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Messages - ai_enabled

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1
Ideas and suggestions / Re: Claimland Item
« on: May 21, 2018, 04:03:11 am »
Hello,

We're aware about the inconvenience with the land claim upgrading.
We will completely rework the system in the closest future so it will be a non-issue :-).

Regards!

2
Hello!

No, you cannot define variable values there.
It's used just to define which variables should be saved for the script instance. So if your script has a global variable (defined in the root of the script file) of name "price", the game will store it in a savegame for this script.
The names of variables in XML should match the names of variables in the corresponding
script file.
If you want to set default values to such variables, just define them with assigning right in the script file. For example:
Code: [Select]
// in the root of the JS file
var price = 123;

Regards!

3
Help section / Re: what is topic.EnableMonospaced(true)?
« on: May 19, 2018, 02:13:05 am »
Hello!

Thanks for making the mods :-).

topic.EnableMonospaced(true) will set a monospaced font for the text of the dialogue. It's a cosmetic feature which we're using for "dialogue" with the station terminal.

Regards!

4
Bug reports / Re: French Keyboard
« on: May 19, 2018, 02:08:49 am »
Hello!

Yes, we're aware of the issues with different keyboard layouts and will try to fix most of such issues with the next update.

Regards!

5
Development discussion / Re: Balancing food, freshness and fridges.
« on: May 16, 2018, 10:47:30 pm »
I believe that the most discomfort is caused by the "normal" food with 3h shell life. Increase to 4.5h (so total more than 2 real-life days) should be enough with everything else kept as is.

Another consideration: addition of an icebox in the Tier I technologies will help on the early stages of gameplay until players will be able to build a fridge. To keep the balance, icebox should have only a minimal amount of slots and might be a little bit less efficient than a higher-tier fridge (for example, 7 times instead of 10 times of freshness decrease speed).

6
Development discussion / Modding prerequisites (Visual Studio 2017)
« on: April 30, 2018, 02:25:36 am »
Currently, we don't officially support modding for CryoFall, however many people are interested in how the game built (as all the gameplay-related code and even UI code are shipped in an open source form with the game) so we've decided to share required files to allow opening the game open source part ("Core") with Visual Studio 2017 (Windows only) - so it's possible to edit C# and XAML (UI) code with auto-complete and other features, debug and even make small mods.

Steps to setup Visual Studio 2017 to open "Core" part of the game:
  • Install Visual Studio 2017 (any edition, including free Community edition). Before installation, please ensure that you've checked ".NET Framework 4.7.1 targeting pack". If you already have VS2017 installed, please ensure launch Visual Studio Installer -> Modify -> Individual components -- and ensure that ".NET Framework 4.7.1 targeting pack" is checked.
  • Download and install Visual Studio 2017 extension for our custom mod project type.
  • Download CustomProjectSystems.zip and extract it into %LocalAppData% folder. After extracting, please ensure that C:\Users\YOUR_USERNAME\AppData\Local\CustomProjectSystems contains the subfolder AtomicTorch.GameEngine.ModProject.

After that, you can open the game solution file with VS2017. It's located in <game folder>\Core\Core.cpk\.


A few important notes:
  • The CryoFall custom game engine (called Renkei) supports live reloading of C# & XAML code (as well as all the visual and audio assets) so it's not necessary to restart the game to observe the changes!
  • XAML Designer is not supported (though it can work sometimes, slowly and glitchy) and it's recommended to disable it (Visual Studio Options, XAML designer, uncheck "Enable XAML Designer").
  • If you want to debug your code with breakpoints, please go to Visual Studio Options, Debugging, uncheck "Require source files to exactly match the original version" (because the game includes C# compiler which performs some code-generation and so resulting C# files do not match the original C# files - but it's not a problem for step-by-step debugging as the C# code lines kept intact).

Regards!

7
Ideas and suggestions / Re: Inventory Management Buttons
« on: April 14, 2018, 05:44:36 am »
Items container sorting is implemented in the upcoming update. The implementation is quite limited (sort order is not configurable) but very useful! Also, you can apply it to any container by just pressing the mouse middle (scroll) button over an item slot (the button could be rebound to any other in the Options menu).

8
Ideas and suggestions / Re: Signs and Custom Tooltips and Colours
« on: April 14, 2018, 05:40:24 am »
Signs implemented in the upcoming update :-).

