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Wolfram

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Posts posted by Wolfram

  1. Really happy to see all the improvements on the Lua side, specially regarding the updated runtime, joystick support and faster JSON.

     

    For the JSON part, I'd really suggest looking at the possibility of using some native C/C++ library for that and adding the bindings to the Lua runtime, since it allows that kind of thing. It should work way faster than anything built using just Lua...

     

    Also nice seeing the work being done towards PvE and fixing the PvP meta, definitely very welcome changes!

     

    While I haven't been around in a while (mostly due to personal issues), all those changes make me want to eventually come back for a bit :)

  2. 6 hours ago, NQ-Deckard said:

    Were you running everything on minimal settings, with the minimum visible construct count or was this using the default settings?

     

    None the less, it's a very interesting result, even if the environment is in space with not a lot going on in proximity. Dang, just noticed it's at a market. 😅

     

    It's safe to say, that DU was not designed or intended to be run on portable devices of this scale and/or also not something that is currently on the drawing board as a target for us.

     

    Fun read, thank you!

    - Deckard

     

    I had 30 construct limit, yes, everything else on default. If you read below, I'm sure you will get a nice surprise :D

     

    On my second attempt I did increase power settings to maximum (33W TDP, 3A GPU), but couldn't feel much of a difference, the game still felt really slow, so I decided to go and disable every single graphic setting I could (no shadows, no volumetric clouds, no bloom, no chromatic aberration, etc) and THAT gave a quite massive improvement, with the framerates going up to around 30 fps average. It seems the main culprit on that case were dynamic shadows, since disabling it made the fps jump so much :P

     

    Also, though that didn't see to affect much (since initial framerate was still 10 fps), this time I ran the thing while connected to my 100W charger, along with keyboard and mouse from the previous test. While I agree with Deckard, this isn't a game meant to run in such small devices, it's quite nice to see it working! Tech has definitely gone a really long way.

     

    Here's an updated video showing it reaching the 30 fps mark:

     

     

    See you all in the verse!

  3. 3 hours ago, blundertwink said:

    That's interesting...but I wouldn't say DU running at 10fps is showcasing "how much optimization" is happening, lol.

     

    Well maybe I did get a bit overexcited about it, it didn't blow up the thing or crash, so it's a start...

     

    46 minutes ago, JayleBreak said:

    Running AAA games at 60fps on hardware drawing only 22W? I guess I really overdid it getting a 750W power supply ...

     

    Depends on what games, actually. For example, there's a few tests around of that APU running GTA V at a nice 75-80 fps on 1920x1200 resolution and 28W TDP, I would say it comes near some older mid-range GPUs such as the Radeon RX 5500 XT, which is quite nice for such a small chip. Obviously it will never come close to the latest desktop GPUs, though you definitely can plug one into an encloser with the USB4 port if you really want to XD

     

    Personally, I've played a lot of Elite Dangerous yesterday on it and it was on a lower wattage, around 15W or so, and it ran really well, though I can't say a lot yet since I opted for the 1280x800 version as 1200p at 7" makes no sense for me (even 800p already makes text really tiny to see anyways).

     

    Maybe closer to the weekend I'll try running it again at some higher wattage, I think it goes up to 32W stock, maybe a bit more with other tools, but I don't think it will be a really big improvement...

  4. Hey folks! What's up? It's been a while :P

     

    Well, today I finally got my Ayaneo Geek delivered, a handheld very similar to the Steam Deck, but slightly more powerful and running Windows 11 natively, and as a first test, I decided to see how DU would run on it (obviously not expecting much):

     

    Zero issues with EAC or anything like that, since it's running fully natively. The only "different" thing I had to do was plug a keyboard into the USB-C port so I could type things faster and move around, since I couldn't get the joysticks to work. It's ridiculously laggy though, I couldn't measure it but I'll bet somewhere around 10 fps or so at 22W (I think I can get it up to almost twice that on charger, haven't tried though).

     

    Anyways, kudos to the DU development team, even though we all know the game is quite heavy, just the fact it somewhat runs on such small device already shows how much optimization happens behind the scenes.

