Author Topic: invasion mod - 9sMODs - salvaging - drones - galaxy market - pathfind - etc...  (Read 10983 times)

ninekorn

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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.


« Last Edit: August 12, 2022, 03:53:55 pm by ninekorn »

Lurler

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Re: 9s/\/\()|)s - Part 1 of 9 - RELEASED - IN ALPHA VERSION
« Reply #1 on: June 11, 2019, 04:38:58 am »
Can you share some screenshots? :)

ninekorn

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Re: 9s/\/\()|)s - Part 1 of 9 - RELEASED - IN BETA VERSION - UNSTABLE...
« Reply #2 on: June 16, 2019, 09:10:39 pm »
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

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Re: COMBAT DRONES UPDATE - 9s/\/\()|)s - Part 2.0 of 9.0
« Reply #3 on: June 21, 2019, 12:04:57 am »
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
« Last Edit: June 22, 2019, 01:31:08 am by ninekorn »

ninekorn

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Re: COMBAT DRONES RELEASED - 9s/\/\()|)s - Part 2.0 of 9.0
« Reply #4 on: June 21, 2019, 11:41:05 am »
NEW UPDATE - 9s/\/\()|)s - Part 2.1 of 9.0


Ability to spawn Repair Drones.
« Last Edit: June 22, 2019, 01:30:45 am by ninekorn »

ninekorn

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Re: COMBAT + REPAIR DRONES - 9s/\/\()|)s - Part 2.1 of 9.0
« Reply #5 on: June 22, 2019, 03:56:00 am »
NEW UPDATE - 9s/\/\()|)s - Part 2.1 of 9.0


Ability to spawn Mining Drones.

LIST OF STUFF:
  • I added the ability to Release and Recover drones with the inventory items beeing removed and added accordingly
  • fixed a couple bugs in the repair drones release.

TODO
  • Add scopeShips to the pathfind of the mining drones so that the drones are not hitting each other when going to mine.
  • Replace npc.InstantStop with npc.Stop so that the mining drones motion are less jerky when approaching an asteroid.
  • Change this version number to part 2.2 because i forgot to only change the version but DID UPDATE THE FILES ON STEAM
« Last Edit: June 22, 2019, 04:01:36 am by ninekorn »

ninekorn

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Re: ALL DRONES ARE IN THIS MOD - 9sMODs - Part 2.2 of 9.0 - RELEASED
« Reply #6 on: June 22, 2019, 06:59:24 pm »
9sMODs - Part 2.2 of 9.0 - RELEASED

Fixed a few bugs:
1. The drone faction was non-existent and was showing as a red square instead of "Neutrals". Fixed it.
2. The mining drone AI wasnt working when the drone started mining and that the player was getting 25 units away, the mining drone was going back and forth to the last asteroid and back to the player infinitely. Now fixed easily.
3.Cleaned the Title of the drones that show up in the store so that they don't include the character "_" (underscore).
4. I had forgotten to add the option to select a mining drone to go back to player to deposit its cargo but the option was there in the onBoard Computer. Now the option is added and works perfectly.

ninekorn

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Re: ALL DRONES ARE IN THIS MOD - 9sMODs - Part 2.2 of 9.0 - RELEASED
« Reply #7 on: June 24, 2019, 09:19:31 pm »
The drone MOD is not at it's last version .I will create other drones very soon as now it's just a matter of creating assets which very easy to do. But before I do that, I want to create the infinite Item Generator that I've been talking about for a while on the forum. For such a long time, I was working and trying to make a better version of the drone AI and finally I've reached the part where I was ready to release it. It's still "not totally polished", but I can really easily add different "combat techniques". You can see in the "SC_AI_Drone_Combat_cc_Rout_Co m_Att_Tec2_1.js" scripts from 1 to 5 and "SC_AI_Drone_Combat_cc_Rout_Co m_Att_Tec3_1" from 1 to 5 that those scripts are for the "combat techniques". The combat techniques can be chosen randomly or not with the script "SC_AI_Drone_Combat_cc_Rout_Co m_Att_1.js". The reason that there is so many libraries now, was that It was the only way that I have found to make this work without "a huge hit" on the performance. If ALL of those scripts were combined into 1, all drones would be accessing a script that would be 3000-4000 lines long. It wouldve been lagging much more when creating drones for the first time when you are spawned in the server, so much so that there would have been a "thread lag error" in the console. Also, by making it so that the drones at Formation 1 are using the series of script ending with 1, makes it so that the scripts are holding ONLY the data of drones that are in Formation 1 and so on for Formation 2 to 5. In order to make this happen for Multiplayer, I had to create an array of Global Index that is seen in the script "SC_AI_Drone_Manager_Utilities .js" and in the "drone_manager" for "Combat/Mining/Repair".

