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Eviltek2099

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  1. Like
    Eviltek2099 reacted to NQ-Wanderer in EXPORT YOUR BUILDS WITH THE MESH EXPORTER!   
    Dear Noveans,
     
    We're excited to announce that the mesh exporter for Dual Universe is now live!
     
    This tool enables you to transform your Dual Universe creations into 3D files to save or print in 3D. You can then print your models directly or employ a 3D printing service of your choice. Please note, however, that models might require some adjustments post-export to be print-ready.
     
    HERE IS HOW IT WORKS:
     
    The exporter is limited to core blueprints only. Access it via the Dual Universe website here. After logging in with your DU account, you'll find an inventory of your core blueprints, each accompanied by a "GENERATE" button. Clicking this button initiates the generation job, which you can monitor in the My Models column. Upon completion, a download button will appear, allowing you to download the .stl file.
     
    To manage system load, we've implemented a quota system. Each user is allowed up to 5 pending jobs and a maximum of 50 total jobs per day.
     
    Check out some examples of models already exported through this feature to see the possibilities for your prints:
     

    DU MESH EXPORTER FAQ
     
    Q. I don’t have a 3D printer, how can I get my construct printed?
    A. 3D printing has become quite popular, you can ask friends if they have a printer you can use for it or you can search for 3D printing companies to use for your exports.

    Q. I’m having trouble with printing out my construct, can you help?
    A. Due to the nature of constructs being very complex and designed differently, you may need to do some trial and error to get the print outs just as you would like them. We are not able to provide support for this. 

    Q. I don’t want my construct to be printed by others, is it protected?
    A. You will only be able to export core blueprints that exist in your nanopack. 

    Q. How do I export my constructs with the DU Mesh Exporter?
    A. Go to https://meshexporter.dualuniverse.game/ and you will be able to export your constructs from there. You must be signed into your account in order to export.

    Q. I’m new to 3D printing and I don’t really understand these files or what to do with them, what can I do?
    A. If you are not technical or new to 3D printing, it can be quite a learning curve. We recommend web searching and asking your fellow Noveans who may already know the ins and outs of 3D printing and what you need to do to get started.

    Have a great day, Noveans!
     
  2. Like
    Eviltek2099 reacted to NQ-Nyota in INTRODUCING THE NEW DU MESH EXPORTER!   
    Noveans, 
     
    We are pleased to announce that our DU Mesh Exporter will be available for Dual Universe on Wednesday, March 20th, 2024!
     
    The DU Mesh Exporter has been a top feature request and it will give all Noveans the ability to export their creations and builds from Dual Universe into a 3D file, which you will then be able to save as well as print in 3D! 
     
    That’s right, you will be able to save your ships or constructs into a 3D file and once it’s printed (which 3D printing company you use  is entirely up to you) you can then put your creation(s) on your desk or window or it can be a really expensive toy for your cat to play with (cat is optional).
     
    More details about the DU Mesh Exporter will be available on March 20th, 2024, so time to polish up those ships/constructs in preparation for exporting and printing. 
     
    Here are some examples of already exported models to give you a glimpse at what can be printed:








  3. Like
    Eviltek2099 reacted to CptLoRes in How would you have fixed DU ?   
    There is A LOT that went wrong. But the fundamental problem has always been communication.
     
    Here is what NQ said during the kickstarter.

     
    But as we all know, this lasted only a short time before they went the complete other way and started to ignore the community instead.
    And remember this was back when the community was under NDA restrictions and played with the sole purpose of testing and giving feedback on early game play no less!
     
    And NQ was never able to receive constructive criticism. If you played the cheerleader and told NQ how great they where, they would interact and be all smiles and thumbs up. But any type of constructive criticism or legitimate concerns with the game design and it would be radio silence or at best some boilerplate  "don't worry guys" and "we know best" type of answer. And when things would boil over and the entire community would rage, we would get some "we hear you" type of deal with promises to do better. All promises that where broken over and over again..
     
    And that is why the community turned toxic against NQ, and things are the way they are today.
    And it is basic math really. When testers are telling you that things aren't working, but you ignore them and keep doing the same things. Then chances are that you will fail.
     
  4. Like
    Eviltek2099 reacted to Zeddrick in How would you have fixed DU ?   
    So for me, there were all sorts of small failures along the way (many in beta, some since) but they are all really just details next to the central problem.  One of the key features of the design for DU was that players would provide *all of the content*.  That meant that the game just needed to provide the mechanics and frameworks and literally everything else would be player driven.
     
