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Messages - Lurler

#871
Mods / Re: Breaching the Core Full Mod
August 25, 2014, 08:21:06 PM
Looks very promising :)
Keep up the good work!
#872
Quote from: BeLugh on August 25, 2014, 03:52:54 AM
Congratulations!!!!
Finally we reached this goal.
Not yet :)
The goal is to be greenlit!

Quote from: Tchey on August 25, 2014, 07:19:03 AM
I've seen a LOT of "indy games" with a nice very little community and good relationship with developper(s), with patch every week or so... until they go to Greenlight or Kickstarter or alike. Then, it's the fall. Less communication, less updates, less quantity and less quality !
But i feel confident about Void Expance !
Naaah, that's not our way. Even if we forget about the community management, promotion thingies and whatever - I am just simply enjoying talking with you guys who are fans of our little project :) That definitely won't change. The only reason I see which could affect our ability to answer everything and actively participate in the discussions is if the forums grow to such a size that we simply won't have time to answer everything. But I don't think it will happen soon, so rest assured that we will still be the same old AtomicTorch team as always :)

Quote from: Hammish on August 25, 2014, 08:21:03 AM
Awesome job guys!  Also, assuming you make it, do you have plans to actually integrate the steam API further down the road, or will Steam just be primarily a distribution point?
I just know I <3 me some Steam integration and think it'd be awesome for the game further down the road for Workshop to be able to handle mods in addition to ease of joining multiplayer.
Yup, I think all these meta thingies on Steam such as achievements, trading cards and the rest are pretty fun, so we will definitely integrate them. I don't really know, though, what's the deal on Steam side, but if they allow us to do it we are definitely going to implement that. And workshop for sure as well. It will allow for the easiest mod installation and great database.
#873
Original post: https://atomictorch.com/Post/Id1074

Quote


Here is a long awaited update about our greenlight campaign! We've finally reached top 100! And to be precise we've reached #62 place at this point! Out of 1900 other titles. And I think it warrants at least a little bit of celebration!

We still aim for 50+ to be absolutely sure that we are accepted by Valve, but I think now it is only a matter of time!

Take a look at the statistics yourself:


Please share this campaign with your friends and help us make it happen!

And if you haven't voted yourself yet - you can find our campaign here, and hopefully vote!

Thank you everyone for your amazing support! :)

What do you guys think? :)

We all are personally very happy to finally reach the top 100 mark!

It surely doesn't mean we are greenlit yet, but it brings us closer to it, and hopefully Valve will see the potential of this game and allow us on steam.
#874
Good day and welcome to the forums.

I'm glad you like the game :)

To answer some of your questions:
1. Good idea, will be implemented in the next release.
2. Hm, can you please elaborate on that? I am not entirely sure what you mean.
4. We actually plan to have pause for singleplayer eventually.
6. Alas, it would be too expensive. Simply not possible for indies and with a such a huge scope as VoidExpanse. But we'd love to do it of course.
7. We plan to have different pictures for the stations eventually, it's just not a priority at the moment.
10. Actually it already does that. If you are near the sun you will start taking radiation damage to your ship.
i. for now they are just for decorations :)
ii. it's in the plans, yes. Salvaging.
iii. hm, it's a neat idea. We will have to investigate this to see if it's possible.
#875
Sorry, but that's how the game is intended to be played.
#876
Modding info / Re: Modding the VoidExpanse
August 25, 2014, 02:12:39 AM
Mass of the ship does affect acceleration. Since we are using real physics it simply works as you'd expect in reality - more massive objects require more energy to be pumped into to give them momentum. Basically normal inertia.

As for your formulas - everything is exactly right :)
#877
Help section / Re: Name change?
August 25, 2014, 02:02:57 AM
Good day.

