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Messages - Lurler

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Mods / Re: Breaching the Core Full Mod
« on: June 27, 2014, 08:39:02 pm »
Sounds very interesting! And I especially like the new graphics for items, might be even better than vanilla :)

But a Question... why do you need to modify the core file?

Why not make it into a normal ".mpk" file? I really see no reason why it can't be done with .mpk

Or am I missing something?

Here is an explanation on how to add new content without modifying the core file: you can modify any files this way, and not just xml, etc. You can even modify scripts as well. You can also replace existing files in core (if you have the same file in MPK it will replace the one in base game).

And here is an article on how to install mods: but the simplest way of course is to use the launcher.

UPD: If you can make it into a proper .mpk file I would like to promote the mod on our website :)

Modding info / Re: Modding the VoidExpanse
« on: June 26, 2014, 03:48:12 am »
Nice!  Will look forward to it, then, along with the new ship.  Anything else major coming in terms of the way the weapon scripting works?  (That's been the majority of work I've been putting in on my little side project; am actually very close to dropping a version 0.1 down for people to test out the new light-class weapons and a slightly-revised skill tree for them.)
Well, there will be several new weapons along with GFX and SFX, including gauss cannons. You might use some of these resources in your mod.
But most of the new stuff is for the game in general. A whole lot of new stuff and fixes for the old things.

Modding info / Re: Modding the VoidExpanse
« on: June 26, 2014, 01:47:49 am »
That's about how I figured it worked, it just... doesn't seem to work in-game. :)
I actually get the same thing when I try to use the default Scatterpacks.  The mine seems to float out like it should for second and a half, looks like it explodes, but I never see any scattered projectiles come out.
Hm, it could be a bug... But either way we rewrote the mine system internally to make it better so even if it was a bug it will now work for sure. It will be in the new release.

Game discussion / Re: ships and "classes"
« on: June 24, 2014, 09:24:56 am »
That is right. Any class can use any ships as long as your character has the necesarry skills.

And the current skill tree is a placeholder, we will be replacing it with much more diverse and interesting tree later.

The characters - when we have a proper skill tree in place we will make each character different - having different starting skills as well as possibly having some unique skills. Some unique items as well possibly. We will see ;)

As for ships - well, we are adding at least one ship with each major update. We will continue doing that in the future as well.

Modding info / Re: Modding the VoidExpanse
« on: June 22, 2014, 05:27:41 pm »
Flat value removed from incoming damage.

Figured I'd give a show of stuff I've been working on as time allows. :D
Looks cool, I would love to try it :)
Some of that stuff might even be useful for vanilla game.

Sounds awesome. Looking forward to what you all can do :)

And from our side I would like to add that we will continue with making modding easier and releasing all necesary stuff. Such as for example a tool to create physics definitions so you can create your own ships, etc.

Game discussion / Re: Before we update
« on: June 19, 2014, 06:16:43 pm »
Do you have a estimated time? :)
If I did I would have said already :)
Sorry, can't say now. Maybe in the next big update? But don't quote me on this :)

Modding info / Re: Modding the VoidExpanse
« on: June 19, 2014, 06:13:27 pm »
Ah, yes. It is degrees per second. Most of the values if they are not set as-is are per second.

As for the tools, I will ask our guys to polish the physics app so we can release at least this one.

Game discussion / Re: Before we update
« on: June 19, 2014, 06:34:29 am »
When will party and shared exp be released? :)
When it is done :)

Ideas and suggestions / Re: Suggestion: Salvaging
« on: June 19, 2014, 01:33:19 am »
It's in the plans. Not saying that we will introduced it any time soon, but it's in our to do list, so when the time comes we will figure out some interesting mechanics for that.

Ideas and suggestions / Re: Some suggestions
« on: June 19, 2014, 01:26:34 am »
Some definitely great ideas. Added several of these to our to do list. Some of these will be in the next version!

Ideas and suggestions / Re: Mouse aiming (turn ship towards cursor)
« on: June 19, 2014, 01:22:52 am »
You can still have astroid-like physics while also having the ship automatically rotate towards the cursor.
That's what we will probably end up with as an alternative control scheme. Not now though :)

I found this game while looking for a spiritual successor to Armada for Dreamcast.  I am really impressed by it :)
Ah, another Dreamcast fan! :) These were a good times indeed. I still play some RE:CV and Soul calibur from time to time :)

I noticed that ships don't maintain their momentum very well
This was done on purpose as there are several reasons why it shouldn't be infinite.

I haven't played a lot of the game yet but the only other thing I can really say is, it would be fun to have more enemies or to fight multiple weaker enemies at a time.  I might just not be at that part of the game yet though, so I will hold off on commenting :)  Amazing job.
Thank you :)
And yes, we will definitely introduce more variety to the game and combat as we progress in development.

Modding info / Re: Modding the VoidExpanse
« on: June 19, 2014, 01:15:39 am »
Any chance you could list out what modding tools you might eventually be releasing?  Just a bit of curiosity on my part.
Well, I can tell you what we have so far at least.
1. Physics application that allows us to create physics definitions for the ships, stations, etc.
2. Mod packer (console based and windows application).
3. Items agreggator - allows to see all items sorted by different properties, makes it easier to balance things.
But apart from the physics app the rest isn't really that important. You can create any mods just by editing text files.

Without them, and this seems something that would go well on the wiki, it would be grand if we could get a list of what some of the more obscure variables mean and the settings for each.
No problem, you can just ask any particular questions and I will either answer here or create a separate wiki article.

One specific one, though: for particle effects in some places it seems to list out four variables.  I figure three have to be RGB values; fourth might be luminosity or something?  Any information on this would be handy as I do a bit of my tinkering.
The fourth one is alpha, so it is the standard RGBA notation.

First, for homing weapons, is the listed value for homing under projectiles degrees per second of tracking?
Tracking is defined in the ships slots and is not linked to weapons themselves.
While homing is a property of a projectile and is specified inside the weapon.

And second, if I create an entirely new item will it automatically populate into station stores by itself or do I need to add it to a list of 'shop gear'?
As far as I know - yes, it will be available in shops automatically :)
But it will not be added to drop lists from pirates/aliens because these are defined manually. But they can be changed to be dynamic too, though.

Game discussion / Re: VE linux client
« on: June 19, 2014, 01:06:23 am »
Hello I just bought the game a few days ago and would also like to be informed when the linux version is available for download.
Please check our dev blog at we are posting all updates there. There are more interesting stuff there too.

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