This method works but it can be improved. I will work later on improving the scripts and adding much more content of drones as it is now easy since we now have the basics of Releasing/Retrieving drones that works for all players in multiplayer.

N.B If you like this MOD, please comment on it on the steam workshop webpage for that MOD or in this thread. It can only make me understand your needs and improve this MOD so that it becomes way better in the future. I do have other ideas for drones like "ramming drones/Tank Drones for taking lots of damage/shield regen drones/etc". Tell me if you like the current MOD!

172 scripts so far to make the whole thing work, but the Void Expanse Engine can handle it. Much more are coming anyway. 60 more Library scripts will be required in order for the RC drones to be implemented. It can take me about 1-2 hours to do it so If any of you want me to rush it, please ask here. Otherwise, I really want to start working on the Items Generator. But the RC drones contain the "Particle Ray weapon" that is in the original game and also the "Gauss Cannon" that both do more damage than the other conventional Drone Weapons. A fix is coming soon also for the huge damage output that the  "Ballistic Burst Cannon" is doing... I forgot to fix the damage of one of the bullets that does 200 damage instead of 4 damage.

PLEASE NOTE THAT CURRENTLY, THE DRONES ONLY GAIN LEVELS WHEN THEY ARE BEEING RETRIEVED AND THEN RELEASED. OTHERWISE, THEY WILL STAY AT THE LEVEL THAT THEY FIRST SPAWNED AT. I AM NOT EVEN SURE THAT I CAN INCREASE THE LEVEL OF NPCS WITHOUT RETRIEVING THEM FIRST (REMOVE) FROM THE GAME. I WILL HAVE TO STUDY THE ORIGINAL SCRIPTS A BIT MORE FOR THAT.
« Last Edit: June 24, 2019, 09:32:43 pm by ninekorn »

ninekorn

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Re: 9sMODs - Part 2.3 of 9.0 - RELEASED - Range Combat drones
« Reply #8 on: July 18, 2019, 10:06:20 am »
9sMODs - Part 2.3 of 9.0 - RELEASED

Range Combat (RC) Drones Update.

You now have access to spawning Range Combat Drones. Right now, they use the exact same combat technique and are NOT shooting further away than the close combat (cc) drones. But they have different damage types like Particle Discharge and Guided/Unguided Missiles and Gauss Canon.

Please give feedback if you played the MOD whether you liked it or not. This is not the final version, as you probably noticed, that the drones all cost the same amount of Ingame currency. Also, currently, all drones are not "smart" enough to notice if other friendly drones are in their sight when they shoot. Also, i will soon finalize the pathfinding for the mining drones as right now, a path is discovered for them but the path doesnt exclude unwalkable tiles. Those will be changed in future patches.   ;)

Drone Combat With 2 repair Drones, 1 Combat Energy machine Gun drone, 1 laser combat Laser Drone, 1 Particle discharge combat Drone In combat against enemy


3 mining drones mining some asteroids + 1 repair drone + 1 laser combat drone getting attacked
part 1 of 6

part 2 of 6

part 3 of 6

part 4 of 6

part 5 of 6

part 6 of 6





Drone Combat With 2 repair Drones, 1 Combat Ballistic machine Gun drone , 1 combat Laser Drone, 1 Guided Missile combat drone
part 1 of 3 - Guided missile on top of planet - drone missed his shot

part 2 of 3 - missile hitting enemy

part 3 of 3 - peaceful mining









« Last Edit: July 18, 2019, 01:35:50 pm by ninekorn »

ninekorn

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Re: 9sMODs - Part 2.3 of 9.0 - RELEASED - Range Combat drones
« Reply #9 on: October 07, 2019, 10:10:34 am »
oh wow, 3 months after release i notice that my download is not even working on Steam. it even feels like an empty project... my bad, i really don't know what happened there, in the midst of doing backups i probably uploaded the empty project that i as gonna work on for destructible stations. I find it kinda sad though that no one even posted in this thread to report this. version 2.3 was then "unreleased" for 3 months. I think i've found a backup and will upload it as soon as i can. There was 15 subscriptions to the MOD itself so people tried it and maybe thought i was a scam or something.

