Author Topic: invasion mod - 9sMODs - salvaging - drones - galaxy market - pathfind - etc...  (Read 4394 times)


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Re: RELEASED - 9sMODs - Part 2.3.1 BETA - RELEASED
« Reply #15 on: February 06, 2021, 08:50:51 am »
DEMO Project - destructible station attempt fail and i didn't developp this further yet. its working so it's a win, but it's a fail because it is incomplete. The colliders aren't calculated yet by script. But nodes are setup so that the exported xml files work for expanse 1. something still wasn't right with the units conversion from blender to void expanse 1. and those scripts in python that i developped for the void expanse 1 xml parts are the only ones i developped for the moment in python, as i don't know much of python. and as i had always intended it to be, all of this stuff was supposed to be released for my 9sMODs in void expanse 1, which is now the invasion.mpk mod as i am returning back to that name. but i was working on my other projects, in order to loop back to this mod and now i realize that doing all of this stuff by hand, is just not going to cut it nowadays. as i said, void expanse 1 is procedural and i am a modder here so i mod void expanse 1.

2021-feb-07 - Using adddecoration for a non-collidable station floor tiles makes it possible for players to be able to grab crates inside of the station inner perimeter, instead of having to push them outside of the base in order to grab those crates. 9sMODs at update 2.3.1 had a floor part of the station obj model or something else that wasn't make it possible to grab crates... The drones mod still didn't incorporate a retriever drone, to retrieve crates inside of the base. But the retriever drone demo for the scrap metals created when the ship is being repaired on the platform has the ability to fetch a crate as i was unable to make a normal grappler work on an NPC ship although they work on a player ship. as i had worked on and intended it to be for my mod, to be played on void expanse 1, i am continuing to work on it but doing everything by hand is annoying me now so i am thinking about shortcuts.

DEMO python blender 2.79b scripts and assets that i made for the station floor generation and the station walls generation with xmls as per the destructible mod attempt fail and i didn't developp this further but it can be used as a template for an easy blender 2.79b to void expanse 1 xml parts, as i always intended those generators to be. This contains 2 blender projects and some extra scripts i was using for those station parts that generate xmls but with blender's python instead of custom c# programs. Also included are scripts for generating hulls with textures and objs and xml files directly from inside blender 2.79b. In order to break the floor station parts which aren't collidable, i would have to assign their location x/y to a neighbooring wall in script and when that wall part is destroyed, the neighbooring floor tiles would still be able to be destroyed at the same time but with scripts and logic behind the floor breaking apart. But there is already an API function to get the projectiles in the system so calculating the direction of where the bullet is going and i could even destroy the tiles underneath of where the bullet is going and since the floor underneath is not collidable, the bullet moves over the tiles and everywhere the bullet goes could leave a path of destroyed floor tiles underneath of it. I will try and see if i can add this to a destructible station generation 2 demo. Modders will have to manually create a folder "hulls" on their desktop and change the script output "path" to that folder for the blrnder 2.79b to work. but i will have to loop back to this:

DEMO Project - Elite Dangerous MOD startup only with limpets and cubes spawning on asteroids for limpets asteroids retrieval but the limpets retrieving the asteroid parts isn't working anymore. this is my old version of the ai scripts. I've built the limpet but there are no textures yet for it. Also you can spawn a couple of cubes or (any other object - if you make those objects in blender or elsewhere and modify the script) in a grid with an easy onboard drone computer option. you gotta purchase the mining device (with an asteroid icon) in the shop and use it as a mining device in order to spawn cubes right on the asteroids that the player is mining and purchasing the onboard computer and drones in the shop in order to spawn the limpets or grid objects:

galaxy market scripts - easier to read. but i need to make a final function check for items to successfully be sold to one player only and with the current version in the 9sMODs there can be cheating and annoyance of the weapon being sold twice but only one player getting the item. if 2 players are clicking to buy the same thing at the same time and are at the last step prior to being charged, if one confirms the purchase before the other, one pays and receives no items. and it doesnt give a console error, what it gives is just an angry ranting and raging player lmfao. a simple fix would be a last confirmation to see if the item still exists in the station items or not when the player wants to confirm his shop item buy, and even make sure the player cash isn't retrieved at all. looping back to this soon.

