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Messages - ninekorn

#166
I didn't count but i'm probably near that anyway. so sorry If that messes things up on your end. The thing is I need the console to debug me information and i don't think i can do that in singleplayer, unless i can, i just dont know how.

nine
#167
Mods / Re: Drone/Follower mod // in-progress
February 02, 2019, 03:04:09 AM
discontinued 2023 july 29th . by ninekorn
#168
Mods / Re: ***GALAXY MARKET MOD RELEASED***
February 01, 2019, 11:24:42 PM
discontinued 2023 july 29th . by ninekorn
#169
Mods / Re: ***GALAXY MARKET MOD RELEASED***
February 01, 2019, 12:53:00 AM
discontinued 2023 july 29th . by ninekorn
#170
Mods / Re: ***GALAXY MARKET MOD RELEASED***
February 01, 2019, 12:03:12 AM
discontinued 2023 july 29th . by ninekorn
#171
discontinued 2023 july 29th . by ninekorn
#172
discontinued 2023 july 29th . by ninekorn
#173
Modding info / Re: Events? And some other questions
November 11, 2018, 04:46:52 PM
Hi Periculi. Sorry for such a late reply. I just restarted scripting in Void Expanse recently and thought i`d have a look at this for you. Following are the actions.bind functions that I have found in the original scripts of the game:


    actions.Bind("OnCalculateInventoryCache", "CalculateInventoryCache");
    actions.Bind("OnCalculateSkillsCache", "CalculateSkillsCache");
    actions.Bind("OnCalculateBuffsCache", "CalculateBuffsCache");
    actions.Bind("OnCalculateShipParameters", "CalculateShipParameters");
    actions.Bind("OnMaximizeShipValues", "MaximizeShipValues");
    actions.Bind("OnUpdateShipParameters", "UpdateShipParams");
    actions.Bind("OnCalculateNpcLeveledCache", "CalculateNpcLeveledCache");
    actions.Bind("OnShipWarps", "OnShipWarpsHandler");
    actions.Bind("OnChatReceive", "OnChatReceive");
    actions.Bind("OnChatCommand", "OnChatCommand");
    actions.Bind("OnCollision", "OnCollisionHandler");
    actions.Bind("OnHit", "OnHitHandler");
    actions.Bind("OnRayHitProjectile", "OnRayHitProjectileHandler");
    actions.Bind("OnProjectileHitShip", "OnProjectileHitShipHandler");
    actions.Bind("OnShipDestroyed", "OnShipDestroyedHandler");
    actions.Bind("OnShipTryToEnterJumpgate", "OnShipTryToEnterJumpgateHandler");
    actions.Bind("OnShipDestroyed", "OnShipDestroyedHandler");
    actions.Bind("OnShipDestroyed", "OnCWaveEmitterDestroyedHandler");
    actions.Bind("OnPlayerEntersGame", "OnPlayerEntersGameHandler");
    actions.Bind("OnPlayerEntersSystem", "OnPlayerEntersSystemHandler");
    actions.Bind("OnStarSystemUpdate", "StarSystemUpdate");
    actions.Bind("OnEnterFrame", "EveryFrame");
    actions.Bind("OnBaseGenerateStock", "GenerateStockHandler");
    actions.Bind("OnInstancedContainerGeneration", "ContainerGenerationFunction");
    actions.Bind("OnDebrisCollided", "OnDebrisCollidedHandler");
    actions.BindToTrigger("onConsumableUsed", "onBallisticAmmoConsumableUsed",
    actions.BindToTrigger("onConsumableUsed", "onRocketAmmoConsumableUsed",
    actions.BindToTrigger("onBulletHit", "OnEMPWpnHit", { projectile_id: "weapon_emp_s1_0" });
    actions.BindToTrigger("onBulletHit", "OnAntihiveHit", {});
    actions.Bind("OnPlayerEntersSystem", "OnPlayerEntersSystemHandler");
    actions.Bind("OnShipAttacked", "OnShipAttackedHandler");
    actions.Bind("OnThankYouMessage", "ThankYouMessageHandler");
    actions.BindToTrigger("onNpcSaved", "NpcSavedHandler");
    actions.BindToTrigger("onNpcKilled", "NpcKilledHandler");
    actions.Bind("OnCargoSold", "CargoSoldHandler");
    actions.Bind("OnHackSuccess", "OnHackSuccessHandler");


But I believe you can also code your custom actions.

I don't have an answer right away for those:
Upgrade elements- i got no idea
Unused item type codes - i think i might have info on that but i gotta search my private messages.
faction-filter- never used it yet.
item durability- i got no clue but i am interested too in that.

