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Posts
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Posts posted by JayleBreak
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23 hours ago, Midacre said:
If I have code like
if (engine.isActive) then ...
The change to boolean return would not break this code snippet.
A value of 0 or 1 would evaluate to true in the if statement above, so the answer is: the code will not behave the same if changed to a boolean. But then, the original code was broken so...
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2 hours ago, IndigaterJones said:
How do I resolve this.
Thank you in advance.
Indigater
If it is repeatable, open a ticket to support describing the issue.
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1 hour ago, CptLoRes said:
That same HW is running AAA games at 60fps, so not sure how this makes DU optimized?
Running AAA games at 60fps on hardware drawing only 22W? I guess I really overdid it getting a 750W power supply ...
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All terrain within the boundaries of a static construct should be converted (on core placement) to normal voxels with terrain material types. Thus all voxel tools (copy, paste, delete, smooth etc.) could be used to landscape the build.
- GraXXoR and Maxim Kammerer
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4 hours ago, le_souriceau said:
x5 bit too generous, but its anyway dead game numbers fo MMO.
Correct me if I'm wrong, but I can't remember MMO in gaming history that ever recovered from concurrent low hundreds and lived long and happly. Even low thousands usually goner numbers.
I believe Vendetta Online might qualify. No one I've asked has even heard of it, and its been around for 20 years and is still being actively developed (currently FTP but was subscription up to a few years ago). I should add that I never really played it but did try a free trial many years ago (decided on Eve Online instead).
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Given the disappointment expressed with Talemai ore (you know what I'm talking about), I hope the new planets will do things differently. If not more higher tier ore to scan, at least richer surface harvesting: higher percentage of T2 vs T1 and/or T3+ rocks. I kind of favor the later as it should give casual players a reason to spend time & effort on the planets.
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9 hours ago, Shredder said:
Try making the voxel floors 2 blocks thick
I admit that I don't know much about this stuff, but can anyone enlighten me why voxel layers matter given that when converted to a mesh only the surface (triangles) are downloaded to the client (which renders them)?
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My understanding is that even with HTML enabled, the dynamic HTML content (set by a programming board) is only seen on the client that activates the programming board (i.e. is not sent to the server for dispatch to other clients in the screen's vicinity). Correct me if I'm wrong.
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I have only seen something like that when I do an instant sell at a market with no buyers. Lots of Market bots have had their quota of ore buy orders exhausted.
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They should have assigned a shift click deployment key to pop-up the virtual scaffolding dialog box (I'd accept a wireframe of the construct too if needed) with initial values (scale would be fixed to 1) set to the deployment settings. That would allow precise placement and rotation. There would still be some tedium in getting the desired alignment but it would at least be straight forward.
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For me, on Windows 10, I found it by
- Click "Start" menu button
- Select "Settings".
- Select "Power & sleep".
- On the right hand side, under "Related settings" click: "Additional power settings."
- Under "Preferred plans" click on "Change plan settings" for the plan your PC is using.
- Click "Change advanced power settings".
- You should now see the pop-up in the picture above (in your active language setting). Continuing:
- Expand "Processor power management."
- Expand "Maximum processor state."
- Click on the "100%" link and set it to 99.
Thanks to VanDamage for pointing this out.
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Not a lot of information to go on, but I think it safe to say the CPU is not stressing the GPU at all. I would start by turning down graphics options to see if that helps, and open a ticket with DU support with all the information you can gather.
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With the return of element lifetimes the development of Lua flight scripts (e.g. flying_construct.conf) carries the risk of excessive costs.
The solution would be to provide a VR environment similar to that in the "Challenges" tab of the Surrogate Pod UI, but where the ships have no DRM restrictions on their controllers. The code loaded into those controllers should not be saved to the server, but copy & paste should be permitted. Loading of configuration from the lua/autoconf/custom folder should be allowed.
Offering a variety of ships would be great and if a variety of elements (radars, guns etc.) were available to modify the ships it would magnify the development possibilities.- Dimencia, Eviltek2099, Mncdk1 and 4 others
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21 hours ago, Pleione said:
Pets? Does anybody really care???
