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Deaders

Alpha Team Vanguard
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  1. Like
    Deaders reacted to Yoarii in Maintenance Unit   
    When logging out and back in, the MtU is no longer showing what it is repairing.

  2. Like
    Deaders reacted to Leniver in Maintenance Unit   
    When dismantling a construct, the message when you try to edit it say "is being repaired" instead of "is being dismantled"

     
  3. Like
    Deaders reacted to Yoarii in Maintenance Unit   
    Not an actual bug, but some general feedback. The time it takes to repair a ship seems based on core size with a time of 3h for an M-core. That seems very steep. I get it, it is not a replacement for the repair tool, but still. imho the time it takes to repair should be based on the amount of damage that it needs to repair, not a fixed time.
     
    Also, are repair talents taken into consideration when using the maintenance unit to repair a ship?
  4. Like
    Deaders reacted to Doc_McStabbins in Assistance with SVG? Can't get White...   
    Wow! Thank you very very much! I had actually given up on a hope of an answer, and I actually completely forgot about Dual Universe... much less that I eventually wanted to get the Belters going.
     
    Woot! Thank you again!
  5. Like
    Deaders got a reaction from Doc_McStabbins in Assistance with SVG? Can't get White...   
    Hey Doc,
    Thought I'd sit down and make your SVG a little bit more simple.

     
    <svg width="512" height="512" xmlns="http://www.w3.org/2000/svg"> <defs> <!-- Do not change the colour in these masks --> <mask id="mask1" x="0" y="0" width="512" height="512" > <ellipse ry="256" rx="256" cy="256" cx="256" fill="#fff"/> <ellipse ry="226" rx="226" cy="256" cx="256" fill="#000"/> <rect height="30" width="160" y="300" x="0" fill="#000"/> <rect height="30" width="160" y="300" x="352" fill="#000"/> <rect transform="rotate(-15 256,256) " height="80" width="30" y="0" x="341" fill="#000"/> <rect transform="rotate(15 256,256) " height="80" width="30" y="0" x="141" fill="#000"/> <rect height="80" width="256" y="440" x="128" fill="#000"/> </mask> <mask id="mask2" x="0" y="0" width="512" height="512" > <ellipse ry="300" rx="300" cy="256" cx="256" fill="#000"/> <ellipse ry="256" rx="256" cy="256" cx="256" fill="#fff"/> </mask> </defs> <g> <!-- Change all the fill colours below this to #000 to get the image in black, (or any other colour for that matter) --> <ellipse ry="256" rx="256" cy="256" cx="256" fill="#fff" style="mask: url(#mask1)"/> <rect transform="rotate(-15 256,256) " height="512" width="30" y="0" x="311" fill="#fff" style="mask: url(#mask2)"/> <rect transform="rotate(15 256,256) " height="512" width="30" y="0" x="171" fill="#fff" style="mask: url(#mask2)"/> <rect height="30" width="160" y="330" x="0" fill="#fff" style="mask: url(#mask2)"/> <rect height="30" width="160" y="330" x="352" fill="#fff" style="mask: url(#mask2)"/> </g> </svg>  
    Its has a transparent background, hope this helps!
    If you want it changed, feel free to drop me a message on discord.

    What I've done here, is instead of drawing the shape from lines and points, I've used geometric shapes to construct the logo. And then used "masked" them using other "helper" shapes to cut out the actual logo shape.
     
    Enjoy! And fly safe!
     
    EDIT: Just realised how old this thread is, well hope its still useful to someone
  6. Like
    Deaders reacted to Sophie in A special core for building streets and places in town   
    Hi there.
     
    Right now building pretty and thought through towns or cities is not really possible, since you would have to place all cores perfectly adjacent to each other and every land owner then would need to give up space of there land for communal streets and stuff. This is not feasible and will end up in a total mess. Building with a huge core for the whole town is also not a good idea, since all inhabitants would need share everything.
     
    What i think of may be for example a special core, that is large enough to be places overlapping with all the private cores of the town, but only allows building between the actual building cores and without having to give out rights to everyone. So one could fill up the in-betweens with roads and walkways and stuff.
     
    See ya.
  7. Like
    Deaders reacted to Sophie in Grass Material for the build mode   
    Hi there.
     
    What i would like to have very much is Grass, Dirt, Gravel and e.g. Sand as Material i can use in build mode to add e.g. a little front yard or roof top garden to my house.
     
    The terraforming tools are way to unprecise to work with and the terrain is not a part of blueprints, either.
     
    Thanks.
  8. Like
    Deaders reacted to Sophie in GUI font size setting   
    Hi there ?
     
    Please add the possibility to increase the font size used in the user interface.
     
    Its so tiny that i have to move my head nearer to the screen to read e.g. the Chat.
    My eyes hurt after a while.
     
    Thanks.
  9. Like
    Deaders reacted to 3KyNoX in Website & Program Updates   
    That's good to hear. Thanks for the hard work !
  10. Like
    Deaders reacted to nivuniconnu in Website & Program Updates   
    Thanks for your work and your ambition!
  11. Like
    Deaders reacted to Davian_Thadd in Website & Program Updates   
    You have all our support ! It's comprehensive  And thanks for the topic to explain the situation !
  12. Like
    Deaders got a reaction from Davian_Thadd in Website & Program Updates   
    These things happen, we are all here because we love what you have made.
    Thanks for the heads up, looking forward to seeing the new website!
  13. Like
    Deaders reacted to NQ-Naerais in Website & Program Updates   
    Dear Noveans,
     
    When we set out to launch our beta this summer, we also envisioned a series of major changes and improvements outside of the game. A major one was the complete redesign of the game’s website, as well as the migration to a brand new tech stack for the site’s front and back ends. We were also planning to launch several programs, such as a Content Creator program and a Recruit-a-Friend program, which relied on a new, versatile code system. That code system is also being used to grant our backers the beta invitations which are part of their Kickstarter or Alpha packs.
     
