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#811
News and Updates / VoidExpanse - Patch notes v0.10.x
September 24, 2014, 02:15:08 AM
VoidExpanse v0.10.x Update patch notes.

We wanted to make a small content update but in the end decided to push more features that were being in development and ended up with a full blown update :)
I hope you will like the changes! We are one step closer to the finished game!

=== VoidExpanse v0.10.0 ===

New features:
   * You can now select female characters, and some NPC in the game are now females.
   * Alternative control scheme (like in casual games) - point mouse where you want to fly. Might also be a very good option for a very maneuverable ships. Also quick selector in the inventory screen to change the control scheme on the fly (pun not intended).
   * Nav points system. You can now setup your own markers on the map to highlight a flight path or some points of interest.
   * New heavy cruiser ship - Yamato.
   * All new icons for items.
   * New unique soundtracks to each station.
   * Several new mine weapons.
   * More parts for character generator.
   * Avatar layers images now have probability coefficients for generation (no more aviators on 99% of characters).
   * Added "check" server start argument - useful for mods validation.
   * New API methods for modding.
   * Added "random amount" property for item drop lists.
   * New image for station info screen.
   * NPCs now greet you when you start conversation.
   * New boosters, such as boosters that improve mining.
   * New devices, such as EMP generator.
   * Other new minor things added.

Changes:
   * Adjusted sizes of some stations a little.
   * Better drop lists for pirates. Separate drop lists for pirate dens (with awesomely valuable loot).
   * Some sound improvements.
   * Notifications are now properly shown when a device cannot be used (different messages in different situations).
   * Collision handling now takes impact velocity into account to calculating damage.
   * Mining devices now use energy.
   * Increased solar radiation damage.
   * Adjusted chances of particular type of star system spawning.
   * Increased size of blackholes.
   * Stars are now displayed on the radar (minimap).
   * Javascript: the engine now uses the strict mode for compilation and running (thanks god, finally!).
   * Javascript: greatly improved issue reporting (javascript stacktrace introduced with correct line numbers, file names for used libs, etc).
   * Other changes and improvements.

Fixed:
   * No damage to hull after shields are disabled, until the re-establish.
   * On shield down shield physics still remained (it means ship continued to collide like it had a shield still).
   * Persuade ability not working properly.
   * Other issues with topics (related to script handling).
   * Bugs with collisions processing.
   * Merchants stuck near military station.
   * Mac thread hang.
   * Game crashes on open galaxy map after it changes.
   * Models disappear sometimes.
   * Other issues.

=== VoidExpanse v0.10.1 ===

New features:
   * Autopilot!
   * Quick button to switch control scheme.
   * Pause in singleplayer!
   * Partial refuel & repair - for whatever money a player has.
   * Icons for all statuses and active effects such as autopilot, cruising, EMP, etc.

Changes:
   * Shuttle icon now also has civilian symbol like other civilian items.
   * Changed some icons to improve how everything is displayed.
   * Updated some music tracks with better versions.
   * Bullet-point lists for requirements in tooltips.
   * Force fast ping remeasure (for faster network resynchronization).
   * Headhunters were spawning too often - now not so often.
   * Jumpgate FX is properly clipped now, also some slight visual changes.
   * Changed how skill effects and requirements are displayed.

Fixes:
   * Item tooltips. Values are strangely padded.
   * Can't start dialog after respawn on station in an another star system.
   * Physics resynchronization often hangs/freezes and works unreliable (BLACK LOADING SCREEN!).
   * Public terminal: "nothing to talk about" :)
   * Planet texture seams.
   * Jump trail isn't drawn when jumping sometimes.

=== VoidExpanse v0.10.2 ===

Changes:
   * Smoother routes built for autopilot and AI.
   * Solar radiation will now ignore shields and damage hull directly.
   * Very slightly increased pull of the black hole in that system.
   * Removed aliens planet from main menu.
   * Removed herobrine.

Fixes:
   * Skills won't go beyond Lvl 1.
   * Bug when pressing [F] multiple times at jumpgate.
   * Ship continues movement when entering jumpgate with autopilot.
   * Jumpgate FX issues
   * When pressing [F] in Container Exchange windows, tooltips remains displayed after container is closed.
   * Sometimes ship freezes when starting docking.
   * Ship could jump through solid objects.

===

=== VoidExpanse v0.10.3 ===

Fixes:
   * Fixed compatibility with Mac and Linux.
   * Fixed server crash when autopilot complete route to another system.
        * Fixed Scurvy saying "welcome to our station!".
        * Some other minor fixes and improvements.

===

FAQ:
   * How to visit Xengatarn systems in this update? - We are changing the way players get access to Xengatarn system, but at the moment it is in transitional state. Later you will get a quest for that, but now you have to search neutral system for Barrich guy, he will be on one of the stations. He will give you a special device to travel to their systems. If you lost this device, he can sell you a new one.
        * Savegames from previous versions (<0.10.0) will not work with this version.

As always you can download the experimental version of this update using our game launcher.