I apoligize to the community for this mistake. Will update you soon for when the backup of version 2.3 is ready.
« Last Edit: October 07, 2019, 10:33:27 am by ninekorn »

ninekorn

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Re: 9sMODs - Patch 2.3 of 9.0 - RELEASED - Range Combat drones
« Reply #10 on: April 29, 2020, 07:22:02 am »
hi everyone,

it's been a while that i have coded in void expanse, about 9 months from now, i still had bugs to fix but a major one that happens about 10 to 15 mins ++ during play (to be re-tested) when save game happens and the server crashes. it can happen when you change systems (and an auto-save happens) or/and when you get out of a station (and an auto-save happens). here are the 3 bugs that i am currently facing described in details. i think i might have only fixed 1 out of those 3 bug with some major changes that were happening when i was trying the destructible station mod and i might have lost the way to fix 1 out of those 3.

this is the problem that i had fixed... in my head actually. its due to some changes maybe that i made in the original scripts generategalaxy.js. Although it shows the problem is in DLC1, i never made any changes to DLC1


c-field generator issue. i think i asked about this already. i will review my posts on the forums.


i think this one is related to the problem number 4 which leads to the savegamecrash. I think it might be due to the weird names i give the files to pass extra data to void expanse like rotations of stations are actually my file names for instance "science_01_180.xml" means station type "science" model "01", rotation 180 degrees. When i sort through the file inside of javascript, that file name is so important but provides additional data as i described to pass on to void expanse from outside of an xml file.


this has to be about the way i parse the file (there is no parse but only the name of the file actually) and un-parse them in void expanse which is using the xml file name only but . i will continue to investigate.


Code: [Select]
                else if (base_xml.indexOf("science") >= 0)
                {
                    var getSomeIndex = base_xml.substring(11, base_xml.length); //science_01_0
                    var index = indexOfStuff(getSomeIndex);

                    if (index == 0)
                    {
                        index = 4;
                    }
                    else if (index == 1)
                    {
                        index = 5;
                    }
                    else if (index == 2)
                    {
                        index = 6;
                    }
                    else if (index == 3)
                    {
                        index = 7;
                    }
                    else if (index == 4)
                    {
                        index = 0;
                    }
                    else if (index == 5)
                    {
                        index = 1;
                    }
                    else if (index == 6)
                    {
                        index = 2;
                    }
                    else if (index == 7)
                    {
                        index = 3;
                    }

                    parsedAngle = parseInt(getSomeIndex);

                    var tempCoordRefuelX = bas_coord.x + 3.5;
                    var tempCoordRefuelY = bas_coord.y + 14.5;
                    var tempCoordRefuel = { x: tempCoordRefuelX, y: tempCoordRefuelY };

                    var tempCoordRepairX = bas_coord.x - 3;
                    var tempCoordRepairY = bas_coord.y + 14.5;
                    var tempCoordRepair = { x: tempCoordRepairX, y: tempCoordRepairY };

                    var rotatedCoordRefuel = RotatePoint(tempCoordRefuel, bas_coord, parsedAngle);
                    var rotatedCoordRepair = RotatePoint(tempCoordRepair, bas_coord, parsedAngle);

                    var StationRefuelPlatform = generator.AddSpecialObject(sys_id, rotatedCoordRefuel.x, rotatedCoordRefuel.y, arrayOfRefuelPlatforms[index], 0);
                    var StationRepairPlatform = generator.AddSpecialObject(sys_id, rotatedCoordRepair.x, rotatedCoordRepair.y, arrayOfRepairPlatforms[index], 0);


                    var turret_radius = 35;
                    var level = inf.danger_level + Math.round(MathExt.RandDouble() * 4 - 2);
                    level = utils.Clamp(level, 1, 100);
                    //var angle_offset = 0.0;

                    NpcGenerator.SpawnTurretsOfType(args, bas_coord, 4, level, turret_radius, "Turret", "special_human_turret", inf.faction, { class: "turret", non_talkable: true }, parsedAngle, base_xml, sys_id, base_id);
var theBase = { id: base_id, coord: bas_coord, base_xml: base_xml, sys_id: sys_id, rot: parsedAngle};// widthL: 21, widthR: 21, heightT: 19, heightB: 42,
storage.SetGlobal("system_" + sys_id + "_base_" + base_id + "_xmlStationType", theBase);
                }


and once those and the station turret placement are done, i will be able to release the patch 2.3.1 also when i will have done minimum this:

1. microphone input for void expanse where a player can talk, and have his voice give commands without ANY SORT OR FORM OF HACK. it is very important that you engrave this in your minds. There is no limit for a modder like ninekron. sharpDX keyboard input at "image location of device slot 4 or 5 or 6 or 7" and then 1 keyboard click on number 4 let's say and i've already got an AI drone receiving my commands at 20 frame rates per seconds and that leads to my drone menus as in morse code S.O.S is "... - - - ..." and then my drone will be oh noes "my master is in danger, lets go save him":

frame 0 - dot - device is activated per frame and frame 0 activates the variables and captures first "dot or pause". device captures dot (device activated on the slot)
frame 1 - dot - device captures dot (device activated on the slot)
frame 2 - dot - device captures dot (device activated on the slot)
frame 3 - pause - device captures pause which means nothing/nada/no device activation.
frame 4 - pause - device captures pause which means nothing/nada/no device activation.
frame 5 - pause - device captures pause which means nothing/nada/no device activation.
frame 6 - dot - device captures dot (device activated on the slot)
frame 7 - dot - device captures dot (device activated on the slot)
frame 8 - dot - device captures dot (device activated on the slot)

but the only problem will be the synchronization. i already have the input working. i say the letter "a" for attack and void expanse device starts but currently there is nothing else except a counter. today i am showing you proof but, un-unsyncronized proof. and i think the frames between the "dots" and the "pauses" will have to be longer.

currently i am working on the turrets placements for all stations but i've still got the turret buying to add.



here is the same turret placement compatible for the business station. its identical and symetric (argumentable a bit and i can prove that i am not totally 100% correct on my conversion of the units from blender to Void Expanse)

here are some defects in the current platform placement:

i will need to rotate 180 degrees both the refuel and repair platforms of the business station


i will need to rotate 180 degree the mining station refuel platform


then 10 minutes later i realized wow, i am working towards showing my defects... let me put some green marks on that right away :)

edit#2020-04-29at07h49pm#can-east# i am about done with all stations turrets placements except the army station.  they are nice but not perfect yet. they need a little bit more love and preferably not spawn in the middle of my stations would be awesome. it's almost there.
« Last Edit: April 29, 2020, 04:56:29 pm by ninekorn »

ninekorn

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Re: NEWS - 9sMODs - Part 2.3.1 - NEWS
« Reply #11 on: April 30, 2020, 11:46:07 am »
hell yeah. i think i have found my bug. i have never used the keyboard button "~" in-game to display error messages and here what is what i stumbled on simply out of curiousness today:
















because of this, i now have total confidence in my mod. but from now on, i won't just trust the console because these were not showing at all ever in the independant console. The microphone input is working but i was wrong about using SharpDX, as i don't know if the options of clicking with sharpDX are available. i always preferred using pinvoke anyway so this is what i will be using.

EDIT: false alarm. this is not THE savegame crash bug. those are just the destructible stations xml filenames that don't concord. this bug is for the destructible station mod that is on the shelf until i complete it. the confidence is still there guys don't worry, this will not make me quit this time

easy to fix, but not my current priority as i couldnt make it on time yesterday to unveil the power of a pinvoker with a keyboard sending keyboard inputs to send commands.  but i have some very very good news my friends... images and maybe tiny tiny videos coming today of the perimeter of the new interior station turret placements:

outpost station perimeter tour:
https://youtu.be/5K_Uw8NCfBg

business station perimeter tour:
https://youtu.be/LAFuRnoIj_U

science station perimeter tour:
https://youtu.be/thQ1AA6Yq7A

mining station perimeter tour:
https://youtu.be/50pEKG8--yM

note 2020 - may - 1 - the military station perimeter tour video will have to wait as i am working on my perceptron this morning. but here are the station placement screenshots.