And for initiating dialog with Npcs you use the function implemented in patch v2.1.0 here http://forums.atomictorch.com/index.php?topic=1012.0


(player scope)
void player.StartDialogue(string player_name, string npc_tag_unique_id);


That can be initiated also from an Npc script.
#174
CURRENT SCHEDULE

2018-08-17 - EASTERN 12h00 to 24h00 approx

I created new shop texture items for boosters. But only half of what I wanted to do is done.
Also, I have started coding the item generator for the boosters and the basics are done for that generator. It can now generate boosters XML files. A lot of balancing on it needs to be done but before balancing anything, I gotta have my full set of shop textures ready.

2018-08-18 - EASTERN All day
So today, I'm gonna continue on with the shop textures for the boosters. Hopefully I Will be done soon for that coz we have over 10 more item classes to create shop textures for and also the item generator for those items.

I was done for the day at approx 13h00 EAST.


2018-08-19 -cancelled
#175
Hey!

Thank you for your interest. I will soon put my schedule in here after I sort it out. My Galaxy market is finally coded and I was trying to put it on the Steam Workshop but it wasn't working last time I tried. I've reported the issue and it's probably on my side that something is not right. I have tried to use another computer but it wasn't working either...

Anyway, the Galaxy Market is making players able to buy items ALL over the Galaxy of Void Expanse. It will need some testing to see if it properly works in Multiplayer. And this first Beta Version of the Galaxy Market is working for the un-moded Void Expanse (with Pariah's Bane expansion of course). I will need to create another version of the Galaxy Market that will enable me to also add description of items because it doesn't do so for the moment. There is no description of items except the name and price of the item that the players will buy.

I will soon start coding again the drone mod and Follower mod. But before that, I wanted to prepare the infinite or finite items generators (because loading 1000 items for each category - 18 categories total- might lag the server out - it's 18000 items to be loaded in the game after all and that doesn't count 1000 drones/enemies/followers).

For the item generator, last weekend, I prepared near every item Shop Textures in Gimp in order to use the "parts" in my Item Generator. I already created an energy weapon generator but I didn't release it since the damage wasn't even balanced at all but it was perfectly working and I could use those items inside the game.

Here is a video that I made of the Infinite Energy weapons Generator in July of 2017:

https://www.youtube.com/watch?v=DKeEzVCNRTc

So yeah, the reason why I want to code a generator for all categories of items is because I will also generate "enemies"/"drones"/"Followers" with different items/weapons out of those created in the item generator. But just for the Energy Weapons, the code is like 2500 lines. But as I said, it's working so it is a fine blueprint for all of my other planified items generator for the game.


QuoteI'm definitely going to check your streams on Twitch, Ninekorn. What category can this kind of content be streamed under btw?

I am not sure which one I used last time. Maybe under "JavaScript" or "Programing". I'd have to check again.
#176
Hi ai,

this is the error that I get:




#177
Hi,

I wanted to release my market mod today but the Void Expanse Steam Mod Uploader is crashing.
#178
@ai_enabled

Thank you for the hints.

Yesterday when I tested all the stuff on the micro-atx motherboard MSI 760GM-p23(fx), I had put only 1 bar of ram and in the wrong slot so no wonder why nothing was working. But the PSU was working because I've been using it on that new build.

Another good news in all of this is my NVIDIA EVGA 960gtx is actually working with the re-testing today.

I installed the latest version of BIOS on the micro-atx motherboard MSI 760GM-p23(fx) which was supposed to have compatibility with the AMD fx-8320e processor but unfortunately, it seems to be dead.

So maybe my motherboard MSI 990-GDA65-V2 might be working after all but I wont swap all my stuff again just to test it.

Anyways. I'm tired of not releasing anything so I'm gonna work hard on 1 mod to start off and see where it goes from there.

#179
@ai_enabled

Well my VR project has been put on the shelf anyway for now - I've received a reply from the AB4D creator and there is a lot of space for improvements which I would have loved to implement yesterday as per his suggestions ;D but dust is going to pile up on it for sure. Here's the reason why:

??? 1. one month ago approx, my Oculus Rift VR sound started to stop working intermittently. Now I have no sound but the image still works fine. It's been reported by many many users on the web that the ribbon cables that go from the Headset straight to the headset earplugs have a manufacturer flaw. The more often that you "stretch" the headset head frame to put it over your head, the more the ribbon cables get stretched and they end up breaking. I did not open the headset but I know for sure that this is the same problem. Less than 1 month warranty and I hate using warranties.

