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Arialine

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  1. Like
    Arialine got a reaction from Mineur in Quesque me veut l'éditeur de ce jeux ????   
    En fait il faut allouer en tant que joueur des slots de construction aux organisations , par défaut chaque joueur en a 10 , par les talents on peut augmenter le nombre
    L'allocation des slots de construction se fait via l’accueil de la page organisation

    Comme au départ quand j'ai recommencé à jouer je n'avais que 10 slots j'en ai attribué 4 à ma petite organisation Aria qui n'a pas besoin de plus et 4 à Silentium (ouf on est plus à pouvoir attribuer des slots ) , tu cliques sur le bouton "Manage" et tu peux gérer les attributions de slots de constructions, depuis j'ai amélioré via les talents ce nombre :

    Au final pour l'organisation Aria j'ai donc :

  2. Like
    Arialine got a reaction from NQ-Ligo in PANACEA (0.28) UPDATE NOW AVAILABLE - discussion thread   
    Very nice update , much more for VPT tool
    Only one thing for Lua : api getMaxVolume for container hub don't work yet
  3. Like
    Arialine reacted to NQ-Deckard in DEVBLOG: LUA IMPROVEMENTS AND CHANGES, PART 3   
    The Event Library Example
     
    Below you will find example Lua code for a Lua Screen Units renderscript which demonstrates some of the use cases of the events library. 
    (Yes, I realise this is a stunning example screenshot. ?)
     

     
    The Event Library example code: (This example will not work in game until the related update is deployed.)
    --Local libs used in this example local event = require('utils/event') local rslib = require('rslib') --Layers instanciation and font loading local font = loadFont('RefrigeratorDeluxe',20) local back = createLayer() local front = createLayer() local fore = createLayer() local rx,ry = getResolution() local mx,my = getCursor() --Default styles definition setDefaultFillColor(back,Shape_BoxRounded,0.2,0.2,0.3,1) setDefaultFillColor(front,Shape_Text,1,1,1,1) setDefaultFillColor(fore,Shape_Text,1,193/255,32/255,1) --Background color definition setBackgroundColor(15/255,25/255,40/255) --[EXAMPLE] Button class definition local function addButton(x,y,w,h,text,ft) --Pubic properties local self = {} self.text = text or "" self.font = ft or nil self.onPressed = event:new() self.onDown = event:new() self.onReleased = event:new() self.onHover = event:new() self.onLeave = event:new() --Local properties local _x,_y,_w,_h = x,y,w,h local _lines = {} local _hover = false local _asc, _desc = 0,0 if self.font then _asc,_desc = getFontMetrics(font) _lines = rslib.getTextWrapped(font, text, _w) end --Set the caption of the button function self:setText(text) if self.font then _lines = rslib.getTextWrapped(self.font, text, _w) end end --Handle button events function self:compute(x,y) if x>_x and x<_x+_w and y>_y and y<_y+_h then if getCursorPressed() then self.onPressed:emit(self,x,y) elseif getCursorReleased() then self.onReleased:emit(self,x,y) elseif getCursorDown() then self.onDown:emit(self,x,y) end _hover = true self.onHover:emit(self,x,y) elseif _hover then self.onLeave:emit(self,x,y) _hover = false end end --Draw the button function self.draw(self) local x,y,w,h,txt,ft = _x, _y, _w, _h, self.text, self.font local layer = _hover and fore or front addBoxRounded(back,_x,_y,_w,_h,6) if ft then for k,l in pairs(_lines) do local ty = y + h*0.5 - (#_lines-1)*(_asc+_desc)*0.5 + _asc*(k-1) setNextTextAlign( layer, AlignH_Center, AlignV_Middle) addText( layer, ft, l, x+w/2, ty) end end end return self end ---# Initialization - Executed only at the first frame if not _init then display = {"Don't click me!","No! What did I say?!","STOP!! I SAID STOP !","STOP!! I'M BLOCKING MYSELF NOW"} k = 1 --Create the button btn_print = addButton(rx/2 -93, ry/2 -28, 186, 56, display[1], font) --Add the action on the onPressed event. --event:addAction( call, enabled, limit) btn_print.onPressed:addAction(function(self,x,y) k = k+1 self:setText(display[k]) end, true, 3) --In this case, we limit the action to 3 invoke and is disabled after. _init = true end ---# Computation btn_print:compute(mx,my) ---# Rendering btn_print:draw() requestAnimationFrame(10)  
  4. Like
    Arialine got a reaction from Kyrved in NQ-Nishtar rejoint l'équipe CM !   
    Bienvenue
  5. Like
    Arialine reacted to DarkAster in [Discuss] Dev Blog: The New DRM System   
    Whats with that price tag to create blueprints. 125000 quanta seems excessive. When will you learn? When will you learn.... that your actions have consequences?
  6. Like
    Arialine reacted to Doombad in [Discuss] Dev Blog: The New DRM System   
    These changes make sense but we have already been encumbered with the change in place. Additionally, some people have bought constructs from people who have quit playing. What are those players to do? 
     