« Last Edit: May 01, 2020, 04:36:32 am by ninekorn »

ninekorn

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Re: NEWS - 9sMODs - Part 2.3.1 - NEWS
« Reply #12 on: August 14, 2020, 05:47:40 pm »
Station Interiors are now included.
Destroyable ship parts on enemy deaths (excluding alien ships). You can now salvage those destroyed ship parts.
Ability to spawn both Combat and Repair Drones and Mining Drones
Including the Galaxy Market.
You can access the Galaxy Market and spawn drones from the OnBoard Ship Computer that you can get at any stations.

https://youtu.be/5K_Uw8NCfBg
https://youtu.be/LAFuRnoIj_U
https://youtu.be/thQ1AA6Yq7A
https://youtu.be/50pEKG8--yM

There is still a bug with serialization of the savegame and it is a needle in a haystack to find it. I will keep working on it. But for the moment, if the game crashes at save, you will need to reload the server and use your latest save.
Also, i forgot to put a custom icon for the new Salvaging device.

Edit 2020-08-15 fixes:
Removed a unused item.
Added icon for the salvaging device and made it available through the shop.
« Last Edit: August 15, 2020, 11:07:04 am by ninekorn »

ninekorn

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Re: RELEASED - 9sMODs - Part 2.3.1 BETA - RELEASED
« Reply #13 on: January 07, 2021, 02:41:02 am »
i was able to implement microsoft 10 voice recognition inside of void expanse using simple keystrokes. There is still a lot of work to do. i explained how i was going to do that somewhere maybe on the forums here but i can't find the post anymore so i'm posting the video demo here.

updated video - https://www.youtube.com/watch?v=ue9NcV2POXk&ab_channel=SteveChass%C3%A9

thank you for watching.
nine

N.B. i had a bad mood yesterday after 1 hour of failing to record a proper demo. I decided to reupload the whole thing today with testing the current Win10 voice recognition to void expanse menu selector.
« Last Edit: January 07, 2021, 08:10:26 pm by ninekorn »

ninekorn

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Re: RELEASED - 9sMODs - Part 2.3.1 BETA - RELEASED
« Reply #14 on: February 04, 2021, 07:01:23 pm »
DEMO - pathfind for station debug project. In order to have the pathfind fire up, you have to hit the drone with the laser and the drone pathfind could start up and special objects are created to show that the pathfind works (TODO - option to fire up the pathfind inside of the onBoard computer). I am not sure if in this version retrieving the drone and rereleasing it is restarting the pathfind, but a debug_reinit reinitializes the pathfind.
https://drive.google.com/file/d/1ujomjVJ-GmSqx_TLP_ybbrGRdcj6cW-w/view?usp=sharing




i tried the pathfind on other stations the other day and it wasn't working. the pathfind wasn't discovering the walls of any other stations except the outpost01. the moment i have updates, i will post them.



old demo - drone retriever and drone repair project. To make it work-ish, you have to stand on the repair platform and press the repair button. A scrap metal is created next to the repair platform after you are getting laser shot at repaired and the retriever drone is then going to get the scrap metal
... for station processing in a later version that has station garbage  containers. Will work tomorrow in finding that project when the snow blizzard winds stop shaking this village electricity installations... The use of addforce to control the scrapmetal when the retriever drone grabs-ish the scrap metal was an attempt of doing it but i didnt tweak anything there since.
https://drive.google.com/file/d/12YWcoEiiRDrzuqaMKaj6E1tX18ra2kLV/view?usp=sharing

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DEMO - GENERATOR - unfinished Generator Shop Textures Lots of work to finish there.
Gimp Files required for the generator:
https://drive.google.com/file/d/11ot-hJEjqcbJyO1uY69deZWV_vMyZMed/view?usp=sharing

The visual studio project for the generator:
https://drive.google.com/file/d/1QeXM6MI9S9lLOFBsqINgktGjjtS_Vr1-/view?usp=sharing

I made this generator but since it was unfinished, i never released it. Textures are generated but the xml files are incomplete hence why i didn't introduce it yet in my 9sMODs.
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DEMO - GENERATOR - Energy weapons generator - unfinished state:

It was faster than i thought to fix a couple things, but i will have to loop back to working a bit on it so that it generates the weapons directly in the Void Expanse mods folder but i found a blank xml file in my earlier tests today so there are still things to fix. I wanted my generators to keep the original icons looks. But hopefully if one day i would have the time to get inspiration from the textures in mods like "Breaching The Core" and the others that were released a long way back. I didn't want to release this generator yet before i was able to make better icons and fix the weapons damage and the rest of the settings. But here it is anyway. Ill loop back to this later but the weapons that it generates are supposed to work already in void expanse if you put them in the correct mods folder. But the items names in the void expanse shop are the names of the xml files which isn't super intuitive. I made those generator programs by figuring out myself how to use xmlwriter nodes and it's super easy to learn with bits and info on gamedev forums but when you have a template of how it works approx after one finishes to work on it and shares it, it's easier to learn but as a modder principally, i'd rather start sharing a couple projects here and there if it can help anyone developp their own mods.

