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Hirnsausen

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  1. Like
    Hirnsausen reacted to Wyndle in INTRODUCING THE NEW DU MESH EXPORTER!   
    The feature name suggests that the entire mesh would be exported, to include interior walls at the least.  The example images also imply that components will be included in the mesh.  Not sure if the stair stepping in the speeder is due to the scale of the ship or settings in the print.
  2. Like
    Hirnsausen got a reaction from Lasersmith in GETTING READY FOR 1.4? Dev Q&A Summary   
    REQUEST
    Customizable Suit

    It would be nice, if the markets would allow to purchase suit elements, like maybe
    - a dozen different types of helmets (each with a various amount of slots) or a wide variety of modern and historic huts and/or head ornaments (no slots)
    - two dozens of space and/or atmospheric chest pieces (each with different amount of slots) or shirts (no slots)
    - two dozens of space and/or atmospheric pants (each with different amount of slots) or a wide variety of common shorts and pants
    - two dozens of space and/or atmospheric shoes (each with a few slots) or common shoes or sandals (no slots)

    Additional items would be
    - the beloved nanopack
    - common jackets
    - ammunition belts (left shoulder to right waist) or colorful belts (likewise diagonal)
    - holsters for additional tools or weapons
    - backpacks with storage slots
    - etc.

    Slot items would exist in a vast number and all different giving or enhancing different attributes
    - lamps
    - single-item storage
    - analyzer of many different types
    - body attribute enhancements
    - camera types
    - many different types of sensors
    - emergency packs
    - nanppack enhancer (enhances one of many different possible attributes)
    - airbag (protection during accidents)
    - etc.

    All items offer color regions that the player can freely change.
    It is ten also possible, inside atmosphere environment, to totally remove all suit pieces so only the underwear remains visible above body.
    This will make it very desirable that we players can change the body of our avatar, in many ways similar to Ark Survival Evolved) leave it up to the player to create a hero, an average person, or a physically handicapped or very fat/meager/short/tall person or even a walking nightmare. face changes also possible.
  3. Like
    Hirnsausen got a reaction from Lasersmith in Honeycomb Tools: Torus Shape   
    When placing voxels, it would be so useful to have the donut (torus) shape available.
     
  4. Like
    Hirnsausen got a reaction from Lasersmith in INTRODUCING BOXELS!   
    Nice April's Fool posting!

    I heard, that there is a new game now coming out in Alpha, that is very similar to DU, but with slightly different game rules. They use the same voxel editing technique it seems, and also having a voxel-based landscape with several solar systems. There are alien life forms with which it can be interacted. Unfortunately, there is also PVP possible everywhere - something I don't like at all. But their PVP is based on factions and how their members interacted with others. Currently, they say, there are 320 thousand players already registered for this upcoming Alpha of Fool's Universe.
     
  5. Like
    Hirnsausen reacted to NQ-Nyota in INTRODUCING BOXELS!   
    Well, I posted it first thing in my time zone and it's still April 1st two hours later.   But I can see how I can be the fool in this case since it's not your time zone. 😇
  6. Like
    Hirnsausen reacted to Dixiii in Fool's Gold Event!   
    It might be fun to try to guess, but the prize is completely useless. Because it can not be converted back to Pure Gold.
    In whole DU carefully avoiding of allowing players to get anything valuable from any shiny things they've found in the world. Be it lots of honeycombs, or abandoned factory with full crates of T1 components, there is no way to reprocess honeycombs or parts into basic resources or Pure metals.
  7. Like
    Hirnsausen reacted to Corrancarpenter in Wanted since many years: Transparent Voxels / Merging Glass Panels / More Glass Panel Angles   
    I mean, I'm building a space station at the moment, and there are spots where I would put glass but I can't because there are other elements outside of the glass area that are blocking the way. And if I take a smaller glass, it isn't the right size. And I'm not speaking about those joints, you do that pretty well in your original post. Now we have the voxelmancy tool, it'd be so powerful with glass voxel.
  8. Like
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  11. Like
    Hirnsausen reacted to Gandur in Mining Units / Ore Pools   
    20 Scans no T2 on alioth .... that isn't satisfying and may stop the game completely.
  12. Like
    Hirnsausen reacted to Corrancarpenter in Wanted since many years: Transparent Voxels / Merging Glass Panels / More Glass Panel Angles   
    I can't speak for "all"... but I do. And not only cockpits.
  13. Like
    Hirnsausen got a reaction from Corrancarpenter in It's really Time: add Glass Voxels or add Merging Glass Panels or add Flex Glass   
    Since a long time, the DU community waits for better glass solutions (#metoo).
    Those glass solutions would allow for much better-looking cockpits and bases. I describe them here again.