And please leave your feedback! The sooner we can stabilize this update the sooner we can release it as a stable version and continue working on the next update that will introduce crafting and modifications! :)
#812
Game discussion / Re: Awesome game so far
September 23, 2014, 07:17:48 PM
Hey! Welcome to the forums. And glad that you enjoy the game :)

For mining - that is actually the plan, the next big update (after the following, smaller one) will introduce crafting and upgrading system where you will need different minerals to do it. So, mining will definitely be more useful. Also, potentially in the future we have even more ideas for industry including mining, hopefully we will be able to extend it even more.
#813
Ideas and suggestions / Re: Ability to set waypoints
September 23, 2014, 07:14:49 PM
Quote from: Creat on May 15, 2014, 08:54:15 PM
At the moment, any way to just set some point on the map that shows up as an arrow on the radar would be a huge help.
Done :)
And not just that, but much more versatile system that would later include autopilot as well.
#814
For the damage indication it might actually be a good idea, to make it easier to see when you are in danger.

Also for docking, you could actually just fly inside the station yourself without activating the docking mode. Just fly into the opening and you will dock.
#815
That might be a good idea in a long run indeed, though so far there is no support for animations for turrets, so you can't really do that.
We really need to finish the game first, and then we can think of adding these little nice thingies :)
#816
Bug reports / Re: I Broke the launcher
September 18, 2014, 08:48:01 PM
Reminds me of "I accidentally the whole bottle" :)
But it's good that you've fixed it.
#817
Mods / Re: Generic Missions - Ideas?
September 17, 2014, 09:39:18 PM
FlessenGreendart, yes exactly.

Hammish, no problem. But it's all in the wiki though :)
#818
Sorry guys, but it is an English only forum and we can't provide any support in other languages. Hopefully we can have a Russian forum later on.

Прошу прощения, но это форум только для общения на английском языке и мы не можем оказывать поддержку на других языках. Надеюсь потом придумаем что-то по поводу русского форума.
#819
Mods / Re: Generic Missions - Ideas?
September 17, 2014, 03:04:06 AM
It's actually really easy to do with effects that are given by skills.

Here's an example, it checks if the player has the skill that allows to see asteroid content.


    if (ship.GetFinalCacheValue(shipId, "see_asteroid_contents") > 0)
    {
        // console.Print("Sending asteroid contents");
        ship.SendAsteroidContents(shipId, asteroidId);
    }


And that one would allow you to check if the player has persuade effect.

var has_persuade_ability = ship.GetFinalCacheValue(PLAYER_SHIP, "persuade") > 0;


So, you really can do similar thing for any other effects that you are interested in. And not just from skills, but effects of the ship as well, all of that is stored in the same big cache.
#820
Bug reports / Re: Mod installation issues:
September 16, 2014, 07:24:03 PM
Hm, interesting. Thank you for reporting! We will investigate the cause.
#821
News and Updates / Re: VoidExpanse: Female characters
September 15, 2014, 03:54:26 AM
Quote from: FlessenGreendart on September 15, 2014, 03:44:21 AM
I've got to ask.. is one of them Ripley from the Alien series?
Also, I'd love to hear the story behind the inspirations. Nothing like a bit of behind the scenes :)
The answer is no.
As for telling a story - I am sure people will figure it out themselves once we release this update :)
#822
News and Updates / Re: VoidExpanse: Female characters
September 15, 2014, 02:57:11 AM
Quote from: Tchey on September 14, 2014, 11:46:34 PM
Are you going to push some gameplay content on that update, or mainly polishs and aesthetics ?
Definitely. This time we've fleshed out the mines and there is a new ship as well. Among other things.

Quote from: FlessenGreendart on September 15, 2014, 01:23:22 AM
Looking good!
I'm loving the art style!
There is a funny story behind inspirations for these pictures (not the ones above, but the system in general).
I wonder would people be able to guess who were the three actresses that inspired the current version of female characters :)
#823
Mods / Re: Breaching the Core Full Mod Discussion
September 15, 2014, 02:53:29 AM
Quote from: FlessenGreendart on September 15, 2014, 02:29:04 AM
And I did not know that about MPKs. I'll make sure to include that in future readmes :)
Yup, basically just double click and bam, it's installed. Then you may enable it if you want and play.
#824
News and Updates / VoidExpanse: Female characters
September 14, 2014, 09:53:27 PM
Original blogpost: https://atomictorch.com/Post/Id1077

Quote
So, now that VoidExpanse has finally being greenlit (yay!) we can now work on the game with even more confidence! And we are already half way with the next update.

The new update won't be as big as some previous ones, but it isn't meant to be. The thing is - our programmer, Vladimir is working on serious engine extension to allow for localization, autopilot and many other features that will come later, for Steam launch.

So, while he is at that, me and Andrei decided to make a smaller, but still very cool content update.

So, what can you expect in it? That post is one of several previws for that update and you can expect...



Yes! Female characters are finally being added into the game. The examples above are still work in progress, of course, but I think you will definitely like what you will see in the game. At least I do for sure :)
#825
Aren't these things are also fairly bad for the people as well? I mean the big events such as this that bring additional particle radiation from the sun.