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Messages - ai_enabled

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Bug reports / Re: Two minor Bugs
« on: March 15, 2019, 12:38:48 pm »

Thanks for reporting!

1. seems to be an item desync issue. The game should be able to automatically resync items in case of such error. We will investigate.

2. could you provide a screenshot, please? I suggest using to share the screenshot BBCode here.
you will not be able to ever open that specific chest( even if you correct your position) ever until you open another chest
are you 100% sure about this? Have you tried to move about 5 tiles away (definitely outside your interaction area), come back to the chest and try to interact with it?

Awesome to hear that you didn't find anything more significant while playing for so long :-). We know about several more significant issues but they're too rare (or too hard to notice) and eventually will be fixed anyway.


Bug reports / Re: Cryofall. Problem - Endless download
« on: March 08, 2019, 12:44:33 pm »
DarkSpore, благодарим за информацию!
Сообщите, пожалуйста, актуальна ли проблема для только что выпущенной версии (
Если да - будем рады если пришлёте (в приватном сообщении) ссылку на отчёт о системе из dxdiag (инструкцию можно подсмотреть у Wargaming). Не публикуйте ссылку публично.

New CryoFall update is finally live now!

This time it doesn't include any new content or features, but it introduces incredibly important technical change - and that is full support for localization!
We will provide the localization tool for making unofficial localizations soon (we need to decide which languages will receive official localization).

=== CryoFall v0.19.1 ===

Major new features and changes:
   - Full localization support. Now any part of the game can be translated into other languages. This includes both: game content and any UI elements.

Changes & improvements:
   - You can now change key binding to open developer console.
   - Increased distance for weapon shot and hit sounds as well as destruction sounds.
   - Pain doesn't prevent health regeneration now.
   - Implemented tooltip show delay to make UI less noisy when you move the cursor over multiple item slots, etc.
   - Added additional checks to make sure "respawn near your bed" cannot respawn you in a location that is not suitable (e.g. rad towns, water, etc.).
   - Made sure oil/Li spots wouldn't spawn too close to players' land claims.
   - Accurate running animation speed.
   - General performance and quality improvements.     

   - Fixed performance degradation with item tooltips after several hours related to item tooltips (thanks @PanBanan, @KaypeX).
   - Fixed radiation and heat post-effects screen noise.

   - The world has been wiped. Enjoy a fresh start!
   - If you host a game server - please update to the latest version (the savegame from <game root>/Data folder should be deleted manually as the game will be unable to load it due to incompatibilities between the versions).
   - If you have any compilation errors on launch - please disable any mods you have installed. You could also contact mod authors to ask them to update their mods to the latest specification defined in A19.

Bug reports / Re: Lower Perfomance while Crafting
« on: March 07, 2019, 12:48:04 pm »
@PanBanan, @KaypeX, the issue is reproduced and fixed for the upcoming update.
Thank you very much for reporting the issue!


Help section / Re: Void Expanse distance of view option?
« on: March 07, 2019, 08:29:02 am »

you cannot change the distance of view ("scope") for players. It's hardcoded for server and client also has a limited zoom size to ensure that no objects will pop-in while you're flying.

The "scope" distance of a space object such as a space station should be determined but its physics only (the bounding area of the object physics). However, we might have cheated a bit by hardcoding the "station radius" for this check (calculating the physics bounding area specifically to use for the player's scope detection was not really justified as all the stations were supposed to have the same size).
You can try modifying the <physics> definition of the space station to see whether it has any effect. The server restart is required.



Thank you for your ideas. Notes are taken and we're already working on several of the suggested features.
Some features (such as map marks) are also being implemented by the modding community though there are no public announcements of these mods yet.


Bug reports / Re: stacked radiation issue
« on: March 05, 2019, 05:40:23 pm »

This is expected. For a few minutes after the respawn your character has a "weakened" status effect. This was introduced precisely to discourage players from abusing the ruins looting (by placing a respawn bed close to ruins and performing a "naked-run" dozens of times to get the loot "for free"). The change proved to be effective as players started thinking about proper radiation protection instead of wasting their time.