    TBH - the critical error with the DRM rollout is that it should only affect new blueprints. Retroactively implementing the RDM change effectively broke every contract between seller and buyer where all transactions were based off the open nature of prior blue prints. Sellers (still playing) must now run around fixing permissions, or buyers are having to tear down their constructs just to update the LUA (as an example). This is why everything should have been left as-is and new DRM rules only affect future blueprints and transactions.  The old rules were already factored into cost and every deal because those were the rules by which people were playing. This has been a headache for everyone.
     
    I get and totally appreciate the direction of recent changes. The problem is with how the changes have been executed. Effective change management is a real, and critical activity in everything we do - including games.
  7. Like
    Arialine reacted to sysadrift in [Discuss] Dev Blog: The New DRM System   
    For me, this is the most important missing feature:
    We need a way for a creator to be able to transfer their “creatorship” to another player/org. Not only that, but there should be an RDMS flag for editing DRM protected Lua on a construct.  Our use case is that we have a number of Lua developers in our org who work collaboratively on a ships code.  With the current state, and proposed solutions, we'd need to make every developer a legate, or remove DRM altogether in order to work the way we have.  
  8. Like
    Arialine reacted to choxie in [Discuss] We've Heard You!   
    Sounds good but will you address the DRM issues? We need our voxel libraries back please
     
  9. Like
    Arialine reacted to Mr_Knuks in [Discussion] DevBlog: Rebalancing the Universe   
    Ok.  I understand the sentiment \ understand why a need has been perceived but.....
    I am a generalist - I dabble in mining, refining, constructing, ship building, scripting, selling....  These recent proposals seem to "Want to force people into a speciality".  It appears that dabbling will not be cost effective or supported. I personally don't want to make make billions.  I would like to make enough so I can decide whether to build something or to buy it.  I may be happy to wait a couple of hours to build an engine, but if I am developing \ testing new scripts and need a specific element to test against I may decide to buy it instead.

    To be honest, I think this level of "balancing" is too early - Yes, they are likely needed but there are more important elements to focus on - RDMS, Stability of the server, Working on the feedback from the beta testers who have used the system thus far....
     
  10. Like
    Arialine reacted to kulkija in [Discussion] DevBlog: Rebalancing the Universe   
    For me is actually unclear what is the problem.
    If it was/is :
    Markets overall were not being used as much as they were intended to
     
    This is a sandbox game; come on....
    WE the players decided not to use those crappy markets.

    You at NQ may try to force us to play the way you want, but we will not. Unless you give up principle this being a sandbox.

    Make markets better, analyze what really is wrong there, make markets more appealing, remove all that junk and garbage around them them, ,fix lag there, fix supply, ( now you are limiting supply)

    And then WE may start to use them.
     

     
  11. Like
    Arialine reacted to prophet224 in [Discussion] DevBlog: Rebalancing the Universe   
    I have to say, I'm of 2 minds about this. For reference, I'm a fairly new player. Love the concept, but very stuck in a 'beta' where there are huge changes all the time, incomplete functionality, and enormous gaps between players/groups based largely on when you joined and what changed along the way. 

    That said... 
    Yes, industry should take time and effort; this makes sense. 
    Building a reason to make more use of the markets and create a richer economy also makes sense. 
    Even an overall slow ramp makes sense in this kind of game. 
     
    However...
    If a player comes to this game because they want to build and design (me for example), and they are forced to, effectively, only mine for a month or two, they will leave the game. Especially since the mining mechanic is generally terrible right now and frankly, will lead to carpal tunnel and boredom. (I mention carpal tunnel as a vet of 'Mankind' where I literally got carpal tunnel because of all the extra click requirements due to poor UI design.)
     
