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Messages - ai_enabled

#1651
Bug reports / Re: Multiplayer chat is kinda iffy.
December 21, 2014, 08:22:19 AM
Thanks for reporting! We will investigate it and fix in the next release.
Regards!
#1652
Bug reports / Re: Server issues with 0.15.1
December 19, 2014, 08:15:49 AM
Hello everybody!
Thanks for testing the game. We're working hard on fixing all the reported issues.
Today we released the v0.15.2 with fixes of the main quest line, the mining issues and several other issues.
Unfortunately, the v0.15.1 savegames is incompatible with this version due to world generation issues (so we can't fix the broken quests without world re-generation). Sorry for that, but hope it's more interesting now with the fixed quests.
About the multiplayer game endings - we was focused on the singleplayer game endings only, not sure how it will works for the multiplayer world (I think the server will just ignore the game ending script and you will be able to continue playing the game).

Quote from: kyokei on December 19, 2014, 02:04:10 AM
First thing I saw which was ultra odd was that when starting the server I was getting the message that the Upnp port 5000 was not forwarded. Upon checking my router I confirmed that the ports were forwarded fine.
After restarting the server again it worked no problem. I even had the issue today after putting the server as public :)
The game server including the UPnP port forwarding feature (starting from the v0.12.x), so if your router supports it, you don't need to login into the web interface and manually forward the port, the game server will do it automatically (a great help for the inexperienced users). But if you already done it before manually, the game server might display some warning messages about it. You can safely ignore it.
Also the router can respond with HTTP error if something broken on its side (so the server will display messages like "UPnP port forward failed: The remote server returned an error: (500) Internal Server Error."). Usually it can be fixed by updating the firmware on the router.
Would be glad if somebody test it further to be sure it's really working as expected.

And logs, please more logs from v0.15.2! We will crush all the bugs :-).

Regards!
#1653
News and Updates / Re: VoidExpanse - Patch notes v0.15.x
December 19, 2014, 05:12:51 AM
The VoidExpanse v0.15.2 is available now!
Fixed issues with mining, startup issues on Mac, localization issues and some other minor fixes.
Enjoy!
#1654
Bug reports / Re: Mining bugged
December 19, 2014, 05:11:41 AM
The VoidExpanse v0.15.2 is available now! Please try and let us know if there are still any issues with mining.
Regards!
#1655
Servers / Re: kunix.org -PVE- / community server
December 19, 2014, 12:58:06 AM
Also please note that there are new variable in the server config:
IsPublicServer: Is this server is a public server (the it will be announced in a servers list of the Master Server). (0/1)
(default was 0, changed it to 1 now for the future versions).
#1656
Modding info / Re: Modding the VoidExpanse
December 19, 2014, 12:21:04 AM
Hammish, thanks for clarification about the issue with DPS.
I've fixed it. It was a small mistake in the code. Now the issue seems to be fixed.
Regards!
#1657
Bug reports / Re: Mining bugged
December 18, 2014, 09:11:11 AM
Excalibur, Zer0Glitch, thanks for reporting, we're working on fixing it.
Regards!
#1658
Modding info / Re: [DEV] Translate tools ?
December 18, 2014, 09:09:09 AM
Hi! Not yet - we need to extract remaining UI text to the localization files, hope we can finish it very soon.
BTW, on what language do you want to translate?
Regards!
#1659
Modding info / Re: Modding the VoidExpanse
December 17, 2014, 09:14:01 AM
Hammish, you're right about the muzzle flashes, the current implementation is unfinished. We will improve them and also add muzzle flashes for the ray weapons (with smooth fade-in fade-out according to the opacity of the ray).
>> By optional, I just mean if there is no data in there then it just defaults to the current offset, but if you say have a larger weapon you have the option to offset the muzzle flash along X/Y by whatever amount.
Hm... we can add something like "projectile_spawn_offset" for the "weapon_slot" definition in hull XML - it will be used as the starting point for rays and spawned projectiles (currently they're spawning from the center of the turret), and also it seems good to use this point as the root point for the muzzle flash. Or maybe you have a better idea?
#1660
For singleplayer server, you need to place mods into "Documents/AtomicTorchStudio/VoidExpanse/Mods" and modify the ModsConfig placed nearby.
For multiplayer server, the mods can be placed as you do it with previous version.
If something not working - we will fix it as soon as possible, just report!
Regards!
#1661
The VoidExpanse v0.15.1 is available now at Steam and on our website. Please try it and report if you have any running issues.
Regards!
#1662
Modding info / Re: Modding the VoidExpanse
December 17, 2014, 03:36:35 AM
Hammish, thanks for reporting about the sprites issue. The sprites system was completely rewritten (already available in the today release v0.15.0) to fix all issues and inconsistency with it.
The changelist:
1. animation delay in seconds;
2. total animation duration calculated as Rows * Columns * Delay. So if you have 2 rows, 5 colums and 0.1s delay, duration will be exactly one second;
3. animation always starting with the first frame of sequence;
4. sprites rendered same as it looks in the image file (previously it was flipped horizontally);
5. sprites rotated taking into account rotation of the weapon turret (the frames in a source image file should be rotated to "look" upwards, not to the right);
6. performance improved (added pool of sprites);
7. muzzle flashes was also improved as they're using sprites system (but still have issue with orientation - they should be oriented to the right, will fix it at the next release).
Regards!
#1663
Modding info / Re: Modding the VoidExpanse
December 12, 2014, 02:56:59 AM
Hello! I will investigate it and respond later.
Regards!
#1664
Bug reports / Re: Mining bugged
December 11, 2014, 10:00:29 PM
Hello! Thanks for reporting. The issue is already fixed in the game build for the Steam (closed alpha), and we're planning to make public release on our website soon.
Regards!
#1665
Yes, that's really motivating! Now the code is written two times faster :-).
I spent my childhood playing on PC, and my favorite games includes Star Control 3, X-Tension, Terminal Velocity, Raptor, Parkan, Star Wars Rebel Assault - and many more other sci-fi games. But, unfortunately, I can't remember Solar Winds... hope after Steam release I will have some time to try it with DosBox!
Regards!