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Messages - ninekorn

#196
discontinued 2023 july 29th . by ninekorn
#197
discontinued 2023 july 29th . by ninekorn
#198
discontinued 2023 july 29th . by ninekorn
#199
discontinued 2023 july 29th . by ninekorn
#200
Bug reports / Re: Some bugs/issues Reports!
March 11, 2018, 06:22:41 PM
Cool! I might play again by the end of the week like next friday or saturday with my brother if he still wants to. The game is fun!
#201
Bug reports / Re: Some bugs/issues Reports!
March 10, 2018, 10:56:51 AM
Hi, the following images are screenshots of In-Game bugs/issues that we've found while playing.

1. Here the fireplace is showing in front of the player. Something with the layer system.


1. At the corner of Sand and Water, the "sand sprites" are "stepping" over the water. They are too large or maybe they just shouldn't be spawned in corners.


1. Same example as the one before but just showing that the sand is stepping over the water in a different view.

#202
Bug reports / Some bugs/issues Reports!
March 09, 2018, 11:40:43 PM
removed.
#203
Thank you for this update!
#204
Ok about the energy and fuel. I'm gonna have to start looking in the CalculateShip.js to fiddle around with the "Too High" fuel consumption of the ship. I've already been able to stabilize the fuel consumption. So right now it stays at 100% almost all the time. I'll fiddle some more inside the script to get to understand where the functions are.

Here's a better view of the message. It has started 3 servers ago and now it won't stop.

#205
There is a message in the console that is beeing displayed ever since I've created my test server today. It's never happened as much as it was doing so today. The message says
"[ERR] Ship not found: 0"
I think in the past, AI_enabled fixed one debug message like that but it was for Asteroids, if I remember correctly.
How does the fuel work in VoidExpanse?
Somehow, it feels like both the energy consumption and fuel consumption are linked together? I'm not sure if I'm wrong there.
#206
discontinued 2023 july 29th . by ninekorn
#207
The channel is free. I am not there to show that I am good at scripting nor to make money... I don't think I am that good. In fact I believe I have a LOT left to learn. But I made a mistake starting those mods. And that was to "disregard" the "haste" that is pretty much required for keeping an audience interested... I am talking about the community of course. It's been 6 months that I've release a video of my Galaxy Market in Void Expanse and 3 months later I had received 2 responses of the community on youtube here https://www.youtube.com/watch?v=Hp6zYf-7AzM . Also someone was interested in my drones mod here http://steamcommunity.com/workshop/discussions/18446744073709551615/2183537632735962702/?appid=324260 and I didn't respond. I have been working hours upon hours trying to make the best thing possible but I've just hit a wall of reality this weekend. I mean, I wasn't focusing on the right project, my idea was wrong from the start for the Drone Formation. I mean it's still a good idea that I will "convert" for other projects but it wasn't going to be effective for Drone Formations. And so this weekend I've decided to "burn" my whole Drone Formation project V1 and start with V2. It took me 1 day to create V2 and 3-4 months to make V1. So my whole project was taking too long. The tiny pathfind got me distracted. And the function StickToPoint wasn't giving me the perfect position at the right of the player and that's why I wasn't using it. In fact, I was using my own trigonometry functions to get the formation points. I am now using StickToPoint to make the drone Formations work and I will just offset the points a little bit to increase the number of formation points near the player. I am now starting V2 with StickToPoint and the V2 project is already way more advanced than V1. This is a good sign. Here's approx my current goals and a LOT of those functions already work, if not ALL OF them:

In the Drone Formation V1: worked 30 days just on the pathfind and the rest took 3-4 months
1. All different behaviors of the drones were separated and weren't even working together yet.
2. I worked 1 whole month for the AI Simple Pathfind and was able to make it work but it was completely USELESS for the project for what I wanted to use it for. The work on it is done
    though and so I will reuse it later anyway.
3. In that month, I was also able to put the drone in formation by following the best path it found from the pathfind it generated. The path was extra small and very effective. But as I
    said I was using this whole stuff the wrong way.
4. I had made a basic "Drone Go Mine" script that was working and don't remember where I put it in 2.5 terabyte of folders and projects and backups and whatnot....
5. I had made a basic "Drone Evade Projectiles" script that was working and don't remember where I put it in 2.5 terabyte of folders and projects and backups and whatnot....

In the Drone Formation V2: worked 1 day on it and it's already better than V1

      1.1 - AI Pick Formation:
         1.1.1 - The drone can follow the player. (coded)
         1.1.1 - If the drone is too far from the player it will go back to the player.
         1.1.2 - If the drone is getting in range of the player, it will get in formation.
         1.1.3 - If the drone is In formation but is ordered to go mine or attack, it will do so. (but V2 had a bug here where you could only send it mine once, after that it bugged)
         1.1.4 - If the drone is in formation but the player is "docking", it will dock with the player.
         1.1.5 - If the drone is in formation but the player is entering a jumpgate, the drone will jump with the player. (I might switch that later so if the drones are too far from the player
                    to remove their jumping capabilities)

      1.2 - AI Go Mine.
         1.2.1 - If the drone is commanded to go mining, it will go mine.
         1.2.2 - When the drone is mining, it gets a 2 seconds delay for each mining laser activation. For the moment, each mining laser activation gives them a minimum of 10 "Glepsite".
                    To be modified later.
         1.2.3 - Each 2 seconds, the mining laser yield is full and so the drone deposits the minerals in it's own cargo. Once it's own cargo is full, it will move towards the player and dropoff
                    it's own cargo unless the player's inventory is full.
         1.2.4 - If the player's cargo is full, the drone will not "try" to empty it's mining laser "yield" on the player. It will just stop mining once it's inventory is full and then go back to
                    formation instead of mining again.
         1.2.5 - If the player's cargo is NOT full, it will stop mining, and move towards the player until it hits a certain distance from the player to where it would stop.
         1.2.6 - Once the drone is stopped near the player, it will droppoff it's materials and then BAM it returns mine...
         1.2.7 - As long as there is space in the players cargo and an asteroid to find in the system, the drone will keep mining.
         1.2.8 - The drone is stopping it's mining operation if the player is too far, and if that happens, the drone returns near the player in Formation, instead of going back to mine.
     

      1.3 - AI Go Pick Containers.
         1.3.1 - to fill soon.

     1.4 - AI Go Combat.
         1.4.1 - to fill soon.


I will be trying to code all nights from 09h00pm to 01h00am every night of the week and more in the weekends. I might also in the weekends. I have a job during the afternoon and so I can't work there for the moment. At some point, I might switch from night to morning.

If you people have any ideas as to how I could "better" my mods please feel free to contact me. You can also come in the TwitchTV channel and just give me a flurry of "swears" or a flurry of "you suck buddy" and that's gonna make my day!  ;D

Anyhow, it's free, and it's for Void Expanse's Community!
nine








#208
discontinued 2023 july 29th . by ninekorn
#209
discontinued 2023 july 29th . by ninekorn
#210
discontinued 2023 july 29th . by ninekorn