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Messages - ai_enabled

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Bug reports / Re: Void Expanse Steam mod Uploader crashing?!
« on: August 11, 2018, 11:14:03 am »
I see. So that's a simple crash.
Can you upload the mod folder (on Google Drive or Dropbox) which you're drag'n'dropping into the window? I will have a look on it and maybe notice something obvious.
Unfortunately I cannot debug in the next few days as I'm on a vacation.


Bug reports / Re: Void Expanse Steam mod Uploader crashing?!
« on: August 11, 2018, 11:02:24 am »
thanks for reporting. It was never reported before so I suppose you have some kind of a unique usecase. Maybe a malformed header.xml file.
Are you doing everything step-by-step as explained in wiki ?
I'm not sure where the log folder is but maybe you can simply screenshot or copy-paste the error information (if any).


Bug reports / Re: Crash
« on: August 11, 2018, 10:59:15 am »
Hello @AlphaCyborg,
Thanks for reporting. Currently the game is available only for 64-bit operating systems. The error you've posted suggest that the game was unable to start on 32-bit system. We will add a proper error message in that case with the next big update.

Unfortunately, there is no estimation date when the 32-bit version will be available - or whether we will certainly support 32-bit systems. The reason is that 32-bits are quickly lose popularity now as you can see here less than 2% of players are still using 32-bit OS.

If you have 64-bit Windows but still experience the issue - please let us know and we will investigate.


v0.15.3 released and the release notes above are updated.

Bug reports / Re: Can't Connect / The Server is not accessible
« on: August 09, 2018, 12:45:13 pm »
@Xorimek, it should work fine as now there are two dozens of players online and nobody else report the connection problems.
Have you tried rebooting your router and PC?

wow, that's sad to hear!
Usually, if you have such a widespread issue, it might be a problem with the PSU. You can't say for sure if some component is broken unless it's obvious (burnt, etc) or you have tried it in another (compatible) system. Try to get a new PSU or ask at the local service center if they can do the diagnostics. Maybe CPU and MB are ok and you will need to get a PSU replacement.
I believe Oculus will replace the cables as it's definitely a manufacturer's defect.

sorry for the late reply. We're super busy with CryoFall A15 update.

The scale of your ideas is truly grand. With the right direction, you can indeed achieve a lot. But you definitely need to start with something smaller and more practical and finish it.
When I'm saying more practical, I mean not only that it should be truly useful for a lot of people, but also that you should have proper means of implementing it. Hacking around is not practical as you're very limited by scripting API and available system/DirectX hacks to implement what you're looking for. Unless you're a masochist :-) , it would be better to make your own game - make a simple VR game on a simple but interesting idea, and complete it (and put it on or even try to sale on Steam). So much stuff to explore there. And your creativity will be not limited by scripting API or anything else. Especially if you're using Unity as it has a lot of stuff already integrated - great for creative minds and VR enthusiasts (if you had any problems with VR here before, most likely they're resolved - it's actively used by about (or maybe over) a million of developers now).


@ninekorn, honestly, I don't feel anyone will ever play like that as in the result it's still far from what most players might consider as a good experience.
But as an experimental project to further improve your programming skills it's a great idea.

Don't be afraid of shaders. They're basically a single file with a pretty simple code - all it does, usually, is just a pixel color modification based on all the inputs (such as textures and texture coordinates). Some shaders are indeed quite complex, but writing simple stuff is really easy.
You can learn something from CryoFall. For example, the Lighting/Combine shader applied every frame after the sprites rendering is finished to make the picture transparent ("lit") in the lit places and dark in the non-lit places - it receives a combined "mask" texture of all the light blobs and simply combines it with the previously rendered framebuffer.
You can find the code here <CryoFall folder>\Core\Core.cpk\Content\Effects\Lighting file Compose.fx. You can modify the result to return, for example, only green color - simulating something like a night vision: (in the end of the MainPS function)
Code: [Select]
result.rb = 0; // reset red and blue components of the pixel color
return result;
(the game will automatically instantly rebuild the shader so you can do live-coding and play around; just be sure that you've enabled Developer Mode in the game options to display any shader compilation errors you might have (as otherwise, you will never know that there are any errors))

Imagine how much more code will be required to code something similar by using ScreenCapture and pointers - not mentioning the prohibiting performance overhead. The shader is executed almost for free even on my 4K (3840x2160 pixels) screen - almost 0 ms on CPU and less than 0.5 ms on GPU, it seems.

Of course, HLSL (or GLSL, for OpenGL) is a completely different language but a very simple one.

You can also find a lot of great examples with open source code on (just don't be spooked, many shaders presented here are a piece of art and really complex for understanding even to a professional Visual FX programmer - simply because mostly they're coded in an obscure way that only their creators can understand what they're doing :-D ).


@ninekorn, if you can use ShaderResourceView (Direct3D 11, right?) to render the texture (taken from the framebuffer), then you can also write an HLSL effect (shader) for this ShaderResourceView which will do the required operation per pixel. And it will be almost instant as the job done only on GPU.

And if you can totally avoid the byte arrays and can directly apply the shader to the frame buffer it will be the best solution performance-wise. It should be possible to avoid ScreenCapture and simply hook to the application itself.

Jumpgate can have a pass condition. That's used to ensure that player doesn't leave the starting system before finishing the first quest and also that player cannot enter Alien systems early. Perhaps that will suffice for your idea?
Of course, the discovery of a completely new star system sounds much more interesting than simply unlocking a jumpgate to another system, but considering that the game architecture was written for one-time world generation it's much easier to achieve by using the already proven game API...

usually any stuff which is dealing with framebuffer data should operate as a GPU shader, otherwise you're forcing GPU to flush all the graphics command to access the framebuffer data, then modify it and push back. No wonder it's ultra expensive.

With a GPU shader - you can call it a GPU post-processing shader - you can perform the same operation per pixel very effectively. And the code of such shader will be super simple as you basically need only the framebuffer for input and a very short pixel shader to modify the color of each pixel.

Unfortunately, I don't have any knowledge of how you can hook into the graphics API with Oculus, but there are should be definitely a pretty simple way - as you're already doing something very similar, but in a different way (by copying the framebuffer from GPU to RAM and modifying it with CPU, and then pushing it back to GPU).


It might be possible as the generation scripting API allows spawning new objects at any time.
However, I'm afraid that the new jumpgate will not work as the routes are cached after the galaxy generation or after the savegame loading. If a new jumpgate spawned the cache should be invalidated but, as we didn't have such need during the game development, I can't say for sure.
Also, it's impossible to remove the star system so it might become a problem as more and more systems spawned during the gameplay.

Bug reports / Re: French Keyboard
« on: July 05, 2018, 01:49:33 am »
The issue with ! char in AZERTY layout not printable is resolved in the upcoming update (in 1-2 weeks).

News and Updates / Re: CryoFall - Patch notes v0.14.x
« on: June 23, 2018, 06:59:44 am »
=== CryoFall v0.14.1 ===

   - Land claim areas are always highlighted when you're in the construction placement mode.
   - Framerate smoothness improvement.

   - Light item kept consuming charge even when it was not the current hotbar item (and in some cases torch stuck on 0% "charge").
   - Fixed herbal medicine and glass quests - after crafting they required to have the spent ingredients in the inventory.

News and Updates / Re: CryoFall - Patch notes v0.13.x
« on: June 08, 2018, 12:38:14 am »
=== CryoFall v0.13.2.4 ===

- Old issue with "Black screen" bug when switching MSAA mode (or when playing with disabled MSAA)

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