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VoidExpanse => Mods => Topic started by: ninekorn on July 10, 2017, 10:02:55 pm

Title: DESTRUCTIBLE STATIONS - in-progress - 9sMODS DEVELOPMENT
Post by: ninekorn on July 10, 2017, 10:02:55 pm
Title: SC-Drones
Image: coming soon.
Author(s): ninekorn
Description: drones
Current Mod version: Beta V0.2
Game version: latest
Game mode: all
Versions:




V0.1: https://youtu.be/J7g7dVo-hCk

Date completed: 2017-07-10


V0.2: https://youtu.be/Nu06sZGVmpc


Current completed behavior:

Objectives to complete:


Date completed: 2017-07-11
Title: Re: Drone/Follower mod // in-progress
Post by: ai_enabled on July 10, 2017, 10:04:29 pm
Looks interesting!
Title: Re: Drone/Follower mod // in-progress
Post by: Lurler on July 12, 2017, 06:45:12 am
Indeed, if you finish this mod into a complete form I'd like to feature it on the site, as I'm sure many people could find the idea interesting :)
Don't forget to upload the mod to Steam later as well.
Title: Re: Drone/Follower mod // in-progress
Post by: ninekorn on July 12, 2017, 10:12:29 am
Ok! I dont know when i will be done as I would also like to do models for the mod. I got my job approx 40 hours a week but right now im devoting all my freetime to this mod! because i love the game.
Title: Re: Drone/Follower mod // in-progress
Post by: Lurler on July 12, 2017, 09:51:11 pm
No worries. Whenever you are done just post here and we will think of something :)
Title: Re: Drone/Follower mod // in-progress
Post by: ninekorn on July 13, 2017, 01:29:48 am
I need to create a player entity in the game without it beeing a real player if that makes any sense. I wanna try something out. Can you guys tell me if you've got a function like that or at least point me at the right script to look at for player generation? Also which script decides where player is spawned. Sorry for asking a lot of questions.
Title: Re: Drone/Follower mod // in-progress
Post by: Lurler on July 13, 2017, 01:40:47 am
Not sure about create a "player", but some missions in the game give you a follower ship. It has its own AI and follows set of rules. You can see how it works for those missions. Hopefully it helps.
Title: Re: Drone/Follower mod // in-progress
Post by: ninekorn on July 13, 2017, 01:46:26 am
I really need to keep more than one system alive at all times if possible. My solution was to create an empty entity "player" to do that in each system that I want alive.

For instance.  I know that systems are "alive" when there is a player Inside of them at all times. Thats what i understood at least. But with my mod plans i need to have more than 1 system alive without the need of having a player Inside of it. Is there a solution for this?
Title: Re: Drone/Follower mod // in-progress
Post by: ninekorn on July 15, 2017, 02:06:16 pm
Ok ive managed to fix a lot of bugs in version 0.2 of the follower/drones mod. Ive also decided to separate the follower Mod from the Drone mod. Right now the version will be v0.3Follower mod. I will work later on the drone mod. Down you can read changes and bug fixes for Version v0.3 of the Follower mod.


Title: SC-Follower
Image: coming soon.
Author(s): ninekorn
Description: drones
Current Mod version: Beta V0.3
Game version: latest
Game mode: all
Versions:

V0.3: https://www.youtube.com/watch?v=qgP3BLgjxMY&feature=youtu.be

Current completed behavior:
•The Follower are following the owner/player to get close to a certain distance of the owner/player which i call the AI closestDistanceToPlayer.
          * If pirates are coming Inside a specific radius around the player the follower will start attacking the enemy Inside the closestDistanceToPlayer. The Follower will also chase the
             Pirate in the middleDistanceToPlayer but not in the furthestDistanceToPlayer.
          * If the player is docking at a base in that closestDistanceToPlayer then the follower will stop all actions and will also start the docking procedure.
          * If the player is jumping in a Jumpgate from that distance then the follower will also stop all actions and jump with the player.
          * If the player is Inside a station and the follower is very far away from the player for some reasons then the follower will retrace which station the player is currently docked at
             and follow the route to that station and dock Inside the station.
          * If the player undocks from the station then the follower will also undock from the station.

