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Jeronimo

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  1. Like
    Jeronimo reacted to Leniver in Industry Status HUD AR [Update v1.3!!!]   
    I really like your AR version.

    I am using a "NQ" like Gui with arrow that lead to the unit when selected.
    In beta the script was handling 7000+ unit without any overload. It's design to control all units but it's a pain to link all of them to a PB, so for now I am using it only as a information display.
     

  2. Like
    Jeronimo reacted to CodeInfused in Industry Status HUD AR [Update v1.3!!!]   
    IndyHUD 1.3, now has DE and FR translations (Lua Parameters) thanks to @Ikara2184 and @EliasVilld 
     
    ### v1.3
    - Added DE and FR language translations for menus and machine states
    - Added a 3rd mode for Containers, "full" shows all names within range (screenshot 1)
    - Added a corner highlight on machines that are set to "run forever" (screenshot 2)
    - Improved the foreground highlight of boxes being hovered on
    - Improved maintain levels when pending
    - Improved max machine load (no limit found yet)
    - Minor performance improvements

    https://github.com/codeinfused/Indy-Hud
     
    3rd mode of SHIFT+G

     
    Indicator for machines set to "always run"

  3. Like
    Jeronimo got a reaction from Sejreia in Industry Status HUD AR [Update v1.3!!!]   
    well done!
    some credit would have been apreciated aswell
     
    one thing i would add, is constant display of container names
    when expanding industry and adding machines and containers, its just necessary for easy linking from far, specially for ppl doing 1 item per container
     
  4. Like
    Jeronimo reacted to NQ-Wanderer in THE FUTURE OF DUAL UNIVERSE   
    Dear Noveans,

    With the launch behind us, it’s time we give you better insight into our direction of development for Dual Universe.

    Before the release, our Creative Director gave an overview of many upcoming game features, and we want to expand on his letter by giving you a more precise look at what we’re working on specifically in our upcoming updates.

    We are currently continuing to focus our work on the initial stabilization and resolution of issues following the launch, and we are also working on update 1.1 which we are aiming to release in December.
     
    What’s Coming in Update 1.1?
     
    Kickstarter Rewards: Part Two

    We want to take this opportunity to thank you once again for your incredible support and patience. Kickstarter backers are the supporters that helped start Dual Universe. We’re working hard to deliver your rewards.
     
    In update 1.1, you can look forward to the following:

    - Two versions of pets, with a total of eight variations.
     
    Automata Tier 1: Automata Nora-SP pet_agnes_tier1.mp4
     
    Follow us on our social media to see the others in the coming days!
     
    Automata Tier 2: Automata Nieve Automata Tier 3: Automata Spud-7 Automata Tier 4: Automata Max-E  Automata Tier 5: Automata Elite  
    Anicham Tier 1: Anicham Scrap pet_alex_tier1.mp4
    Follow us on our social media to see the others in the coming days!
     
    Anicham Tier 2: Anicham Comp Anicham Tier 3: Anicham Max 
    - Avatar skins for both body types:
     
    (Gold/Sapphire/Ruby/Emerald/Diamond/Kyrium Kickstarter and Founder packs)
    Alpha Team outfit
     
    Follow us on our social media to see the others in the coming days!

    (Silver+ / Contributors / Sponsors / Patrons)
    Arkship Passenger outfit (Bronze) Military outfit (Gold+ / Sponsors / Patrons)
    Arkship Passenger outfit (Silver) Earth Legacy outfit (Silver)     (Ruby+ / Patrons)
    Arkship Passenger outfit (Black) Earth Legacy outfit (Black)
    - New emotes:
    (Gold+ / Sponsors / Patrons)
    Dance
    Cry
    Thumbs down
     
    Follow us on our social media to see the others in the coming days!
     
    Thumbs up Just DU it  
    (Ruby+ / Patrons)
    Victory Threat Facepalm Silly dance Salute  
    - In-game titles
     
    Features
     
    - Grid Snapping: with this feature, when deploying a blueprint, you can snap to the grid of another already placed core, like when placing a Space Core Unit. This feature will help you to align cores perfectly with one another while deploying blueprints.

    - Steam Achievements

    - Element recycling : dismantling elements back into a portion of their components.

