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Everything posted by xNeroX

  1. Great to see so much discussion on this page, don't worry about derailing the thread! If it's interesting then i want to read, as do others i assume. Some excellent points have been made regarding the self-replicating scenario, and what happens to scripts when players log out. The devs certainly have their work cut out for them to make this work, (although, i think i read somewhere that the lua scripting mechanics have already been implemented? i'll try and find where i saw this and post it) We already know that we will be writing event driven code, whereby functions will be executed based on another event. This could provide half of the answer as there will be no long running scripts. I could see a scenario where player 1 has a lua script on his ship listening for, lets say "Arrived at X,Y,Z" event (think warp drones travelling unmanned long distance trips). The arrival event would be triggered by the server when the ship arrives. Similarly if player 1 implemented an event handler to listen out for "Enemy Detected At X,Y,Z" and then player 2 intercepts player 1 whilst player 1 is offline. player 2's position stored on the server would trigger the event and the server would call player 1's event handler. Thinking about the warp drone scenario, i'd say the only option would be that the server handles everything. Considering the pay monthly model, i'd say this is in fact the case. More info from the devs would be clear this up, especially if it has already been implemented?
  2. Shame on me, but i had no idea there was a wiki for dual universe? Either way, you have my blessing Not that you need my permission anyway, feel free to do as you please... Let me know if you do decide to wikify this, if you don't have the time to do so - i'll certainly look into it in the near future
  3. Difficulty is entirely subjective, what's easy for some may be difficult for others and vice versa. I'd encourage everyone to have a play around with it, you can do a quick google search for LUA scripting tutorials, which will give you an idea of whether its something you may enjoy. It's easy to feel overwhelmed at first and the learning curve is usually steep, but you get to a point where everything just makes sense and you feel proud of your achievements. So i'd say hang in there, and don't ever be afraid to ask for help As we grow in numbers we'll also look to teach others who want to learn this
  4. Much appreciated I've responded to your pm. apologies for the delay.
  5. Valid point I figured i would go for something instantly recognizable, something that would appeal to the inner geek within us That being said, if the members want a change of name, then a change of name they shall receive
  6. Thought i'd share my own (first attempt, work in progress). I'm going for the star citizen banu merchantman style, with a modern twist and sleek stealthy lines. I'd like a frigate sized ship that handles more like a fighter. I have a dream ship in my head - this kind of resembles it
  7. I think your designs are fantastic! You have excellent technical skills and creativity! No doubt such advanced and complicated ships would require an array of advanced Component DPU's to handle all the automation and C+C tasks. To this end Red Hat Systems could be of assistance. I'd love to work with you in the game, that is of course if you think having a team of programmers on side would be beneficial to your ship building enterprises. If you are interested we could hash out the details over PM Either way, i look forward to seeing your designs come to fruition. Good luck
  8. RED HAT SYSTEMS This topic, sponsored by Red Hat Systems, aims to inform players about the LUA scripting side of the game and clarify the facts. KNOWN ELEMENTS Propulsion Engines, Fuel Tanks, Cockpit, Navigation Instruments, Doors, Weapons, Batteries, Containers, Accelerometers, Radars, Targeters, Drone Bay, Elevator, Inclinometer (Gyroscope), and last but not least… CONTROLS UNITS / DISTRIBUTED PROCESSING UNITS Control Units – A control unit is the computer hardware, whereas the DPU (Distributed Processing Unit) is the computer's software. In fact, every element in the game will have a built-in DPU. The difference between control units and other elements is that the control units exist specifically to run player-customized DPU's, whilst the DPU's embedded in other elements are not customizable. DPU's will be distributed (sold, copied, transferred, etc) in black boxes. Think of the black box as a USB Memory Stick. Only a single black box can be inserted into a control unit at any one time, however a construct (ship, car, boat, factory, etc) can have many control units and therefore many black boxes. The black box is therefore simply a transport mechanism for the DPU. More on black boxes later. Each DPU will be capable of emitting events (standard pre-defined