•The Follower are also chasing after their owner/player if the owner/player gets away of the closestDistanceToPlayer and is in the middleDistanceToPlayer.
          * All the behavior of the closestDistanceToPlayer AI still applies to the middleDistanceToPlayer AI. The only difference really beeing that in that range if the Follower
             AI doesnt have any targets it will try to get closer to the Player to get Inside the closestDistanceToPlayer.
         
•The Follower are also now unlocking from their targets (pirates) if the owner/player gets too far away from them and instead are deciding to chase the owner/player.
          * This behavior happens when the player is out of the closestDistanceToPlayer and out of the MiddleDistanceToPlayer. AI would then be in the furthestDistanceToPlayer zone.
          * The docking and jumping procédures of earlier AI behavior still apply here but the AI will not lock on any targets close it itself. It will start locking on target when it gets in
             Range of the player (a fix is coming for this one. I want the Follower AI to start chasing the enemy whenever the distance of any enemy gets Inside the middleDistanceToPlayer instead
             of chasing the player to get Inside the middleDistanceToPlayer. Coz right now if the follower is Inside the FurthestDistanceToPlayer it will start chasing the player and will
             not target the enemies coming in the middleDistanceToPlayer once the follower itself is not Inside the MiddleDistanceToPlayer.
             
•The Follower are also now NOT attacking Miners-Turret-Merchant-Patrols at will. will try to implement more features here so that if they get attacked by those that they engage and if the player decides to attack those Miner-Turret-Merchant that they also attack them.

Objectives to complete:

• I need to create topics or a possibility of dialogue between the follower and the player when both of them are Inside a station. I have got no clue on how to create dialogue at the moment. I mean ive tried a lot of things but none work.
• I want to make it possible that in those topics the player gets the choice to repair the follower ship.
• I want to make it possible that in those topics the player gets the choice to buy items for the follower ship.
• I want to make it possible that when repair devices or mining devices are fitted on the follower ship that they also have the possibility to be activated.

Date completed: 2017-07-15



Title: Re: Drone/Follower mod // in-progress
Post by: Wilmore on July 03, 2018, 11:20:19 pm
Can't wait for this to be finished! It looks supercool  8)!

I'd love to use it on my local server :-)

Wilmore
Title: Re: Drone/Follower mod // in-progress
Post by: ninekorn on July 08, 2018, 05:11:47 am
I am working on a VR DesktopScreen program for the game Void Expanse prioritarily so the mod has been pushed back. But it's still my goal to finish it.
Title: Re: Drone/Follower mod // in-progress
Post by: ninekorn on February 02, 2019, 03:04:09 am
Hello guys. The drone mods has new content. The player can buy an "OnBoard Computer" and have access to all the benefits of the drones and ALSO can now access the Galaxy Market from within their ship. I'm sorry for the bad quality of the video though... I uploaded in 360p by accident. Please go watch it if you got 20 mins to spare.

https://www.youtube.com/watch?v=Hzt4QMw0tnA&feature=youtu.be
Title: Re: Drone/Follower mod // in-progress
Post by: ninekorn on February 07, 2019, 08:37:40 pm
New video release on my current Mod Status. Tell me if you enjoyed watching.
https://www.youtube.com/watch?v=uCdIOIfD4mM
Title: Re: Drone/Follower mod // in-progress
Post by: ninekorn on February 09, 2019, 12:31:47 am
new Video for the station mod. https://www.youtube.com/watch?v=urxUHZA_uF8&feature=youtu.be


(http://i66.tinypic.com/jjqja9.jpg)
(http://i68.tinypic.com/30ucy1i.jpg)
Title: Re: Drone/Follower mod // in-progress
Post by: ninekorn on February 12, 2019, 01:17:56 am
New video station Mod with repair drones at the repair platform! Video is approx 5 mins.

https://www.youtube.com/watch?v=Z723_dHy7tE&feature=youtu.be
Title: Re: Drone/Follower mod // in-progress
Post by: ninekorn on February 13, 2019, 02:31:49 am
Almost final version of the drone repairer/retriever.

(http://i66.tinypic.com/sy6p3d.jpg)
(http://i66.tinypic.com/sctis8.jpg)

sorry for the big photos.