You are right, it is a problem. We plan to add an ability to put the name in quotes so that names with spaces will work as well. But at the moment it is not implemented yet.
You will have to wait, sorry. But we will add that functionality probably with the next big release.
#878
Mods / Re: Avatar Set ver 1 (v. 0.9.7c)
August 22, 2014, 03:54:29 AM
Tchey, you could use our starter. Then it will do all the work for you. You could just put ticks next to the mods you want to enable.
Press a cog icon next to play button to configure mods.
#879
VoidExpanse is updated to v0.9.8.

Apparently v0.9.7 wasn't the last version of 0.9.x branch :)

=== VoidExpanse v0.9.8 ===

New features:
   * Add load/new Server start arguments
   * Command line argument for launching the server so it could autoload from a particular save slot.

Changes:
   * Changed build naming, now [game]_[version]_[platform]
   * Console commands improvement
   * Updated the credits to include people who made a great contribution to the game
   * Retina and other HiDPI screens support improved (check "Screen pixels density" option near "Screen resolution" if you have Retina display)
   * Peformance significantly improved on Fastest and Fast quality levels (for slow PC)

Fixed:
   * Offline players seem to continue updating Star System
   * The yellow stash boxes with guards spawn in the first system (they shouldn't)
   * StarSystem Map scale bug
   * Slaver kidnap mission problem
   * Mac launch issues - black screen

Known issues: disabling Post Effects on Mac decreases performance.
#880
Modding info / Re: Modding the VoidExpanse
August 22, 2014, 02:08:23 AM
Quote from: Hammish on August 21, 2014, 11:39:53 PM
Just a quick follow-up, as well: does the same thing apply to acceleration as well, then?  IE, if your max strafe is 40% of your normal max speed, is your acceleration while strafing also 40% of normal, or is it just a max speed adjustment?
No, it doesn't change with increased speed since these are independent. So, even if you have 10X cruise speed the acceleration would still be the same. BUT! When you activate the cruise mode your acceleration is cut to 1/3, thus making you accelerate 3 times slower. This is a balancing measure to prevent people using cruise during combat, and to make fleeing pirates a bit more difficult.

Quote from: Hammish on August 21, 2014, 11:39:53 PM
And thanks for the snappy answer. :)
No problem :)
#881
Modding info / Re: New weapon type
August 21, 2014, 08:13:29 PM
You could technically create a normal weapon, with new model as you described, and make it so that it simply doesn't shoot. Or shoots invisible beam with no damage.
#882
Modding info / Re: Modding the VoidExpanse
August 21, 2014, 08:04:22 PM
Hammish, sure, let me explain.

All these parameters work in a different way than most other as you noticed. They don't work by themselves, instead they work as a multiplier to the max speed.
By default, if I am not mistaken, it is: cruise 2X, reverse 0.6X, strafe 0.4X, no power 0.4X, so when you advance these skills they are basically adding value to these multipliers. So +20% to "something" actually gives you a bonus of 20% of your normal speed (thus +0.2 to a particular multiplier).

For skills - no, the skill can only have one prerequisite skill and character level requirements. It is done so because the trees are generated automatically, so we have to insure that the skills only have one parent to generate the tree properly.

Now, but in exchange for the answer could you please edit these answers into the wiki so other players could use the info as well? :) If it is not too much trouble of course.
#883
Modding info / Re: New weapon type
August 21, 2014, 03:49:11 AM
Ah, so that's the problem then. You can only use categories that are actually present in the game as each category of weapons are handled differently.
So far there are only 4: energy, ballistic, missile, mines.
So no, unfortunately you can't simply create a new category like that.
#884
Mods / Re: Avatar Set ver 1 (v. 0.9.7c)
August 21, 2014, 01:46:07 AM
The link you provided requires to login into dropbox to open. I guess it is set to private.

But the idea sounds neat :)
#885
Modding info / Re: New weapon type
August 21, 2014, 01:43:49 AM
Hey, welcome to the forums! Also love your avatar :)

Now, back on topic. Could you copy the exact error message?
Also, can you give a link to the actual XML file? I might be able to figure out what is wrong.