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invasion mod - 9sMODs - salvaging - drones - galaxy market - pathfind - etc...

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ninekorn:
9sMODs part 1 of 9 Released - IN BETA VERSION - UNSTABLE... DOWNLOAD AT YOUR OWN RISK.... REASON is the simple colliders that I am using for stations are incompatible with the farseer physics implementation. Until there is a fix, I'd have to remodel ALL of the station interiors to fit "I dont know" what type of parameters.

https://steamcommunity.com/sharedfiles/filedetails/?id=1766918802

Title: 9sMODs part 1 of 9
Author(s): ninekorn
Description: Station Interiors with the Galaxy Market
Mod version: 1.0.0
Game version: Latest
Game mode: singleplayer and multiplayer

The MOD includes:
-ALL stations INTERIORs (untextured)
-The Galaxy Market
-The ability to rebuild turrets (without a cost for now)
-The Onboard Ship Computer to access the Galaxy Market from your ship. Not really usefull for the moment unless you are a trader. It will be a MUST once the drones MOD is released though.

TODO list:
1. Correctly rotate the turrets that are defending the stations.
2. Texture the station Interiors
3. Put a price on the re-building of station turrets depending on the level of the station.
4. Check for compatibility with the Expansion Pariah's Bane. NOW COMPATIBLE AS OF PATCH 2.0
5. Placing lights inside of all stations where they are supposed to be.
6. There seems to still be a Collider Bug affecting the MOD. If you save the server each 5 minutes, you will only lose the difference because you will need to restart your server. I have made sure to modify polygon colliders to NOT touch any other polygon Colliders but the bug is still present. I will continue investigating.


EDIT:
*Quick fix for the station Interior Collider crash that doesn't even work... it seems that it might never have been the station colliders the issue but more the fact that many miner squads are spawned on top of each other and on the station colliders... I tried that and it doesn't work. I'm gonna have to keep seeking the culprit. But the bug is not reliably happening at the same time every time.

EDIT 2019-06-12
*Another quick fix - I completely removed the Polygon Colliders from the science station. Seems more stable now. Will continue testing.

EDIT 2019-06-13
*Another quick fix - All polygon Colliders of the Military Stations have been removed except 3. currently testing the server with ONLY military stations generated in the server. I will provide screenshots soon! ;)

EDIT 2019-06-14 - 01h18AM
*Latest FIX - I have completely refactored all Polygon Colliders of All station interior models so that no Polygon colliders touch any other types of Colliders. So the station interior colliders still contain Polygon Colliders, much more box colliders, as per the Physics Adjuster tool of Void Expanse. Will continue testing to see stability.

EDIT 2019-06-16 - 00h28
*Latest FIX - I thought I had completely removed the Mining Station Polygon colliders on the 12th of June but I had just refactored them to not be touching anything else and still it was crashing the server... After many attempts at trying other things I decided to go back to the mining station and remove ALL polygon colliders except one(all stations have 1 polygon collider). Finally something stable happened. I will be leaving my private server online tonight to see how stable it is.

EDIT 2019-06-16 - 02h28
*Latest FIX - NOT UPDATED ON STEAM YET - Still unstable so i removed ALL of the station Interior Polygon Colliders that ever existed in the stations interior scripts. Testing right now.

EDIT 2019-06-16 - 02h28
No polygon colliders. Increased Physics calculations to try and increase the occurrence of the bug...

Edit - 2022-august-12-18h53 - News around development of my mods:

I built my engine to play/mod Void Expanse using my mods and heightmaps as textures in void expanse... I am undone, in fact, not even started in making the heightmaps textures for use in game. I wonder if the less bright background of your mod would give a better voxel surface when playing and i can't wait to try that. Also wanted to bring in some Voice Recognition for AI commands to my drones in the mod i created. I will be testing your backgrounds at some point. You know that in the beginning, i was building my engine just for using my mods of Void Expanse and keeping on developing them. It's just that no one has been helping me whatsoever and i didn't request any help. and it was long to code. i needed a voxel level to surround the player when playing on the voxel virtual desktop to make it even cooler. I understand that my engine has been taking a long time to develop, but there was no one else that could've coded it for me anyway so i had to code it myself. Now that i am getting there, to a comfortable point where i almost have a stable voxel instancing level generator, i am hoping to get out of hiatus on modding void expanse in 2022-2023.

Anyway, i hope the community of Void Expanse has at least tried one of my meddley mods projects for Void Expanse here . nothing was perfect, but it gets someone started in modding void expanse themselves. Void Expanse is a great game with infinite possibilities already. But being entirely dedicated to modding it when you know nothing of programming, it takes more time to learn from programmer to programmers as everyones different. But my current engine doesn't make use of queues but more dedicated threads to do the work. It's pretty fast to change the heightmaps value of the voxels to make it look like embossed. But until i build deferred rendering into it, it won't have a good enough performance on old computers. So i gotta keep working on it. Then i'll return to modding void expanse.


Lurler:
Can you share some screenshots? :)

ninekorn:
UNSTABLE... DOWNLOAD AT YOUR OWN RISK.... REASON is the simple colliders that I am using for stations are incompatible with the farseer physics implementation in Void Expanse. Until there is a fix, I'd have to remodel ALL of the station interiors to fit "I dont know" what type of parameters for the colliders to be compatible. I'm leaving the download there for the moment.

ninekorn:
RELEASED: 9s/\/\()|)s - Part 2.0 of 9.0


9sMODs part 1 of 9 was a failure because the station interior models and colliders were not compatible with the current physics library.

9sMODs part 2.0 of 9.0 is a reroll to the original stations just made bigger. BUT all prior functionalities that were added in part 1 of 9 are STILL inside the game and they are better now.

NEW: Combat Drones are now accessible.

LIST OF STUFF:

* Players can add each other to a list of friendlies with the OnBoard Computer. This makes it so that the drones will NOT attack at will your friendlies. You can also remove friendlies at any time
* Players have the ability to Release and Recover up to 11 different types of Drones. Current Drone Weapon Types are Ballistic and Energy and drones are only using the "Close Combat (cc) technique" for the moment. "Range Combat (RC)" will be available in future updates.
* The drones have a maximum distance of combat of 25 InGame Units from the player. After that, they go back in formation. Once their current target dies, they go back in formation unless other enemies are close. Once an enemy ship comes into range, they automatically go attack the enemy.
* The drones "kills" give experience to the owner player.
* The collision between the same player drones or between the player and drones that are owed by that same player are nullified.
* Players have the ability to reconstruct Station Turrets at a certain price depending on the System Danger Level and Tech Level of Stations.
* The Galaxy Market is available from INSIDE the station or from your own ship if you purchase the OnBoard Computer at any stations inGame.
* You need to purchase an OnBoard computer to have the ability to Release Drones.
* The Mod Is Compatible with the expansion the Pariah's Bane
* It works in Multiplayer

ninekorn:
NEW UPDATE - 9s/\/\()|)s - Part 2.1 of 9.0


Ability to spawn Repair Drones.

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