Title: Re: Drone/Follower mod // in-progress
Post by: ninekorn on February 14, 2019, 03:22:02 am
new super cool video for Void Expanse. Drone Retriever and Drone Repair showcase. Video is approx 5 mins long. Enjoy Watching but its a very bad sound quality
https://www.youtube.com/watch?v=Vrsbvw4wW9o&feature=youtu.be

You can see repair drones in action, and foremost, the drone retrievers which can grab scrap metals lying around.
Title: Re: Drone/Follower mod // in-progress
Post by: ninekorn on February 17, 2019, 02:24:42 pm
latest touches on the drone retriever. Now equiped with laser-plyers sockets at the edge of it's arms.

(http://i63.tinypic.com/11uhqxh.jpg)
(http://i68.tinypic.com/e9dw6x.jpg)


Oh and I'm still working on the pathfinder scripts and drone retriever scripts for better results. I removed all lag from the pathfind beeing activated because it did lag the server everytime it was. What I did is simply separate the 400 lines pathfind script lib into smaller libs that are linked together and BAM the lag is completely gone. Also, I shrinked the pathfind to create a Grid of 5 x 5 instead of a grid 10 x 10. But I will revisit that script in order to change the width and depth of the units... meaning that even if its a 5x5 grid, it will be able to cover a very large area still. It's gonna be awesome. In fact, there were so many wrong things in my scripts, I wonder How I was able to show you guys a video where it was working. lol
Title: Re: Drone/Follower mod // in-progress
Post by: Lurler on February 17, 2019, 09:17:26 pm
This is how you can make images smaller https://www.bbcode.org/examples/?id=10
Title: Re: Drone/Follower mod // in-progress
Post by: ninekorn on February 17, 2019, 10:23:58 pm
Ok thank you, I'll fix that really soon Lurler.
Title: Re: Drone/Follower mod // in-progress
Post by: ninekorn on February 24, 2019, 12:59:46 am
new looks for the station interior. It looks better now. But I didn't make any roof for the docking area and don't plan to "unless" the ships aren't disappearing when they are docking. To be tested in Multiplayer. Highest graphics, normals are fixed, but no textures yet except dark grey color everywhere. Thank you for watching.

https://www.youtube.com/watch?v=xOEpvOUXh6k

(http://i65.tinypic.com/wix155.jpg)
Title: Re: Drone/Follower mod // in-progress
Post by: ninekorn on February 26, 2019, 01:40:57 am
Mining Station Interior screenshots. Work in progress.

(http://i63.tinypic.com/2wm2fzn.png)
(http://i65.tinypic.com/33lypep.jpg)
(http://i65.tinypic.com/258nihl.jpg)


Mining Station Interior Final.
(http://i63.tinypic.com/xp6k5u.jpg)
(http://i65.tinypic.com/b8lctc.jpg)
(http://i68.tinypic.com/34hzxqx.jpg)
Title: Re: Drone/Follower mod // in-progress
Post by: ninekorn on March 03, 2019, 10:14:50 pm
Business station work in progress.

(http://i68.tinypic.com/2nrhnkh.jpg)
Title: Re: Drone/Follower mod // in-progress
Post by: ninekorn on March 04, 2019, 08:24:11 pm
science station interior. Work in progress.

(https://i.ibb.co/Xxd5mZ7/science-Station.png)
Title: Re: Drone/Follower mod // in-progress
Post by: ninekorn on March 05, 2019, 03:35:03 pm
Military station interior. Work in progress.

(https://i.ibb.co/KWD8gQL/Military-Station.png)


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.
Title: Re: Drone/Follower mod // in-progress
Post by: christianwidjaya on April 15, 2019, 09:02:06 pm
cant wait for follower mod to be released :)
Title: Re: Drone/Follower mod // in-progress
Post by: ninekorn 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.
Title: Re: Drone/Follower mod // in-progress
Post by: ninekorn on April 26, 2019, 08:01:51 pm
Hello Void Expanse Community. I wanted to give a heads'up on my current "TODO-LIST" for the STATION MOD. It might look a bit depressive to see but Just wanted to let you know that I am working around the clock to finish the station MOD. The station MOD part 1 is to bring into the game, station interiors and have players start enjoying new Interactive Content like the station Interiors that will each contain a refuel/repair platform. Both of those platforms will have drones replenish the fuel and repair the players ship Hulls. The moment that I finish the unwalkable tiles and station colliders for each Station Interior, and prepare the spawn points for players and Turrets, I will consider releasing Version 1.0 of the station MOD. Please continue to bear with me and await this new content. DO NOT GIVE UP on ME  ;D 