    Proposing a possible 'solution': 
    Schematics for later tier items only. A new-ish player should be able to make a simple ship or base with the nanopack and some mining; schematics really should only be for more advanced items. This simple change to the devblog-discussed upcoming changes would allow new players flexibility of play and allow specialization for entrepreneurs while still pushing the market. 
     
    All of that said, there are basic design precedence issues in the way changes like this are occurring:
    Bear with me as these are steps to the argument, not true bullet points.
    * Industry sits atop more basic functions such as mining, buying/selling, and nano-builds. 
    * As such, the more fundamental functions must be properly working prior to adding time / headache / player work to industry (or any other higher-level function, like PVP)
    * A new player in the post-industry modification world will have 2 and only 2 ways to make money: 1. Mine and sell (assuming bots remain open), 2. Daily allowance
    * The daily allowance is already heavily limiting if we must buy from the market (and if industry investment goes up so will the prices)
    * Mining and selling without a container is long, slow, boring and *self-limiting* because there are finite resources
     
    Thus, in effect, you are implementing a strategy that will expand the gap between old and new players, force new players into one and only one play style, forcing prices up (most likely) while not providing reasonable funding methods for newer players, and forcing new people not only into 1 play style but into a self-limiting mechanic that is not fun for many people, eventually mind-numbing even for those that like it, and extremely limiting anyway with the starting resources (pack size and no container). 

    Compare this to another MMO game - all new players come into the game at the same level, but with some different abilities (note we don't even have that here, everyone starts off the same). Some will go do quests, some will go kill bad guys, some will go do quests that require killing bad guys or squirrels or something. The next quest might be wolves, etc. This is a pretty standard trope and it is one of the more frustrating points for almost all MMORPGs. 

    What this game is currently doing is taking the new player and (to retain the analogy), giving every single new player the same ability scores, same armor, and your only quest for the first 1-2 months is to kill squirrels and bring back pelts. Not fighting wolves or some other creature. Not upgrading armor. Not finding new weapons and equipment. Squirrels all the time, with the same devices, and the promise that 'eventually' you can save up enough that we will let you fight something else... one day. Except that the mining mechanic isn't even as engaging as fighting a squirrel. You are feeding all new players into exactly the noted worst part of many MMO games.
     
    The mining mechanic needs tweaked. 
    We need PVE that provides rewards and that new players can take part in.
    We need basic (only basic) production to remain accessible to newer players without a massive 'paywall'. 

    Yes, industry needs a revamp. 
    Please fix and expand the foundation before you start on the first floor or the attic. 
     
     
     
     
     
     
     

     
     
  12. Like
    Arialine reacted to Emptiness in [Discussion] DevBlog: Rebalancing the Universe   
    How do I make the dev blog text size larger? Or invert the colors? White on black at that small is horrible for my eyesight...
     
  13. Like
    Arialine reacted to Supermega in Need for more Voxel Brush shapes, and options.   
    Disclaimer: All ideas are based on the publicly available info, not under NDA.

    Hello, so one of my biggest concerns with the voxel building tools so far, is the lack of support for curved shapes. I really think it would be sad to see an amazing game like this, filled with only Minecraft Box spaceships. Because curved shapes are so impossible to make. So here are a few basic additions I think could really improve on the current voxel building system. I know, more advanced voxel editing are planned like being able to edit control points, and a Voxel Element Library for more complex shapes. But, there are other, more simple things I think that can be done to get curved shapes into the game sooner rather then later. So, the basic idea is to make curved voxel shapes easily available so players would be encouraged to build none box shaped ships and constructs. I did some artwork to help illustrate my ideas. Please feel free to discuss and give feedback on this thread in the comments. Ok, So lets dive right into it.
     
     
    These pictures are examples of designs that can be made with these shapes.

     

     

     

     

     

     

     
     
    Starting Primitives
    So, there are several shapes to begin with when using the voxel deploy tool. Here are some important primitives I suggest should be added as voxel brush shapes. Those shapes are Oblate Sphere, Prolate Sphere, Cone, Torus, Elbow Joint.

    Why these shapes?
    The reason I chose these shapes is because they are nearly impossible to make with with the current tools. An even with advanced editing options, they would still be difficult to get right. So it seems like a no-brainer to have these shapes as starting primitives for the voxel brush. It would make it much easier to start creating curved shaped constructs, and encourage more creative designs.
     