DEMO Project - generation 2 retriever drone with a better precision and less hesitation moving between tiles to retrieve scrap metal. but the stations have no colliders setup in here and crates are spawning for the pathfind to be seen working. a couple of things to fix/tweak here too but i much prefer the speed of this one:
Old youtube video that shows the gen2 retriever drone and containers but i removed those containers from the station models in order to have containers that can be separate models and the containers models are in one of those demos files but the drone pathfind wasn't leading to those containers and the retriever drone wasn't putting the scrap metals in those containers.

DEMO - scripts only - For the 5 stations unwalkable tiles scripts. I was only able to make the unwalkable tiles work for the outpost01 station and i have to rotate the pathfind position for the rotated stations also. I am trying to move forward and spend some more time on this but i am sharing them now before i lose those files again in my mess of a desktop:

i apologize to the devs for the spam post. I am getting more organized on making my descriptions less convoluted but my demos/tutorials are backups of working things that i will all put in the 9sMODs and some of those working backups are parts of working elements needed to make the whole thing work, but those demos need a little bit more love in order to have a thinner description to mention all the non working things in them. everyone could do the same with their own mods of startrek and starwars and eve online etc with their own generators. but those demos/tutorials can be separately tried and they are easier to understand when they are apart... you can use those demos/tutorials as reference to build your own generators if you don't have any, as those are super easy to read but i will have to comment them soon if i can. i am thinking of going back to my first mod name which was invasion.mpk . it's a more generic name. and remove all of those underscores for a more generic/original look instead of trying to put my first and last name initials on every variables when i create stuff in ecmascript5. i am sure it gets people tired of those unreadable scripts of variable names that are hard to figure out hence why i decided to release a readable variable name of the galaxy market. it's taking more and more time to manually make, an ever increasing amount of scripts in the library folder, and having to multiply by 5 formations an amount of 7scripts for the current pathfind and i would have 35 scripts to make corrections by hand so it is not going to cut it manually compared to using scripts generators to increase the amount of drones in formation.  I didn't have the time to move forward on this and i decided to stop multiplying right away the pathfinding scripts by hand and now i am thinking of going procedural for those js scripts too.

I shared the station interiors blender files and the original rebuilt in gimp void expanse icons and shared them here
but if anyone misses any assets for those generators or demos to work, please feel free to contact me and i'll be sure to loop to it in priority.

- invasion.mpk mod download - 9sMODs 2.3.2
this demo has the comms device menu, which is a basic ladder. But the drone manager Menus aren't working anymore. I didn't remove them on purpose, and if i have a chance within 1-3 days, i will fix this.

invasion.mpk - is a merging of my 9sMODs with my demos/tutorials. But i only invade with forum posts of demos/tutorials, until invasion.mpk invades void expanse 1 with tons of new stuff. The mod isnt finished yet but im still working on it:

it includes:
1. the galaxy market,
2. the mining/combat/repair drones,
3. unbreakable station interiors (they cannot be broken yet),
4. energy weapons additional items but there can be tons more with the easy to learn generator i built, but the settings of those generators aren't completely setup yet. i am working on this still.
5. destructible ships with parts that can be salvaged. There aren't parts for the aliens ships yet so it won't work on alien ships.

energy weapons testing. I added a couple of energy weapons from my generator to have players test them:

« Last Edit: February 13, 2021, 02:14:51 pm by ninekorn »


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Re: invasion - 9sMODs -
« Reply #16 on: March 31, 2021, 01:10:55 am »
...out of another self imposed coding challenge of approx 55 days (or much more really, i stopped counting at some point) that i didn't end as of yet but i wanted to release the draft where i am at anyway... self imposed because i was further behind than i thought at merging all of my drafts into one. maybe it's a good thing that my oculus rift broke around the start of february (tried to fix it and broke the pins on the screen connector and mobo connector when only the hdmi soldering probably was loose), no mods of void expanse working out of the box when merging them... every few drafts having months difference and my whole scripts hierarchy changing from scripts to scripts (months after months to years even).

