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Jeronimo

Alpha Team Vanguard
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Posts posted by Jeronimo

  1. This topic shouldnt be adressed to NQ, that is only giving to players tools, but to organizations that will plan those cities.

     

    Some organizations already started to structure their plans and to asign people to different functions such as engineer or architect.

     

    City planning requiere lot of knowlege in terms of spacial orgization, transportation, network, segmentation and sociology but a game like DU wont need any knowledge since it will be more villages polulation, scaled to big metropolis

     

    Will be like playing 3d simcity, a one man job will be enough to make something look like a city

  2. The point is, the guns have to "spotlight" an area on an enemy ship's voxels. If your ship and the eneym ship going in circles around and and round, your belly guns won't be able to hit the enemy ship, because they have no LOS (Line of Sight), but your top guns will be able to hit.

     

    So, the real subject should be, how many macro-commands should a control unit hold.

     

     

    or how to design a ship weaponry without dead angle....

  3. I don't understand why anyone thinks this is a problem.  from the looks of it and what NQ has told us so far.

     

    1) you build it and the game auto scripts everything to work in a basic manner.

    2) combat is lock and fire.

     

    So I would assume that if I built a small single player ship with multiple turret weapons, and I lock and hit fire, they are all going to fire at my locked on target, if they all have lines of fire to that target.  Why do I need a custom script to do this?

     

    You mean every guns ammunitions will be teleguided? and have 100% chance to hit locked targets

  4. "I wonder whether it will be possible to smooth edges on a large scale. It could work as an alternative for curves. "

     

    what has been annouced is a great step, getting close enough to Landmarks build tools.

    So if you hang on youtube Landmarks building tutorials, you might find a very accurate answer

  5. "A splendid day to you, Jeronimo.

     

    Indeed. We just have to make sure the menu doesn't look too crowded. An adequate amount of neatly organised sub menus should do. Perhaps, we can get more information into the sub menu in the near future."

     

     

    Great day to you two guys!

    To be honest, the last dev post on the kickstarter made my day!

     

    And to answer you about menus and submenus, its more simple than i can explain

    Each menu buttons might be loaded from a list of strings in the LUA, so you just need in your main menu to have a button that will laod an other list, so an other couple of sub buttons will appear.

    To make a tree, you ll need to setup few lists at begning of the script and make the jumps correctly to update the screen menu with an other list. 

     

    And to answer ATMLVE, the main work behind would be to implement only one function in the LUA, AND a little graphic appearance displayed for this menu function

    (i edited my post making a futuristic interface example)

     

    Its not super urgent, but will be super usefull

     

    Once implemented it could, client side, look something like that in the LUA:

     

    //ScreenMenu(Touch ID, Tittle String, Buttons List, Description List, Number of Columns, Number of Lines);

     

    Cheers

  6. Introducing here an idea about a multipurpose touchable MENU for diferent LUA interactions with other Elements

     

    It could be created with different sizes, from ipad size to giant screens, and have a specific graphic interface proper to DU

     

    Have a body seperate into 3 parts:

     - Top: Title of the screen menu / sub menu

     - Middle: Configurable buttons

     - Bottom: Description of the curent menu / or descirption of the highlighted button

     

    Each part could be scriptable and splited into lists of strings in the LUA

     

    First menu could give direct informations or actions, or lead to a submenu

     

    Each button pression would send a string that will be filtered and sent to whatever element it is linked to

     

     

    For a concrete example, from the very last published video with the flying plateforms:

    The tactile screen could replace a cockpit and have a buttons action menu look like so:

     

              PLATEFORM MOVEMENT CONTROL

     

     

    |   FOWARD    |                |   UP    |               |   ROTATE RIGHT   |

     

    |   LEFT   |                       |   STOP / START   |           |    RIGHT    |

     

    |   BACKWARD   |            |   DOWN   |            |   ROTATE LEFT   |

     

     

    DESC: blablabla this is the control panel for your moving plateform

     

    tactil%20screen%20sample.jpg

     