    Now players did actually try to do this.  There were people who created puzzles, etc for people to solve, created factions who fought each other, tried to build whole cities and many other interesting things.  The game and its developers seem to fight against content creators at every turn - recent examples being ship builders being put off because the stacked element checker means they have no way to know whether or not they are selling ships which will error 6 months later and warring factions being put off because nobody can shoot each other in battles.
     
    Putting that aside though, I think that the one thing this game has proved beyond all doubt is that a game with solely player built content does not work.  You need to have some other content created by the game itself first in order to create gameplay loops that players can do when they aren't doing any group content.  A player needs to be able to just log in, play for 1/2 an hour, enjoy that time and profit from it.

    So the one thing I would have done right away is add some background life to the game.  Put creatures in that might attack the player, make some basic challenges on the ground and in space, give players something to shoot at and reasons for doing so (protect base, get resources, whatever).  That would also give them a reason to team up, live in walled villages or space stations with a large shield, etc.  Some of this was in the original game design videos which were put out.  Then I would have built on it by adding more of a survival element to the game, adding PvE and NPCs to allow players to make their spaces more interesting.  I can build a huge space station but it has nobody in it at the moment, let me make it more interesting, make a bar where NPCs come and players I let in might be able to get missions from those NPCs.  I think that would have given players much more of a sense of shared purpose and struggle and a reason to come together into groups and play together.
     
    As it is the game is, frankly, boring.  It's a game relying on player created content which literally deletes player created content on a regular basis made by a company which has no problem with breaking existing content and blaming that on the players trying to create it.  The world itself, and the constructs the game allows you to create, are fairly static and uninteresting too and it is difficult to come up with actual functions for many of the rooms in a construct.  I can add a bed but it has no use.  A lot of the cool stuff I see is just huge empty shell buildings with one or two rooms because people made them to look pretty rather than because they needed the space for things.
  5. Like
    Eviltek2099 reacted to Castanietzsche in How would you have fixed DU ?   
    Hi
    We pretty much all were hyped about the Dual Universe game concept but most of us actually abandonned the game.
    What went wrong ?

    IMO, the very fundamental gameplay bricks were very frustrating.

    voxelmancy is counter-intuitive and crafting a ship is hard. having smooth surfaces, a canopy and a functionnal ship is so hard, most players chose to travel space with a space brick.

    missions were also very frustrating (long, repetitive). the flight model is awesome but doing the same mission again and again is lame. As is mining. having to endure this grind every day to pay taxes is another frustration.

    I think industry wasn't a great idea. interaction between real time and in-game time is frustrating. scan mining was a good idea on the paper but all tiles should behave the same. there shouldn't be T1, T2 or T3 ore.
  6. Like
    Eviltek2099 reacted to NQ-Wanderer in WE'RE UPGRADING LUA IN DUAL UNIVERSE!   
    DEVBLOG: 1.4 LUA API UPDATE
     
    Greetings, Noveans! This is NQ-Ligo again,
     
    Some time ago, we redesigned the Lua API of Dual Universe, introducing new features and opening up many possibilities. Today, we’re launching the next major update to the game’s Lua, addressing the remaining fundamental issues and adding numerous new features.
     
    In this post, I’ll present some upcoming 1.4 changes to give you ample time to adapt your creations. I’ll walk you through the changes we're making to the backend, as well as some cool additions to the game’s Lua API.
     
    Fundamental Changes
     
    Let’s start with the fundamental issues we had yet to address in the game’s Lua.
     
    - Update of the Lua Environment
     
    To leverage the optimizations and basic improvements in the Lua environment, we have updated it to version 5.4.4. You can review the changes on the official website of the language (https://www.lua.org/manual/5.4/readme.html#changes. Still, please note the introduction of new features such as:
    New generational mode for garbage collection
    New attributes for variables (const and to-be-closed)
    New implementation for math.random
    New semantics for the integer 'for' loop
    Optional 'init' argument to 'string.gmatch'
    New function 'coroutine.close'
    String-to-number coercions moved to the string library
    New format '%p' in 'string.format'
     
    - Replacement of the dkjson Library
     
    For some time, we have been addressing performance issues with Lua systems. A significant factor related to these performance issues is the use of JSON. Thus, we reduced the use of JSON in favor of Lua tables. However, after consulting many of you, it appears that JSON is still widely used by our players. Hence, we decided to replace the dkjson library with the json.lua library (https://github.com/rxi/json.lua), a pure Lua library that is much more efficient.
     
    We've added a compatibility patch to prevent your existing scripts from breaking.
     
