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Messages - ninekorn

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1
Modding info / Re: Void Expanse Free ASSETS.
« on: Yesterday at 08:36:10 pm »
Here are the INTERIOR Station Models that I will use for my COMPLETE mod. If you are interested in seeing how I completely modeled them, please feel free to use the download link. Those were made with the original station parts... I cruelly dismantled ALL stations and rebuilt them and separated the parts and they are now fully EASILY remodable for the station interiors. They do NOT come with textures yet though. But I would be glad to have feedback if you like the models or not and please leave comments!

Thank you

nine

download link =>   https://drive.google.com/open?id=1V6_ChR3EDshp71EFLJ2fatlHZUiroGsF

You might have a hard time using them right away for your Void Expanse server though as they don't have the necessary physics adjustment yet. AND you gotta Fusion each individual parts of each one of the models and remove the tiny bit of extra surplus vertices lying around. All of them are NOT a huge performance hit on Void Expanse so it will be nice to see when they will be textured and physics ready. I gotta work on that too.







2
Mods / Re: Upcoming unlimited weapons mod and also a Galaxy Market.
« on: April 21, 2019, 09:44:45 pm »
Well that doesn't really peak any interest. Imma put this junk in hiatus and go back to the drone/station mod. will report back progress soon.

3
Mods / Re: Upcoming unlimited weapons mod and also a Galaxy Market.
« on: April 20, 2019, 12:56:47 am »
For news on the current Status of the unlimited weapons MOD, please watch this 7 mins video. Be careful of the static in my microphone and hopefully it won't destroy your ears.

https://www.youtube.com/watch?v=uw4o_WbrPIA&feature=youtu.be

In resume, it looks more like a XML File Content Creator Helper for Void Expanse... for the moment. It will soon evolve in something better. What you see on the program is what I created tonight in 5-6 hours of work... It's bad but I am getting somewhere.

This XML File Content Creator Helper Program will be part of a bigger program that incorporates infinite items gen for Void Expanse... Gotta start it from scratch though so version 1.0 will NOT be an infinite item genererator but more of a XML File Content Creator Helper to manually create individual XML Content files for Void Expanse.

Thank you for reading and hopefully you will like this addon to Void Expanse that will help you create content for Void Expanse.

4
Mods / Re: Upcoming unlimited weapons mod and also a Galaxy Market.
« on: April 19, 2019, 07:34:46 pm »
As some people might know, I had created some kind of a basic version for the Unlimited Items mods for Void Expanse. That MOD was created in 2017 and NEVER was released. It was incomplete, hard coded modable only but it was working for the unlimited Energy Weapon Mods. It was approx 5000 lines long in C# just to make it work... It was a pain to have coded and I knew that If I followed the same path in the future to finish the COMPLETE ITEMS Generator MOD that It would be painful and really really long to finish.

I have decided to completely change the architecture of the code behind the INFinite Items Generator Program in order to facilitate completing the whole program and to make it much more user friendly... I have started two days ago.

The result is very basic now as I have almost ONLY completed the generation of the "CONSUMABLE" item.

If I don't let go of this idea for a week and work on it for a week, I will be probably able to generate ALL of the items (except the weapons) by the end of this week. That is how easy the new idea was to put down on code. The XML items NODES will all be hard coded in the program with their settings able to be changed.

As I said, the program is in it's infancy still and although I started 2 days ago, yesterday, there only was one button visible has I didn't knew where I was heading yet with the program. Now I know.

At the end of tonight before I go to sleep, I will post a video of where I am at with the consumables Item Generator...




5
I will soon be playing too but once I put all of my mod together. Speaking of MODS. I will make a tiny announcement in the MODS section tonight. Go take a look as it will soon add countless items to the game.

6
Mods / Re: Drone/Follower mod // in-progress
« on: April 17, 2019, 08:39:10 pm »
If you can hold your breath long enough whether it is 1 month or 6 months even, for what I am working on, you will be amazed at what you see. You will think of Void Expanse of the greatest Panoramic style Space Combat game ever created, if you don't think like that already.

Keep on watching/following if you're that cold blooded follower... the patient one. I will be glad to share more news on the project as soon as I have them.

Until then, Have fun playing Void Expanse and if you do download the Galaxy Market, please feel free to share any comments in the Galaxy Market thread please.

7
Help section / Re: Void Expanse distance of view option?
« on: March 09, 2019, 02:14:18 pm »
Ok. I hadn't built the colliders yet for all the station interiors so that is probably the problem. I will build the colliders once I finish building the unwalkable tiles manually and then test this out.

Thank you ai_enabled.

8
Help section / Void Expanse distance of view option?
« on: March 06, 2019, 04:22:41 pm »
Hi,

I am pretty sure that I saw somewhere that I could change the distance of view for players. I would need to change that setting as the station models are disappearing too soon. Is it possible and if it is, where is the setting again?

nine

9
Mods / Re: Drone/Follower mod // in-progress
« on: March 05, 2019, 03:35:03 pm »
Military station interior. Work in progress.




phew... I'm finally done with modeling the station interiors. Now back to the unwalkable station interior tiles for the drone pathfind to work... Then I gotta place the colliders with the physics ajuster tool.

10
Mods / Re: Drone/Follower mod // in-progress
« on: March 04, 2019, 08:24:11 pm »
science station interior. Work in progress.