    Glass Honeycombs
    Can be processed and altered like any other honeycomb. But there needs to be a way that the player can change them:
    - % of transparency
    - % of color tinting
    - maybe % of one/two-sided reflection/miror

    Merging Glass Panels
    Requires just some attribute changes of regular glass panels to be changed: they need to overlap, to merge, without showing any former borders inside the merged area. Merger areas of two or more panels have only the weight and mass of one panel.
    More changed attributes:
    - % of transparency
    - % of color tinting
    - maybe % of one/two-sided reflection/miror
    - When connecting to other glass panels or honeycombs, rotation of two axes is required:  the one we can rotate now, and another one to allow creating large bows/arks of glass panels

    Flex Glass (auto-shaping / auto-scaling element)
    This would probably require a new tool, or an additional function to the existing Select Voxel tool. The player can use the tool to select different points (voxels) of what the border edges of the future window will be, and the tool then auto-connects those highlighted points. Then the area within that straight or curved edge is filled with a thin Flex Glass (a honeycombs).  Selecting one area of that Flex Glass, it makes that entire Flex Glass area selected, allowing here, too, to make adjustments as follow:
    - % of transparency
    - % of color tinting
    - maybe % of one/two-sided reflection/miror

  14. Like
    Hirnsausen got a reaction from Corrancarpenter in Tool 7: Voxel Selector: Bigger Area Needed   
    The voxel selection tool (tool 7) needs to be able to select a much bigger area. Otherwise the disassembling of really large ships takes forever.
  15. Like
    Hirnsausen got a reaction from Corrancarpenter in Wanted since many years: Transparent Voxels / Merging Glass Panels / More Glass Panel Angles   
    Since many years, probably over a ten thousand years now, many of us DU ship designers urge NQ to add one or some of the following features.
    Those glass solutions would allow for much better-looking cockpits and bases. I describe them here again.

    Glass Honeycombs
    Can be processed and altered like any other honeycomb. But there needs to be a way that the player can change them:
    - % of transparency
    - % of color tinting
    - maybe % of one/two-sided reflection/mirror

    Merging Glass Panels
    Requires just some attribute changes of regular glass panels to be changed: they need to overlap, to merge, without showing any former borders inside the merged area. Merger areas of two or more panels have only the weight and mass of one panel.
    More changed attributes:
    - % of transparency
    - % of color tinting
    - maybe % of one/two-sided reflection/mirror
    - When connecting to other glass panels or honeycombs, rotation of two axes is required:  the one we can rotate now, and another one to allow creating large bows/arks of glass panels

    Flex Glass (auto-shaping / auto-scaling element)
    This would probably require a new tool, or an additional function to the existing Select Voxel tool. The player can use the tool to select different points (voxels) of what the border edges of the future window will be, and the tool then auto-connects those highlighted points. Then the area within that straight or curved edge is filled with a thin Flex Glass (a honeycombs).  Selecting one area of that Flex Glass, it makes that entire Flex Glass area selected, allowing here, too, to make adjustments as follow:
    - % of transparency
    - % of color tinting
    - maybe % of one/two-sided reflection/mirror

  16. Like
    Hirnsausen got a reaction from Corrancarpenter in Image Upload: User-named Subdirectories Needed   
    Those of us players, who work with uploaded images, might agree with me.

