Fixed in v1.0.3. Thought need more testing...
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Show posts MenuQuote from: FlessenGreendart on February 06, 2015, 03:29:44 AMYou can play any sound from script with ship.PlaySound() API method http://wiki.atomictorch.com/VoidExpanse/scope-game
@DLirry
Thanks![]()
I wonder if it is possible to set voice playback in the quest script? such as co-pilot comments when an objective is completed..
Quote from: InVasMani on February 05, 2015, 08:23:41 PMThe location of all dynamic game data is "<your documents>\AtomicTorchStudio\VoidExpanse". But the "Saves_Multiplayer" placed inside the server folder (near executable).
Happen to know what default file locations are for these? That would be helpful to know.
Quote from: InVasMani on February 05, 2015, 09:27:36 AMIf I understand you right, it's already implemented - you can use savegame from the multiplayer server in singleplayer game and vice versa. You just need to copy it from multiplayer server saves folder to the singleplayer saves folder.
Ahhh ok guess I may as well just play single player with experimental in mean while then so hard to say when a reliable public server will crop up at this point in time. It would be nice if you could use your single player saves some how for host or client in the future even if you could only partially use portions of them due to the random seeding aspect of creating a single player or hosted game.
Quote from: Creat on February 02, 2015, 07:21:33 PMIt's still not possible to bind a key that is currently bound, for example when I want to swap two keys.Thanks for reporting! We improved it in the v1.0.2 released yesterday.
Quote from: Creat on February 02, 2015, 07:21:33 PMIt seems the support for launch arguments in file called ".launch_args_custom" seems to have been broken.The game data is separated on static part (which is including executable file, unmodifiable and supposed to be stored in Program files) and dynamic part which is located in user documents. So ".launch_args_custom" file should be located at "<user documents>\AtomicTorchStudio\VoidExpanse\.launch_args_custom".
Quote from: Creat on February 02, 2015, 07:21:33 PMIt would be really nice if the "full screen windowed" option could simply be available in the video options (since unity already supports it anyway).Hm, I can't find the Unity API method for doing that. The game is built to using fullscreen DX9 mode already. But there are no option to change the window style to "popup" window with the current Unity API. So we can't add the option for that...
Quote from: Creat on February 02, 2015, 07:21:33 PMThe second issue is also of a rather mechanical nature: The launcher still downloads and installs the game into %localappdata% (of the current user). Please please please change this before release. This is not where executables and programs (or even games) go. They go in "Program Files" (as per MS guidelines). While it is now possible to change this manually, the launcher still doesn't request UAC elevation to perform updates (or the first install), making it impractical. This system is also a bit broken, I'm gonna make a bug-report post about that though (possibly tomorrow?). Another issue with this is, that when launcher is run with admin privileges, the game is also (unnecessarily) launched with admin rights.Yes, you're absolutely right and that's why we divided the game data on static and dynamic parts. Sure, we will update GameLauncher soon to use the "Program Files" folder by default.
Quote from: InVasMani on February 04, 2015, 01:31:13 PMSure, you can downgrade with our game launcher or just by downloading previous version from our website - it's still there.
Anyway to revert back while keeping my old previous save file to a stable version didn't realize I could no longer connect to the US server at patching to latest experimental build. Is my character saved server side so just reinstall perhaps?
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