only a video this time of things i am working on. I decided to try and see how "jumping" into a station would look like again. if you are outside of the station, it is not a station anymore, it is now a hull with a collider and it can be destroyed, so this is a step forward for buildable stations although a player would have to jump into a station to see the interior of the station. Also, the station interior now has a roof again. A crate object roof that is removed and added so that players feel more like home. I've also added some tileable perlin terrain and the players can "jump/explore" the planet earth. Inside the planet earth instance/system, the players can go to a maximum Left and Right and Up and Down because i have built a wrapping/limited level that teleports you to the other side of the screen when you reach the maximum distance. This is a demo of my current test bed. there are no enemies added and there are a couple of bugs left to fix left and right.
https://www.youtube.com/watch?v=bw1XpB2OBKg&ab_channel=SteveChass%C3%A9thank you for watching.
steve
EDIT 2021-april-18: - adding this one day after my post. I've decided to release sccsvd4ve slim version, earlier than expected, in it's unfinished draft condition. the repo download for sccsvd4ve that has a couple of voice recognition commands is now uploaded to github and they work inside of void expanse. you can find it here:
https://github.com/ninekorn/sccoresystems-VD4VE--slim-version--draftthe 9smods/invasion draft google download link is here.
https://drive.google.com/file/d/1VefBUM3YC4zeJGGVyN_aS5DzZYOJneAH/view?usp=sharingthis 9sMods Demo doesn't have any enemies and is just to be tried out to see the wrapping system, the tileable terrain tiles (except the texture that didn't tile properly), the decorations used for planets, the station ship but the collider isn't setup yet for it, and the station interior with doors/containers, and the voice recognition of windows 10.
Prepping the players with a global wide notification that a server update is coming, while playing with the 9sMODs coms device, to advise them their "coms device" won't work properly during that server update is what will remain to do as it really doesn't work when a debug_reinit happens. the rest of the synchronization can be adjusted and tweaked to be tons better. Currently, because of the station activated formations pathfind, spawning a drone activates it's libraries and it lags so talking to void expanses device won't work during the lag. you gotta wait for the server lag to stop. lol, that's how i had intended it to work from the start and although people might find it really far fetched for it to be working, it's actually a very simple solution for synchronizing 2 programs that don't have a compatible API for keyboard keystrokes, and if a server update lag is about to happen, players just have to be removed from using their coms when a debug_reinit is planified. thank you for trying this project. nothing is finished and things are still debugging in the console.
Voice recognition commands:
1. Say computer to activate the menu. You got less than 5 seconds to then activate the other menus.
2. After saying computer, you have 2 choices, say release or retrieve. Although my program recognizes retrieve, it isn't mapped yet in void expanse so you can only release drones for the moment and not retrieve them.
3. Now you can say mining or combat or repair, but only the combat drones are mapped in void expanse. I will work on mapping the rest soon.
Thank you.
steve chassé aka ninekorn
EDIT 2021-april-20:
I forgot to mention:
1. i updated the pathfind with the 9 tile chunk i was talking about inside of this thread here
https://forums.atomictorch.com/index.php?topic=969.msg7791#msg7791 and made so that the pathfind is e
xtremely light and
per frame if wanted... Although lag remains when any drones are spawned, the first time they are spawned inside of the server because the libraries object arrays are getting heavy in size and i didn't have the time to get back to this and clean this a bit and pinpoint where the lag issue lags and with which arrays.