    - Boolean Type and Nil Support
     
    Until now, booleans returned or used in the Lua API were treated as integers 0 or 1. While this may seem minor, it was crucial to resolve for several reasons, including performance and backend considerations.
     
    Good news: we've now resolved this issue, allowing the Lua API to accept arguments and return real booleans! This will allow you to optimize your scripts.
     
    Additionally, we've integrated nil. Until now, we could neither return nor accept nil as an argument. Again, while this may seem minor, resolving this issue allowed us to introduce the concept of optional arguments and optimize the Lua data stack. You will see its application in the additions we are introducing.
     
    In addition to these visible fixes, we've made several backend improvements to the game's Lua binding. Consequently, we decided to use this opportunity to increase the instruction limit of the Lua environment (the limit that triggers the CPU OVERLOAD error). Starting from version 1.4, this limit will be increased from 2,000,000 to 10,000,000 instructions, accessible with the getInstructionCount and getInstructionLimit functions added to the Lua system API.
     
    With this change in Boolean support, you will need to adapt your existing creations to ensure they continue to function as expected. We believe the benefits of these updates justify the effort and we appreciate your understanding and cooperation as we continue to improve the game's Lua environment.
     
    Improvement of the Syntax Highlighting
     
    We've enhanced the syntax highlighting in our code editor interface to simplify your coding experience. We understand that coding can be challenging, especially for beginners. That's why we took the time to create a straightforward syntax highlighting system to make coding in Dual Universe easier and more enjoyable.
     
    While we've improved syntax highlighting, it isn't a full-fledged code analyzer. It's merely a tool to help you read and understand your code more easily. We aim to make coding more accessible and affordable for everyone, and we hope this update will contribute to that. The new system incorporates the coloring of APIs for system, unit, library, construct, player, and Lua operators.
     
    Enrichment of the Lua Codex
     
    We're thrilled to announce a new section in the Lua CODEX - the "Usage Example" section. This section provides detailed explanations and code examples to help you better understand how to use the functions within our API. It will be added to each function or event that requires further explanation.
     
    We understand that learning to use a new API can sometimes be daunting, especially if you're new to coding. Therefore, we believe that providing examples, use cases, and deeper instructions on how to use the various functions in our API will help you better understand our game's API, making your coding experience more enjoyable.
     
     
    Radar Data Pre-filtering
     
    Despite our efforts to optimize and make the processing of radar data more flexible, particularly by integrating the getConstructs function to return the list of constructs in scope as a Lua table, we've considered and studied additional improvements.
     
    Thanks to the integration of nil support in our Lua environment, we decided to improve the getConstructs function by adding the following optional pre-filters:
    [bool] isMatching: True to filter out constructs with a matching transponder, false otherwise
    [int] constructKind: The construct kind id to filter out constructs (Universe = 1, Planet = 2, Asteroid = 3, Static = 4, Dynamic = 5, Space = 6, Alien = 7)
    [string] coreSize: The construct core unit size to filter out constructs ('XS', 'S', 'M', 'L', 'XL')
    [bool] isAbandoned: True to filter out abandoned constructs, false otherwise
     
    This filter is in the form of a table in the third argument of the getConstructs function. So you can, for example, filter:
    {isMatching = true}, to list only constructs with a matching transponder
    {isMatching = false, constructKind= 5}, to list only dynamic constructs with a non-matching transponder
    As you can see, this filtering is combinable and optional, enabling you to filter the data you receive before processing it through Lua, allowing you to optimize your scripts.
     
    Conclusion
     
    We hope these updates and performance upgrades will improve your Lua experience in Dual Universe. There are still many other additions to the Lua API waiting to be discovered in this release. Happy exploring!
  7. Like
    Eviltek2099 reacted to P4rty_Boy in WE'RE UPGRADING LUA IN DUAL UNIVERSE!   
    getInstructionCount and getInstructionLimit functions -> This is realy great, thank you!
     
    BTW, would it be a major hassle to add the line where we stopped when we get CPU OVERLOAD? Often time, we get that in special conditions where we end up with a infinite loop on the lua side, but they are not easy always to catch. At least, if we knew in which part of teh code we were looping, that would be great.
     
    Anyhow, thanks for the update, keep up the good work!
     
