Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - ai_enabled

#1636
Servers / Re: kunix.org -PVE- / community server
December 26, 2014, 06:12:50 PM
I see... yes, is not so turbo, as some optimizations may involve instability. We will implement them in the next build after further testing.
About memory usage - it seems to be too high. Normally it should be around 200 Mb if you create a new world or ~170Mb if you load a savegame. What version of Linux do you have?
#1637
The issue is fixed in v0.15.3.
#1638
Bug reports / Re: Server issues with 0.15.1
December 26, 2014, 05:36:13 AM
Thanks for reply. We're considering all options and decided to implement the "--dedicated" running argument. Update is available now (v0.15.3).
So now you can easily test mods - just place your mods in "Documents/~" folder, set mods config nearby and run server as before. Of course you can use the GameLauncher for that.
The "--dedicated" argument is required only if you want to host a dedicated server, which is isolated from "Documents/~" folder data.
Regards!
#1639
Servers / Re: kunix.org -PVE- / community server
December 26, 2014, 05:23:45 AM
Thanks for updating!
How the performance now?
It seems that the new "dedicated" feature is broken. Will fix in the next release.
#1640
Modding info / Re: Turret Scaling
December 26, 2014, 04:23:50 AM
Syntax is changed, thanks for response!

<item_data>
<durability>25000</durability>
<gfx>
<model>turrets/energy_turret_01.obj</model>
<textures>
<diffuse>turrets/energy_turret_01/dif_256.jpg</diffuse>
<specular>turrets/energy_turret_01/spec_256.jpg</specular>
<normal>turrets/energy_turret_01/nrm_256.jpg</normal>
</textures>
<scale>1.5</scale> <!-- huge! -->
<offset>0;0;-0.25</offset> <!-- little bit up -->
</gfx>
<weapon>
<projectiles>
<projectile>
<gfx>
<!-- other data -->
<muzzle_flash_sprite>
<width>0.4</width>
<height>0.4</height>
<textures>
<diffuse>projectiles/muzzle_flash_01.png</diffuse>
<color>1;0.7;0.5;1</color>
</textures>
<flash_origin>0.118;0.000;0.000</flash_origin>
</muzzle_flash_sprite>
<fire_origin>0.2;0.000;0.000</fire_origin>
</gfx>
<!-- other data -->
</projectile>
</projectiles>
<fire_origin>0.241;0.000;0.000</fire_origin>
...
                        </weapon>

Let's make multibarrel weapons! :-)

About scaling - currently scale of turret is set by the weapon XML and it's independent from hull XML. If you have any ideas how we can do it without over-complication of syntax - we're listening!

Update is available now!
Regards!
#1641
Modding info / Re: Turret Scaling
December 25, 2014, 03:41:20 AM
Syntax example:

<item_data>
<durability>25000</durability>
<gfx>
<model>turrets/energy_turret_01.obj</model>
<textures>
<diffuse>turrets/energy_turret_01/dif_256.jpg</diffuse>
<specular>turrets/energy_turret_01/spec_256.jpg</specular>
<normal>turrets/energy_turret_01/nrm_256.jpg</normal>
</textures>
<scale>1.5</scale> <!-- huge! -->
<offset>0;0;-0.25</offset> <!-- little bit up -->
</gfx>
<weapon>
<fire_origin>0.241;0.000;0.000</fire_origin>
...
                        </weapon>


So you can offset turret position, scale it and set the fire origin.
The fire origin work best for rays. The projectiles always firing from zero height (Z=0, because they are physics objects). But you still can offset projectiles by X/Y.
Also the fire origin is the point where muzzle flashes appears.
#1642
Modding info / Re: Turret Scaling
December 25, 2014, 02:07:22 AM
Sure, and it will be available soon.
#1643
Bug reports / Re: Devices get locked "on" [v0.15.2] [SP]
December 24, 2014, 10:50:46 PM
Hello!
Thanks for reporting! Unfortunately, we're unable to reproduce this issue. Can you give us detailed steps how to reproduce this issue?
How long the issues stands when it happens? Have you found any way to workaround it when it happens?
Regards!
#1644
Bug reports / Re: Mining bugged
December 24, 2014, 10:47:56 PM
Hello! Thanks for reporting. It's good most issues are fixed now. We will polish more.
Regards!
#1645
Hello!
Thanks for reporting! We will fix the disappearing crates.
Idea with the "grappler tow" surprised us! We will keep this feature :-).
Regards!
#1646
Modding info / Re: Turret Scaling
December 24, 2014, 08:19:16 PM
Hello!
Not yet, we will add it with the next release.
Also the "firing point" will be made adjustable, so it will be possible to set the exact point where the projectiles are coming from.
Regards!
#1647
Bug reports / Re: Crash Dump [v0.15.2] [SP]
December 23, 2014, 10:35:15 PM
No, it's seems to be very random. We still unable to reproduce it.
#1648
Bug reports / Re: Crash Dump [v0.15.2] [SP]
December 23, 2014, 09:12:01 PM
Hello!
Thanks for reporting and logs. It's an audio library issue. Will be fixed in the next release.
Regards!
#1649
Bug reports / Re: Server issues with 0.15.1
December 23, 2014, 05:53:01 PM
Quote from: Hammish on December 23, 2014, 08:35:03 AM
Just to confirm, though, best way to debug a mod going forward for possible .XML/JavaScript failure... just launch VoidExpanseServer.exe, create a new world and see if it can correctly parse everything?
Right, but with v0.15.x we've broken it :-\ ... A lot of inconveniences appeared for modders when we separated mods loading logic for the singleplayer/multiplayer servers.

The singleplayer server loads mods from "Documents/AtomicTorchStudio/VoidExpanse" (ModsConfig.xml and folder "Mods" inside), the core mod loaded from the "Core" folder near the game executable. It works exactly the same way for the game client also. Thus the singleplayer server and the game client are using the same ModsConfig.xml, "Core" and "Mods" folders.

The multiplayer server, on the other hand is looking for mods in the server folder or one folder upper - depending on where the "Core" folder is located, so the "Mods" folder and ModsConfig.xml should be nearby the "Core" folder.
This is done in case somebody wants to run a dedicated server, maybe multiple dedicated servers, each with different mods setup on each. So we can't use the share "Documents/~" folder.

But it seems to be a reall disaster for modders. Too complicated...

I have two ideas how to fix it and keep ability to run dedicated servers with custom configs:
1. add the ability to make the game work as it was before - just create file named "portable" near the game executable. So the game will store all data near the game executable;
(or) 2. add the new launch argument for the server "--dedicated", so if you run the server without it, it will use the default config and Mods from the "Documents/~" folder (as the singleplayer client and server do). On the server startup, we will notify user about the current configs/mods location and about this new launch argument.

Which one seems to fit best for you? Or maybe you have other ideas?

Regards!
#1650
Bug reports / Re: Server issues with 0.15.1
December 22, 2014, 07:18:18 PM
Hammish, the game server executable now is "VoidExpanse.Server.exe", the old executable can be safely removed. It was not deleted automatically by the Game Launcher, as we want to be sure it will not delete any user files inside the game folder.
Regards!