2. i also provided a super easy javascript script multiplication function, and you can find how it works inside of the script mainwindow.cs of the project sccsvd4ve at line 3422 of that script. The script multiplier function is very basic and has no UI buttons currently so the variables need to be changed in script and i will soon show how to use it. I was able to learn and code this myself 1 week ago approx and since then,
my speed to update my scripts has multiplied immensely for anything inside of the lib folder of my mod of void expanse... What this means is a huge increase in the possibility of void expanse 9sMODs drones in formations now that i don't have to manually copy and paste everything by hand and an insane modder speed to make scripts corrections, and with the added blender obj/xml file generator for Ships/hulls and decorations and turrets obj/xml files i have provided and scripted myself, i hope it will make it possible for modders of void expanse have basic tools, to help them mod void expanse to a degree it never was modded before. The script multiplier performance can be increased dramatically for those who understand much better than me how writting to xml files work, among many other things as i still consider myself ignorant in programming and programming languages in general. What the function "public static void sccsScriptAutoCorrectNMultipl
y()" does is it multiplies the script formation 1 of the javascript file you want to multiply and it copy pastes everything but changes the formation number to 2 and 3 in new scripts it generates and puts in the folder "multiplied" and how many the modder wants to generate (default 5 and currently my 9smods/invasion need some tweaking to accept more than 5 drones in formation) and it saves the scripts as extension js files ready to use in a folder, and the modder just has to put the scripts in his lib folder after that so that the work is all done in a couple seconds. no need to do anything manually anymore and change all of those numbers by hand for all of the formations positions. First create a folder #VEscriptgen on your desktop and inside of it a folder named original and a folder named multiplied. the moment the program is started, if you set the variable "int scriptMultiply" to 1 instead of 0 in MainWindow.cs, it will generate an identical copy of any of my libs script of formation 1 that you put inside of the folder "original" but only put the number 1 javascripts file in there and it will multiply and copy and paste and change automatically the digit 1 to the digit that the modder wants. It makes it so that any drones in formations have their scripts updated instantly when you take the generated scripts out of the folder name "multiplied" and put them in your lib folder of my 9smods or whatever the mods you wanna build for void expanse. i use the special character "#" at the start of folders names sometimes and because there is the special character "#", they always appear in the top of my folder list when they are sorted alphabetically. If you wanna remove that entirely or put something else there, the variable string folderName = "#VEscriptgen"; is currently at line 3444 of the script MainWindow.cs. I am terribly sorry if my drafts are totally unreadable for beginner coders if they are, but i am trying my best to do everything fast and sometimes i always cut short when comes the time to release because when i've got a working version of something that works, i'd rather share it right away than lose them in my backups shelved stash somewhere and come back to them years later to find some of them not working... it's an annoying/irritating feeling when it happens. lol at this point i'd even say please consider my demos of whatnot all in pre-alpha version for the total drafts that they are. but in all seriousness i am coming soon with tutorials and cleaner drafts and better variable names and the translation references to sebastian lague's youtube pathfinding tutorial but without using any multithreading. In it's current state and without using the timer class, the pathfind is limited to the decisions per seconds of the Decisions(args) of the ai scripts. Oh and the script multiply also work for my scripts inside of the AI folder. If he had planified to translate his tutorial to javascript himself, i am sorry i did it before him but in a draft kinda way because even then i had issues understanding his c# tutorial and even had to name the variables differently so that it would help me understand, so all in due time, i will make sure to reference the variable names correctly as i was looking from the start as a "translation" from c# to javascript rather than "i learned how to do it myself". I prefer always thanking the "teachers" i learn coding from and his youtube pathfinding series is considered a tutorial for pathfinding in c# and i couldn't find anything that suited me then so i wanted to learn how to code it but i had to translate it for it to be working in javascript for void expanse. I succeeded doing a ridiculous version of his pathfind in c# in a coroutine that was working for custom mazes of another youtubers tutorial that i will search for again as i have lost the reference i think. but i didn't share that project either although i might when i get to that working shelved backup. As people should know here and where i am on the elite dangerous forums, i always give references from where i get the tutorials from and where i search for information and where i get it. but before i do the translation to sebastian lague's variable names from what is inside of tutorials 0 to 8 or 9 of his pathfinding series approx, i will ask the permission like i always do also when i ask the unity3d assets store developpers the permission to use their assets elsewhere, out of respect for them. If you are a modder like me, than you know that losing backups of working things is sad and it hurts and it sucks, so please make a backup of your library folder or/and of your whole project before you copy paste the multiplied scripts in your library folder. currently, there is no "reverse" or "undo" option hence why it is the modder's decision to use his generated scripts and paste them themselve to update their own mod. i will soon work on a "reverse" or "undo" option because i am already tired to lose a 5 mins script update and scrap all of my lib folder combat drone script in one shot if i forget to do a backup first when i've got a working thing going on... otherwise you can scrap your whole lib folder in a sec if you paste terrible stuff right on your good 9sMods libraries or mod variant and believe me, it's a pain to have to search for a working version in your backups if you are an unorganized hobbyist programmer like me so just beware of that when you use this script generator tool.