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Topics - djs4000

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Mods / Female Voice pack
« on: January 08, 2015, 01:24:58 am »
Hey guys, I created a simple mod to change the default voice to a more computer synthesized female voice

Title: Female Computer voice pack
Author(s): djs4000
Description: changes the default voice
Mod version: 1.0.0
Game version: i tested it with 0.16.0 (steam version)
Game mode: should be completely client side, so it should work in sp and mp
Link: http://www.nexusmods.com/voidexpanse/mods/7/?

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Modding info / Empty mod breaks game?
« on: January 07, 2015, 07:39:38 am »
So I started trying to play with mods and doing some simple edits, but the game seems to break no matter what I do. Just having an empty mpk (with the header file of course) breaks the game even if I don't have it loaded in the ModsConfig.xml... Im sure it's something I'm doing wrong, but I cant wrap my head around it...

Here's what I get instead of the main menu: http://i.imgur.com/ljSZAx7.jpg (an asteroid occasionally flies by, but thats it)
Here's the log file: http://pastebin.com/WKQ77626
Here's the mod: http://expirebox.com/download/95bc9c8765d4c45101d681a2884a9ab9.html

this happened on the steam version 0.15 and .016. The modfile is just a zip containg a modified header.xml i got from core.cpk that was renamed to mod.mpk and placed in the %USERPROFILE%\Documents\AtomicTorchStudio\VoidExpanse\Mods\

3
Ideas and suggestions / Autopilot, boosters and other ideas
« on: December 05, 2014, 01:15:32 pm »
So the current autopilot is pretty great, and I am thankful for it, but I think it makes the game a bit too easy, specially at the beginning. I was thinking it would be a cool idea to buy autopilot for the ship and use it as a booster. You could have different levels of autopilots that way: AP w/o cruise (cheapest), AP w/ cruise , AP with automatic docking (click on station in the map and will automatically go there and dock). The current booster system is a bit boring, because all they really do is give you a passive boost to stats, which doesn't really translate to a huge difference in gameplay. You already have the skill system for passive boosts, so the current boost seem redundant.

Which brings my next idea to make boosts more fun: Make them semi permanent. I'm thinking they could work like gems in Diablo. If you're not familiar with that system, let me explain. Boosts could be upgrades that are permanent and not removable (at least not freely), which makes considering which upgrades to take something to really think about. It would sort of create different specs for the same ship and make owning more than one of a ship type useful. You could use the boosts system to create ships with random stats at the shop. It would create interesting scenarios like do I buy a ship that has most of the upgrades I want, but no room left for new ones, or do you buy a ship with no boosts, and then pay more installing each boost separately. Since you already have devices to add active abilities, and you have the skill trees to add passive stat bonuses, boosts should add semi-passive abilities. You should be able to pay to remove a boost, but if you do, that boost is destroyed (again, like diablo 2 gems).

Lastly, and this is just cosmetic, I was thinking adding more objects to the background and foreground would be neat. Adding asteroids under the player layer in asteroid feels would create a sense density and depth. Adding asteroids and other objects on top of the player layer could create cool hiding places for hiding pirates and setting up pvp ganks. Perhaps add a slight out of focus effect to not confuse the player would be helpful.

4
Bug reports / Steam EULA prompt bugged.
« on: November 20, 2014, 10:12:28 am »
Went to launch the steam copy and got prompted to agree to a EULA, but all it displayed in the window was the steam homepage.

This was on windows, I'll be testing the linux version shortly to if it does the same.

Lurler edit: fixed the image for you.

5
Ideas and suggestions / Custom server image/banner
« on: November 19, 2014, 01:52:38 am »
I know you guys are busy getting the game ready for the steam launch, but I had an idea that would allow for server customization. I was thinking a custom image that loads when the game does, much like the existing dialog you guys have that shows the keyboard mapping, would be a great way for admins to add server info, rules, etc. It'd be even better if you guys could code it to display an html file!

6
Mods / tools for modding?
« on: October 14, 2014, 04:16:14 pm »
Hey guys,
I started working on a vb.net app that scrapes values from the core.cpk xml's to more quickly update the wiki. It's pretty basic, and real life has me tied up so progress has been slow, but it got me thinking: Would a tool that lets you browse, edit, and add objects of the game and then save the changes as mod file would be useful? What tools are you modders using currently to place your assets in the game and make changes?

7
Game discussion / How is damage and DPS calculated?
« on: October 13, 2014, 10:33:54 am »
So I've been going through the game data, and I realize the <dmg> tag and the actual ingame reported damage don't always correspond. Best I can gather is sometimes the <dmg> is multiplied by the <duration>. And as far as DPS is concerned, I don't see which tag handles the "rate of fire".

