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Messages - BeLugh

#46
Game version: 0.9.5
Game mode: SP/MP
Bug Location: always
Steps to Reproduce: have no fuel
Reproduction Rate: 100%
Screenshot:
Bug Description: boosters and cruising still works at 100% when out of fuel, only generator fails to work as it is inteded (and when energy is 0 also energy ammo/shield refilling)
#47
Game version: 0.9.5
Game mode: SP/MP
Bug Location: everywhere
Steps to Reproduce: playing the game
Reproduction Rate: 100%
Screenshot: no need
Bug Description: mining experience bonus (mining expertise skill), ramming bonus (ramming skill) and mining range bonus (mining range skill) do not work, the effects are not included in ingame scripts.
#48
Bug reports / Can't create new lvl 0 skill
August 13, 2014, 10:33:37 AM
Game version: 0.9.5
Game mode: SP/MP
Bug Location: Modification
Steps to Reproduce: Copy any lvl 0 skill, rename xml, rename id ->crash
Reproduction Rate: 100%
Screenshot: not possible
Bug Description: When you add a new skill (or copy any lvl 0 skill and rename it) and lets have it no requirements the game will not be able to load
->the game just does not know where to place it in the table->crash

Bug was found by Hammish, and got approved by me
#49
Ok. just tell me when you guys fixed collisionscipt to include rammish or moduleminingscript to include miningexpertise (+miningexperience%) or addeda function to check level of a skill
#50
When i was doign a research which effects are also needed in scripts for calculations i got to collisiondamage on target effect... we have a skill ramming which increases collision damage on target and reduces on self.... as minign experience and my effect are like this one i thoguht i would get help in the collision script....
Until i ahd to find out that:

   if(args.object_type_1 == "ship" && args.object_type_2 == "ship")
   {
      var damage_structure = (!ship1_npc || !ship2_npc) ? 300 : 0;
      var damage_shield = (!ship1_npc || !ship2_npc) ? 300 : 100;
      var ship1 = args.object_id_1;
      var ship2 = args.object_id_2;
      var ship_1_was_alive = ship.GetCurrentValue(ship1, "structure") > 0;
      var ship_2_was_alive = ship.GetCurrentValue(ship2, "structure") > 0;
      OnShipHitSomething(ship2, damage_shield, damage_structure, args);
      OnShipHitSomething(ship1, damage_shield, damage_structure, args);

all values are fixed and ignore the ramming skill -> no help for my getcurrentvalue problem :/
#51
Mods / Re: Breaching the Core Full Mod
August 11, 2014, 10:20:31 PM
I would like to help out, but i can't access dropbox from here (im not at home) :) can you send me the content(text) of the xml as pm please?
#52
https://drive.google.com/file/d/0B7nqpxM9uS_wRXlCTkg2UENrVkU/edit?usp=sharing
Thats the log i got when i mined, then i increased skill level of energy_consumption_mining which reduced it by percentage and mined again.
I cant see any error except:
"12.8.14 06:34:20.7485: Important: Input update ignored for the not ready player: ID: 2, Name: BeLugh, ShipID: 15708"
But then it does not explain anything :/
#53
I have send you an e-mail with the download link Lurler, i hope it helps you to figure out my problem and how to fix mining_experience as well as energy_consumption_mining
i just cant read out those values, they are always 0 no matter what i do. I even tred to make it 1 with a skill, when i read it, it was still 0... so strange. I guess have to insert it in a different way in the bracket of GetFinalCacheValue(.....).
Also i found a bug which noone mentioned so far if i am not wrong.

-When you are out of fuel you do not generate any more energy, thats right. But you can still travel at normal speed and even go in crusing mode....
In my mod fuel is consumed in like a minute and later even faster... There is no point right now in saving some fuel to get back as it only influences your shields and how long you can still go for ore extraction :/

I guess there is no function right now to lower speed/prevent cruising when you are out of fuel.
#54
Sure. Right now i am not at home, so i can't uplaod the script and the xml.

I hope you can help out somehow, Lurler.
I have added an effect  energy_consumption_mining. I have added it to effect definitions (first i tried calculate, then special as well as instance). A skill is created which should decrease the energy consumption of mining by % so i have said it for like 10 levels, each level it should reduce by 2.5%
On the skill summary it is showing correctly, but when i try to use it in a trigger GetCurrentValue(ship_id, "energy_consumption_mining") it always retrieves the value 0 (i even tried to multipaly by 100 as it might be possible that during the GetCurrentvalue it is rounding to integer somehow. As it did nto work i tried GetFinalCacheValue, but it is 0 again.

The same thing i tried for mining experience (as it is not fixed yet ingame, it is not included in the experience calculation, only in skills and effects definitions) GetFinalCacheValue(ship_id,"mining_experience") even mining_experience_special, every try i always received 0. When you fix mining_experience as it is needed anyway and post the script of 0.9.6 for modulemining.js here or on pm i might get the rest on myself, except when something else blocks it.
So either i am missing something, i am using the GetCurrent/GetFinalCache or something in a wrong way or there is even someting else.