11
Mods / Re: Drone/Follower mod // in-progress
« on: March 03, 2019, 10:14:50 pm »
Business station work in progress.


12
Modding info / Void Expanse Free ASSETS.
« on: March 03, 2019, 12:15:07 am »
Hello guys,

So here are the assets:

********* GIMP assets. *********

1. Those are only the original dismantled sprites of items, with the background picture removed and with item rarity or "MK0 to MK5". If I remember correctly, I was able to clean ALL of the item assets with Gimp in order for them to be ready for the infinite items mod. You just have to install GIMP and then open up every GIMP project and export the sprites (PNGS). With an export pluggin in GIMP it is faster.

https://drive.google.com/open?id=1X0zMSLVuj-73KwMPLm4RNj6Pw5gVb7Ca

nine

13
Help section / Overriding a whole folder of scripts in Cryofall?
« on: March 02, 2019, 04:19:43 pm »
Let's say I want to override a full folder of Cryofall, to get rid of all the scripts inside of it for testing purpose.

In Void Expanse, I had to manually "comment out" each scripts that I didn't want or remove all "function calls" towards those scripts and put those scripts in the MOD folder of Void Expanse. As for XML Files, I would have to make them unavailable in the shops etc..

Removing the scripts for the core.cpk in the Steam folder wasn't the way to go in Void Expanse so I presume I cannot do this either in Cryofall? So Let's say I want to remove all Mobs to start off. I want to remove all items, all tech trees, all world objects, all weapons, all skills, all quests etc... I want to know how the server loads Cryofall first and foremost and how the world is created, not how the objects are created. I want to know where and when the world starts if thats a better explanation. If anyone knows already, it would be much appreciated to have an explanation and I am more than willing to write down in my scripts that explanations are coming from other modders for the credit of how I was able to get there myself.

I have decided to go in another path for modding Cryofall. At first I wanted to build an infinite weapons/items and Zombie/Skeleton Mod but now I want to go a different way.

Any help is appreciated.

nine


 

14
Nevermind about all I wrote. And ultimatum are not really a great thing to do either... I'm wondering now that I've digged into cryofall a bit if I should just discard all my work in Void Expanse and bring whatever I've learned there in Cryofall, or more precisely, the Renkei Engine. I'm gonna keep digging to see to what extent I can try to mod Cryofall before I take a decision.

15
It's not urgent ai_enabled.

Sorry for saying that it was maybe too "hard" for you. What I meant is, maybe it requires a bit more "fiddling" than necessary like too many changes. I mean, I don't know how the core of the game looks like, but sometimes, the code is sooo huge especially in a finished game that it looks like a fragile spider's web. You break 1 cord, and the whole web crumbles. Also it's like knowing where all cords are attached AKA where all Global Functions and Global Variables are beeing called.

I know how good all of you are at coding, it's not everyone that can release a video game. But what really is astounding is how modable the games the Atomic Torch studios make. I mean, just being able to update a server LIVE with "debug_reinit" is magic all by itself. No server restart needed. I mean, you all say that Cryofall can be "reinitiliazed LIVE within a game", well, i don't see how Void Expanse is any different from that. Void Expanse Engine is not far behind.

But I can only imagine what it is especially since you were not alone to "make the WEB".

Oh and when you finally have the time to fiddle in Void Expanse at some point hopefully this year, please wait for my next tiny list of API needed functions as some that were released in the last patch weren't working. Not that my list of API functions are always super useful, but they will help all modders i am sure. Especially the prototype function

ship.GetObstacleOnRay(ship_id, rotationAngle, distance) that isn't in the official patch release and also
npc.GetObstacleOnTheWay() that isn't in the official patch release.

The pathfinder that I was able to make in VoidExpanse costs practically nothing in terms of performance. No multithreaded is needed. I create a grid of 5x5 which is 25 units or even 10x10 which is 100 units in an array and then frame per frame I build the pathfinder tiles. Obviously its not an instant result but it doesn't affect performance. I am pretty sure that I could find a better way of initializing the GRID in order for it to also be a frame per frame basis. the reason why the functions above will be usefull is that there is only the function "GetShipsInScope" in Void Expanse... The other functions are like "GetAllSystemObjects" or "GetAllSystemWhatever" that gets all the system objects and then I have to sort through them and then get the distance of all of them and then compare which are closer. Internally in the core code, it would probably work the same way or close to that anyway. If I would shoot a ray in a tiny "for loop" in increments of 5-10 degrees to where the next "walkable" tile is, BAM, I find if there is an object/station/spaceobject/crate/ship/etc... (I tested it in a private server and it would be so darn usefull you have no idea.)

You did implement two very usefull functions in the past for Void Expanse which are "GetAsteroidsbyDistanceToNPC" and "GetCrateContainerByDistanceTo NPC" or something close to that which I am using currently for my drones to search the "scrap metals" which are actually crates.

Tell you what, If you promise me that this year you will work on a new list of API functions for Void Expanse and some new tweaks, I will build you my infinite items mod for Cryofall within a month, multithreaded. But I might only share it in private. In fact, just talking about it tonight makes me want to work on it already. You remember this?

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

I coded an infinite energy weapons mod for Void Expanse that isn't released still... I can't remember if it was multithreaded but it wasn't fast as many other personal projects that I have coded. And that was in July 2017. Lol I know, it's far away, and I got more gray hair now, but I know that I can code it too for Cryofall. I'll reply to this thread in two days with my current advancement on the infinite items mod for Cryofall.

nine

EDIT 2019-02-28: OMG... just read it.  FrameWork 4.7.1 in Cryofall full c# API... that is insane. My heart is pumping like crazy. What is this new engine... And what are it's capabilities? I'm diving right in to find some answers. First Off, where is the main project starter function/script for the game? I need to load things at the start. Will post this on Discord.

03:08am - weekend has started yesterday night. I work from saturday to wednesday. But geez, I talked way too fast about making an infinite items mod. The number of items in Cryofall is quite extensive + it doesn't even use XML files compared to Void Expanse. Eh well. It's ground zero - bottom of the learning ladder.



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