     
  8. Like
    Eviltek2099 reacted to Yoarii in WE'RE UPGRADING LUA IN DUAL UNIVERSE!   
    Now that this has been posted to the forum too, I'll just link my original question above, and add this: Please, provide an out-of-game codex. Until such a time that the in-game code editor can measure up to VSCode with Lua plugins, and use of du-luac, most larger projects will be coded outside the game while not even having DU running. You have a perfect place for this - your GitHub repository. You've made a good start with the API mockup, but it needs more work and up-to-date annotations, like in this PR that's been waiting review/approval since Sept 8, 2022.
  9. Like
    Eviltek2099 got a reaction from Lasersmith in GETTING READY FOR 1.4? Dev Q&A Summary   
    Keep up the good work. Maybe you'll attract more players to come back!
  10. Like
    Eviltek2099 got a reaction from BiGEdge in GETTING READY FOR 1.4? Dev Q&A Summary   
    Keep up the good work. Maybe you'll attract more players to come back!
  11. Like
    Eviltek2099 got a reaction from Shaman in GETTING READY FOR 1.4? Dev Q&A Summary   
    Keep up the good work. Maybe you'll attract more players to come back!
  12. Like
    Eviltek2099 reacted to NQ-Nyota in GETTING READY FOR 1.4? Dev Q&A Summary   
    Hello, Noveans!
     
    During our most recent livestream, NQ-Deckard and NQ-Entropy joined us and answered questions about upcoming features in update 1.4, which will be coming soon to Dual Universe. We know you have many questions, and to make it easier for you to stay informed, we wanted to summarize what was shared.
     
    PvE Missions
     
    We are excited to add PvE Combat missions in update 1.4, where players participate in missions against NPCs using familiar PvP mechanics. Here's an overview of what to expect in PvE Missions:
     
    Difficulty Levels: Missions will have various difficulty levels, from very easy to very hard. Players can solo the lower tiers, but as the difficulty increases, players will need to team up to complete the missions using ships with a crew equipped with multiple sets of guns.
     
    Challenging Gameplay: Even for experienced players, the higher-difficulty missions will be tough. Players will need to strategize and optimize their ships to achieve victory.
     
    Customizable Mission Ships: Players must build their own mission ships within the parameters set by each mission. Restrictions may apply, such as not allowing large battleships in easy missions. Players can choose their preferred weapons, shields, and variants for their ships.
     
    Instanced Battles: Missions will be instanced, using similar technology as VR challenges. However, players can now bring their own ships and enter the same instance alongside multiple other players. You must also supply your own ammunition, scrap, and fuel; any lost elements during the mission will be your loss.
     
    Rewards: Completing missions will earn players quanta, addressing feedback requesting more ways to make in-game currency. PvE Combat provides an alternative method for players to fund their gameplay, similar to hauling missions.
     
    Scaling Difficulty: The intention is for very easy missions to be accessible to new players with a few days of talents without requiring perfect equipment. As players progress to higher difficulties, missions become more demanding and require precise strategies.
     
    Loss Consequences: We are currently finalizing what happens when players lose a mission, with the goal of not being overly punishing. One possibility is allowing players to salvage their ships if they fail a mission.
     
    Mission Retreat: If players find a mission too difficult, they can retreat to the entry point to save their ship and resources. Completing the mission isn’t needed to escape.
     
    More information about PvE Missions, including specifics on the consequences of losing a mission, will be provided as we develop and refine the feature.
     
    PvP Changes
     
    We are implementing significant changes to our PvP mechanics, including:
     
    We’re changing the tracking formula that runs hit or miss calculations, especially the impact of ship cross-sections on the formula. We expect this to shift the meta away from lighter ships with small cross-sections by removing the protection they currently enjoy from the low probability of being hit by medium and large guns.
     
    We’re also adjusting most parts of PvP, with changes to systems such as base weapon stats and removing debuffs from weapon variants.
     
    Shield venting is also being changed, and stasis weapons are being buffed to make them more powerful and relevant to their role, for instance, in tackling small ships that get caught.
     
    We are also investigating server issues and lag in PvP. To help us address these problems, please submit detailed reports with player names, ship names, times, and any other relevant information when lag occurs. These issues are difficult for us to replicate on our end, and being specific in your reports will enable us to analyze our logs better.
     
    Planets
     
    In Update 1.4, we aim to reintroduce two planets, each with exciting new features and locations:
     
    Sicari: Retaining its original feel but visually enhanced with more interesting elements and a new location.
     
    Sinnen: Completely reworked from the ground up and placed in a new location.
     
    Following player feedback, we are experimenting with closer positioning for the new planets. Stay tuned for upcoming images showcasing these planets in the coming weeks.
     
    Additionally, Update 1.4 will introduce three new Alien Core Units, enabling access to all types of plasma in the game.
     