1.     Unwalkable Pathfinding tiles: - VERY LONG to do - I started here.
⦁   Science Station -  Done FINISHED ON 2019-04-28
⦁   Business Station - Done FINISHED ON 2019-04-27
⦁   Military Station -   Done FINISHED ON 2019-04-29
⦁   Mining Station -  Done FINISHED ON 2019-04-26
⦁   Outpost Station -  Done FINISHED IN MARCH 2019

2.    Station Colliders : -  NOT that easy finally... its super long to do
⦁   Science Station -  Done FINISHED ON 2019-04-30
⦁   Business Station -   Done FINISHED ON 2019-04-30
⦁   Military Station -  Done FINISHED ON 2019-04-30
⦁   Mining Station -  Done FINISHED ON 2019-04-30
⦁   Outpost Station -  Done FINISHED ON 2019-04-30


(https://i.ibb.co/P4w2CK1/military-collider.png)
TOTAL OF 35 COLLIDERS

(https://i.ibb.co/TgpN7S3/outpost-Colliders.png)
TOTAL OF 32 COLLIDERS

(https://i.ibb.co/nDQ7WmJ/science-Station-Colliders.png)
TOTAL OF 18 COLLIDERS

(https://i.ibb.co/bb9Y4NH/business-Colliders.png)

(https://i.ibb.co/KsKgXzr/mining-Colliders.png)



3.    Station REFUEL/REPAIR PLATFORMS LOCATION SPAWNPOINTS: - easy to do
⦁   Science Station -  Done FINISHED ON 2019-05-03
⦁   Business Station -  Done FINISHED ON 2019-05-03
⦁   Military Station -  Done FINISHED ON 2019-05-03
⦁   Mining Station -  Done FINISHED ON 2019-05-03
⦁   Outpost Station -  Done FINISHED ON 2019-05-03

4.    Station PLAYERS SPAWNPOINTS FOR GAME START ALTHOUGH IT WILL NOT BE THE SAME AS BEFORE FOR FUTURE UPDATES OF MY MOD : - easy to do
with ai_enabled's help, the player spawn point was fixed in a sec. it is a simple line of code in the script SystemPreset.js


5.    Station TURRETS SPAWNPOINTS : - easy to do
⦁   Science Station -  Done FINISHED ON 2019-05-03
⦁   Business Station -  Done FINISHED ON 2019-05-03
⦁   Military Station -  Done FINISHED ON 2019-05-03
⦁   Mining Station -  Done FINISHED ON 2019-05-03
⦁   Outpost Station - Done FINISHED ON 2019-05-03

6.    Station MAINTENANCE TERMINAL: ***FOR BUYING STATION REPAIR DRONES/STATION    TURRETS/UPGRADING STATION DRONES/UPGRADING TURRETS.
⦁   Science Station - creating turrets with terminal DONE 2019-05-04 Not repairable/not upgradeable for the moment
⦁   Business Station - creating turrets with terminal DONE 2019-05-04 Not repairable/not upgradeable for the moment
⦁   Military Station - creating turrets with terminal DONE 2019-05-04 Not repairable/not upgradeable for the moment
⦁   Mining Station - creating turrets with terminal DONE 2019-05-04 Not repairable/not upgradeable for the moment
⦁   Outpost Station - creating turrets with terminal DONE 2019-05-04 Not repairable/not upgradeable for the moment

7.    Station Drones Pathfinding incorporation: - otherwise they will crash into the stations and take forever to find the station entrance  :P
⦁   Science Station -    IN PROGRESS   2019-05-20
⦁   Business Station -   IN PROGRESS  2019-05-20
⦁   Military Station -  IN PROGRESS  2019-05-20
⦁   Mining Station -   IN PROGRESS  2019-05-20
⦁   Outpost Station -   DONE FINISHED ON  2019-06-02

8.     Station Merchants Pathfinding incorporation: - otherwise they will crash into the stations and take forever to find the station entrance  :P
⦁   Science Station -  not done.
⦁   Business Station -  not done.
⦁   Military Station -  not done.
⦁   Mining Station -  not done.
⦁   Outpost Station -  not done.

9.     Station Miners Pathfinding incorporation: - otherwise they will crash into the stations and take forever to find the station entrance  :P
⦁   Science Station -  not done.
⦁   Business Station -  not done.
⦁   Military Station -  not done.
⦁   Mining Station -  not done.
⦁   Outpost Station -  not done.