    - Eight new talents linked with schematic creation.
     
    Looking further into the future, What’s in the 1.2 Update?

    - Tactical Map: a visual display providing a tactical view of surrounding constructs detected by your active radar.

    - New tools for finding wrecks and a minor revamp of the radar system.
     
    - Changes to the Deep Space Asteroid Tracker and the asteroid system.
     
    - Adding the ability for repair units to use scrap.
     
    - New Orbital Delivery Challenge.
     
    ----------------------------------------------------------
     
    We still have a lot of development planned in the longer term which you can read more about in the letter from our Creative Director, and we hope that we’ve given you a clearer picture of our immediate direction for Dual Universe. We will update you should this planning change significantly, and look forward to hearing your thoughts and feedback in this forum thread.

    It’s been an incredible month since launching Dual Universe. We’ve worked hard to address issues, and though we always want to do better, we hope you’ve enjoyed the game so far. All across Helios, wonders are already taking shape as you bring the game to life. We can’t wait to see what you’ll build in the coming months and years. From all of us here at Novaquark, thank you for being a part of our game.
  5. Like
    Jeronimo reacted to CodeInfused in Industry Status HUD AR [Update v1.3!!!]   
    Added a new augmented reality HUD for tracking the output and states of your factory's industry machines. This display is free forever, and simple to set up (you just need a programming board element).
     
    The display can filter the view by status type, and you can filter with search keywords.. industry unit types or output product names (partial searches work). For more info, demo video here:
     
     
  6. Like
    Jeronimo reacted to NQ-Wanderer in NEW BLUEPRINT TOOLS AT LAUNCH   
    Rebuilding Helios will be easier with our enhanced Blueprint Deployment Tools.
     
    bptoolv3.mp4  
    You can omit any element, swap missing honeycomb, and soon after launch, snap blueprints to deployed cores.
     
    What will you build first, Novean?
  7. Like
    Jeronimo reacted to NQ-Ligo in INFO: DETAILED LUA API REVAMP   
    Hello noveans! As explained in the Mercury Lua devblog, the update is bringing too many changes to list them in such an article. We therefore decided to detail them on a separate thread for players interested in the details!


    LUA API CHANGES

    In this post, we will then go through each API, one by one, identifying the new additions and changes in the alphabetic order.

    To list the general changes:
    Added new `player` permanent slot. Represents the local player, usually called MasterPlayer in the API. Give access to name, id, nanopack mass/volume, headlight control, parenting, etc. Added new `construct` permanent slot. Represents the control unit construct, usually accessed through the Core Unit API. Give access to name, warp status, pvp status, more physics data, etc. Implemented new naming convention for events. Changed container content acquisition behavior to a fixed minimum inter-request delay of 30 sec. Added more item API support in containers and industry API. Added specialized API for all engine type elements, such as wings, adjusters, atmospheric engines, space engines, airbrakes, space brakes, vertical boosters, hover engines, rocket engines. Added Lua API for weapons Added Lua API for plasma extractor Re-enabled HDR color support for lights Added Lua left mouse click action for onActionStart, onActionStop and onActionLoop events, as "leftmouse". Replaced all string status values with integers for better comparisons and to be future-proof. Redesigned the Counter element API to make it more interesting. Redesigned the Telemeter element API to make it more interesting. Added several useful functions on different elements  
    I invite you at the same time to study the details of the changes in the posts of this thread to see all the subtleties!

    As stated in the previous devblog, our goal is to remove all depreciation at launch. However, this will remain dependent on our ability to release the new flight configuration before then and on the feedback we get from our community.
    In any case, we will keep you informed if this is retained at release.


    LUA API MOCKUP ON GITHUB!

    In addition to that, we published a mockup of the API on our public GitHub.
    We've made it as usable as possible, directly for use in Visual Studio Code, community tools, etc.
    It's free to use, so please enjoy!

    https://github.com/dual-universe/lua-examples

    The goal will be to update it with every major update we make for the future.