    LUA Changes
     
    We are implementing several updates to the Lua system, which may cause temporary disruptions but are essential for long-term improvements. Some changes include:
     
    Update Lua version to 5.4.4 Slightly improve the syntax highlighting Fixed the boolean type to return 'true' or 'false' instead of 1 or 0. Seeking faster solutions for JSON encoding and decoding.  
    We've taken the opportunity to introduce some minor changes to radar to help filter signals.
     
    We will have more detailed information coming on the Lua changes soon.

     
    Joystick Support
     
    This feature has taken significantly more resources than we had anticipated, but it does look like we’ll have full joystick support in update 1.4.

     
    Thanks for reading, Noveans. If you have any questions about the PVE Mission System, you can submit them to our upcoming PvE special episode of Ask Aphelia using this form and we’ll do our best to answer them.
     
    The Novaquark Team
  13. Like
    Eviltek2099 got a reaction from Celestis in Introducing Ask Aphelia Mini Guides!   
    about 6 months too late on releasing these.
  14. Like
    Eviltek2099 reacted to NQ-Wanderer in Update 1.3 is on its way: Maintenance Units, schematic containers and more   
    Dear Noveans,
     
    Update 1.3 is on its way! As we finalize the Maintenance Unit and prepare for its public test session (more on that below), we are excited to share the details of update 1.3 with all of you.

    We also want to thank you for your patience as we work towards bringing you a new PvE system in Dual Universe. Our development team is working hard to create an exciting and enjoyable feature that provides the best gaming experience for everyone. We are prioritizing PvE and are working to bring it to you as soon as possible. In the meantime, you can still look forward to other new features (like the ones below), with more details coming on our Social Media and teaser livestreams on Twitch.

    With that, let’s look at update 1.3!
     
    THE MAINTENANCE UNIT

    We’re replacing Repair Units with Maintenance Units, giving players more flexibility in maintaining their constructs by allowing repair and disassembly.

    Repair:
    You can choose to repair damaged elements, honeycomb, or both Use scrap to repair damaged elements or replace them Choose what happens to extra elements: If damaged elements are not part of the original snapshot, they can either be recycled or repaired with scrap and recovered. They will be recovered if they are undamaged but not part of the original construct snapshot. Destroyed extra elements (those with no remaining repair counts) will be recycled.  
    Repairing honeycomb structures requires the exact amount of honeycomb missing, and elements still need the same amount of scrap to fix.

    Disassembly:
    You can remove all honeycomb and elements on a construct, including the core. The maintenance unit will use its linked container to retrieve all items instead of using it to repair. Damaged elements can be repaired with scrap before recovery or recycled. Destroyed elements (those with no remaining repairs) will always be recycled.  

     
    THE CONSTRUCT SCHEMATIC CONTAINER

    Following popular demand by our community members who grew tired of manually inserting schematics into industries, we’ve now added the option to designate a single container on a construct to act as the schematic provider for all industry units on the construct.
    This feature is accessible by simply right-clicking on a container and selecting “Set as schematic container” from the context menu.
     
    UEF SHOP EXPANSION

    Looking to buy ships from Aphelia? We’ve grown the UEF shop with new floors and a Blueprint Basement that sells copies of all outposts and speeders. Before launch, we ran the ‘Build Your Legacy’ contest, giving DU builders a chance to be woven into the game by building speeders and outposts for new players. We’ve added the winners to our First Time User Experience and into the Blueprint Basement of UEF stores. We’ve also added four bonus speeders and an extra outpost!
     

     
    INTRODUCING EASYANTICHEAT (EAC)

    Accessing and manipulating game files is critical to many disreputable players who want to cheat by automating actions or gaining hidden data, for example. To combat this, we shortlisted EQU8 and EasyAntiCheat (EAC) when implementing our original solution for Dual Universe. With the sale of EQU8 to 1047 Games and the closure of their service to third-party customers, we will switch to EAC.
    We want to thank EQU8 for their amazing service and responsive support and are excited to transition into EAC. The only change that should be visible to our players is seeing EAC instead of EQU8 as the anti-cheat system in Dual Universe.
     
    UPCOMING PTS SESSION

    Many of you have requested a PTS testing session, and our goal is to open the PTS to the public between Friday, February 10th, at 10:00 UTC and Monday, February 13th, at 10:00 UTC.
    The PTS will allow you to test all features of Update 1.3 and help us with information and feedback on the PTS Forum thread to tune the features.
    Your involvement has been invaluable in helping us shape the future of Dual Universe. As we progress with development, we want to thank you for your continued support and engagement and invite you to share your feedback. We’re working hard to give you all an enjoyable and immersive gaming experience and look forward to introducing more upcoming features.