9
Modding info / Re: v2.1.1 - Mod/Playtesting with unpacked assets
« on: April 02, 2018, 06:44:51 am »
Example of ModsConfig.xml for unpacked Core with DLC:
Code: [Select]
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<mods>
  <unpacked_mod>
<mod_id>core_1.0.0</mod_id>
<is_core_mod>1</is_core_mod>
<path>C:\Games\VoidExpanse\Core\Core.cpk</path>
  </unpacked_mod>
  <unpacked_mod>
<mod_id>DLC1_1.0.0</mod_id>
<is_core_mod>0</is_core_mod>
<path>C:\Games\VoidExpanse\Core\DLC1.dpk</path>
  </unpacked_mod>
</mods>

10
Ideas and suggestions / Re: First playthrough and some ideas
« on: March 30, 2018, 01:02:49 am »
Hi kyokei,

Thank you for trying the alpha!

1. Click instead of press-and-hold - we will consider this. I also think that sometimes it's too tedious. The current implementation allows cancellation of the action upon the pressed mouse button release, and in some cases, it might be good...

2. AI is a placeholder now... We will implement a proper AI system later.

3. Tutorial will be added later, for now we're considering smaller UI improvements to make it more friendly (like a notification to use your accumulated LP to learn new technologies).

4. Controller support is also planned, but it will require a major UI redesign so currently we don't give this feature much priority.

You can check CryoFall roadmap here https://trello.com/b/B5ckffAW/cryofall-development-roadmap

Regards!

11
Ideas and suggestions / Re: Feedback
« on: March 28, 2018, 10:20:23 pm »
Thanks for your feedback, OneOfDaZZZ!
Some additions/clarifications to what Lurler wrote above:

Quote
hitboxes are overly large and are not consistent kiting northwards tends to damage the player more then east/west/south
We will redo the hitboxes completely as the current system has too many flaws. With the new hitboxes, we will also decrease the melee weapons attack range as it's unrealistically large now.

Quote
2) MAKE THE GRASS MORE VISIBLE
Yes, we will check how the grass on the new terrain looks and most likely we will change the color and make it much taller - totally different from any ground textures and terrain decals. So it will be clear that this is the grass to harvest fibers :-).

Regards!

12
Well, I was not really clear when wrote "All the JS files are loaded into isolated script engine instances".

Imagine that for each JS file (except libs) we create a "script instance". All "include(*.js)" are simply injected (inlined) into the JS file.

That means that we create the script instances only once (during the startup) and then simply reusing them.

And that means we're using the same AI script instance for every NPC ship which shares the same AI script name. So if we Trader.js AI script, we using the same instance of this script for every trader NPC in the game.

And you might have noticed that our AI scripts don't store any variables. If we need to store or access anything, we're using storage API.

Regarding the "switch" - it will not work if the switchFunction variable is global (and so shared across all NPC's using this AI script; BTW, next time you will ever need to debug something like that - wrap all writes of the global variable into a function with console.print() printing current and new values together with ShipID at the function first line - it will be obvious when a global variable is shared as different NPCs will modify the same global variable).

The only way to make it work is to use storage API or "objectives" API (npc.AddObjective(), npc.GetCurrentObjective() - see Trader.js for example).

Regards!

13
Bug reports / Re: Bugs and other things
« on: March 17, 2018, 07:17:03 am »
Thanks!
Will continue working on it on Monday.

14
Bug reports / Re: Bugs and other things
« on: March 17, 2018, 06:51:30 am »
Thanks, you can delete the link now - I've got the file.
Yes, I see where the crash happened. I've noticed that many times the game was unable to create a texture object ("The GPU device instance has been suspended. Use GetDeviceRemovedReason to determine the appropriate action.") and when that happened the memory usage jumped (maybe the texture was allocated but due to the error it was never released).
Alas, we don't have GPU stats in our logs. What is the model of integrated GPU you're using and how much VRAM it can address? You can get this info by launching dxdiag, "Display" tab.

Regards!

15
Bug reports / Re: Bugs and other things
« on: March 17, 2018, 06:29:29 am »
2. Yes. Thanks for reporting! If you can provide the game client logs it will be the best report (you can get them from the Game Launcher by using "create debug dump"). We record the memory usage into the logs.

4. It seems to be a netcode issue - the input update command (change fire mode) seems to be not sent/received to/by the server.

5. Handling chars printing is always hard in the game when framerate is not stable. But in our case we passing all the input into UI middleware and there might be a bug when multiple keys are pressed in the single processing frame.

Regarding the bedroll - I think we can add a simple UI to allow making any free bedroll to make yours respawn point. This should resolve the problem.

Crowbar - yes, we will consider returning some amount of the spent resources when deconstructing. Just added this into our tasks lists.

>> And would be nice to have an option to disable game sounds when it is backgrounded
Right, we have this feature enabled by default in VoidExpanse. Will be useful here too. Thanks for reminding us!

Regards!

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