    CONCLUSION
     
    I hope you will like these changes, from the more concrete to the more subtle ones. I can't wait to see what you'll create with all these additions! And I hope it will inspire you.
    Thank you all for the support you have shown for this revamp, it encourages us to go further. Our goal is and will remain to offer you more and better Lua tools, so you can create your own content!
  8. Like
    Jeronimo reacted to NQ-Wanderer in DEVBLOG: MERCURY LUA API REVAMP   
    "Hello Noveans, this is NQ-Ligo.

    Whether you’re piloting with Lua, hauling cargo on a scripted VTOL platform, controlling a factory with screens and programming boards, or simply enjoying an in-game arcade machine, Lua can impact almost every aspect of your experience in Dual Universe.

    After many years of accumulating Lua updates and additions, it’s time to revamp the Lua API of Dual Universe entirely. Our objective is to enhance and future-proof the tools available to those who create the fantastic scripts enjoyed by everyone in-game.

    WHY REVAMP LUA API?

    We must rework the Lua API to prepare it for future extensions by organizing it better, making it easier to use, and enhancing the tools available to our Lua creators. From a global point of view, the vision we have for Lua has evolved, and though we’re preparing a detailed changelog on our forum, here are some highlights:
    Restructuring of the entire Lua API. Preparing for an object-oriented approach to be ready for future evolutions. Reduce JSON use in the API to favor the use of real Lua tables. Rely much more on event-driven code to reduce player loops and server requests. Reduce the complexity of the scripts, thereby reducing their size. Add some nice-to-have features. Garner more interest in certain elements like the telemeter.  
    WHAT’S CHANGING WITH THIS LUA API REVAMP?

    With the many changes coming to the API, we wanted to give you some of the highlights, while as we said above we’ll be giving you the specifics in another communication. For now, I want to discuss some of the most significant changes with you all in this devblog:

           NEW NAMING CONVENTION

    We needed to apply a clean naming convention with this revamp to make Lua easier to use. This will become even more necessary as we expand the Lua API in the future.
    As a result, multiple functions have been renamed, but most importantly, events will receive a name change. Any event will have a prefix ‘on’ from now on, for example:
    unit.onStart() unit.onStop() system.onUpdate() system.onFlush() unit.onTimer([string] tag)  
     
           TWO NEW PERMANENT SLOTS ADDED

    As part of the API restructuring, we have decided to add two new permanent slots:
    `player` - This will represent the player using the script. Usually referred to as the "Master Player" in the current Control Unit or System API. `construct` - This will represent the construct on which the controller running the script is placed. Most of the construct-related functions were in the Core Unit API.  
    Each of these slots will have the associated functions and events and will receive some additions. Let's take the example of `construct`. You will find functions and events coming from the Core Unit API and some additions. To give you an idea, here is just a snippet of the `construct` API:
    [string] getName() : Returns the name of the construct. [int] getId() : Returns the construct unique ID. NEW [table] getOwner() : Returns the owner entity of the construct. NEW [table] getCreator() : Returns the creator entity of the construct. NEW [0 or 1] isWarping() : Checks if the construct is currently warping. NEW [int] getWarpState() : Returns the current warp state (Idle = 1, Engage = 2, Align = 3 …). NEW [0 or 1] isInPvPZone() : Checks if the construct is in the PvP zone. NEW [float] getDistanceToSafeZone() : Returns the distance between the construct and the nearest safe zone. [string] getPvPTimer() : Returns the current construct PvP timer state. [float] getMass() : Returns the mass of the construct. [float] getInertialMass() : Returns the inertial mass of the construct, calculated as 1/3 of the trace of the inertial tensor. NEW [matrix] getInertialTensor() : Returns the inertial tensor of the construct. NEW [vec3] getCenterOfMass() : Returns the position of the center of mass of the construct, in local construct coordinates. NEW [vec3] getWorldCenterOfMass() : Returns the position of the center of mass of the construct, in world coordinates. [float] getCrossSection() : Returns the construct's cross sectional surface in the current direction of movement. [vec3] getSize() : Returns the size of the building zone of the construct. NEW [vec3] getBoundingBoxSize() : Returns the size of the bounding box of the construct. NEW [vec3] getBoundingBoxCenter() : Returns the position of the center of the bounding box of the construct in local construct coordinates. [float] getMaxSpeed() : Returns the max speed along the current moving direction. [float] getMaxAngularSpeed() : Returns the max angular speed. [table] getMaxSpeedPerAxis() : Returns the max speed per axis. [table] getMaxThrustAlongAxis( [string] taglist, [vec3] CRefAxis) : Returns the construct max kinematics parameters in both atmo and space range, in newtons. NEW [float] getCurrentBrake() : Returns the current braking force generated by construct brakes. NEW [float] getMaxBrake() : Returns the maximum braking force that can currently be generated by the construct brakes.  
    The above are just a few examples. You can find more functions in the CODEX.
     