I think early DU game designers were influenced by Elder Scrolls Online (e.g. use of Lua for extensions, and has pets) Pets in ESO can follow you around, but also can reside in your home where you can set pathing (and perhaps more - I haven't spent that much time playing it) so that visitors can get a sense that the house is "lived" in as opposed to being "moth-balled" (this is especially true if some home "furnishings" are "people" you can interact with).
In DU we can use detectors, programming boards (Lua), and screens to provide reactive environments for visitors, but anyone who played Fallout 76 in the early days knows (which did have NPC robots), players don't care for unpopulated environments (even with content/quests and non-compulsory PvP). Bethesda back-tracked on that and now Fallout 76 has NPCs and companions that are not robots (yes there are other issues with the game but they fixed this one).
So I would like to see NQ wrap a detector and program board/Lua Screen into a distinctive Avatar skinned element with an emote API (deployment restricted to static and space cores) and call that a "pet" - one that will be far more interesting then what ESO or F76 provide. -
It might happen. In the reset stream there was mention of an end-of-beta event (or events?) of some sort.
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22 hours ago, EasternGamer said:
@blundertwink, @Zarcata, @Aaron Cain, @Ravenis, you're all necroposting this post from over a year ago. And Blaze won't be responding. I suppose now I'm joining you, but whatever xD
Yeah. Its been a whole month since his last post to the forums...
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On 8/1/2022 at 11:20 AM, blundertwink said:
They pushed this idea that they developed "cutting edge" technology that would magically allow them to maintain vast amounts of data and scale to "millions" of players. I wondered how this would work, but I generally believed them.
I looked up JCs patents and found only one that would apply to DU. If I recall correctly it looked to me like JC took the concept of octrees in graphics and applied it to prioritizing client state synchronization. I can't say if it was better (and by how much) over existing approaches. There may also have been technology that wasn't patented of course, and this was from 3 years or so ago.
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23 hours ago, Jake Arver said:
Let's hope this is what is finally coming ...
I was really looking forward to the new planets and thought the Beta wipe was going to be when they would introduce it. It wasn't and I forgot about it, but maybe we should ask Aphelia if the changes have been dusted off and completed or was it all a mirage?
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5 hours ago, Jake Arver said:
The wipe will remove everything. I expect we will get to keep core blueprints and get talent points reset and returned to the pool.
I think NQ actually has ideas about preserving more than just BPs, but implementing those ideas would fall to the limited development staff who are busy trying to finish the release features that the game designers have decided are needed. As a consequence, they don't want to announce a full wipe because they hope to avoid that, but can't announce what will be preserved because they are not sure what will be ready in time.
By far the nightmare scenario (good for a quote) is a partial wipe that isn't properly tested, and which blows up when the game goes live. And maybe that will determine whether a full wipe is done. -
3 hours ago, Yoarii said:
Of course not, nor should you. I'm opposing magic transports - storage which can be reached from anywhere on the planet. Such things have no place in a game like this.
So, ultra-fast express delivery is magic, but instant assembly of a big space ship from materials in a container a 10th its size located a km away is... not?
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4 hours ago, Yoarii said:
No. Making items magically transport across the planet removes part of the hauling gameplay as well as the buy-transport-sell game some enjoy. Lets not remove the few things that are fun in the game.
I have never heard of intra-planetary hauling being a real thing. And no way would I search for someone to haul something I could make in my nano-pack on the spot. I don't have that much energy or patience.
I think a lot of people will buy something they can get right away instead of making it themselves and waiting. -
Looking at the problem statement: "Too many people building everything without involving others", why does NQ (and a lot of players) equate that with a problem with industry that needs fixing (one way or another).
Focus on making it easier for people to buy instead of making things harder to build. My suggestions are:- Make all markets on a planet have the same buy and sell orders (e.g. place Market 6 terminals in every marketplace on Alioth and get rid of the local terminals).
- Distribute markets around planets so every territory is close to a market. I like how Haven was set up (may have added a few more markets though).
- Change the nano-crafter so any item it can make can alternatively be instantly bought from the planetary market (if being sold by a player) and placed in your inventory (same as if it had been crafted).
Remember, its consumer spending that drives economies not manufacturing.
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Does the "glitch" persist when you leave build mode?
PvE Missions: We've Got MORE Numbers!
in Announcements
Posted
Number of Successfully Completed Missions: Very Easy: 377 Number of Failed Missions: Very Easy: 464
i don't think that "Very Easy" means what you think it means.