com.
#1149
Servers / Re: [EU][kG]kunix.org -PVE- / community server
December 14, 2015, 12:29:18 AM
Only wipe could do this :-( ... or maybe we will write a script to slowly restore the aliens systems at multiplayer servers, however it's complicated due to the server architecture.
#1150
Will be fixed at the upcoming patch (early next week).
#1151

Hello!

This may be just a scale issue. Also the common issue is that the Mayb OBJ exporter produce quads, not triangles. The game cannot load OBJ built with quads properly.

I think it would be easier if you export to FBX from Maya, import from FBX to Blender and then export with the recommended settings.

Regards!
#1152
Help section / Re: Can no longer talk to NPC
November 06, 2015, 09:58:51 AM
Hello!
Could you upload the game logs on Google Drive or Dropbox and provide the link please?

The logs folder located at:
Windows: <User Documents>/AtomicTorchStudio/VoidExpanse
Linux: ~/.config/AtomicTorchStudio/VoidExpanse/VoidExpanse
Maс: ~/Library/Application Support/AtomicTorchStudio/VoidExpanse

Regards!
#1153
General Discussions / Re: New game?
October 18, 2015, 11:07:15 PM
Dinocide is announced :-).
http://dinocide.com
#1154
Hello!
The Ergrek Terminals are instantiated per-player, so each player could get items from them after hacking, even if it was hacked by somebody before.
No, the items do not respawn. It could be done by a mod (with locking terminal back so it will be required to hack it again). There are two scripts related to hacking: "data\scripts\internal\Hacking.js" and "data\scripts\special_objects\ergrek_terminal.js". The latter script is very straightforward and allows making everything you want.

Enemies respawn rate could be also altered by a mod - you could modify the script "data\scripts\global\CoreFunctionality.js" methods "RestorePiratesPopulation()", "RestoreAliensPopulation()", etc.

You could read more about modding and scripting at Official Wiki (http://wiki.atomictorch.com/Main_Page).

Regards!
#1155
Mods / Re: tools for modding?
October 14, 2015, 07:30:26 PM
We're working on adding support for unpacked mods to the next major patch.