Gimp Files required for the generator:
https://drive.google.com/file/d/1BT1ZZcF-Mm717y8C27kQDONyMA0jtcHt/view?usp=sharing

The visual studio project for the generator:
https://drive.google.com/file/d/15XWHBQVSKbPoMFkbq3ikK4caZZiryhOi/view?usp=sharing

posted here a long time ago https://www.youtube.com/watch?v=DKeEzVCNRTc&ab_channel=SteveChass%C3%A9 in 2017, but since it was also unfinished, i shelved it and never shared it... I should have released this tons of time earlier but i hate releasing stuff in unfinished states. But looking at it another way, if it gives anyone the idea to build something like this also on their own, they will have an easy template to follow if they wanna but it is currently uncommented as i didn't have the time to work on a tutorial for it. Sharing them now is better than never sharing it at all... I have to work on the unwalkable and walkable tiles for the rest of the stations for my 9sMODs to finally work on the mining drones. but man it's really long to manually write all of those generators. But when i have the time to work this out and fusion the generators into a single program, i will. I am sorry for the spam of releasing parts of my projects here and there and maybe switching to a huge forum post instead should have been the right idea from the start... i was getting eager to release everything for void expanse... my apologies atomic torch for not releasing this sooner but it wasn't perfect and an imperfect mod although it could have been if i had worked longer on it then before getting tired of writting and developping all of those lines of code manually, started to be very long and tedious and annoying. Maybe it could have peaked interest, but what about finally fusioning all of those tiny little projects together and trying to reach 9sMODs series 9.9.9 right away... Forget about it man, i am not gpt-3 and it would take me forever manually... there are no modders that will be able to invent anything when machine learning that can build websites also build game mods, but instead maybe humans would be quoted and marked on how good their skills were at trying to developp something that was already developped by a machine learning artificial intelligence and be graded on their work.
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DEMO - GENERATOR - generic booster procedurally created... but it's unfinished still. Raytracing texture2d PNGs/JPGs generators will do a better job than this...

PNG files:
https://drive.google.com/file/d/12Rb4ZomAZcl-IW2B1aN-cOiZk8sAyI1E/view?usp=sharing

Procedural booster:
https://drive.google.com/file/d/1Xcp79L4mHCp87IgD8JcRnIEuAsGc1C-a/view?usp=sharing

Procedural booster: resetupped the boosters fins to be generated and armor type to be specific to settings later on. Added a bit of colors on this project before i went and lost hours again on those unwalkable tiles that still won't work on those other stations and i am about to remove the hairs out of my head out of frustration. So i went and lost a couple of minutes in this easy resetup of the booster fins and different fuel/energy color on the sprites and i put back those screws in place... the drone pathfind isn't working for any other station than the outpost station and i am stuck there trying to make it work. This version only contains my first and third attempts at the booster. i cannot find my second attempt booster that looks like a vase and it's irritating me... and it is irritating me even more in this disorganisation of mine to lose minutes after minutes trying to put all of it together and never having those unwalkable tiles for the other stations working. keeping my cool and removing the dust on those backups that were supposed to work out of the box where i left them or not finding them at all and it gets irritating. i am trying to put pieces by pieces back together of how it used to look when i was proud of posting it and achieving it, but it wasn't ready yet and that's what happens. backups laying in the midst of a disorganized desktop and trying to find all of it in one instant never works. trying to get organized as i move forward. i think the xml files for this generator aren't working yet. 2021-feb-06-04:44am.
https://drive.google.com/file/d/1L3jnO26MtBQnh5kV3Z-9Qib1Ku_1lVxO/view?usp=sharing


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I have another type of booster that looks like vases that i will try and find again lying somewhere on my hardrive.

Update 2021-feb-05: getting discouraged but i am working on it.

https://ninekorn.imgbb.com/











« Last Edit: February 14, 2021, 04:13:46 pm by ninekorn »