>:( 2. My processor AMD FX8320e 8 cores just broke yesterday at the same time as
??? 3. The motherboard MSI 990FXA-GD65-V2 but it's not all
??? 4. The Video card NVIDIA EVGA 960GTX Superclocked (already RMA'ed once in 3 years because it broke) also broke down.

Dudes... How the heck can that happen. 3 pieces of hardware in one shot and it wasn't even overclocked and everytime the CPU and VideoCard were overclocked, they always reached under a maximum of 55 degree Celsius at full load. What's even worse is that the FX8320e 8 cores warranty ended at the beginning of this year, the motherboard MSI 990FXA-GD65-V2 warranty ended at the beginning of this year and the Video card NVIDIA EVGA 960GTX Superclocked ended at the beginning of this year.

But I must admit that my terrain generation tryouts with using multiple threads to do so for at least 4-5 months might be one of the problems root. And I have been working for the past 2 months on VR non-stop with a video card 960GTX that is under the minimum specs requirements for the Oculus Rift.

BUT, yesterday, on spare parts, I built a working system:

MSI 760GM-P23(FX) motherboard
AMD Phenom II x4 925 2.8ghz (oced to 3.4ghz with a LEPA watercooler - with that it's still less than half what my FX8320e could push)
MSI RADEON R7 240 video card
and obviously the rest of pieces that didn't break/burn yesterday.

I am obliged to leave VR alone cos even if using the Oculus Debug Tool to reduce the Oculus Rift Resolution of default 1.00 to 0.25 (1/4 resolution), it is awfully lagging. I can't even do squat haha.

The good news is I can now concentrate on Void Expanse and push my mods and tutorials but lost 1 day out of my weekend to do so. What a week of crap lol :o

Let me work today on at least trying to release something lol ;D


#180
 ;D

I'll be sure to check the shader reference website that you pointed out.

>:(  ;D

Lol, but I don't agree that players won't like the Virtual Reality experience once I get everything I want done for Void Expanse. I don't want it to just be a Virtual Screen for players to look at without anything else involved. I would rather NOT have had to explain parts of my complete project  ;D but here it goes:


  • In the "Invasion" Mod, players will still be in the Solar System Inside of a ship and the only way to get to Void Expanse Galaxy system, will be by Long Range communications system (not literally of course). A little bit like the current nowadays drone technology where army personal are behind a screen controlling a drone. Players won't "BE" there in the Void Expanse Galaxy, but what they will control are Hybrid/Robot/Android like characters that can control the ships there in the Void Expanse Galaxy.
  • This is where the screen Capture and VR comes into play when players in VR sit down in front of a computer that is inside of a ship and login to the Void Expanse Long Range Communications System to control their ships there in the Void Expanse Galaxy in front of a 2d/3d like screen in Virtual Reality. Lol I know right, a little bit far fetched considering only the Screen Capture is done, the galaxy market isn't completed, the weapons and items generator isn't completed, the follower and drones mod isn't completed etc...
  • I want the experience to be a one of it's own but although I have been a couple months in the AB4D engine, it's a totally new experience to me so I am pretty much starting from the bottom.

I need a LOT of stuff to be working in order to complete this Overhaul/mod/Proj3Kt.
Right now, there is only ONE way that I can get the complete list of coordinates of systems/decorations/objects/ships/stars/etc without asking for more API functions that would write them down in an XML file or something... It is part of a personal project too. AI "Image/Objet/Writing" Recognition. As long as I can debug the total coordinates of those objects in the Void Expanse Console, I can definitely code an external AI script to read what is written on the Void Expanse console without Interfering with the game... (not with my current knowledge and the fact that I don't have the time to learn that for the moment but I did find some really nice references)

But that brings issues... Like only the creator of the Game Server would have access to those coordinates unless my external VR application can dispatch the coordinates to Players computers that aren't creating the server.

If I can get the transparent background working at some point, I know that I will be able to synchronously make players see 3d objects in the transparent background that they would normally see in the normal Desktop Void Expanse. But again that will bring other issues as those objects aren't transparent in the normal Void Expanse Universe. I was thinking of making a planet/decorations etc. 3d objects microscopic so that I can swap them for 3d objects in Virtual reality that are visible in the background.

It's gonna take me 100 years to code all of that... Or will it? Lol... so far fetched. I should start finishing my Void Expanse mods first. I am happy thought that the only game that I am modding is Void Expanse so everyday that I code is not for another game.

I want to code all of that for Void Expanse also for the reason that at some point later on, I will be able to "port" what I have coded for "real life" RC drones. Lol... dudes I know I feel crazy right now but I assure you that I'm not lol