10.    Station TEXTURES:
⦁   Science Station -  not done.
⦁   Business Station - not done.
⦁   Military Station -  not done.
⦁   Mining Station -  not done.
⦁   Outpost Station -  not done.

11.    Station BUILDING:
⦁   Science Station -  not done.
⦁   Business Station -  not done.
⦁   Military Station -  not done.
⦁   Mining Station -  not done.
⦁   Outpost Station -  not done.
Title: Re: Drone/Follower mod // in-progress
Post by: ninekorn on April 27, 2019, 09:24:41 pm
please watch this video if you are curious as to why it takes so long to do the unwalkable tiles. its a boring video to watch but about a thousand times worse to code. This is not going on youtube.

https://drive.google.com/open?id=1OPw9i3KEUDpYoH56SkjpjN1XMmzWFeLe
Title: Re: Drone/Follower mod // in-progress
Post by: ninekorn on May 01, 2019, 12:08:16 am
15 minutes Video. Showing off the station Colliders. Forgot about the science station though and showed the business station twice... Enjoy Watching if you have 15 minutes to spare.

https://drive.google.com/open?id=1XCEtVfU5WlkLFUb0mt_ahYIcarLV9ifL


YOUTUBE LINK ===>>> https://www.youtube.com/watch?v=fX08o3ra9ro&feature=youtu.be
Title: Re: Drone/Follower mod // in-progress
Post by: ninekorn on May 04, 2019, 12:55:23 am
Things have evolved in an all out branching of my MODS... release of the Station Interior MOD is delayed as it will not just be the station interior mod anymore.

Here is my current map of development.

URGENT
1. create a new AI. The Station Siege Pirates// group of AI's. - spawn based on tech level of station or player level if i can get the player level somewhere. Spawning waves of enemies from time to time to attack the bases. Different types of enemies based on the level of the player or tech level. Notes: the headhunter chases the player. I would prefer the pirates to have a chance to hunt the player or go attack the bases. Also, waves of enemies that use my "formation system".
2.Choosing different types of Turrets like laser turrets and ballistic turrets at the player's choice for each station when they create station turrets.
3. making some lights or drawing "DOCKING" on the floor of the station where the players can dock.
4. REPAIRING TURRETS with the Station Terminal
5.making players PAY for turrets repair and turret building
6. INSTEAD OF WRITTING LOC 0/LOC 1/LOC 2/LOC 3 when creating a turret, i'll instead write the correct position with the current angle that the station is at. // GOTTA put the LOC in a clockwise or counterClockwise fashion also.
7. create a destroyed hull on death for each ships. to add also destroyed parts later. Which means, creating models of destroyed ships for all ships in the game...
8. salvaging.
9. Destructible stations.
10. buildable stations.

VERY URGENT
1.Also fix the spawning of the jumpgates/ergrekterminal/jumpgateTurrets/miners to be further away from the stations when spawning. (ABSOLUTELY VERY IMPORTANT). This might be one of the reasons the game is having colliders issues since sometimes they spawn right inside of the colliders and it creates some unexpected behavior... Might be the reason it crashes sometimes OUT of the blue in other systems.
2.fix the damage increase of collision and fuel consumption that happens the more you play... It's some kind of a bug. The more you play, the more damage you get from collisions and the more your ship consumes fuel... (ABSOLUTELY VERY IMPORTANT)

THE LESS URGENT
1. UPGRADING TURRETS
2. Stations with different turret behavior (attack any player/enemy on sight or enemy yes but player no etc.)
3. option to go back in the menu of building turrets.
4. REMOVE the SendGalaxyUpdate to RE-BLOCK THE JUMPGATES
5.Gotta COMPLETELY restart the unwalkable tiles. But NOT now. I will release the basic Station Interior MOD without the unwalkable tiles. I will ONLY put unwalkable tiles INSIDE of the station. It makes more sense and it will use much LESS memory (with arrays)
6. fixing the stations "geometric edge" looks of division walls. They look a bit too squared... (MAYBE)

THE SURPRISE
1. incorporate the rest. aka: surprise.