     

    Well, that's mostly it! Now back to my small hideout, see you around someday! :)

     

  5. I don't think NQ even reads those posts here on forums, but anyways, if any NQ is reading this, please go back and fix the honeycomb masses, so they correlate to their component's masses again. I know most people in the PvP community will dislike it because dumbing down the whole thing made the game better for them, but hey, we also want things to feel realistic again. There's a reason planes are made out of Aluminum in real life instead of concrete.

  6. On 10/10/2022 at 2:02 PM, Atmosph3rik said:

    I'm still processing huge amounts of T1 in my Nanopack because it doesn't really feel like it would be any faster or more convenient to use a Refiner when i have to constantly produce more schematics and resupply them.

     

    You don't need schematics for T1 pures, only for the products and end products.

     

    As for the whole schematic discussion, my biggest complaint is having to manually put schematics on every machine to keep them running, instead of having a central schematic bank on the Core Unit instead. That's probably the most annoying part. Copying the schematics honestly isn't a big deal, specially when you can do it overnight, just need to plan yourself first.

     

    The costs are a problem for larger elements, though, and sometimes I feel NQ should've made a few elements into separate categories, like decorative elements. Having the same schematic for a T2 Container/Engine L and a Vertical Light L makes no sense, makes the lamps ridiculously expensive for what they are.

  7. Well, like I said before over Discord, while I do agree building obstacles right on a quite common flight place and putting down scrap for sale right where players would crash is a very sketchy and a-hole move, that doesn't justify going after someone in real life or threatening. This is a game, after all. Did right by reporting them to Twitch and NQ.

     

    Other than that, my only opinion here is that since NQ already positioned themselves and decided that building on player tiles aren't subject to market rules, NQ should at least update the market screens with proper (hopefully clear) writing specifying what are the rules and when/how they apply. Being ambiguous is a terrible idea here.

  8. What people on Discord, this thread and the other thread clearly don't understand is that NQ literally created precedent for other people who have tiles connected to markets to do the same. It isn't about ArchHUD, autopilot or even missions, for that matter, it's just that accordingly to NQ-Rubicon's own words, the market rules are only enforced within Aphelia (market) tiles, nowhere else. So if players decide to build towers obstructing markets or spam screens with advertisements on their connected tiles, they are allowed to do it, based on what was said.

    unknown.png

     

    The precedent is now set, it's NQ's "official" statement about the subject, and honestly, I'm tired of that subject already. I already got my punishment by NQ for talking on the subject and don't want to get into that rabbit hole again, just to get punished again. So much hassle.

     

    Anyways, let's see how long this holds up and this interpretation of the rule stays valid.

  9. It's really sad to see you go, Arch, but I can understand the feeling. After today's whole shit show on Discord and having an NQ employee running circles around the subject, making fun of my question and muting me for 4 hours instead of giving a final answer that addressed not only the 2km airspace rule, but the 2km screens rule one too, I also felt quite tired.

     

    I know I did my part trying to improve this game and having it succeed, but I also give up trying. I'll just keep playing until I can't afford the subscription anymore and leave, just like you, because there isn't point in trying to sympathise with a game developer that clearly has no respect to their player base and can't even follow their own rules.

     

    See you around the pond, Arch! I'm sure we'll meet again.

  10. "As mentioned, the Market rules are only enforced within Aphelia territory. This has always been the objective"

     

    Well, so according to NQ's official statement, those rules only ever apply to the market tile itself and we're clear for building our towers and putting screens too? If so, I kindly request NQ to properly fix their screens text to CLEARLY state those rules are ONLY VALID FOR APHELIA TILES, as I want to build my own stuff and don't want to be bothered in the future because of rules not applying for everyone.

     

    But honestly, this whole topic has been a shit show and following the whole "XXL and XXXL items not needing schematics is not an exploit" thing it really takes my trust from NQ. Feels like their rules only ever apply when convenient or that they are "partnering" with those players.