           MORE ITEM API FOR CONTAINERS AND INDUSTRY

    With the addition of the mining unit API, we also added item API to the game.
    We have since had a great interest in this type of function from our community, allowing players to get more detailed information from item IDs.
    As a result, we have decided to integrate it into multiple APIs for items or containers. For example:
    NEW [int] element.getItemId() : Returns the element item ID. NEW [int] weapon.getAmmo() : Returns the item ID of the currently equipped ammo. NEW [int] engine.getFuelId() : Returns the item ID of the fuel currently used by the engine. NEW [event] industry.onStarted( [int] id, [float] quantity) : Emitted when the Industry Unit has started a new production process. NEW [event] industry.onCompleted( [int] id, [float] quantity) : Emitted when the Industry Unit has completed a run. NEW [int] core.getElementItemIdById(uid): Returns the item ID of the Element, identified by its local UID. NEW [table] container.getContent() (old getItemsList): Returns a table describing the contents of the container, as a pair itemId and quantity per slot.  
           CHANGING CONTAINER API

    Reading the contents of a container is one of our most widely used features, but there has always been a problem. Its current implementation allows players to make ten requests as quickly as they would like, followed by a wait time of five minutes. This has caused spikes in server requests on our end and has been impractical for players.
     
    We will change this behavior to allow you to make a content request with a fixed minimum delay of 30 seconds between two requests made with the `updateContent()` method.
     
    As before, receiving content from the server triggers the `onContentUpdate()` event allowing you to get the contents with the `getContent()` function. We have also made the updateContent function return the time left before the next request to give our players better tracking of the process.

           CLICK WITH LUA

    We’re adding a simple but often requested function; a mouse click for Lua!

    Left-click, named ‘leftMouse’, has been added as a Lua action, triggering the onActionStart, onActionStop and onActionLoop events.
    For design and security reasons, Lua will only detect left mouse clicks when not in use by the game. So if you click on a widget or in your inventory UI, Lua won't detect it.

    We’re excited to see what our talented coders in-game will make of this tool!
     
           MAKE THE LIGHTS FLASH
     

     
    In the past, we added the possibility of making light-elements glow with color components set to higher than 255. However, this caused graphical issues, and we had to remove the feature.

    We are reintroducing this feature with Mercury but limiting it to a maximum factor of 5. And at the same time, we are changing the color format from 0-255 to 0-1 and 0-5 for HDR colors for consistency.

    We will convert the color property of all existing light elements deployed in the game.
     
    ----------------------------------------------------------------------------------------------------------------------------------------------------------------

    Many other changes and additions will be included with this revamp. There are so many that it would not be practical to cover them all in a general devblog, but we hope this small selection will inspire your creative spirit!
     
    WILL ALL MY SCRIPTS BE BROKEN?

    Although we consider this revamp necessary, we still want to give you time to transition and adapt your systems and allow your scripts’ users to continue using them during this transition.
    To simplify the transition, we will deprecate all of the current API from Mercury, which means that the current functions and events will remain functional for a time but will not be referenced in the CODEX anymore, nor visible on the UI for events.
    You will then receive a warning when using a deprecated function or event for the first time.
    Please note: This depreciation will be time-limited. The goal is to remove all of the old API by the game’s launch. Along with other factors, we will need to release a new-API version of the default flight configuration before removing the depreciation. We will continue to assess whether removing the old API before launch is possible, and we’ll keep you apprised.

    HOW CAN I CHECK THE UPCOMING API CHANGES?

    Given the extent of the changes, we have chosen not to list them all in this devblog. The list of changes is very long, so our goal is to try and post a detailed forum thread with all changes and we have published a mock API on the official Github to allow you to prepare yourself as well as possible.