    It becomes necessary, that we can create sub folders inside our library of uploaded images. Otherwise we need to search and search, until we have found the needed image. In my case, I have over 40 images there, I am estimating.

    All newly uploaded images are in the main folder (root), but then we can move them into any of the sub folders we have created. No change on the image path for ingame usage, so those folders would probably just be a database feature.
  17. Like
    Hirnsausen got a reaction from Haunty in Mining Units / Ore Pools   
    If players have to give up tiles because their ore poos are gone, it would destroy one important aspect of the game: the architecture. You won't see anymore those amazing multi-core mega structures as we have now, as it simply makes no sense to build if we have to destroy that all at one point again and again. Too frustrating. It would degrade DU to a pure PVP game with no architectural beauty anymore. I personally would give up to play DU at that point.

     
  18. Like
    Hirnsausen reacted to W1zard in Mining Units / Ore Pools   
    Territory Warfare
  19. Like
    Hirnsausen reacted to Haunty in Braking distance   
    I wouldn't count on NQ adding that. There are player-made scripts that do that
    https://github.com/codeinfused/Albatross-HUD-Community
    https://github.com/Aviator1280/Aviator1280-Dual-Universe-HUD
    https://github.com/Archaegeo/Archaegeo-Orbital-Hud
     
  20. Like
    Hirnsausen reacted to UncleDead in Resizable/moveable Windows in UI   
  21. Like
    Hirnsausen got a reaction from Anitalex in Element Stacking Needed Badly   
    I, and most other players who would become aware of this wish, would fully support this request.

    Or, asking the other way: what is the reason, stacking of a number of element types is not wanted by the developers?
  22. Like
    Hirnsausen reacted to Anitalex in Element Stacking Needed Badly   
    Lets assume we are talking only about Basic Space Engine L.  This applies to all but I want to make it simple.
     
    I have these items below....
     
    30x Basic Space Engine L - New
    30x Basic Space Engine L - 2 of 3 lives remaining
    30x Basic Space Engine L - 1 of 3 lives remaining
     
    I now have 61 slots in a container taken up.  
     
    Can we please get the ability to stack parts with equal lives remaining and instead just have 3 slots taken up?   This has an effect on being able to use dispensers as well since I would have to reset the dispenser for each individual element as opposed to using 3 separate dispenser to dispense a part with equal amount of life left.
  23. Like
    Hirnsausen reacted to Vazqez in GAMEPLAY: Scout Missions in PVP Space   
    PVP player is a bad word.
    You should call them thieves or parasites
     
    A true PVP player is one who fights against an equal or better person.
     
     
    Better to make an arena Two flies on flies one.
  24. Like
    Hirnsausen reacted to Kormolos in upgrade engine option   
    hello, I think it would be a very good option if you could upgrade an engine by right-clicking on it like replacing a broken engine.
    for example I have a basic engine on my ship, and I want to replace it with an advanced engine.
    I put the advanced engine in my linked container and then when I right click on the basic engine, it offers to replace it with my advanced engine which is in my inventory.
    without cutting the links to the tanks
    that would be really great as an option, wouldn't it?
  25. Like
    Hirnsausen reacted to Yoarii in User-Made Engines   
    Utilizing the awesome build system we have in the game for things like this has been asked for a long time, but afaik never has had any response from NQ. It's a great idea and would enable players to not only design ships, but also the parts of those ships. It does cut into the element production side of the game, but engine elements and the like could be remade into parts that are needed to make these special element-honeycombs, or they are kept as-is.
     
    While it sounds "easy", there are likely many considerations to this though; how will PvE and PvP damage be applied to such elements, repairs etc...
     
    That said, I fully support something that opens up for more creative possibilities.
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