SOME OF WHAT I HAVE DONE TODAY AND YESTERDAY
1. replace all the market ships of the GALAXY MARKET with invisible ships instead to decrease the NPC ship Objects "overhead" (if any overhead) at the base.  DONE
2. Building turrets from the station terminal from each station . DONE
3. Constructing the station terminal in order to create new turrets. (instead of calling it Maintenance terminal.)  DONE
4. reincorporating the market Terminal  DONE
5. COLLIDERS OF THE REFUEL/REPAIR Platforms to align correctly.  DONE
6.Preparing the xml Files for the rotated stations.  DONE
7.Preparing the xml Files for the rotated repair/refuel platforms.    DONE
8. DOCKING POINTS for the stations - priority. -  DONE
9. Setting up the arrayOfStations in systemspreset.js and spawning the rotated stations  DONE
10. Setting up the arrayOfRepair/Refuel platforms in systemPresets.js and spawning the rotated platforms for each station.   DONE
11. Spawning Turrets at the correct location based on the angle of the stations.  DONE
13. gotta rename all stations XML to also incorporate the ANGLE of itself in their XML names. This will make the angle accessible in the scripts. This will make it possible to spawn turrets at the EXACT location that they need to be. im gonna make it with a 45 degree angle each station so 8 angles per stations. gotta do the same with the refuel and repair platform.  DONE




And yes... I can code all of it. It is just a matter of time now...
nine



EDIT: The list of priorities have been changed to this instead. Once the list of VERY URGENT is done, I will release the basic Version of my mod to the community. Not more than 1-2 weeks to release this whole package. I will keep the community up to date on the development of my mod.

VERY URGENT
1.fix the damage increase of collision and fuel consumption that happens the more you play... It's some kind of a bug. The more you play, the more damage you get from collisions and the more your ship consumes fuel... (ABSOLUTELY VERY IMPORTANT) PARTLY FIXED 2019-05-20
2. Fix the spawning of the jumpgates/ergrekterminal/jumpgateTurrets/miners to be further away from the stations when spawning. (ABSOLUTELY VERY IMPORTANT). This might be one of the reasons the game is having colliders issues since sometimes they spawn right inside of the colliders and it creates some unexpected behavior... Might be the reason it crashes sometimes OUT of the blue in other systems.
3. create a new AI. The Station Siege Pirates// group of AI's. - spawn based on tech level of station or player level if i can get the player level somewhere. Spawning waves of enemies from time to time to attack the bases. Different types of enemies based on the level of the player or tech level. Notes: the headhunter chases the player. I would prefer the pirates to have a chance to hunt the player or go attack the bases. Also, waves of enemies that use my "formation system".
4. Reincorporate the onboard ship computer   DONE
5. ReIncorporate the Drones MOD for using drones OUTSIDE of the base. that was the surprise   DONE
6. create 4 types of combat drones / ballistic/laser beam / laser pulse/Rocket  instead of just the laser beam type.  DONE 2019-05-20 - NOW THE PLAYERS WILL BE ABLE TO USE RANGE DRONES AND CLOSE COMBAT DRONES. RANGE DRONES ARE SNIPER DRONES WITH DIFFERENT WEAPONS THAN THE CLOSE COMBAT DRONES. ONLY CLOSE COMBAT DRONES USE MACHINE GUNS.

7. create 4 types of base turrets / ballistic/laser beam /laser pulse/Rocket to be built at each stations  instead of just the Rocket type and ADD an option in the station Terminal so that players will be able to choose before building them.

URGENT
1. making some lights or drawing "DOCKING" on the floor of the station where the players can dock.
2. REPAIRING TURRETS with the Station Terminal
3.making players PAY for turrets repair and turret building
4. INSTEAD OF WRITTING LOC 0/LOC 1/LOC 2/LOC 3 when creating a turret, i'll instead write the correct position with the current angle that the station is at. // GOTTA put the LOC in a clockwise or counterClockwise fashion also.
5. create a destroyed hull on death for each ships. to add also destroyed parts later. Which means, creating models of destroyed ships for all ships in the game... Fun stuff but long. Gotta learn HOW to use the knife tool in Blender to cut parts of the mesh to bend it and make as if the metal got ripped or even make big cannon holes in the "metal hull" for destroyed ships.
6. salvaging.
7. Destructible stations. AFTER THE FIRST RELEASE. TOO MUCH WORK TO COMPLETE THE REST
8. buildable stations. AFTER THE FIRST RELEASE. TOO MUCH WORK TO COMPLETE THE REST