    It could replace and make interactive the chat commands 

    And allow creations  and configuration of very simple Operating Systems

     

     

    Below is an example from SL UI floating scriptable menu:

    So this one could be made as a physical touchable screen menu in DU

     

    Kool%20Builder%20door%20menu.jpg?1309445

     

     

    Uses of a configurable menu will be extremly wide

    From home personal automation menu (switch lights on/off, lock doors on/off etc...), passing by the touchable password screen menu, to a whole ship operating system

     

     

    tactil%20screen%20password%20sample.jpg

     

     

    I hope i was clear and i gave some ideas

  7. to be honest @Petcat, the latest video doesnt show anything new, but a simple introduction to voxel build for uninformed public about voxels (that also have no idea that Landmarks exists)

     

    the video doesnt give any answer to the community 

     

    - possibility to smooth voxel (till a tiny voxel aspect)

    - possibility sculpt voxel (as mentionned many times already, but not shown)

    - possibility to rotate or scale voxels

    - possibility to rotate, scale, strech, one face of a voxel

    - possibility to build your own voxel creation while on moving voxel spaceship

    - possibility to unify 2 voxel constructs together build by 2 different builders

    - possibility to save as blueprint

    - etc...

     

     

    https://www.kickstarter.com/projects/1949863330/dual-universe-civilization-building-sci-fi-mmorpg/posts/1694816

  8. So, an autopilot and a pilot, are the exact same thing, right?

    The OP wants to have the ability to take control of all his turrets at the same time and focus them on one target.

    That's called manual control. He is manually assiging targets to all the turrets and fires them at the same time.

    The turrets are not firing on their own accord.

    You trying a new font that hurts people eyes, so they wont be able to read your bullshits?

  9. Question number 5 (Dual Universe Explorers - Live Q&A w/ JC Baillie - Novaquark CEO || 09/17/2016) minute 14:45

     

    https://youtu.be/H9Y0YmqGYDM?t=887

     

     

    Few thoughts and eventual mechanics solutions why air within spaceship would be terribly usefull

     

     

    Considering the eventuality of a normal voxel as Data 1 (solid point), void as Data null (inexistant data, uncalculated), and air as Data 0 (existing point but with no interaction)

    Building a spaceship would be creating Data 1 point clouds within Data null

     

    Air, Data 0, could be spread in a finish construct by the intermediary of a specific element placed within the construct to detect breaches, or enabling voxels building mode on a moving spaceship, from the hypothesis of this topic.

     

     

    In terms of gameplay, the element could take the form of a "red alarm light", each could be renameable, be placed on the ceiling or above doors, and be connected to a display screen element in a control room, displaying pressure status of every rooms this elements are placed in.

     

    The pressure display screen would allow in real time to know the status of the ship hull, and alert in case of breach during a confrontation or a collision.

    A breach isnt a scratch and could involve an opening big enough for undesired infantry within a ship, so why not having by the way the possibility to remotly lock the doors accessing to the room where a breach is.

     

     

    In terms of mechanics, each "red alarm light" elements, would on start of the ship, spread within a room, air, Data 0, and calculate the number of points needed to fill the room.

     

    A breach could be detected when the ship starts, if the Data 0 point cloud reaches the whole construct virtual volume border, then the alarm triggers and send a signal to the control room display, until it is fixed and reseted.

     

    During a confrontation, the alarm would trigger if the calculated Data 0 point clouds is expanding, then the alarm triggers and send a signal to the control room display, until it is fixed and reseted.

