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JayleBreak

Alpha Tester
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Posts posted by JayleBreak

  1. 3 hours ago, Eternal said:

    By reducing the allowed details, you will be able to build faster...

    I call BS on this. You will see a complexity measure as you build that is calculated by some unknown formula based on some unknown criteria (unlike the well defined voxel rules) which could at any time prevent you from completing your build the way you intended forcing you to rework what you have already done.

  2. Quote
    • <float> radius: The nominal radius of the stellar body.
    • <float> atmosphereThickness: The atmosphere thickness in meters.
    • <float> atmosphereRadius: The radius of the sphere of the atmosphere measured from the center of the stellar body.
    1. Is atmosphereRadius equal to radius+atmosphereThickness?
    2. Is the thickness the altitude at which space engines start generating thrust (i.e. atmospheric density equals .1) or when space engines can achieve maximum thrust (and atmospheric engines generate zero thrust)? I think both values are useful.
    Quote

    ... and let us know what Lua-related improvements you’d like to see in the future. 

    I submitted my suggestions at https://upvote.dualuniverse.game/suggestions/150263/support-lua-readwrite-access-to-voxels (do new players even know about the suggestion page?). Even the ability to query a voxel's vertex position would expose a capability that is not otherwise available and essential to building an in-game vertex editor. Of course, if NQ plans on releasing their own, there would be no need for it I guess.

  3. 8 hours ago, Hirnsausen said:

    Haunty:
    No, there is a big difference: rockets burn all their fuel at once, no way to stop them (unlike modern rockets here on Earth). And some more differences, like fuel type, and such.

    Rockets can be turned off from the keyboard (default is 'B' for "Booster"). Lua scripts use to be able to pulse rockets at high rates to generate an effective thrust of any desired value, but a change that forced the pulse interval to be at least 0.5 seconds have made those less useful (unit.setEngineThrust). 

  4. 2 hours ago, FredyKyong said:

    In DU and with the Astroid update and the possibility to mine higher tier ore only in PvP zones - I think I am out soon.

    From this comment I suspect you are playing (more-or-less) solo. So I'm curious as to why the fixation on T4&5 ores? Would you be "out" at some later point in time even if they were available in safe zones?

  5. 4 hours ago, Eternal said:

    I'm not a professional programmer but I know how to program with Lua! I know because I took courses for both Javascript and Lua! Things in this game that involve the flight mechanics is very hard to understand!

    To program flight mechanics requires a knowledge of kinetics (physics) and that requires knowledge of vector analysis (and both require math skills like trigonometry).  To program 3D graphics requires knowlege of linear algebra and so on.  Knowing a programming language (Lua) gives you a tool to use what you know (math, physics etc.) to accomplish a goal using a computer. Or it allows you to take someone elses directions to accomplish their goal using a computer.
    The only alternative to enabling players to use their  skills/talents to accomplish something, is to limit what everyone is able to do to what anyone is able to do - boring.

  6. 3 hours ago, Mjrlun said:

    You're forgetting: not all moons have capabilities to craft kergon. And certainly not all planets have the ability to make kergon, because you need a territory unit to make anything tier 2's, which in itself requires t2's to craft. This game's progression makes little sense, from the perspective of actual progression and crafting

    Only Sanctuary restricts mining to the territory you have claimed, everywhere else your free to mine everything you find on an unclaimed hex. If you are on a moon or anywhere else you don't have access to the manufacturing unit and need kergon you go to a market and buy it like veryone else 

  7. 14 hours ago, Mjrlun said:

    kergon fuel is uncraftable without tier 2's? how would you move your ship without kergon through space xD

    Every planet has a t2 ore that can be used to craft kergon. If you are on Alioth, you can take a shuttle to Sanctuary and surface harvest all four t2s from the  territory you have/can claim (if you were/are lucky your territory might have one or more t2s you can mine too).

  8. 55 minutes ago, sHuRuLuNi said:


    But what I DO know is that I really don't like the voice of that woman ...

    I thought it was a synthesized voice myself... and not one of the latest generation algorithms either. But it could have been a natural voice that was post processed (e.g. autotune) to sound like that.