THE LESS URGENT
1. UPGRADING TURRETS
2. Stations with different turret behavior (attack any player/enemy on sight or enemy yes but player no etc.)
3. option to go back in the menu of building turrets.
4. REMOVE the SendGalaxyUpdate to RE-BLOCK THE JUMPGATES
5. Incorporating a logic that the enemies to spawn at a lower rate at some point when control of the system has succeeded. So that the player advances to the next system to finally get to the aliens systems.
6.Gotta COMPLETELY restart the unwalkable tiles. But NOT now. I will release the basic Station Interior MOD without the unwalkable tiles. I will ONLY put unwalkable tiles INSIDE of the station. It makes more sense and it will use much LESS memory (with arrays)
7. fixing the stations "geometric edge" looks of division walls. They look a bit too squared... (MAYBE)

DONE
5. replace all the market ships of the GALAXY MARKET with invisible ships instead to decrease the NPC ship Objects "overhead" (if any overhead) at the base.  DONE
1. FINISHING BUILDING TURRETS WITH THE TERMINAL FOR ALL STATIONS. DONE
2. Constructing the station terminal in order to repair turrets or buy new turrets. (instead of calling it Maintenance terminal.)  DONE
6. reincorporating the market Terminal  DONE
1. COLLIDERS OF THE REFUEL/REPAIR Platforms to align correctly.  DONE
1.Preparing the xml Files for the rotated stations.  DONE
2.Preparing the xml Files for the rotated repair/refuel platforms.    DONE
3. DOCKING POINTS for the stations - priority. -  DONE
4. Setting up the arrayOfStations in systemspreset.js and spawning the rotated stations  DONE
5. Setting up the arrayOfRepair/Refuel platforms in systemPresets.js and spawning the rotated platforms for each station.   DONE
6. Spawning Turrets at the correct location based on the angle of the stations.  DONE
7.REDUCE the Rotated stations and limit them to NOT see the mining station from behind or any stations at 90 degrees.  WONT DO THIS AS IT SEEMS FINE
DONE
8. gotta rename all stations XML to also incorporate the ANGLE of itself in their XML names. This will make the angle accessible in the scripts. This will make it possible to spawn turrets at the EXACT location that they need to be. im gonna make it with a 45 degree angle each station so 8 angles per stations. gotta do the same with the refuel and repair platform.  DONE


Release of basic station interior MOD INCLUDING the Galaxy Market Terminal and buying of Turrets and the drones MOD basic version.



















Title: Re: Drone/Follower mod // in-progress
Post by: ninekorn on May 22, 2019, 05:48:18 am
current progress. The AI script architecture was changed because it wasnt going to work in multiplayer. But in the last 3 days I was able to get even further ahead in the mod with my new scripts. Watch this video to see new types of drones, with close combat drones and range combat drones with different weapons.

https://www.youtube.com/watch?v=k9PU2Mdq7Hc&feature=youtu.be
Title: Re: Drone/Follower mod // in-progress
Post by: ninekorn on May 31, 2019, 01:24:28 pm
Hi dear Void Expanse Community. For the last week and a half to two weeks, I have been reworking the new pathfind since whatever I had coded back then wasnt working properly. I was creating grids of 10x10 tiles and creating new grids when the "seeker" position was stepping into those new grids but the data wasnt passed from the prior grid and the whole pathfind wasnt working properly because of that. Many changes had to be made. I am almost done with the changes but I am very happy with the new results. Video coming soon. Sorry for the bad quality of the last video, i didnt properly setup the scenes to correctly fade in and out.

Thank you for your patience.
nine
Title: Re: Drone/Follower mod // in-progress
Post by: ninekorn on June 09, 2019, 04:46:58 pm
My mod was plagued by two issues crashing the server... first issue was the colliders collision detection issue that hanged the main thread and there was a SaveGame issue. I had put at least 5 polygon colliders on top of 5 box colliders and the engine didnt like it, for the mining station. Now fixed.

As for the saveGame issue, I had made 1 closing bracket mistake for the generation of the bases in the systemsPreset.js script and also my old steam VoidExpanse Cloud saveGame wasnt synced so it seems that both of those issues were what was causing the server to crash when a SaveGame was initiated...

They have been plaguing my station interior MOD for weeks/months now ever since the first gen Station Interior Model were finished. I felt like I'd have to re-do all colliders on all stations, but i didnt have to, I am so glad.