  11. This is actually a quite good idea. The main issue I can see with it though is how those UI elements are rendered at the moment, which seems to be HTML widgets rendered on top of the game. We'd need to be able to "extend" the whole game window into the two displays and at same time be able to move windows around. The latter is already possible in some level because we can already move the Windowed Codex, so it could be extended to the rest of the UI...

  12. 5 hours ago, Zireaa said:

    I can just imagine what the steam reviews are going two

    look like in the state the game is in (mostly negative )

     

    Publishing the game on Steam as a released game instead of beta or early access is one of the worst decisions I could imagine NQ doing. Even worse for using materials (trailers, screenshots) from alpha and early beta, of things that probably never will exist again.  Not to mention that Steam alone is already going to eat through the $5 increase in subscription because they get to keep 30% of all sales anyways (which, if everyone ends up going to Steam, will mean NQ raising prices again to keep up).

     

    I really want DU to succeed and even bought 6 months for my alt as a way of trusting them, but in absolutely no way I agree with their current decision making and really hope the Steam reviews don't hit as bad as I predict them hitting...

  13. 4 hours ago, REPONE said:


    I'd say, if you feel you can get on average 20-30c/hour of value out of any game, it's worth the asking price.
    But that is just me.

     

    Is that a metric of every hour you're logged in afk waiting for stuff to complete or each hour where you actually play and do stuff?

     

    Because this is what enrages me so much about the latest updates, including the pricing change. Pretty much every mechanic is being changed to be based on just a timer, both slowing down your progression and artificially giving a sense of "so much to do" to the game.

     

    After you remove that from the equation what do you really have? It rapidly becomes clear how much the game lacks in the sense of content, events and lore. The timers will probably make a few newbie suckers believe there's lots to do on the "end game" on release, but pretty much anyone who played before and got to a point where you done/had everything will know that.

     

    The only thing that really remains for me nowadays (and I'm sure for many others) is building, scripting. Other than that? Not really, you don't have places to explore or rare things to come upon, and the last big lore event was that loose thing that lead to Thoramine. Sure, the Easter and today's bus events are cool, but for an MMO would be nice to have lore or at least have more planets/systems to explore.

  14. Dear NovaQuark and investors,

     

    There's absolutely no [filtered]ing way the game (Dual Universe) is worth that much on its current state. Everyone knows this release is being a rushed one and other than saying "we aren't in beta anymore" there's no valid reason to say this game isn't a beta. You don't even have a roadmap anymore, and even when you had, most of things that were promised/planned for the game haven't been delivered. For all it's worth, DU should never go past the $10 monthly mark unless you, NovaQuark, actually put work into bringing more content, lore, events and FUN into the game, instead of making it a big afk mess which feels more like those mobile money-grabbing games than a proper PC MMO.

     

    I really hope that with a 50% raise in subscription costs you also deliver AT LEAST 50% more content, fun and quality to justify this increase, because being very honest here, the game isn't worth that price, and if you don't trust/listen us from the player base, I really hope you brace yourselves for the Steam and independent reviews, because I'm sure they won't be good. And don't expect Dual Universe is going to live well enough to do a No Man's Sky turnaround, because the moment you release it charging $15 a month the expectations will be high, and everyone here who played the game in all it's phases knows it won't last.

     

    Good luck with your afk game, we tried supporting you with content, feedback and even wishlisting the game, but every announcement you give us gives an even worse impression on the outcome of this pseudo-release.

  15. On 9/9/2022 at 7:33 AM, Wyndle said:

    This button already exists, it is just in the wrong menu.  "Queue All Required" in the Talent Point menu. 

     

    Edit:  That isn't to mean they put it in the wrong place, rather the functionality being requested already has an example in game.

     

    Yep, the functionality itself already exists, it's a matter of adapting it to work inside the crafting menu.

  16. Hello, noveans! õ/

    Today I bring you a project I've been working on for a while now, that intends on making Lua development quicker and more organized!