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Ideas and suggestions / Randomized Ship skins and stats
« on: September 26, 2014, 04:21:34 pm »
Hey,
I have a simple idea for introducing some variety to the current ships: Add a recolorizing option. Think starcraft units, how they are the same model, but change highlight colors. Could be easy to implement if you have a specific color in the texture get replaced by a hue selector or a set of colors.

And while we are on the subject of ship variety, maybe have randomized stats/weapon slots on ship types. You could implement what the stat ranges and possible weapon slots can spawn on a ship, that way you don't end up with a civilian shuttle with a large missile slot. I was thinking in the xml you could define what possible weapons slots could on certain ship. That way, you could have a Fang with all missiles, or perhaps a fan with a mixture of missiles and ballistic weapons.

9
Ideas and suggestions / Better mines
« on: September 25, 2014, 07:13:36 pm »
So I've been playing around with different weapons, and I just can't figure out the usefulness of mines. Occasionally, while being chased, I can drop one and have it do damage, and perhaps they might be a bit more useful in pvp, but typically they aren't worth it IMHO. So here's a couple of ideas for better mines:

1) Persistent mines: I haven't seen any mines that stick around long enough to be useful. I'd love to be able to mine the area around my asteroid while I'm mining so if any pirates to get try to get close they can take some damage. I get that having mines stick around indefinitely would not be feasible, but maybe a minute timer on them would be an improvement. Perhaps a skill to increase how long they stick around.
2) Directional launch: I'd love to launch mines towards my mouse cursor instead of just behind me. That way, I can park next to a couple of asteroids and mine the area around me. Give the mines a couple of seconds before they activate, that way it's not a directional missile. Again, would make for a great skill, or perhaps just only have it on certain types of mines.
3)Utility mines: What if mines did more than explode? Crazy I know, but what about mines that are short lived turrets with slow tracking, but 360 degree coverage. Or maybe drones that orbit around you for a short bit and detonate if the enemy gets too close. Hell, mines that don't do any damage, but act as an AOE repair for a bit (balanced by slow rate of fire and little ammo, would be cool for multiplayer or missions where you need to repair stranded ships), or ones that mine asteroids for a bit and then drop a crate when they "explode". I guess the possibilities are endless here.

10
Game discussion / Updating the wiki
« on: September 25, 2014, 10:57:01 am »
Hey,
Since AtomicTorch was nice enough to make a wiki for the game, I thought I would contribute to it by adding ship stats and other things to it. Perhaps my wiki-fu is weak, but I was trying to create an InfoBox type sidebar template to enter in the ship stats and I can't seem to get it to work. I know info boxes need scribunto and parserfunctions installed to work on mediawikis. Anyone wanna lend me hand? Ideally I just want to make a template that looks like what we already have in game:

11
Bug reports / /item add not working
« on: September 25, 2014, 09:57:07 am »
Hey, I was using /item add and its giving me a unknown command. This happens in both v0.9.9 and the new v0.10. I've only tried it in single player, and every other cheat command works but this one. am I doing something wrong or is it bugged?

12
Bug reports / Unable to manually fly in to station
« on: September 24, 2014, 01:53:04 pm »
Game version: v0.9.9
Game mode: Multiplayer
Bug location: Server: Default | System: Lumran | Station: Enterprise Fourteen
Steps to reproduce: Even after restarting the game and reloggin in to server, I can only actually enter the station by pressing F
Reproduction rate: Happens everytime, from either entrance
Screenshot:
Bug description: Pretty self explanatory, i think. Nothing major for sure.

13
Ideas and suggestions / Damage indicators and docking/warping zone markers.
« on: September 23, 2014, 01:01:00 pm »
Hey,
Quick suggestion, I think the title covers it, but I'd like to see some kind of flash or warning whenever I take hull damage. Also, an indicator as to where to docking area in front of the stations would be kind of nice. I know the popup shows up when you're in the area, but it'd still be nice to know when I'm getting close.

14
Game discussion / Awesome game so far
« on: September 23, 2014, 12:56:26 pm »
Hey,
I just bought the game and I have to say it is quite fun. I can't wait to see where this game goes.
So far, I have to say the combat is fun and rewarding. The mining aspect seems a bit hollow so far. I haven't had much time with it yet, so maybe someone can tell me if perhaps the options for a miner open up later in the game. I think the problem is the only real goal of mining is to earn enough money to buy a better combat ship/weapons. Perhaps some kind of crafting system with the ores that are mined would create a better incentive to be a miner. Particularly in multiplayer, being a miner could give access to crafting unique (or atleast unpurchasable) weapons and components. Player built structures would also give a sort of endgame goal to miners (especially if you ever plan on incorporating player ran factions/guilds).

Anyways, I will be keeping a close eye on the development of this game because so far it is outstanding. And if anyone is interested, I'll be streaming it on my twitch channel (twitch.tv/djs4000).

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