     

    When alarm triggers, the element would instantly remove the Data 0 point cloud it started to calculate and replace it back with Data Null

     

     

    I believe it could be one solution how to introduce air within a spaceship, and 2 possible uses for it

     

    But not the only solution for spaceship hull status detection

    (that could also be made with only one element, but less precise, displaying a floating mini 3d model of the ship automaticly built at the ship start, and comparing it with the real time voxels volume of the ship)

     

     

    EDIT: other possible future uses for air condition in space ships

    - breathable environment (the need of air in the gameplay, difference for players between void and air)

    - biomes, and future potential emplementation of farming/planting abilities

    - gravity (affecting air environment entities but not void ones)

  10. You are confusing connecting 5 turrets to the user with the turrets firing on their own lad.

     

    The OP didn't ask for automated turrets, he asked how to make 2 or 6 guns be controlled by one guy at the same time, which is a totally different thing.

     

    SO? using one cockpit for firing 5 turrets doesnt it need to automate 4 of them

     

    automatic turret doesnt mean, a turret that will fire at everyone within a range

    but a turret that will be setup with a certain behavior, and this through LUA parameters

     

    unless with your almighty intelligence you create a clone machine to fill the 4 other cockpits,

     

    the 4 other turrets will be script controled, following the master behavior, what is meant by dev team that 4 of them will have a much much less effective fire power

     

    so what is the point of your reply if it is not to show off once again?

     

    FYI a little remind of the 1st post: "i would like a script that will allow a large ship in combat to turn all of its guns to fire on one target like a focus fire like on a battleship but all main guns tored  the front  that would be cool"

  11. That wont be a problem.

    Since each construct has its own free reference plane building on a moving construct should work.

     

    As far as I understand.

     

    Seams right, so what ever you ll have time to build, will be left behind

     

    And if you build in an enclosed moving plateform, then the whole plateform will get stuck to what you just built

     

    Or, if you spawn an other cockpit on this plateform, will you take control aswell of the plateform?

  12. Thats a strange way to look at it.

    Having air is not what many players would concider a core feature for a game like DU.

     

    And apparently the devs think the same way or it would be a core feature.

     

    Big difference between having interesting elements for your ship and air gameplay.

     

    Just ask yourself, how fun is it to find a hole on a 2km space station?

     

    will be more fun to find, when you ll realise a whole enemy fleet entering your spaceship from that hole and killing your crew one by one, thinking they were safe inside

  13. Yesss! Finally the first evidence that multicrew is already working, two people walking on the same moving platform!

     

    ouuuh! i could do that in garry's mod 12 years ago

     

    now waiting see what happen if someone build an other voxel object on the same moving plateform

  14. That's for being able to look at your character's face and not roleplay as a sentient spacesuit.

     

    The Devs though have spoken of elements that create an area around them for "oxygen", so people can breathe in them on a ship without their helmets.

     

    Pressurisations is a matter of how to implement it. One idea, is to have a drag force towards the opening on a ship's hull, based on proximity.

     

    precisly 650k = 150k for hiring someone else to develope the character creation interface

    it has for sure nothing to do with air

  15. Why would you think you'd need to roleplay to enjoy the game? DU very much has a focus on economic rivalry and complex politics as driving the gameplay, something SL never really had; at least not as a driver of a grander game. I've played both SL and MMOs in a similar vein as DU (most notably Wurm Online), and I can assure the concept does very much work without the need for roleplay. It certainly doesn't hinge on minute game mechanic details like "air voxels", all it really needs is a market where most to everything is player-created and progress is slow and difficult unless you work together with lots of other players, the rest pretty much just falls in place by itself. 

     

    How many players DU will attract will of course depend on how fun and diverse various game mechanics are. But in the mentioned example, Wurm Online, literally every activity is slow, tedious, and bland, and the game still somehow manages to hold thousands of active players (which pay a monthly subscription and some buy in-game cash on top of that). And I've played the game for quite a bit, simply because it gives you a sense of purpose that traditional MMOs can't provide.

     

     

    Your other point, that 500,000 € isn't enough to finance the game: Yes, obviously it isn't. The kickstarter is a challenge by NQ's investors, in order to gauge if and how much gamers even care about the project. JC said that they were promised the necessary funding to complete the game (with full creative control) if they can meet the kickstarter goal.