    CONCLUSION

    We hope you are excited, as players and creators, by the few changes mentioned here, especially about the new opportunities for all to enjoy that our passionate Lua community will create in Dual Universe. Our goal with the revamp is to push the door to future possibilities, evolutions, and additions for Lua. 

    We'll be looking to go even further in the future and provide you with more tools to create content for other players.

    As always, we appreciate your feedback and opinions, so please feel free to come and share your thoughts and ideas on this forum thread! We look forward to seeing you there.

    Yours truly,
    NQ Ligo"
     
  9. Like
    Jeronimo reacted to Knight-Sevy in Voxel and Venting : What does the Game Design team think ?   
    Thank you Entropy for the response which was sincerely unexpected 
    This gave a good boost to some of my mates who rushed to do some tests and shoot videos.
    I think they will answer you on the various questions and subjects that you leave open for discussion and will share them all with you soon.
    As for me, give me a few days to reread everything several times and continue to react to this constructive exchange.
     
  10. Like
    Jeronimo reacted to Knight-Sevy in Voxel and Venting : What does the Game Design team think ?   
    Hi,

    There has been a change in the HP value of shields to align them with voxels
    => It's a good thing
     
    But when I try to see if it is relevant to use voxel to be able to play with the venting function. I can't find anything conclusive.

    I made a small table to see if it is interesting to use an M shield and the voxel. Or if it is more relevant to go directly to a L shield :



    The M shield is 30 Tons.
    So I have the right to use 95 Tons of voxels before reaching the weight of the L shield.

    At the resistance level, I decided to go with the average values. The fact that the shield has a dynamic resistance management function is an argument in its favor. Keep it in your mind.
     
    From what we can see on the table, the best armor that gives us the most hit points is the T1 plastic voxel.
    Average: 6,666,000 + 8,750,000 = 15,416,0000
    In 2nd and 3rd position we find the Al-LI and the SC-Al.

    The shield L has 13,333,000 life points.
    Which is slightly worse than plastic shielding.
    But now we must remember that its resistance values are dynamic, which will certainly make it pass in real condition.
    You should also know that during the venting phase, you take the risk of losing elements and seeing your combat capacity reduced.

    Analysis :
    If you can upgrade your shield size, you should. This will always provide you with much better protection than that offered by the voxel.

    Problems to be solved:
    - The values of % of resistance do not correspond to the tier of the voxels, we end up with a plastic of tier 1 always clearly more efficient than the others. Tier 5 was particularly lagging behind.
    - Venting phases are currently unplayable if using XS, S, and M size shields.
    - The TTK values of weapons seem unbalanced when comparing the hitpoint values which seem really low for elements and voxels. Kiling all very faster.

    I think it would be nice if the game designer could chime in on this thread to clarify how he sees the use of these shields and the venting phase.

    See you later,
  11. Like
    Jeronimo reacted to NQ-Ligo in DEVBLOG: ATHENA LUA IMPROVEMENTS & ADDITIONS - discussion thread   
    Hi @Jeronimo!

    There is a difference between loading only the positions, and loading all the elements, the construction data, the environment data for any kind of elements you might want to control.

    It's not just about positions, but also about things like loading, control, concurrency race, environment, etc.

    It would be exactly like having your client at each position of your target build and wanting to get control/data at the same time And that triggered by script. If you have a detection zone, if you have a radar, a telemeter, if you have engines, industries ...etc you have directly more and more data to load, as if you were there.

    To close this subject, it's not something we could keep under control, and would be very heavy on many points. It do not mean we do not consider to have higher range emitters, or higher range radar (which are a totally different problematic), just means that we can't keep things loaded constantly for control, or data get for all of your constructs...etc

     
  12. Like
    Jeronimo got a reaction from Megabosslord in DEVBLOG: ATHENA LUA IMPROVEMENTS & ADDITIONS - discussion thread   
    +1 for the selling machine
  13. Like
    Jeronimo got a reaction from Dakanmer in DEVBLOG: A MARKET IN SPACE - discussion thread   
    Market in space is the result of laziness from dev team, they are not going toward at all the civilisation building mechanics the game is selling and supposed to have.
    This is not a step forward players market and wallet API. 
    But will only create an other pile of polluting trash space stations and abandoned ships all around it.