Help section / Re: Overriding a whole folder of scripts in Cryofall?
« on: March 04, 2019, 07:56:00 am »

Unfortunately, it's not yet possible to completely override a single folder by a mod to ensure it will be not included in the scripts compilation.

Unfortunately, even if it was supported, it's not that simple. UI is tightly coupled with scripts - there are many (many!) parts of UI code (from Core.cpk/UI folder) which requires several C# classes and interfaces which are spread all through the Core.cpk/Scripts subfolders.

Our primary idea is to split Core.cpk on MicroCore.cpk (which includes some really necessary stuff like login menu to account or base classes and UI controls) and CryoFall.mpk (which includes CryoFall related code, assets and UI). This way it will be possible to make total conversions of the game and distribute them as mods.

Alas, it's not going to happen at least in the next 6 months as we have more important tasks to finish (including Steam release and several large content updates which are already being planned).


I didn't say that it would be too hard.
I will have a look in my spare time and let you know here.


the physical simulation is very expensive and we still kind of worried regarding the performance of the multiplayer server when there are dozens of players visiting simultaneously multiple systems. Honestly, the problem was never solved, we just recommend getting a better server (with a high single-core CPU performance), limiting the server tickrate (but it will make the experience much worse as input lag increases - this game doesn't have any lag prediction so every input has to be sent to server, processed there and received back to client) or simply kindly asking the players to visit less systems simultaneously. :-)

The primary issue is that we cannot simply disable (or reasonably reduce the rate of) the physics simulation as it required to actually move the ships. The secondary issue is that updating AI scripts in the system is also very expensive (even so most of them might be "sleeping"). Considering how the game implemented, it's not possible to fix.

I will check if it's possible to implement a simple API to programmatically enable/disable the star system simulation without players to use for modding so you will be able to turn on/off simulation as you wish for particular star systems - however, no promise here as it's kind of a hack request (which might be simply not possible or create unexpected game-breaking issues) and our current priority is CryoFall Early Access release and I simply don't have much spare time now.


Help section / Re: how use area respaw in map editor?
« on: February 25, 2019, 02:54:21 pm »
Basically, this is a simple Zip archive - just with a custom file extension.
There is a special CMD script in the same folder. Just double click it and it will do everything for you :-)


It seems the API naming scheme is CreateSomething(...) and RemoveSomething(id). So I would suggest trying
RemoveContainer(id) as there is AddContainer(...) function. Also, RemoveSpaceObject(id) might work.

Please let me know if it doesn't work - I will check the source code for API.



SetGlobal(key_name, value) is a shortcut for Set("default", key_name, value). It just uses string value "default" for the table_name argument.


Game discussion / Re: Multi Accounts can we have ?
« on: February 24, 2019, 05:03:29 am »

You can have as many accounts as you wish and even play simultaneously.
We're not in a position to enforce any rules limiting it - we're not a AAA company with huge staff of people who have nothing to do but to monitor the players to punish them for this :-)

However, please note that when the game will leave the open alpha, in order to play you will need to own the game.


Help section / Re: how use area respaw in map editor?
« on: February 24, 2019, 04:49:32 am »

Well, it's a bit complicated!

The spawn script should be attached to a server zone (which could be "painted" over world tiles). This way the spawn script knows exactly where it should attempt to (re)spawn objects.

We have plenty of pre-defined zones (for each biome, radtowns, etc) but they have specific spawn scripts attached to them to ensure the proper spawn density, respawn intervals (usually every few minutes) and other parameters (such as tile padding between the objects of the same type).

You can read the scripts to understand how they're organized - all the relevant source code is located in <game folder>/Core/Core.cpk/Scripts/Zones

If you want to have 100% spawn of Pragmium source in a relatively small area (like 4x4 tiles) then you need to create a new spawn script file (C#) with spawn interval for example 1 tile (to ensure 100% spawn) and create a new zone script file (also C#) linking this spawn script file. Then you need to paint this new zone over the world. To test it you can use test button in the Editor Zones menu or run the game server (so it will actually initiate the game world and trigger the full world simulation including regular execution of all the zone scripts).


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