draft DEMO - This project has practically no enemies but in this project i have put the white background which is easily convertible to transparent even inside of virtual reality, as i have done it already and shared a video to ai_enabled and Lurler but i am not sure i had showed them a version where void expanse was running with it's invisible background from inside of virtual reality... but i lost that WIP trailer that i had sent them in private and i lost the original projects in my backups somewhere. My oculus rift headset cv1 is broken but it is not dead yet. this is my best version as of yet to get the drone to use the translated pathfind and sticktopoint.  there is a still a lot of things left to fix. but my main goals for this coding challenge are achieved: the stations unwalkable tiles work for the 5 stations at angle 0 only though and the pathfind is starting or stopping depending on how far or close it is to a station and i incorporated the background i used for my virtual reality tests.

when the drone receives the command to start it's pathfind from the SC_Drone_Station_Manager.js script, it lags the whole server for about a 5-10 seconds for the arrays to be initialized in the scripts but it will lag again after a server reboot when the scripts reinitiliaze with debug_reinit, and this is one of the bugs that i will cover in my next long or short coding challenge. The formations pathfind is working for the 5 stations mining/business/outpost/science/combat at angle 0 degree but not yet for the other angles. I thought getting back to coding javascript in void expanse after so long was going to be easy, well this time it wasn't since it had been so long void expanse had been on the shelf (so that i could move forward for the virtual desktop program instead and bring along void expanse when i was going to be done in VR) and my javascript pathfind translation of the first 9 tutorial videos of sebastian lagues pathfinding tutorial on youtube, was hard for me to re-comprehend the way i wrote it in javascript...

Salvaging doesn't work anymore and no repair and no mining drones and the pathfind works only for a cc drone in formation position 1. will fix soon.

this is a draft, of a working formations pathfind. the perceptron flight helper was setup in this project but i commented it as i had to fix the pathfind and sticktopoint to work in harmony first. I need more time to work on cleaning my draft demos up and when i will have the chance, i will get back to a more similar/identical way of variable names for pathfinding nodes as per how i learned it from sebastian lagues youtube pathfinding tutorial. Although i didn't mention it before, please do consider my earlier heavy release of "demos" to have been rushed releases, but they all are drafts coming from self imposed coding challenges where i don't take a "end/conclusion" timespan to clean up my drafts to make everyone happy although it would be my goal to make you all happy. Currently, this is the best i could achieve in 55 days++ to continue on my series of additional things for my 9sMods.

To have the onboard computer be displayed, you have to read the console screen and get between 4 to 10 ticks of "holding down the keyboard key where the onboard computer is located on your ship". If anyone tries this demo, you might notice a lag hanging the main thread coming from the script SC_Drone_Station_Manager.js but this lag/bug from my scripts doesn't happen on my amd ryzen 2600 but it happens on my amd FX-8350 so i couldn't notice prior to wanting to release it and test it.

there is still a lot of things left to fix overall so i won't release anything for the moment on the steam workshop but instead i just leave it here also as a demo/draft/coding challenge.

Edit 2021-mars-31-07h59pm: my bad - i just noticed the visual tiles aren't being displayed correctly for the business station and military station so everything else except the outpost station might be bugged. and the walkable path might still not be working for any other stations than the outpost 01. I am reviewing this, but nonetheless this project has been my base project for 55++ days now and i will stick with it. hopefully coming anytime soon with a fix for the other stations. i ordered tons of arduino elegoo parts to make my own virtual reality headset since my oculus rift cv1 is broken and dismantled, but now it seems i need to find a way to try and connect a 2.8 inch geeekpi 17pin 2 row connectors to the arduino uno r3 elegoo or the elegoo prototype shield and im missing wires for that and i've got to figure out if that is even possible once one screen is powered on, to power another one on the same build of 1 prototype shield and 1 arduino uno. this christmas i purchased myself an ender 3 barebone edition, and the idea of building my own virtual reality headset has been in my head for quite some time and the printer would print any custom blender object i am making as i have already tried it. electronics just feels like another pile of headaches. i just put that aside this morning (temporarily) and i am trying to study at teamtreehouse while programming void expanse mods and finishing once and for all my packaged/chunked coding challenge of 2-3++ years with this virtual reality desktop displayed as heightmaps for directX non-vr games and void expanses ability to change the jpgs backgrounds to alpha rgbA value to 0 is super easy.
« Last Edit: March 31, 2021, 07:32:25 pm by ninekorn »