I hope you can help out somehow. The earliest time i can upload my files would be in about 5 hours from now.
#55
Im honored :-)
Lurler can you please help me with the function problem i have so i can release the mod earlier? i have crated a new effect and wanted to fix the mining experience. both values are changed (i tried it with percent and value) but when i try to read then with getcurrentvalue or getfinalcachevalue they are always 0 i got no chance to read them out after they got increased by skills. but i need to fix at least the mining experience. or is it possible to read out the skoll level in functions?

can you create an example how to do something like this? i bet several modders will get this problem in the future without a tutorial. i know that in calculateship.js you can maximize a value if it is a sum of others to create a current value of their finalcachevalues. bt then the finalcachevalue should be possible to read at least. first i tried mining experience as special like it was and now as instance but both dont work. calculate also didnt work. can you explain it please? :-/
#56
Im sorry to inform you that i decided to polish it up before releasing its first alpha :-) I got stuck with using effects from skills in functions and today i tried playing it. there are still several bugs. also i try to improve the gameplay by adjusting the mining device prices resource prices and experiance gain/ fuel consumption. Btw i made "asteroid mining" to be the only skill a prospector starts with but it costs 100points to purchase to prevent other classes from getting into this skill tree. also i need to create icons for the skills and adjust/expand them.  i also hope to find a way to get rid of glepsite etc in shops without crashing the game
#57
I already got that part. But now i am stuck with using effects in triggers.
I have added "energy_consumption_mining" and tried to fix "mining_experience",
but when i read those values from cache, no matter if i take GetFinalCacheValue or GetCurrentValue, both values are always 0, so i cant use them in my functions. I tried so many possibilites but i have no idea how to use it now....
Using effects in requirements is no problem at all, but when it comes in using them i am totally stuck.
#58
Mods / Re: Breaching the Core Full Mod
August 10, 2014, 06:58:20 AM
for me adding skills worked fine. For me void expanse somethimes crashes when loading during loadign screen before main menu and simetiems when loading a game, but those crashes are not related to the mod itself (for me at least) when somethign is wrogn with the mod it does not show up the saves and you cant create a new game as it says unable to create local game server. or you get into the game and a function stops working after start /like all shop prices are shown as 0, mining laser does not show up etc
#59
As i did not get a reply i started to search for one myself. I ended up with Gimp 2.8 and so far i am confident with that choice as i only need to edit icons :)
#60
Mods / Miners Heaven V0.0.1 available
August 10, 2014, 04:55:42 AM
Miners Heaven

Download: https://drive.google.com/file/d/0B7nqpxM9uS_wZV92eUVtSTZJYTg/edit?usp=sharing (https://drive.google.com/file/d/0B7nqpxM9uS_wZV92eUVtSTZJYTg/edit?usp=sharing)

How to install the mod?
-Click on the download link above
-on the upper edge of the website click on download
-select download location
-open the downloaded zip-file
-open your Void Expanse installation folder (For Windows it is by default: "C:\Users\%YourUsername%\AppData\Local\AtomicTorchStudio\Launcher\Games\VoidExpanse")
-create a backup of your "ModsConfig.xml" (E.g. rename it to "1ModsConfig.xml")
-unzip the downloaded zip file into this folder
-start the game
-have fun! :)

Title: Miners Heaven
Author: BeLugh
Mod version: 0.0.1
Game version: 0.9.6c
Game mode: SP/ MP (untested)


Description

Miners Heaven is a mod for void expanse which extends the mining part by a large scale making the prospector class really fun to play.

Here are some key features:
-exchanged the 6 ingame ores with 16 real resources:
silicon, nickel, copper, iron, zirconium, silver, gold, platinum, palladium, titanium, water, manganese, helium-3, uranium, iridium and osmium.
-you will not be able to start extracting all minerals. The civilian mining device is only capable of extracting silicon ore and the first real mining lasers are only able to extract silicon, nickel and copper. You should try to find asteroids containing all of this 3 resources to level up faster!
-mining ranged is reduced alot when you start the game. You have to get quite close o the asteroids until you enhance your mining range skill
-mining lasers require a lot of energy to work, this way your fuel tank is not useless anymore!
-The skilltree for mining is exclusive now. It got a complete makeover with some new icons and very special abilities. The ability i pefer most is "silan generator". It converts all freshly extracted silicon into fuel, which extends your mining trips by minutes and always frees your cargo from this cheap ore
-10 different rocky asteroids, 3 ice and 3 lava ones can occur in every system now
-asteroids differ much more in size, although it is not possible yet to make the mineralhold depending on scale as one variable (ResQ) is not working yet
-When mining minerals the amount you extract is random (0.25+random(0-1)^2*0.75) (highest chance for 0.25, lowest chance for 1.00 realized by a square function)

(http://show.picr.de/19168839wj.jpg.html) (http://show.picr.de/19168840tv.jpg.html) (http://show.picr.de/19168841pe.jpg.html)

Plans for next versions:
-adding skills to improve ice/lava asteroid mining (right now i can't differ the types in scripts)
-skills for improved ice/lava asteroid extraction
-more hulls and generators, level resriction for geneators
-higher level equipments and some more skills (to fill the skilltree being able to spend all skill points until lvl 99 in it.
-anomalies: random events when mining. Getting bonus xp, gold, finding special items, spawning pirates, etc...
-debris collector: finally you can collect all those debris and convert it into ores! they have a much higher concentration of metals
-consumable which will spawn a turret to your aid
-cruisers will get a skill to produce turrets which you can spawn. Producing those turrets will cost some ores.
-maybe adding the first heavy cruiser to the game (cargo ship)

Right now the game has enough content to be played up to about level 55

When you have more ideas i can try to add them earlier or later :)
Suggestions are always welcome!!!