    This picture is of the voxel shapes I think should be added to the voxel brush tool.

     
     
    Voxel Shape Options
    So the next thing is an a expansion on the voxel shapes, by adding parameters before/after the shapes is deployed. For example, having an option like size, and diameter of the TORUS shape before/after you deploy it, or option to set how extreme the elongation is on the SPHERE or CONE before/after you deploy it, and even maybe set the angle of the Elbow joint. So, the way I imagine it would work is, when you select a starting primitive shape, shortcuts like arrow keys, numbers keys are used to set the value of the shape options, then you can deploy it as normal. Also, having an option box that would stay on screen as long as you're using that shape could work too, so that you can continue to change options and deploy new shapes.

    This pictures give an example of what changing the options would look like on each shape.
              
     
     
    Bevel, Fillet, sharpen edge tool
    So, we currently have a tool that allows builder to smooth edges, but to expand on that idea, I think we should also have the option to Bevel, Fillet, or sharpen edges as needs. The issue is that most times the smooth tool does not give the desired result, or maybe you only want to bevel an edge but not smooth it, or maybe you want some edges with a fillet and some edges sharpen. I imagine it working exactly like the current smooth edge tool, except you would be able to Bevel an edge, Fillet an edge, or Sharpen an edge.
     
     
    This pictures below illustrates how the tool would effect the edge. This is the current smooth tool.
               
     
     
    Additional Ideas
    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
     
    Scale Axes
    I think this is a simple, but vary important option that needs to be available. Basically we have the option to scale the size of voxel primitives, but we should also have the option to scale voxel primitives on a specific axis (X, Y, Z). This I think would definitely add greater control to create the desired shapes, as well as enhance the freedom of creativity.
     
    Hollow Primitives
    So, this thought came to me last minute, but I think its something that shouldn't be overlooked. The ability to start with hollow voxel primitives. Either a voxel brush option to deploy hollow voxels, or solid, and set the wall thickness, or have hollow voxel shapes as a standard starting shape to choose from. I know that there is an option to cut out voxels using primitives shapes, but the main issue is that cutting out voxels gives a very ugly looking result, most times the edges don't look right at all, or you need a hard edge but the cut out has a rounded edge with a messy texture. Also, hollow primitive shapes would improve the speed, and ease of use when building constructs. Especially when working with curved shapes. Trying to hollow out a curved shape would be a nightmare, so starting with a hollow shape would be great.
     
    Voxel Elements
    So my last suggestion is in regard to Voxel Elements. Novaquark mention in this DevBlog that will have a Library of detail, or complex voxel shapes that players could use in their constructs. They mentioned a spiral staircase as an example. Well, here are a few shapes that I think should be included in that database of Voxel Elements.

    Pictures of suggested Voxel Elements to add to the Voxel Library.

     

    I know that a voxel point cloud editing system is in development, list on trello Here. That will really open up lots of possibilities for builders. But, in addition to that, having a variety of voxel brush shapes to start with is still needed to give builders alternative options, because sometimes doing things one way just may not work out how you need it to, so having other ways to create shapes is a big help.
     
    I think that covers the general ideas I had. My overall goal is to see more spaceships and constructs that aren't just limited to boxed shapes, and enable creative builders to really unleash their imagination. An I feel adding additional shapes to the Voxel Brush tool would be a good way to accomplish that goal. Please feel free to give feedback in the comments.

    Thanks for reading, see you in the next thread.
     
     
  14. Like
    Arialine reacted to MIKEFROMSPACE in Add tree seeds   
    Please add seeds like ponecones for pine, redwood, douglas fir, and maybe they come with super fertilizer so they grow 5% a day. 20 real days to maturity.
     Trees with  collision we can attach items to once mature. Ideal for suspended redwood homes, bridges.
  15. Like
    Arialine reacted to Emptiness in Add tree seeds   
    Better yet, add recipes for trees and place them like planet voxels, no grow time required.
     
    Would probably need to be an XL assembly line recipe. Just add wood and instant forest.
  16. Like
    Arialine reacted to Treknib in Saving voxel selection as blueprint   
    I want to be able to select a voxel construction with the selection tool and save this selection permanently as a blueprint for further use.
    This way you can construct your individual elements like "a voxel bottle" or "a voxel chair" and place it everywhere you like using the blueprint.
     
    Currently you can only save a complete core construction, but not single voxel elements.
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