    This is absolute shame that dev is focusing more on saving their effort by nerfing or under developing everything with the only pretext that an extreme minority of players may abuse of some features.
    How about giving the majority of players better and deeper features/APIs, including some that will let us deal our self with greifers and cheaters?

    Its painful to see after 7 years of development such poor decisions still taken
     
  14. Like
    Jeronimo got a reaction from Cabana in Elephant in the room: PVP in DU = Pay to win   
    guys sop focusing on multi account!!!!
    1) its pay to win "time", pay to progess faster
    2) it doesnt hurt anyone
    3) this is uncontrollable by NQ, and it brings them more sub/money, so there is no chance they regulate it
    4) in so many other mmo out there its also the case

    so main problem there is dual client for multi account users
    dual client = 1 player can play 2 accounts at same time on same PC using regular client + a geforcenow client
    and where does that hurt DU the most? in PVP
    because in pvp give those players advantage to control 1 ship with 2 pvp seats, so double number of guns, so double fire power, controled with 1 single hand

    so there is no chance to remove geforcenow, too many regular players rely only on that

    PVP mechanics must be improved by NQ to rebalance dual clients and give EVERYONE same chance in PVP
     
  15. Like
    Jeronimo reacted to Megabosslord in DEVBLOG: ATHENA LUA IMPROVEMENTS & ADDITIONS - discussion thread   
    And LUA control of rights (check player id) w/ reverse dispenser! (receive item, pay money!)
  16. Like
    Jeronimo reacted to CoyoteNZ in DEVBLOG: ATHENA LUA IMPROVEMENTS & ADDITIONS - discussion thread   
    We need Lua for Dispensers!
     
    set contents, set price, and events transaction made, or transaction failed. 
     
    Was really hoping this time when the post said new Lua functions 😩
  17. Like
    Jeronimo reacted to Tordan in DEVBLOG: ATHENA LUA IMPROVEMENTS & ADDITIONS - discussion thread   
    I certainly spend plenty of time and effort enumerating the things that happen that I disagree with, sometimes strenuously. I know that many times I have hounded devs to the point that they yell at me. It is only fair that I thank then for changes that are solid improvements.
     
    It is my nature.
    and I want the game to succeed. 
  18. Like
    Jeronimo reacted to CptLoRes in The NQ CEO video and what it may mean for DU   
    I am more interested in what exactly this supposed team of game designers has been doing all this time. Whatever it is, it is not showing in the actual game.
  19. Like
    Jeronimo reacted to MukkBarovian in Elephant in the room: PVP in DU = Pay to win   
    About 1/4 of the pvpers in our group play with one character. A handful of us multibox multiple computers and can field 3+ accounts into a fight. Most of our group can field 2, the main box, and geforce now. 
     
    Yes, if you want to pvp in this game you keep a character near a fueled up and ready ship. Or you are ready to force respawn back to that ship.
     
    Yes, you stand very little chance out there if you wander out alone. You stand very little chance out there if you wander out alone running 2 alts, 3 or 4. You probably gonna die.
  20. Like
    Jeronimo got a reaction from Cabana in Elephant in the room: PVP in DU = Pay to win   
    It is quite obvious Athena is adding more features for pvp so that more players and orgs participate.
    PVP never been popular among majority of players that own only 1 account. Participating or wanting to, requires levelling hundreds of pvp related talents that most players wont, because there are other hundreds more vital talents to enjoy better a quiet life. 
     
    But NQ has done the probably unfixable mistake to open market to shadow PC players, which ultimately broke PVP in DU
    There is not a single PVP org member that have less than 2 accounts and play pvp with 2 DU clients open on a single computer
    Meaning a minimum of 2 characters seated in the same ship and ready for pvp, controlled by 1 single person, meaning double of weapon power controlled by 1 "at the same time"

    Us random folks and orgs have absolutely no chance out there

    What should be reviewed by NQ to rebalance this and give equal chance to anyone?
    2 solutions:

    1) Re enable the VR controls, letting player in VR use remotes / programming boards / command seats / pvp seats
    VR could still restrain inventories access, and talents

    2) Remove the number of allowed weapons per seat, but allocate it per construct
  21. Like
    Jeronimo reacted to Knight-Sevy in Elephant in the room: PVP in DU = Pay to win   
    If you want to do PvP on the game, it is mandatory to have at least 2 accounts.
     
