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Kael

Alpha Tester
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Posts posted by Kael

  1. Would you like me to explain why that terrain isn't voxel based, why non-voxel based terrain is a terrible design decision(for Dual Universe), or what dark scheme I think Novaquark could be up to? It's obvious that either I'm missing some major feature of development, or NovaQuark isn't being honest with development, and that concerns me.

    Please explain, pointing fingers and throwing down little information or examples of your own really doesn't help get your point across.

  2. Zbrush has a huge learning curve, I'd suggest Blender for everyone that wants to "have a go" at modeling.

     

    There are thousands of tutorials on YouTube for beginners to advanced, and the Blender community is excellent, always happy to help new people!

  3. It all depends on how much a blueprint would cost to make, or if it would cost to make them at all. This would determine if it's cost effective or not.

     

    If it's a simple voxel shape then would anyone want to buy it anyway?

     

    If it is free to make players will just create the voxel shape themselves, then create the blueprint to reuse for whatever they want.

  4. Firstly, do you have any confirmation whether or not scripts will run locally on the users PC? This is a massively important feature, as it determines whether or not the game could be feasible to begin with. I have put thought into a number of systems, any one of which, would brutally murder a server.

    JC has already cobfirmed that they run locally in a few videos, as well as the Kickstarter lunch video.

  5. Where about's in the world are you based? Surely you would be able to get a pre-paid Visa card and use that instead?

     

    Is there any reason you can use a Visa Debit card? Or is it something that isn't available in your country?

     

    EDIT:

     

    Tried this https://www.paypal.com/bm/cgi-bin/webscr?cmd=xpt/account/DCIntro-outside

     

    It's for a PayPal Debit Card which basically gives you access to anything that accepts MasterCard (I've not tried it though)

  6. You're not quite getting the point i'm trying to put across though. In the situation you mentioned above this is kinda correct, but for simplicity lets just assume there is only one DPU and one script (a flight script) being run on this huge spaceship by <Player 1>. There is 1 other players on this ship (for example, it doesn't really matter how many).

     

    - The ship is moving at 100% speed and being controlled by <Player 1> with the script being executed on <Player 1's> client.

    - The flight script is continuously updating the speed to 100% speed to keep the ship moving forward.

    - <Player 1's> client crashes and the the script which is being executed locally stops running and doesn't update the ships speed anymore.

    - The ship would stop dead in it's tracks and be lifeless.

    - <Player 2> could pick up the pilot's chair and restart the whole process of setting the speed to 100% to get the spaceship moving again.

    - <Player 1> logs back in and wants the pilots chair back.

    - <Player 2> would need to cancel all operation of the flight script, which would stop the ship dead in it's tracks again, and let <player 1> start the whole process again.

     

    With that, how is the running of the flight script transferred from <Player 1> to <Player 2> without it stopping? This means no interruption to the running of the script or immersion in game?

     

    If there is a way to keep the script alive even after the client has crashed/disconnected then this will mean we can create drones, and in turn self replicating machines/drones.

     

    No amount of foresight or LUA knowledge will help you in this scenario, unless there is something the devs are implementing to keep the script running on at least 2 players clients at the same time. Again, this is all guess work.

  7. In what way does the running of the client side script jump from <player 1> to <player 2> to run when <player 1> drops from the game?

    This goes for ships/drones/auto-machines and everything in between really, the basics of how it all runs and works together. Once we fully know how all this works properly (no more guess work) then things like the self-replicating drones can be brought up again, but at the moment we are just working with snippets of info.

     

    EDIT: Sorry, kinda de-railed the topic a little  :P

  8. I never said the ship disappears.

     

    The script might still be there, but if the client isn't online to excecute it then it's lifeless, and if no one else on that ship has permission to use that construct then you are stuck.

     

    If you say that the client just sends a command (such as 'Forward 10% Thrusters') to the DPU then logs out, but the ship keeps moving forward then the script isn't being run on the client said then.

     

    If the script still runs when the client logs out then you have the situation when you can make drones that run by then selves and/or self replicate as much as they want.

  9. But again this brings us around the the large scale ship debate.

     

    If the scripts stop running when a player logs out then it means that anything I've programmed on a large ship with loads of players on board will stop working straight away and leave them all stuck on a lifeless construct.

     

    How do you define a ship on this scale to continue running, to say a drone that stops running when when you log out?

  10. Something along these lines would be easy to create in-game by a player using LUA. The only problem is we don't yet know what type of input/display elements will be included in the game to make this possible.

     

    I'd rather create it in-game and have full control of the system rather than the devs creating it and limiting me as to what I can do with it.

  11. Very interesting ! and intrigued !

     

    Now how difficult would it be for a non programmer to dwelve into this subject ?

    Not very, there is an auto-programmer that links all the elements together for you and NQ are proving some basic scripts to work with. It doesn't take much to delve in and mess about, if you break it then just start again and learn from your mistakes!

     

    There are loads of people on here that are willing to help out with scripting in-game once we get hands onso don't worry :)

  12. I'm not a fan of that idea to be honest. If I've built something then I'd want it there for others to use and play with long after I've gone (if I've gone!)

     

    If 1000+ players decide to turn a whole planet into a city and as soon as they get around to meet the other side you have to start repairs from start to finish over and over again? Would really bug me and probably most players too.

  13. Having drones stay alive when the player is logged out will cause a lot of stress on the servers. It will keep parts of planets, or even whole planets loaded when no players are around.

     

    Think of it in terms of Minecraft, how laggy the server gets with (for example) chunk loaders keeping a 1000 chunks loaded with "machines" working with no one online. Unneeded stress on the server.

     

    In the same scenario with DU, what's stopping me (and others) from making a 1000 drones to mine a planet dry and me not logging in for say 7days? It's adding a lot of stress on the server and it's sort of cheating.

     

    The people that can create the complex drones to do this would be instantly rich and unbalance the economy instantly.

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