    Thanks for playing, Noveans!
  15. Like
    Eviltek2099 reacted to NQ-Wanderer in DUAL UNIVERSE: WHAT'S COMING NEXT   
    Hello, everyone! I'm Mark van den Heuvel, known to many of you as NQ-Deckard, a member of the Production team here at Novaquark.
     
    First, to those of you who celebrated your new year recently, I wish you a wonderful new year, and I look forward to seeing all of your creations in-game. As we step into 2023, I want to bring you all up to speed on where we're at with Dual Universe and where we are going.
     
    After our launch last September, we have all worked hard to squash remaining bugs and improve balancing. We also delivered the promised digital Kickstarter rewards to our backers.
     
    As is always the case with Dual Universe, work does create itself in front of us, and we have a great deal to work on and improve. One of our current central goals is to enhance the gameplay experience and catch up with some features and quality-of-life improvements, particularly some of those requested by our community.
     
    Let me walk you through some of what we have planned for you both soon and further down the road.
     
    Planets

    We’ve recently released a new version of Talemai, and we’re continuing work on the others. After reviewing our progress, we've decided to take extra time to make the new planets truly feel different with new art, new terrain, and more exciting features. This means they are coming at a slower pace and possibly in a different order than we had envisioned. Expect new teasers, concept art, and images from us soon™!

    Combat Missions

    We had decided early in the life of Dual Universe not to focus on a PvE combat system, given other priorities. With all of the feedback we’ve received since the beginning of the game, PvE combat has consistently remained a highly requested feature from our community. We always try to listen to your feedback, and I’m happy to announce that we have begun work on implementing the first iteration of a PvE combat system into the game!
    We’re planning the first version to be a PvE mission system that takes players into combat in their ships. The missions will scale in size to allow all players (solo or part of a larger group) to participate.
     
    We’re very excited about the PvE combat feature. It will add more engaging gameplay for all Noveans and allow players to try out the rigors of space combat before heading out to battle with other players in Dual Universe PvP.
     
    We are still in the early development of this feature, and it will take time, but we are already looking forward to seeing you all trying it in future PTS sessions. Your feedback will be instrumental in our developing PvE combat in Dual Universe.

    PvP Improvements

    Following a recent and very successful round table discussion with members of our PvP community, we are reviewing all the feedback gathered and our own data to determine what changes we will make. We are considering increasing the importance and/or requirement of having voxel armor onboard successful PvP ship designs, finding ways to encourage multi-crew ship setups, and potentially restricting the ability to remove cargo while in combat. Stay tuned for more exciting developments on PvP.

    Contest Winner Constructs

    Before launch, we ran the Build Your Legacy Contest for players to design starting outposts and speeders, with the winning entries being added to Dual Universe. We are currently working to make the constructs that the contest winners submitted available as options to select during the first start of the game, and we are also looking to make these available for purchase in the UEF shop. The contest entries were original and impressive. I want to congratulate all of you who took part. 

    Maintenance Unit

    A complete rework of the repair unit was planned for the 1.2 release just before the holidays. The feature still needed more work, and we decided to delay its release with plans to include it in the upcoming 1.3 update. When finished, the repair unit will be replaced with the maintenance unit, which can repair constructs with scrap and disassemble constructs. However, construct disassembly is the feature that still requires the most work, and we are determining if the feature will make it into the 1.3 release. When added, this feature will remove the pain of finding that one last bit of voxel in a construct and make redesigning builds easier, with the Maintenance Unit taking down constructs for you.

    Joystick Support

    Dual Universe already has a basic system to connect joysticks to the game. However, these were never cohesively connected with the Lua system. We will change that, allowing players to map analog and button inputs from Joysticks, Throttles, Pedals, and even simple Gamepads into Dual Universe. This will significantly improve the flying experience for non-Lua developing players and open new doors for Lua developers through projects such as Lua arcade games, custom flight control systems, and other nifty things our community creates.

    Default Lua Configuration Rework

    Once we’ve added Joystick support, we will redesign the default Lua scripts we give to players. Our community has long requested this update, and we want to ensure we deliver it. We will add a full suite of features and improvements. This means new Lua flight control systems, the ability to toggle widgets on and off without requiring Lua code, and integrating several systems not fully encapsulated in current control scripts, such as Anti-Gravity Generators.