    Unfortunately, things don’t always go as planned, as you’ve been witnessing over the past few days (2020 strikes again...). We had to revert part of our tech migration, and postpone the move to a new authentication platform, among other things in our backend. So for the past few weeks we have been struggling to try and reconcile the new site and the code system with our legacy backend. This task has honestly been way more difficult than we had imagined. 
     
    We already missed the boat when it came down to allowing you to invite your friends a week earlier, and we’ve come to announce more delays, sadly. As we approach the launch of the beta, we have to be realistic about what we’ll be able to deliver, as we had to make tough choices:

    We will launch the new Dual Universe website tomorrow; it will have the most essential content and features, with some visual and quality of life improvements missing. We’ll add more content after beta.
     
    The Content Creator program will be ready, using the above code system (see potential limitation below). You should be able to get the invitations included in your beta packs on day 1, though the system may not be as easy to use as we wanted. Making sure you have these codes ready is one of our top priorities (see potential limitations below). You should be able to go to the website and upload images for publishing in Dual Universe, which will go through an internal review process to ensure that they follow the game’s Code of Conduct.  
    The Recruit-a-Friend program didn’t make the cut… and that sucks. We worked hard on it and we were really excited about it. The in-game content is ready, but the entitlement system isn’t. Unfortunately, we couldn’t work on all the entitlements in the limited time that we had these past few weeks.

    There is a potential limitation with the code system, for both content creators and beta keys: in the next few days the codes may not be redeemable with existing accounts - only with new ones (like for the load test). We are trying to lift that limitation as soon as possible, as we know it’s not ideal. 
     
    So what’s next? All these new systems, the new website, and these new programs will be constantly improved in the days and weeks to come. Our priority will be to lift the code limitation and to launch the Recruit-a-Friend program as soon as possible. We don’t want to give you a date that we may not be able to hold, but know that we are doing everything we can to make it as early as possible. 
     
    Finally let’s tackle the question of “Why did we announce the Recruit-a-Friend program if it wasn’t going to be ready?” Well, that’s the point; we really thought it was going to be ready, just as when we announced the ability to invite your friends a week prior to beta. It’s disappointing, for you and for us. But we believe these programs are worth it, so we want to make them right.
     
    We hope you’ll bear with us, and that you’ll be able to enjoy the Dual Universe beta in the meantime.
     
    Sincerely,
    The Novaquark Team
     
    *Note: we unfortunately won’t be able to retrofit any recruitment that you may do between now and the official launch of the program. Recruitment will only count from the day of the launch of the program, when we can track who’s recruiting who properly.
  14. Like
    Deaders reacted to DarkHorizon in 911 emergency communication: in-game vs discord   
    Note: The 911 channel has been moved. It can be accessed by clicking EMERGENCY in the upper right corner of the screen. After going through the disclaimer, you will be sent to our discord where our dispatchers will be present.
     
     
    Hi everybody,
     
    For those unaware, I head the organization Eyes & Ears - Search And Rescue. Without going into too much detail, we refuel stranded players, pick up the lost, repair people who crashed. All in all, we’re a good guy group of volunteers that just likes to help others out of a tight spot.
     
    With 135 documented rescues throughout Alphas 1 - 3, this need has already proven itself, and its a niche we intend to fill in Dual Universe.
     
    As a part of our work, we instituted and publicized the use of a ‘911’ emergency channel through the tests chat feature as the primary way of contacting us outside of entering our discord server, knowing a member directly, or asking for help and our members just chancing upon you.
     
    While the 911 channel has proven its usefulness over time, there is still room for improvements to be made. While there have been changes that are encouraging and showing NQ is listening to our feedback,  it’s not enough to make us remain within this current system of in-game communication. Here are some of the most significant cons:
     
    The need for online and real-time in-game monitoring (this means a computer or cloud service able to meet the games hardware requirements) Limited visibility of new messages No identifier for general activity/online status; victims don’t know if there is a rescuer online and vice-versa unless they are communicating Having to handle multiple requests can require opening separate private chat channels for each individual. Access for all players  
    Moving things over to Discord highlighted some notable benefits:
     
    You don’t need to be in-game to view requests. Dispatchers can respond anywhere at any time, even on mobile. New messages are readily apparent and can send notifications to mobile devices and desktops. Online indicator readily viewable Able to handle multiple emergency requests at a time in automatically created separate channels assigned by a bot Quicker assignment delegation Active record-keeping / paper trail   
    On Thursday, I released a meeting agenda and asked for feedback from the rest of the team. Of the feedback I gathered in the past couple of days so far, one problem that was on my mind appeared to be a shared concern.
     
    Moving our communication from in-game to Discord would cut off the population that doesn’t have/want to join Discord. Now, this has me in a bit of a puzzle.
     
    On the one hand, I’d like to implement a new feature on the organizations website that allows visitors to submit a request and for it to pop up in our server without them ever needing to join. I’ve looked into webhooks for Discord, and it seems like something doable, although I’ll admit to being challenged when it comes to the coding aspect. If you’d like to help me help the community, feel free to PM me here or on Discord (DH #2530).
     
    As this is a community thing, what are your thoughts? Should we reign things into Discord, or should we remain in-game and hope for the best? Feel free to share what’s on your mind. I’m eager to hear it.
     
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