events written by the devs and also player-defined events written in LUA) and exposing executable functions (again, predefined + custom). The DPU will also have a collection of event handlers (again, predefined + custom: you get the idea). An event handler simply listens out for events, and then executes a function if a player-defined expression evaluates as true. Each DPU has multiple slots where other elements can be plugged into (Think of USB Ports). KNOWN EVENTS (EXAMPLES) self.radar1.enemyAt(x,y,z) KNOWN FUNCTIONS (EXAMPLES) self.inclinometer2.getRoll() self.Inclinometer4.getPitch() self.engine1.setPower(100) self.weapon7.fire() In the example events and functions above, “self” is simply a Lua keyword that implies the code is referring to its own scope. “radar1”, “weapon7”, etc are the names of the slot that is emitting the event or is being targeted to execute a function. “getRoll()” is an example of a function being invoked (safe to assume it will return a numeric value with roll angle). SYSTEM DPU The system DPU is rather special. It handles user input (emit event when a key is pressed) and also controls the flow of procedural code (as opposed to event driven) via the use of timers. I.E you could call system.setTimer(0.1) and provide a function that will be invoked every 100 milliseconds. Another awesome feature of the system API – Customizable GUI! That's right, via calls to system you can customize the games GUI. BLACK BOX/COMPONENT DPU A Component DPU is an element that you, as a programmer, will be selling to other players. It will abstract the functionality of your custom DPU into what can be seen as a compiled library. The end user will be able to consume your functions and events without seeing the underlying code. If the end-user is another programmer then they can use your Component DPU as a module to write their own Component DPU which requires your Component DPU in order to work. If the end-user is not a developer they can either drag and drop the required functionality via a simple UI, or they can make use of an auto-configure system (Think Plug and Play). SUMMARY What the devs have done here is give us access to the very tools they themselves use to build the game. When you use a Propulsion Engine, its functionality was written by the devs in the same way a player might customize a DPU. The Propulsion Engine has its own pre-defined fully functional DPU inside it. By introducing the concept of Control Units we as players can fully mod the game, from within the game. If we don't like the way the Propulsion Engine handles, that's fine, we can just overide the behaviour with our own code. The same for almost every element in the game. The devs has basicly created an in-game IoT (Internet-of-Things). This system literally redefines Emergent Gameplay, in fact it laughs in the face of Emergent Gameplay. Nothing else comes close. Intrigued? Love to code, or hungry to learn? Join the most advanced organization in Dual Universe. Red Hat Systems needs you!
  9. I think i read somewhere that the dev's plan to use the planet's core heat as a natural barrier to digging below 2km, drill any further and you'll start to melt Limitless drilling would be epic, but 2km is fine too. I would love to build hidden bases 2km under ground, so long as we don't have placholders over heads that give away our location. I wonder if we can dig beneath the Arkship?
  10. Gladly received, and responded
  11. Glad to hear your enthusiasm As with anything at this very early stage, only time will tell. There seems to be huge potential in this game, i can't wait to see how things pan out. On the point of newbies, its still early days. A lot will depend on how many members we have, their willingness to teach etc (i will teach, but i can't teach everyone), and ofcourse whether there is even demand from people wanting to learn. I'm of the opinion that the more people there are engaged with the scripting elements of the game, and the bigger and better things we do with it - the more priority the devs will give to improving and expanding those features. And being developers themselves they might be eager to expand those features. To that end, and for the time being, i may work on some documentation for those who want it. I could even write some sample scripts based on what the devs have said already (Doubtful they will work straight out of the box (as it's all guesswork at this stage), but it would give people an idea of what they would be doing in this organization, should they choose to do so)
  12. Absolutely, the tech is there... The devs have mentioned that elements like Radars would emit events such as "Enemy Detected At X,Y,Z", now if we also had a GPS-type system and a radio system, we could build a distributed radar network that feeds data back to a NORAD-like military HQ. All friendly ships would then broadcast the location of all enemy ships to a central location. Knowledge is Power...