     

    SL isnt economy driven? it doesnt have political aspect, true, but economy is there, transactions are real, and real estate is very developed

     

    i have just breifly checked Wurm online, we are here in a real time crafing mechanic, similar as The Forest, with a lot of role play game mechanics behind, survival and interaction with npc

    NQ is planning a universe fully occupied and and created by players, since the LUA wont be as developed and free as the LSL, if the few interaction elements given by NQ arent filling the purpose of the game, which will be living in fully players created cities or spaceships, those living environment will be gameplayless, animated by most brave and creative minds, by virtually simulating an happening event

     

    its cool to gather matter, its cool to freestyl build, and connect with LUA 2 elements (the LUA replaces the redstone...)

    but if Notch forgot to implement the furnace, would minecraft be what it became now?

     

    so if spaceships in DU dont have the right instruments, will there be a DU? 

  16. Well to be fair its also the pre alpha forums of a KS project by a small indie Dev studio. There's a limit to what they can do. Also take into consideration the type of game they are making. Some mechanics and features might not fit the vision of the project.

     

    Also if you're going to suggest ideas and ask for things, then you open yourself to have others state their opinions on your ideas. So its not really good form to get personal and condescending when others don't agree that your idea is the greatest thing since sliced bread.

     

    anyone has dreams and fears, i have played SL for a long while, and SL offered me 10 years ago all what DU offers today, exept the infinite universe concept

     

    SL was all but not a game untill yourself incorporate the roleplay

    DU is designed to be a game with its proper gameplay and mechanics

     

    My fear is that even after a successfull kickstart, 500 000€, that represent a year salary for 15 people in France (including government taxes, unemployement fee and retirement fee) DU doesnt develope the right mechanics of a game and that players will have, out of their imagination, to animate the roleplay themself

     

    I do believe the dev team was playing with java while drinking milk at early age, and isnt planning to make a minecraft like galaxy version where everything will be static

     

    Since DU will not be a survival game, and will be focused on building cities for homebodies and spaceships for explorators, those 2, must be deeply thought and playable

     

    I backed the game same as most of us, but i m making sure to let devteam know that, myself, and maybe some other gamers, are picky, and wont be satisfied with a SL voxel version with an infinite universe mode, and will be strongly unpleased that the roleplay takes too much importance, that i have to type in my chat, "ding dong", faking pressing an invisible button at my neighboor's door to let him know i am here, while beside that i have implanted in my arm the nano technology to compress half of planet matter to fit in my backpack.

  17. Oh so that's what means air voxel? Get it now. Would be damn good, but as invisible we should get the infos about the air remaining oxygen in the ship (as on the surface of planets) thanks to some device (maybe in the suit or on computers while on board) with captors inside and outside the ships.

     

    what she meant is what JC mentioned in a interview, for survival gameplay

     

    air voxel in this topic is about filling void data grid by an air data grid

     

    -first use is for detection of breeches in the hull

    -second use is for voxel creation within a moving ship

        -first issue for this, is the creation of a voxel in mid air (that will by default be non physical, and remain in mid air at same position while the ship is moving = crash)

        -second issue is the replacement of those air voxels data to split player personnal creation with the voxel added to the ship 

  18. Air Voxel sounds like a Nike shoe, lol.

     

    There's a sci fi RP system in Second Life that does air. In space, it uses an object placed at the center of the air space. If you're within a radius of that object you can breath.  (I think in that system "close to the ground" means air too).

     

    Anyway, you could replace the air object with a largish air voxel (30m maybe). If you're inside the air voxel you could breathe. Having a pressurized ship would just be a matter of including an air voxel in the ship build. (or more than one for a large ship). Air voxels would cover a planet and an appropriate tool would be able to extract one from an atmosphere.

     

    There's a fairly easy way to do it. Maybe it will be the 10 mill stretch goal or something.

     

    here is the purpose of the topic, an alternative of this bubble solution, already emited by JC here:

     

     

    but this solution is only a survival gameplay solution (breathable air or not), not solving spaceship hull status nor voxel building on a moving spaceship

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