    Fuel Intake Changes

    This has been a popular demand by our players, and we are looking into options to allow players to refuel tanks from another element. Currently, we plan to make a  'Fuel Intake' able to act as a proxy for a single fuel tank. This feature is still on the drawing board and may change as we dive deeper into it.
     
    -------------------------------------------

    As always, thank you for reading this short overview of some of what’s coming up. I hope you have a clearer picture of the direction we're taking Dual Universe in, and I look forward to hearing your thoughts on the forums. Have a wonderful day.
    - Mark (NQ-Deckard)
     
  16. Like
    Eviltek2099 reacted to NQ-Nyota in THE JINGLE BELL HOP SLEIGH RIDE TOUR!   
    The Jingle Bell Hop Sleigh Ride Tour!

    We know that many Noveans have been very busy since launch, so we've decided to do a special Jingle Bell Hop Sleigh Ride Tour in which we’ll be visiting many places around Helios to see all of the amazing creations!
     
    Details:
     
    With (Saint) NQ-Nicodemus at the reigns and NQ-Nyota as your guide, we invite you to join us as we visit as many places across Dual Universe as we can. We will be hopping on/off the sleigh at different locations. The expected duration of these tours will be approximately one hour in duration for the sleigh voyage. 
     
    Each of the 10 Jingle Bell Hop tours will be different, where will we go? Well, that's partly up to you!
     
    We need you to suggest to us the best places to visit (even if it's your build/place) via this form. All places we will visit will receive a special Jingle Hop Sleigh gift, so make sure to submit your favorite ones!

    Here is the Jingle Hop Sleigh Ride Schedule:
     
    Thursday December 15th 20:00 UTC (3:00PM New York/Toronto time)
    Friday December 16th 20:00 UTC (3:00 PM New York/Toronto time)
    Saturday December 17th 18:00 UTC (1:00PM New York/Toronto time)
    Sunday December 18th 18:00 UTC (1:00PM New York/Toronto time)
    Monday December 19th 20:00 UTC (3:00PM New York/Toronto time)
    Tuesday December 20th 20:00 UTC (3:00PM New York/Toronto time)
    Wednesday December 21st 20:00 UTC (3:00PM New York/Toronto time)
    Thursday December 22nd 20:00 UTC (3:00PM New York/Toronto time)
    Friday December 23rd 13:00 UTC (8:00 AM New York/Toronto time) & 20:00 UTC (3:00 PM New York/Toronto time)
     
    These tours will all begin and end at The Institutes (which you can find on the Point of Interests) and will be available via VR when the tours start.
     
    We’ll do our best to make sure these journeys are safe and secure, but we must tell you that we cannot be responsible for any lost items in case of emergency (especially if Nyota has the reigns)! So, we advise you to please arrive with empty inventories on your characters and make sure to leave your valuables in your containers if you plan on hopping on the sleigh with us! There will be a rez node available, just in case.
  17. Like
    Eviltek2099 reacted to Koffye in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    Thank you for communicating with us.
  18. Like
    Eviltek2099 reacted to NQ-Wanderer in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    Development forges ahead in Dual Universe. In update 1.2 (arriving on the 13th of December 2022), players will see new game systems and overhauls all about exploration, discovery, and salvaging.
     
     
    THE TACTICAL MAP
     
    Are you looking for a fight or trying to avoid one? Whatever your aims, we’re adding a new tool for you to navigate with more precision and awareness of the space around you. With integration into the piloting and gunner HUD, the Tactical Map allows you a clearer view of your surroundings and a better ability to interact with the map.
     
     

     
    ASTEROID REWORK
     
    Following frequently requested feedback, each asteroid now has an independent lifetime parameter that determines when it will despawn, meaning that asteroids will spawn randomly and despawn independently of any cycle based on their lifetime parameter. Players will see a constant spawning and despawning of asteroids in the game world.

    The ‘Discovered Category’ is being removed. There will still be a timer to broadcast the discovery of an asteroid, allowing players to mine them before their location is moved from the ‘rumored’ list to the ‘broadcast’ list.
     
    We’re also removing the tier information from undiscovered asteroids before their broadcast. Asteroid tier information is still revealed after the broadcast. However, this change will allow solo players and small groups a better chance to mine the high-tier asteroids they’ve invested in discovering.
     
    SALVAGE OPERATIONS
     
    Quanta floats out there, adrift in space, waiting to be claimed. Space recovery and reclamation have never been more profitable. Until now, Noveans would have to fly, hoping to stumble across wrecks, but that’s changing. We’re adding wrecks as ‘Abandoned Wreck’ items in the ‘Landmarks’ tab of the map. These are not pinpoint locations, however, and some searching is required to find the wrecks.
     