  13. I only just noticed your reply (sorry). If we get the tools to do this... Wow! The possibilities.... Fleet Management System? Black Market? Automated Trade Routes? Call For Reinforcements? I hope we not only have some form of "networking" ability, but also some form of storage (perhaps a set amount of data stored on a DPU, accessible by code). But i may just be getting carried away... Fingers crossed hey
  14. +1. Although in absence of this, fuzzy logic should work. Simply use a naming convention, so a certain prefix would mean "This function is meant to be wired to the GUI". Still guesswork at this stage - but where there is a will, there is a way
  15. This aspect of the game will certainly be fun to play around with. It would certainly offer a lot of immersion. I see what you mean now by the OS. I'd call that a "Console Application" as i assume the displays will be text driven. It may work just like a typing commands into a Linux Terminal or Windows Command Prompt. Might not be up every ones street, but i'd love it. We could even make a Snake game, or Tic Tac Toe Lose the game, self destruct the ship/open trap door? Alternatively, i can imagine them giving us simple graphical displays (GUI), where we can add buttons and descriptions, then wire those buttons to certain functions within the DPU. More user friendly, less fun. Hopefully we can do either approach. If they give us the right tools, the possibilities are endless
  16. You won't need to know know Java here, it's all done in LUA script which i assume they will be using to expose wrapped C/C++ code written by the game's developers. The experience you mentioned actually seems highly relevant to what may be available in Dual Universe. Hopefully see you there.
  17. The game itself will be the OS. We'll only be able to work within the confines of what the game's developers allow. Effectively we'll have access to an API, we'll be able to subscribe to and emit events, and to create functions. Depending on how much flexibility we have, we could create amazing event driven systems. Being modular (I.E we could build a script and then import it into another) will be fantastic feature that we would exploit heavily if it is available in-game. How much we can and can't do will likely take a lot of thought and consideration from the devs, too little and scripting is almost a waste of time, too much and game stability and balance could be affected. Fingers crossed that the devs get this one right! In summary: Only time will tell... But the module idea is already on the table.
  18. Possibly, although if they did i believe we would be better off merging in some way. I'm not here to lead, nor to create the next mega-corporation. Simply to focus talent, and hopefully make a living in the game. Anyway, linux is linux - everybody has there preferred flavour. I chose Red Hat more for the name and the logo and there is definitely a commercial side to this organization I think Red Hat suits it well.
  19. I'd like to see Lua Scripts sold in the markets as compiled libraries. This way the source code could be protected, but the functionality preserved. Just like in real life. Now lets say someone wanted to improve your library they could simply reference it and override certain functions and add new ones. They would still need to purchase the original library but could resell the newer updated library at a higher price. Copying and Pasting scripts manually, without being able to protect your scripts "blueprint" would kill off an entire industry. Imagine you built a ship and created a blueprint, which people could just re-use over and over again without paying the owner... You could not make money from designing ships because "piracy" would be rife - the same applies to software.
  20. OUR VALUES We expect nothing of our members, other than a passion for coding and/or a desire to learn. Your time is your own, we will never try to manage our members in any way shape or form. Simply put, you have absolute freedom to do what you want in Dual Universe. OBJECTIVE To become a hub of individuals who love to code and game, and to make in-game money along the way. As a software developer, hacker or a scripting enthusiast you are in a unique position to make your mark in Dual Universe. You have skills that others do not posses, we are here to organize and focus our efforts and create world class code that will be used over and over again by Dual Universe players, willing to pay for the privilege. HOW WE OPERATE We will maintain a list of planned features. Any member is then free to contribute to those features. When we release a DPU, the lifetime profits will be shared amongst the contributors depending on the share of their contribution. So if you write half of a module that goes on to make in-game money, you'll get half the profit. You'll also get a cut for other contributions such as testing, or even for simply coming up with the idea in the first place. LEADERSHIP xNerox is the founder, however we are a self organizing meritocracy. You simply have to prove your worth, and could become the de-facto Leader until the next genius comes along and unseats you. NEWBIES PROGRAM Red Hat Systems recognizes the value of sharing knowledge with those who desire to learn. If you are thirsty for knowledge we will do our best to bring you on board and bring you up to speed. AFFILIATIONS Band Of Outlaws - We are proud members of the Band Of Outlaws. We are bound by one universal value: Freedom! The freedom to do what you want, where you want, when you want. We encourage all members and non-members alike to take a look and join Band Of Outlaws. There awaits your place in the dual universe.
  21. Hi Unix101 Welcome to Dual, i'm new here too. This game has me drooling over the possibilities. I've created an organization - Red Hat Systems, specifically for coders who wish push the scripting elements of Dual Universe to its limits. You may feel at home here. You're welcome to join if you'd like, more info is on the organizations page, feel free to ask any questions you may have. PS. I'm glad you left Java off the list Fuck Java. But hey, each to his own.
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