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Messages - ai_enabled

#1126
Game discussion / Re: Dinocide - internet reviews
February 02, 2016, 12:10:32 AM
We will stop switching on next Unity versions as soon as we get stable build for all platforms.
Unity 5.2 was also very broken for some Linux players. Unity 5.3 promised (finally!) proper support for OpenGL 4+ on Mac & Linux - and we got sluggish gameplay on Mac (but we was able to fallback on OpenGL 2) and a lot of headache with Linux versions (it works fine for me, but for most people it produces black/pink screen with OpenGL 2 and artifacts with OpenGL 4, but open-source GPU drivers could be used as workaround as reported by several players).

We decided to release Dinocide on Unity 5.3 because there were a bunch of critical issues with 5.2 (including all patch releases) - crashes, physics bugs and other gameplay-critical issues.
I only regret we used Unity 5 for Dinocide. Unity 4.6 was good enough for this kind of game and it was solid enough in terms of stability and performance.

Regards!
#1127
Modding info / Re: WIP Salvaging
February 01, 2016, 11:26:06 PM
There are two problems on the client side of the game:
1. it doesn't create physical collider (trigger) for debris (unlike asteroids and ships). So when you point over it, the game doesn't recognize it as object at all.
2. there is no localization string for generic "spaceobject" tag/type.

We will fix both issues with the next patch.

Regards!
#1128
Modding info / Re: WIP Salvaging
February 01, 2016, 03:59:51 AM
I just checked and there are no special tag for debris, they are known by the game core as "spaceobject" tag.
So if you want your device to act on debris, you need to use "spaceobject" filter, not "debris".
You cannot introduce new tags :-(. It's hardcoded.
#1129
Modding info / Re: WIP Salvaging
February 01, 2016, 03:48:13 AM
The mining is not hardcoded at the game core code, it's implemented with Mining devices at mining device script "data\scripts\devices\ModuleMining.js" it calls GetAsteroidDescriptionByID() so it expect to work only with asteroids.

I think it's possible to introduce special mining device to "mine" debris, but then you need to make another device script for it.
#1130
Help section / Re: Change Resolution / Display
January 30, 2016, 05:27:14 AM
Hello!
The multi-monitor support in Unity was very limited when we released the game, but now it was finally implemented. We will try to provide support for selecting active display (it will also grab proper resolutions for it) right at the options menu you've screenshooted.
We will try to implement this for the next patch.

Current workaround is to mark the screen you want to play on as primary at the Windows Display settings (right click on your Desktop).

Regards!
#1131
Bug reports / Re: VoidExpanse Linux Display Issue
January 26, 2016, 08:55:12 PM
Hello!
Thanks for detailed response. We know about the multi-monitor issue on Linux, Unity team is working on improving this behavior in the next builds. It improved slightly for Unity 5.3, but there are several other issues producing black screen for most Linux players. So we're waiting for the patches from them.
As temporarily workaround you could try switching secondary screen off, so the game will start on the primary screen.
Regards!
#1132
Help section / Re: Minimap Offline
January 25, 2016, 09:17:57 AM
I'm glad to help. Enjoy the game!
#1133
Help section / Re: Minimap Offline
January 25, 2016, 12:09:59 AM
VoidExpanse v1.6.5 is available now. Please note this fix:

"Fixed:
* Radar not updating on some multiplayer servers. To server admins: please edit SettingsServer.xml file and change <fps_network_physics_update> value to 20 instead of 30. Otherwise your server may produce much more traffic than required for comfortable gameplay."
#1134
News and Updates / Re: VoidExpanse - Patch notes v1.6.x
January 25, 2016, 12:06:23 AM
=== VoidExpanse v1.6.5 ===
Changes:
   * OpenGL 4+ support enabled for Linux (required to launch the game for most Linux players). Please note: there are still some issues related to Unity 5.3 like "constant screen shaking". We're seeking for a workaround.

Fixed:
   * Radar not updating on some multiplayer servers. To server admins: please edit SettingsServer.xml file and change <fps_network_physics_update> value to 20 instead of 30. Otherwise your server may produce much more traffic than required for comfortable gameplay.

! Extra notes !
* Saves ARE compatible with the previous versions!
#1135
Help section / Re: Server Crashing
January 24, 2016, 11:48:02 PM
Well this is nothing to worry about :-). The game wanted to write final message to console, but the console was closed before it. We will fix this later.
#1136
V-Sync is enforced.
The same problem with VoidExpanse v1.6.5 (available in Betas on Steam). Crappy Unity :-(... We're seeking for a workaround.
#1137
Help section / Re: Server Crashing
January 24, 2016, 11:16:53 PM
There are should be a "Core" folder (containing "CPK"-file) right in the game server folder, or in its parent folder. Please be sure you copy it from the game installation.
#1138
Bug reports / Re: VoidExpanse Linux Display Issue
January 24, 2016, 08:03:35 PM
Hello!
Thanks for reporting.
Yes, we knew about the issue and it discussed here (at the end of topic):
http://steamcommunity.com/app/324260/discussions/1/451851477875414926/?tscn=1453655426
Could you try switching on v1.6.0 as I posted at the Steam topic? We need to knew if the issue was introduced by updating on Unity 5.3 (v1.6.0 was built with Unity 5.2) or the problem is with the latest NVIDIA drivers.

Regards!
#1139
Help section / Re: Minimap Offline
January 24, 2016, 07:07:30 PM
Jerd-zn, thanks for the log file. Unfortunately it didn't have any related errors. We will investigate more to determine the source of issue.
#1140
Help section / Re: Server Crashing
January 24, 2016, 07:03:30 PM
Hello!
You need to install mono-complete - it includes all requires assemblies (such as System.Xml.Linq).
OR, you can run the server by using bundled Mono. Just execute
.\VoidExpanse.ServerMono.Bootstrapper.Bundle.Linux32
or
.\VoidExpanse.ServerMono.Bootstrapper.Bundle.Linux64
at the server folder. Add " --dedicated" argument if you want to run it as dedicated server (so config and logs will be stored inside the server folder).

Regards!