    ------------------------------------------------------

    We’re excited to bring you this next step in our development of Dual Universe. We have streams planned to show you the upcoming features of update 1.2, and we will have more information on update 1.3 soon. Let us know what you think of this update here, and thank you all for your continued support.
  19. Like
    Eviltek2099 reacted to NQ-Deckard in Static Construct Altitude Limit   
    Hello Noveans,

    It has recently come to our attention that a number of static constructs have been deployed at an altitude above what we previously had defined as the vertical limit of around 1000m.  At this time we are unsure why this limit is not being applied as intended, and we are currently investigating this issue in order to resolve this.

    As we are revisiting this limit while it is not currently functioning, we will be exploring our options to implement a more adjustable approach in order to have different limits for different planets. If successful we will also eventually be including this value at a later date in the shipped atlas.lua file, allowing Lua control units to also read this value for each planet and use it to fly above static constructs.

    Why are you stifling my dream of building a tower that connects a moon to a planet!?
    We also want to be clear about the reason for this limit, it is not here to stifle your dreams of building large towers and structures made of multiple static constructs. It is here, so we can ensure a reasonably safe boundary layer for atmospheric flight by all our players without the concern of encountering a random building in your flightpath while flying at high speeds. Chances are, the build limits will likely be slightly more accommodating than the previous system and allow for slightly more building height in the end, this however remains to be seen.

    So what about the existing constructs that are not adhering to this restriction?
    Well, as we are unsure why this build limit suddenly deactivated and we are refining it anyway. We will allow these constructs to remain for two weeks beyond the implementation of the new height restriction system. Two weeks after the new restrictions are in place, we will begin removing  or moving any static constructs beyond the defined altitude limit of each planet to ensure they are not inside the boundary layer. Keep an eye on the upcoming change logs for a list of the altitudes for each planet.

    I hope this clears up any and all confusion on the topic, and thank you all for reading.
    - NQ-Deckard
  20. Like
    Eviltek2099 reacted to NQ-Wanderer in Update 1.1 arrives on 29/11   
    Hello, Noveans!
     
    Update 1.1 has a release date!
     
    If you’ve not seen this post yet, this update will bring Grid Snapping, Element Recycling, new talents, Steam achievements, and more to the game, as well as adding crowdfunding rewards such as pets, titles, skins, and emotes!
     

     
    Our hotfixes have addressed many of the issues encountered since launch. We continue to improve the gameplay experience and are excited to build on Dual Universe with new features and systems, as NQ Kyrios had outlined before launch.
  21. Like
    Eviltek2099 got a reaction from Sethix in NQ Hates Safe zone asteroid miners!   
    You go there. I didn't start playing this game for PVP. 
  22. Like
    Eviltek2099 got a reaction from OldStamps in NQ Hates Safe zone asteroid miners!   
    I haven't posted a lot here but I feel the need to vent!
     It is nearly impossible to get valuable ores off of safe zone asteroids now due to the 20 or more players on each roid competing for the resources.
    Only way to get them is to wait for one to NEWLY pop up in RUMOURED and be quick about getting there. NQ turned this into a waiting game followed by a race to the rock! Popping out one roid every hour is NOT a good way to limit ore. Please reconsider this change. It would be much better if 5 to 10 were released at a time so that it would thin the heard!
    This is not fun and I have lost the will to even play. 
     
  23. Like
    Eviltek2099 got a reaction from Maxim Kammerer in NQ Hates Safe zone asteroid miners!   
    You go there. I didn't start playing this game for PVP. 
  24. Like
    Eviltek2099 reacted to Underhand Aerial in Waiting for over 14 days on a STU.   
    As a larger org, it is extremely detrimental to us that a large number of our members did not get the STU's. The extra territories we now have to claim and pay for T1 ore on Alioth could have been saved. Millions of quanta are being lost here because of NQ's incompetence. The many free ores would have given us a significant advantage at the beginning. If we get those things now, then sorry but we don't need them anymore. The places at the districts are gone, with it also the use of the Tiles. I request from NQ to put new districts on Sanctuary with the new STUs and compensation. Or do a rollback and wipe everything - wipe is the solution for all problems! At least until you realize that you do not eliminate all the bugs. (Duping, Linked Container Bug, Instant Scan etc.)
     
  25. Like
    Eviltek2099 reacted to SpacemanSpiff in Waiting for over 14 days on a STU.   
    I'm a Ruby backer and I  want my two STUs. It's up to me to decide if I want to use them or not.
     
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