     

    About:

    This tool was initially built as a wrapper around hdparm's excellent wrap.lua script, which among many things allowed developing scripts outside DU, automating the creation of JSON config files, making events easier to work with, etc, and eventually evolved into a tool on its own.

    Basically, the CLI is a small command-line that allows you to create Lua projects from all sizes and shapes, be it a simple greeting script up or a multi-project system.

     

    Main Features:

    - Support for Lua scrpts with code distributed over multiple files, accessible via require statements, also supports multiple entry-points per project (multiple PBs or render scripts)

    - Support for importing of external packages via the CLI or from LUA_PATH

    - Support for render scripts

    - Support for minification and (experimental) compression

    - Support for code completion (intellisense) on Visual Studio Code and IntelliJ Idea, requires EmmyLua installed in both cases

    - Element link management built-in, allows you to indicate what each of the linked elements should be named as and its type

    - Autoconfig export in JSON, YAML and CONF formats

    - Syntax checks at compilation time

    - Optional helpers for linked element management, etc

     

    Website / Documentation / Source-code:

    https://github.com/wolfe-labs/du-luac

     

    Requisites and Installation:

    - You will need to have the Node.js runtime installed! Version 16 LTS is recommended.

    - For some functions to work, it's ideal to have Git installed too. Lua is optional.

    - Install via the command: npm i -g @wolfe-labs/du-luac

    - After installing, you should be able to run the CLI via the command: du-lua

  17. As far as I understand, Sanctuary will be your "forever safe" area where you can be certain nothing will be lost, as a reward for backer status, while Haven is the place everyone (including backers) will only have a single tile and will be used for getting started. I can imagine NQ in the future unclaiming tiles from Haven, though, as a way of opening space for new players, so I wouldn't risk leaving important stuff there.

  18. 7 hours ago, Wyndle said:

    It is very technically possible, but the question is would it be scalable?  A search mechanic like that would essentially be a ray trace, reporting collisions (including any vessel's velocity potential) within a cone.  The volume of the search area would be the same in every case.  It would be a matter of variations between a short distance sawed-off shotgun blast and ultra-precision scoped long barrel.

     

    Well, we don't really need a raytrace here, to be honest. One very simple and probably not efficient approach I can imagine is querying any constructs and asteroids within a certain range and then doing some math to filter out anything outside a certain search "cone". What you suggested is quite possible too, like could have one "long-distance" radar search use a much more narrow cone but with larger distance, or the opposite (shorter distance but with a wider cone). This would save us from raytracing BUT would probably get a ton of constructs on first pass, so that radar shouldn't be something you use all the time (maybe have a cooldown or something).

     

    I didn't understando the mushroom idea though.

  19. On 8/20/2022 at 5:09 PM, Wyndle said:

    Imagine adding a real time sound element like sonar/echo location/ping on a submarine.  To the trained ear the tone, amplitude, and intensity would be able to tell the player what type of scan just hit faster than they could read a message about it.  Talk about immersion!  There's the gentle sweep of a wide scan like a handshake between players saying, "Hello to anyone out there, I am in your local space."  There's the deep bass thud of a directional ore scan that will lead to community discussion about checking LoS before performing repeat scans.  Then we have the trill of the hunter's ping that raises the hair on the back of your neck with the slightest increase in amplitude and the haunting feeling that something hungry is watching you.

     

    How do you even dare suggesting something as cool and immersive as that! I know it's not very technically possible, but at least the part of having something to "detect" and ping us about that scan would be quite cool. As I said, there's so much potential for cool mechanics, but I'm not sure if they will ever consider adding them 😕

  20. 19 hours ago, Tordan said:

    This is not a condition set by the VPT. This is a condition set by the structure of the entire voxel space. It is extremely unlikely that they would modify the distance that a vertex could move for the underlying voxel engine at this point as it would break lots of stuff. It would also likely double the size of certain parts of the database as the current limits are bound to an 8 bit memory space per coordinate direction.

     

    I think this could be done originally with voxel reactors, no? But yeah, regarding the storage space it would definitely screw some things up, could even reduce voxel precision...

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