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Messages - frizzank

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1
Game discussion / Re: CryoFall - Closed Alpha Test 2
« on: June 21, 2017, 02:20:50 pm »
Location: USA, Austin , Tx
Hardware and OS: Desktop quad core I5 2.7 ghz Nvidia 1060 (16GB ram, 4 GB video), Windows 7
Internet connection: cable, 10Mb/s
How much time can you dedicate: 10 to 15 hours a week, my local time is GMT -6.

2
Game discussion / Re: CryoFall - Closed Alpha Test Applications
« on: January 11, 2017, 12:24:06 am »
Application Form
Location -Austin, Tx. USA
Hardware and OS - Windows 7 Intel I5 (2.86 Ghz - 16 GB Ram - Nvidia GTX 1070 8GB
Internet connection - Cable 10 Mb
How much time can you dedicate - Few hours most evenings GMT -6

3
Modding info / Re: Cloaking Device?
« on: September 14, 2015, 07:31:30 pm »
Change the lock on defense to 100%

Spawn a black sprite on top of my ship (not really invisible, would be hard to see standing still)

Change faction reputation to all positive.

Now NPC's will ignore me and it will be harder to see me. If they do they can not lock on.

4
Modding info / Re: Cloaking Device?
« on: September 12, 2015, 08:22:44 pm »
Devices can run scripts, can I run a script to change the model of my ship to something transparent, and then back again on completion?

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Modding info / Re: Cloaking Device?
« on: September 11, 2015, 12:30:15 am »
This isn't a "should I do it" discussion.

 It's a how would I do it in a mod?

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Modding info / Re: Cloaking Device?
« on: September 09, 2015, 11:12:16 pm »
I wanted it for the romulan and klingon ships. I thought it would be cool if it was possible, even if it didn't really have a game play purpose.

7
Modding info / Cloaking Device?
« on: September 09, 2015, 03:25:53 pm »
Is a cloaking device possible?  Ideally it would make the ship dispensary but I could work with not being able to lock on.

Any thoughts?

8
Help section / Re: Dedicated Server Inaccessible.
« on: September 08, 2015, 11:48:44 pm »
Well I thought it was the same problem but I guess not. 

Yes I can connect to other servers just fine.

Yes I am 100% sure all firewalls are disabled. Host, Client and router. 

I did turn them back on as it didn't make a difference. Also I do not have issues hosting other dedicated servers, Space Engineers, Minecraft, Ect....

9
Help section / Re: Dedicated Server Inaccessible.
« on: September 07, 2015, 10:10:27 pm »
So things are a bit weird, I can host a dedicated server and others from outside my network can see the game in the main list and join it just fine, but I cant join it from the main public server list.  I can join the lan version by inputting the IP address, but connecting to it from the outside IP address is impossible?

10
Help section / Re: Dedicated Server Inaccessible.
« on: September 06, 2015, 06:18:33 pm »
I am also having trouble starting a dedicated server.

I can connect to it through the lan connection and I can see it in the global server list but, no info is available for it and I can not connect to it?

Port 5000 is forwarded correctly in my router and I disabled the firewall on my computer and the router just to make sure they are not blocking it.

I also tried making a bat file and running it with the --dedicated command, here is my server settings and my log file.

http://www.mediafire.com/download/zb549534wc9t4ox/Server_VoidExpanse_2015-09-06_20-02.log

http://www.mediafire.com/view/o7xxcfxxb24pd0s/SettingsServer.xml


Any help is appreciate...
Also I had to create my own settings file as it was not auto-generated.

11
Modding info / Re: VE Physics Adjuster
« on: September 06, 2015, 05:28:34 pm »
Yea It works now! Most of it is self explanatory but is there a help page that says what everything does?

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Modding info / Re: VE Physics Adjuster
« on: September 06, 2015, 05:21:01 pm »
ok will try

13
Modding info / Re: VE Physics Adjuster
« on: September 03, 2015, 10:15:42 pm »
windows 7 with classic toolbar look

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Modding info / Re: VE Physics Adjuster
« on: September 03, 2015, 11:50:51 am »
Also doesn't matter where I put it, same thing.


15
Mods / Re: Star Trek: TOS
« on: September 03, 2015, 12:31:41 am »
How do you edit the system generation so their capitols don't spawn?

It was a huge hassle.
I added all the stock game faction xml's like "aliens.xml" to my mod folder then I changed the stock factions to only spawn one star in there system.

I also changed the GenerateGalaxy.js so "NumOfSystems = 150" (spawns more systems by default).

Also "var MinJumpsBetweenCapitals = 0;"  So it didn't fail if 2 capitals where too close together.

I probably broke a bunch of stock missions but it does generate on the lowest setting and the first couple of missions work so  8)

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