    Unfortunately any player wanting to do PvP, this one being most of the time unpredictable, when your cargo is 6 hours away you don't know when we may need you, you have to be ready all the time, you can't allow you to be doing another activity.
     
    It is therefore obligatory to permanently keep a character ready to fight next to or in a ship. While you do your stuff on another.
    This is the bare minimum.
     
    And then for the most competitive in PvP, it is also mandatory to have 2 accounts to be able to use a second gunner with GEFORCE NOW.
    This is what most people do in PvP.
     
    We went from an unkillable ship to:
    - Massive nerf to voxel HP
    - Added CCS
    - Addition of the game on GFN so doubling of the TTK
    (- Still little point in using higher tier voxel rather than T1 plastic)

    And there are still plenty of Alpha players in the game.
    Half of our most active members are still people who started in alpha. The other half being people paying 2 subscriptions.
  22. Like
    Jeronimo reacted to Squidrew_ in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    the changes that took place on Jago and Teoma were only asset updates and some very minor surface terrain changes. the revamp that NQ is talking about is a full revamp, with totally new terrain, biomes, continents, etc. you can see some of the stuff they had originally planned (and the tools they have now for generating planets) in this old dev diary
  23. Like
    Jeronimo reacted to Captain Hills in NQ: Time to answer the question - Will there be a wipe?   
    Yesterday, while playing the MU minigame running around 30km to harvest the calibration throw-outs, I was thinking of visiting the forum and checking the climate of the players posting here. I remembered today and did so. To my surprise the wipe discussion hit the halls again. What a shock ran through my veines !
     
    BUT THEN ...
    Its hard to confess, but the more I think about that WIPE the more I start to like that idea.
     
    That would be my way to - stop playing, stop thinking, planning, dreaming - any longer about DU.
    No more hours and hours and HOURS of scanning one planet after another with no success for anything. No more pressure to do anything for growth. No more questionmarks for things I cant lookup somewhere. All that gone - with just that one little simple WIPE.
     
    As a Ruby-Founder my word does not count much, since no sub needed. So, I wouldn't be a big loss for NQ anyways.
    I'm thankful for DU, I enjoyed it much with my friends. Thinking back to the days on Sanctuary learning how to crash.
    It was a good time. Really.
     
    Thanks for all your writings guys.
    Did "enjoy" to read through.
  24. Like
    Jeronimo got a reaction from Belorion in Radar API getConstructWorldPos(id) (please de-nerf it)   
    We had it a while back in alpha, the getConstructWorldPos(id) for everything, without transponder, then players started to make construct following construct scripts and amazing AR scripts, which displeased JC who nerfed it hard.
     
    While players outsmart limitations and already found other ways, to get a coordinate, with triangulations, why keeping this function nerfed?
     
    At least allow us the use of getConstructWorldPos(id) for all statics and space cores and why not for stopped and unboarded dynamic cores .
    Numbers of abandoned constructs of all types and sizes, in atmo at any altitudes, and space, agg plateforms, elevators towers, floating bases etc... are increasing day by day
     
    The multiplications of sophisticated autopiloting scripts for example, where those coordinates information are crucial for good functioning and obstacles avoidance, this getConstructWorldPos(id) nerf just making piloting scripts uselessly heavier, therefore impacts on performances
     
     
     
  25. Like
    Jeronimo reacted to Tordan in DEVBLOG: PRECISION IN BUILDING - discussion thread   
    You know I love you all(in a very safe, not threatening platonic way.)
    and yes, but DAMN were our approximations as close as we could get them. /grin
    and i know I'm not supposed to mix my metaverses....
    but...
    Fear is the mindkiller, it is the little death....
     
     
    we did so very much with such clumsy tools for so long, that there isn't a dev team alive that isn't deathly afraid of what we will all do with POWERFULL TOOLS.
    but they should stop being afraid. just do it, and let the magic happen!
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