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Posts posted by Leniver
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Looks promissing!
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Thanks for this devlog.
Event if the change are "backend change", it's good to know on what you are working on. -
1 minute ago, TonyTones said:
I'm a huge fan of it myself
Agree with you, pink color is awesome!
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I am agree with all the improvement about LUA and I have made a lot of suggestion to NQ in that way.
But, I must say that I am not against removing HTML.
HTML is not made to create user interface. HTML is the standard markup language for documents designed to be displayed in a web browser.
https://www.w3.org/wiki/HTML/Training/What_is_HTML
https://en.wikipedia.org/wiki/HTML
Having a rendering API that allow us to create a real user interface would be much better, I know that many people will have to rewrite a part of the code.
But at the end, it will be an improvement.
Then about using JavaScript to replace LUA, I am against that.
Javascript is too limited when it comes to include C library, yes you can but it's not designed for that.
In contrario, LUA has been designed to do that.
The fact that LUA is slow on DU is not a reason to change technology. LUA technology is robust and run very well in many environment.
https://www.lua.org/about.html
And for everyone that is against changement, don't forget the game is in "ALPHA" if we follow the normal "Software release life cycle".
A software in Beta, should have mainly bug correction and interface improvement, it's not really what we have in DU. We get a ton of new features all the time and the bugs are partially corrected.
https://en.wikipedia.org/wiki/Software_release_life_cycle
But I believe in NQ, they will do theyr best to fix the bugs and make a great game. -
I suggest NQ to give us a way to contribute for the translations.
I am sure the player base would love to help them with that.
There is a ton of tools for that, I have been using Pootle in the past and it works perfect.
https://pootle.translatehouse.org/ -
Hello everyone,
I really like the new system of blueprint with the distinction of a core blueprint and a blueprint.
I have 4 suggestions of improvement, 3 of them should be easy to implement and the last one could be a bit more tricky.
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Have a green/red dot that check the status of a blueprint to tell the player if the blueprint is deployable (player has all the parts)
Justification:
When you have a blueprint with a lot of pieces, it's hard to know if we have all the parts
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Add a sorting/filter in the blueprint parts
Justification:
We have all our way of sorting our construct part, but we have all a sorting system. When I have to deploy a blueprint, I go to my engine hub, then brake hub, etc...
Also being able to have a way to display only missing parts, will help us a lot.
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Update the blueprints status on fly
Justification:
Now every time we put an element into the linked container/nanopack to deploy a blueprint we have to "reinpect" the blueprint to update his status
It's a lot of clicks for nothing. This is something that can be done client-side, I am sure my computer would be OK to do that
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Being able to switch voxel
Justification:
I know that this point is a bit more tricky, but could be a huge improvement of blueprint.
Sometime I don't have a specific voxel to deploy a blueprint or simply I don't like the color or I am a creator and I want to be able to decline my creation into multiple colors
Thanks for reading
Kind regards
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Have a green/red dot that check the status of a blueprint to tell the player if the blueprint is deployable (player has all the parts)
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I am agree with you, the current state of the schematics is unplayable if you don't have an already player base that can buy them.
In an other word, if the server wipe and without bots the game is unplayable.
Schematics ≠ Blueprints (edit your title) -
@NQ-Naerais Thanks for reply, very kind of you.
@GraXXoR That's a good idea too! -
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9 hours ago, PsychoSlaughter said:
I tried myself as well, and PvP elements didn’t boost. Chair capacity, cannon xs capacity, and radar capacity didn’t get their bonuses. Everything else seemed to work I think.
Good to know, then at least for people that make non PvP ship that can help
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On 3/5/2021 at 4:05 PM, XKentX said:
I tried that:
Building a ship with railguns and buffs to range.
Did vr to my own base, made bp, made copy, desmantled the original, deployed.
Left vr, entered gunner seat - no handling skills.
Do you have any handling skill?
I deployed the blueprint with a char that had no handling skill perhaps that why it is working for me. -
Hello everyone,
Anyone who uses tokens certainly has a few broken ones in their inventory.
And you were certainly like me very disappointed not to be able to delete them.
Here is the solution to get rid of these broken tokens.
You need:
- Surrogate VR station
- Surrogate Pod Station
- Container (any size)
And here's how to do it:
- Put all broken tokens in the container
- Connect to your pod using the pod station
- Move the tokens in your nanopack
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Exit the VR by accepting that the items in your nanopack are deleted.
And that's it.
I hope it will help you.
Leniver#4309
https://wheelchair.leniver.ch
(To NQ, if you feel important to fix that bug .... DU it)- GraXXoR, iNFiDeL and Atmosph3rik
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Hello to everyone,
I decided to make this post so people know how create a core blueprint and being sure that all the handling will be applied.
The handling on a core blueprint is a bit weird, it seems NQ doesn't have test every case.
The blueprint system is separated in 2 different kind of blueprint:- "Core blueprint": it's a schema that will allow you to create "single time blueprint"
- "Blueprint": it's a single time use blueprint
How the handling works when placing down a blueprint?
When you create a blueprint from a core blueprint it takes the skill saved on the core blueprint.
If the player that place the ship has higher skill, he will apply the player skills.
If the player that place the ship has lower skill, he will apply blueprint skills.
How the handling works when creating a core blueprint?When you create a core blueprint the handling skills are not saved correctly.
If the player that create the core blueprint has any handling skills, the handling is reset (It's the bug!)
If the player that create the core blueprint has no handling skills, the handling skills are saved in the core blueprint.
The tips:
To be sure that the handling skills are saved in the core blueprint you need to have a character without skills.
To make that, thanks to NQ that remove all the skills through VR, you need to use a VR station and create the core blueprint in VR.
Example of setup:- 1 container
- 1 Surrogate VR station
- 1 Surrogate Pod Station
Put down the container, surrogate station and the surrogate pod.
Set a name for the surrogate pod and activate it. (wait ~5 minute that the surrogate pod is registred by NQ)
Use the surrogate station and search for the name you have entered.
Once you are in VR, go in build mod on your construct and create a core blueprint.
Put the core blueprint in the container (so you don't loose it when exiting the VR)
Exit the VR and you are done.
I hope it will help you.
Leniver#4309
https://wheelchair.leniver.ch
(To NQ, if you feel important to fix that bug .... DU it)- AlexRingess, iNFiDeL, fiddlybits and 9 others
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DRM disabled by default
in General Discussions
Posted
Hello,
Again and again NQ open potential security issue on our construct.
Be careful, now DRM are disable by default when you place a core, a programming board, seat, ect...
Come on NQ, stop doing such thing without any warning.
Nothing in any patch not about that.
The first thing you learn when you are doing security is "By default lock everything".