What does it means? It means that the station Interior MOD barebone is finished... Other news coming soon. (barebone version is basically station interiors with colliders and turrets spawning at the correct positions - nothing else, oh and they are not textured yet).


EDIT: nevermind, the collider bug still seems present. Investigating now. its actually periodic it seems... might be due to still having some starting NPCS spawning right in the middle of colliders...

RE-EDIT: I've setup the mining station interior colliders so that no polygons touch any other polygons. I will keep testing tonight but it hasn't crashed for a while now.
Title: Re: Drone/Follower mod // in-progress - 9sMODS DEVELOPMENT
Post by: ninekorn on July 30, 2019, 07:53:25 am
Just wanted to report that I've been taking a couple days off to relax and enjoy playing games as it's been a while that I have profited from that (like 3 years). Btw, for anyone interested in pathfind, i have created a pathfind library in Void Expanse that uses a "Spiral" type of tile discovery and use tiles of 2*2 (that can be customized to a certain extent) which is insanely lightweight compared to traditional pathfind that uses huge area to calculate pathfind tile distances. I was trying to find my post where I am explaining how it works and couldn't find it somehow so i decided to post it back here.

How it works is that the first set of tiles that are discovered are stated below from lower number to highest in a spiral shape type of array:

456
307
218

The first tile to be discovered is the tile #0. Then whatever other tile that the pathfind discovers increases the array to 9 length (for the first squared perimeter) but ONLY the chunk that is discovered is calculated and the others remain empty/null which makes it so that the pathfind is only discovering tiny chunks of 2*2 and leaves the rest null but how the pathfind works is that it keeps in memory the already discovered chunks of 2*2 (only the tiles that are pertinent to the path to target) so that when the pathfind finds the target, it's able to retrace the path. And the pathfind is unlimited in distance meaning that everytime the pathfind discovers a new chunk of 2*2 that is NOT inside the first perimeter of the array length, it will increase the size of the array to contain the new perimeter of the spiral which is insanely cool. For example, the first size is 9, the second perimeter increases the size of the array to 24 total chunks with mostly null data since only the chunks where the pathfind is heading are calculated, the next perimeter increases the spiral and square to make it so that the array contains 48 chunks, etc... The reason why I went with a spiral array instead of a traditional let's say 10*10 array of chunks or 5*5 array of chunks is that it was way too heavy in Void Expanse for every NPCs that were activating their pathfind.

If anyone knows where else I have posted this, please tell me as I don't remember, it might actually be in one of my videos. I'm thinking of creating a blog about this type of pathfind, although it uses Sebastian Lague's Youtube tutorial on pathfinding, i'm not sure if he uses the same "spiral" form of pathfind in his tutorial. I'd have to ask him if it's even possible to contact him.

As for the MODs, I have worked a tiny bit on "recycling" my station interior models and modified them for Modular Destructible stations. Here it is in the works with the modular parts highlighted in orange/yellow:

Outpost01 interior consists of building 13 parts (probably less after revising it)
(https://i.ibb.co/hDGj74w/Modular-Station.png)

I am just hoping that building separate parts for the station interior recycled Models from the 9Mods part 1.0 will make it so that it's friendlier with the Farseer Physics Engine in Void Expanse as I was encountering physics crash/server hangs in 9Mods part 1.0 where i had to temporarily "discontinue" the station interior mod. I still don't even know where the crashes were happening but I suspect that jumpgates or turrets colliders were spawning right in the station colliders which was crashing the server. I didn't continue testing to make that irrefutable conclusion, instead I moved on to other things.

So my goal is to bring the station interior Mod with destructible Modular parts and each part will have it's own physics for collision and it will be possible to build them separately and destroy them anywhere in the galaxy where you are permitted to build stations.
Title: Re: DESTRUCTIBLE STATIONS - in-progress - 9sMODS DEVELOPMENT
Post by: ninekorn on August 03, 2019, 01:11:27 pm
Change of plans. Stations will have much more destructible parts than first intended. But its not finished and currently, for some reasons, there is an offset to the outer walls of the stations. Here it is just showing the floor of the station and the outer walls that aren't aligned. Will keep working on it.

(https://i.ibb.co/rH8803F/Void-Expanse-Screenshot-2019-Aug-03-16-03-09.jpg)


I am posting here to get some help on the matter if anyone's curious.
http://forums.atomictorch.com/index.php?topic=1402.0