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Messages - ai_enabled

#1621
Servers / Re: kunix.org -PVE- / community server
January 27, 2015, 07:50:08 PM
Thanks for updating! Yes, it's displayed in the Public servers list.
#1622
Hello! Thanks for reporting!
The issue is fixed. Currently we're working on next update (need to test it further to avoid such issues).
You can download the fixed savegame at this link - https://drive.google.com/file/d/0B4-tSq-u4CreMGF3dFZhTlZad1U/view?usp=sharing
Regards!
#1623
Hello! Thanks for reporting! The issue is fixed, it was a small mistype in the script... fix will be available with the next game build.
Regards!
#1624
Mods / Re: Female Voice pack
January 08, 2015, 08:20:23 PM
Yes, it's possible, the API method "PlaySound" available in the "game" scope http://wiki.atomictorch.com/VoidExpanse/scope-game
#1625
Hello!
Thank you for reporting. We've received the client and server log files.
Some critical improvements was implemented in the v0.16.0 to fight this issue. Also the game will display message if connection with the game server was dropped - useful for multiplayer, but of course this should not happen in the singleplayer mode. So, if this happens again in the singleplayer, please send us fresh (with the same day file date) logs of server and client.
Regards!
#1626
Quote from: kyokei on January 07, 2015, 03:04:19 AM
Question, how does it work for quest objectives? are they shared too?
The quests objectives not shared and works as before.
Regards!
#1627
Modding info / Re: Empty mod breaks game?
January 07, 2015, 07:33:03 PM
Hello!
The header.xml must be placed in the root of the mod zip file. So, the correct structure of the mod zip file :

root
-->  header.xml
-->  content/
-->  data/

We will improve our wiki in this aspect.
Regards!
#1628
Update is available now!
About the multiplayer party feature:
1. point mouse cursor on other player ship and press the "F" key to invite him/her into the your party (or to create a new party);
2. the party can contains up to 4 players;
3. experience is divided equally with players who was in the same star system and online when experience earned;
3. the party chat prefix is the # symbol.
#1629
Modding info / Re: Turret Scaling
January 07, 2015, 12:51:56 AM
We added weapon slot turret scaling as FlessenGreendart asked.
We're using it the new hull_stingray_mk2:

<weapon_slot>
<id>1</id>
<slot_type>3</slot_type>
<slot_size>2</slot_size>
<display_type>1</display_type>
<direction>0</direction>
<rotation_angle>360</rotation_angle>
<rotation_speed>50</rotation_speed>
<position>-0.489;0.0;-0.287</position>
<scale>1.5</scale>
</weapon_slot>

The <scale> element is optional. It also increases muzzle flash size.
#1630
Still can't reproduce this issue on our internal last game build. Maybe the issues has been fixed. So if this issue happens in the next version, please send us a logs to analyze it: we added more logging for devices, so it will be easier to understand why the device get locked "on".
#1631
Modding info / Re: Turret Scaling
December 30, 2014, 07:06:55 PM
The muzzle flashes and ray weapons fire origin should work ok with flipped turrets, no need to manually invert values in that case.
If you noticed, we improved how projectiles (bullet sprites & 3d-models like missiles) spawning in the latest release - they're offsetted by Z-axis when spawned, and then Z smoothly decreasing to the zero value. A little bit tricky, but the result is worth it - no more projectiles flying through the hull! You can test it with a  slow projectiles to see how it works now. So I'm sure it will work correctly with the non-flipped turrets, but for the flipped turrets projectiles may be spawned as turret is non-flipped - we didn't tested that case. Would be glad if you try it and let us know how it works for you!
Regards!
#1632
Servers / Re: kunix.org -PVE- / community server
December 29, 2014, 08:41:32 PM
Try console command "debug_gc" in server console please - what it will print?
The high CPU usage will be solved with the next release. Hope we can decrease the memory usage also.
#1633
Modding info / Re: Turret Scaling
December 28, 2014, 07:32:28 PM
They're optional, you can add <scale> and <offset> tags in turret GFX description where you need them.
About scaling of the weapon slot on the hull - it's a good idea, we can implement it when we finish other tasks.
Regards!
#1634
Ideas and suggestions / Re: Minimizing the game
December 27, 2014, 11:39:27 PM
Sure, we will add an option for that.
Regards!
#1635
News and Updates / Re: VoidExpanse - Patch notes v0.15.x
December 26, 2014, 06:20:22 PM
kyokei, currently nothing, unfortunately, as it is broken in the last build. It is supposed to isolate server from the user Documents folder - and use/store all data in the server folder (I mean Core and Mods folders, ServerSettings.xml and ModsConfig.xml, also whitelist/oplist files).
If you run a server without it, it will work the same way as the singleplayer server. It's easier to validate user mods that way (just launch the server and print "check").