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Messages - ai_enabled

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Help section / Re: Interface
« on: August 17, 2014, 06:21:59 pm »
Hello! Thanks for asking. Please could you repost it at this thread for further discussion? It looks like other topic will gain more attention. Thanks!
And we need more examples of possible UI scripting usages to determine best way of implementing it.

Modding info / Re: Modding UIs
« on: August 17, 2014, 06:13:17 pm »
As mentioned above, the VoidExpanse uses the NoesisGUI library, and that creates some limitations in modding game current UI. In the future versions, we can implement some kind of "easy UI XML language with scripting" to allow modders create custom controls and windows.
What exactly do you want to mod in UI?

Bug reports / Re: New problem in a launcher
« on: August 16, 2014, 10:35:46 pm »
Thanks for logs! You right, it's an issue with the Windows XP compatibility. Will fix soon!

Servers / Re: -PVE- / community server
« on: August 16, 2014, 10:29:00 pm »
thanks for updating. Did you notice any memory leak with the server? I have this issue on my Mac (Mono 2.10).

Help section / Re: asteroid.type
« on: August 16, 2014, 10:27:38 pm »
I just checked - it returns:
- int type
- int difficulty

BTW, looks like it's not too much info. Maybe we should include asteroid xml file ID?

Hello! The game using texture loader with only two supported formats:
1. JPEG - color/grayscale, not progressive, any compression (we recommend using 85%);
2. PNG - only 24-bit and 32-bit (with alpha). Not 8-bit!
Please be sure you're exporting image in a supported format. Also, if by some reason JPEG is not working, try exporting PNG24/PNG32.
If you still have problems, please upload image for investigation.


As I know, currently game don't have any mechanism for limiting generation of specific ores. You can try to set very high (over 100) "shops_level" in ore xml, it should work, but not sure.

Bug reports / Re: (still in 0.9.6c) Several effects are not working
« on: August 16, 2014, 03:19:04 am »
Is it working for you without any problems now?

Sorry, I made mistake: new method named "GetTotalCargoAmount", not "GetCargoAmount". As argument it accepts ship_id and returns number. It should work! Also if ship is docked it adds total cargo amount from cargo storage on the space station.

Bug reports / Re: Trouble with Save Mission (v0.9.5)
« on: August 16, 2014, 03:14:16 am »
Yes, previous savegames is incompatible with the new version. In the patch notes we inform about it. Sorry!

Bug reports / Re: New problem in a launcher
« on: August 16, 2014, 03:10:50 am »
Hello! No, it's not normal. Please upload logs from C:/Users/<your_name>/AppData/Local/AtomicTorchStudio/GameLauncher/Logs
Thanks for reporting!

Bug reports / Re: (0.9.6c) Turrets (from stations) shoot in circle
« on: August 15, 2014, 09:15:24 pm »
Looks like target is not reset (after its destruction) and turret continue firing into it.
Will be fixed in the next build.

Bug reports / Re: (0.9.6c) Business Station upper Dock does not work
« on: August 15, 2014, 09:13:54 pm »
Hello! Thanks for reporting!
Oh, somebody forgot to add one more entrance description. Will be fixed ASAP.

Bug reports / Re: flickers buttons [0.9.6c] [SP]
« on: August 15, 2014, 07:40:34 pm »
Hello! Thanks for reporting.
We can't reproduce this issue, but will investigate why this happens on your machine.
Please could you upload the client log?


Bug reports / Re: (still in 0.9.6c) Several effects are not working
« on: August 15, 2014, 07:10:46 pm »
(sorry, looks like I'm again mistakenly deleted your post!) BeLugh writed:
Im sorry to tell, but none of them is fixed. It includes ramming, mining_range (effect bonus from skill), mining_amount (effect bonus from skill), mining experience  (effect bonus from skill),
as well as my own effects all don't work. Somehow they are not summed up correctly in calculateship.js As all their FinalCacheValue is always 0 even when effecttable on skillscreen shows all effects correctly, but FinalCacheValue is always empty. A few days ago i took a closer look in calculateship and i could not find any error.
The only assumption i have is that those effects are not included in allEffects (so that they do not even get in the calculation). But i am not sure how you create the table on skillspage, when they include allEffects as well i have no idea where to find the bug

I saw that you have added ramming on collision and mining_experience to modulemining, but it does not help when the base value is 0 :/

(To still make my mod work i use the skilllevel i asked you for yesterday and made a makearound)

[var mexp2 = 1 + 0.1 * ship.GetSkill(args.ship_id, "mining_expertise");] This way i can also use my own effect :)

Thanks for reporting!
We tested all these effects with console.Print() and everything worked as expected (you can see debug calls commented out in code, uncomment them and try again).
Base value is taken from <core_mod>/data/other/default_effects.xml file. I know it's not good for modding (you need to override whole file, so after update in core mod you will still use outdated file), so we will improve it with the next version (maybe move base value into effect definition?).

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