  9. 2 hours ago, GraXXoR said:

    Also, what is this side bar?  I use this forum on my iPhone most of the time, but now I'm trying on Safari to see what is up and can't see a sidebar at all... If I enable fluid width in the options, it gets insanely wide and uses all the width of the 5k monitor... I tried clicking sticky sidebar and flip sidebar, but alas, no sidebar to be seen...

    I run Chrome (with Adblock Plus - the only extension I use) on my PC and I have not seen this "side-bar".

  10. 15 hours ago, le_souriceau said:

     

    Seems like they back to rectuitment to compensate stream of run-away people.

     

    2 weeks ago it was DevOps Eng (oouch), now is Level Disign Scripter (?)..

    https://www.welcometothejungle.com/en/companies/novaquark/jobs/level-design-scripter_montreal

     

    Overall it means (I think) Nick not closing shop yet (as some more drammatic people here suspect). Extent of painful road ahead and what changes game will experience quite unclear tho.

     

    P.S.

     

    Their own info on this site states they have 94 empoyees. So all this narrative about "small indie studio, that can't spare a man for anything" sounds a bit cringe.

    I think this information is way out of date. This is probably more current but not the latest either: https://www.dnb.com/business-directory/company-profiles.novaquark_inc.981afa95a964419e3a26467bf4a292c7.html

  11. If DU was in a different place feature and quality wise, NQ could consider which additional platforms to support. The resulting business case (cost-benifit analysis) for Windows 7 (also supported by Steam) is FAR stronger than Linux. And I use Linux (currently Fedora) for software development exclusively.

  12. 1 hour ago, CptLoRes said:

    Another core feature for most modern voxel engines is GPU acceleration (the voxel matrix math is almost a perfect match), and again this is something NQ does not have.

     

    It is amazing how much more powerful a GPU is compared to CPU, provided the problem is a good fit for the GPU architecture. And using modern GPU's the only practical restriction on the amount of voxels shown in a mmo, should be the streaming bandwidth. And using GPU's there should not be a need to meshify constructs for performance (other then bandwidth) reasons.

     

    And in my book this is just another one of those "let's just make it work using the quickest and easiest to develop method first, and make it better later" features in DU becoming the permanent solution. And it is disturbing how little actual progress NQ is showing, even using quick and dirty methods. And while NQ is fumbling around, a single person made the tear down game from scratch including the physics based voxel engine in a 2-3 years time frame. Imagine if NQ (68 employees at the moment) had 20-30 people working at that pace.

    Why do you think DU doesn't use the GPU in its voxel engine? I seem to recall a dev blog from a year ago that indicated that it does, but that devblog seems to be no longer available. I did find this link which supports my recollection of GPU use: https://www.mmorpg.com/news/dual-universe-dev-blog-looks-at-tech-optimization-2000117365

  13. A while back, NQ made it so if you Alt-F4 out of the game  (as well as other scenarios) while in a dynamic construct, its (and your) velocity would be restored when you log back in. I think fetch should operate much the same way for dynamic constructs (with a control unit) within the influence range of the user's planet - the physics engine should be activated so the ship will continue its motion (e.g fall to the surface) or if below the surface (and with non-zero velocity) moved  above straight up above the surface (at 50m?) followed by enabling the physics engine. So, the construct's control unit would behave like a remote control, and the user would be "frozen" until the constuct comes to rest.

  14. Keyboard/mouse+Screen+Programming board wrapped up in an "mannequin" (which could be restricted to static&space constructs so you won't see markets overrun) with an API for movement and emotes would allow builds to come "alive" instead of being ghost towns (even with lots of players, who is going to hang around for long in a construct which otherwise has nothing happening).

  15. I was able to construct the voxel correctly using the plan in the picture above. But comparing the reactor to the picture, I see the voxels in position 4 and 8 (which are both from 0,8,0) are not right. The top face of the voxel should (and is) square, but the face below it in the picture (the voxel side) should NOT be. Only two faces on these voxels should be square, the top face and the face flush to the sign. If that is not the case in the voxel stack at 0,8,0, you should get a new copy of the blueprint and reinstantiate the construct.

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