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NQ-Nomad

Community Manager
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Everything posted by NQ-Nomad

  1. Hi there, A new small patch has been deployed right now to fix two annoying bugs. DU is now in r0.22.8 version. • Fixed the issue with hovering thrust only applied at 50% for hovercrafts. • [FTUE] Fixed the objective "Open the market container" that was not possible to complete. Cheers, Nomad
  2. Hello Noveans, A big update has been released today, both client and Server side! Dual Universe is now in Beta 1 r0.22.7 version and you'll find the changelog below: Improvements [Lua] Lua Editor has been reskinned. [Cinematics] Both male and female versions of the second cinematic have been implemented. [GUI] Added a warning before sharing from the right-click menu. [GUI] Implemented a new button system for input number arrows. Added Nand Nor and Xor operators. Character customization polishes. [PvP] Added targeting and attack alerts for everyone aboard a construct. [PvP] Unclaimed constructs can now be detected by long-distance radar. [PvP] Added more information to persistent notifications after death in PvP. [PvP] The distance of 3D marks now corresponds to distances displayed on radar UI. [PvP] Marks detected by a radar now hide and show accordingly to its setting. [PvP] Engage targets from the 3D mark context menu. [Market] Added an icon to both the container tab and message box to alert players when they have a purchased item in the market container. Gameplay Balancing/Changes STUs can no longer be moved out of the inventory. Reactivated RepairUnit after voxel replacement and self-repair fixes. Crash Fixes Fixed crashes when using the moon shuttle. Bug Fixes [Crafting] Fixed a bug where the crafting process did not auto-start upon acquiring the remaining amount of ingredients if those ingredients were claimed by an Organization. [GUI] Fixed the volume of the barter results panel. [Loc] Multi-language text fixes. Fixed a voxel issue causing terrain to become broken after mining operations. Fixed a potential memory corruption when computing the cross-sections of construct meshes. Fixed an exploit with fuel tanks. Maneuvering a ship doesn't prevent parenting anymore. However, maneuvering a construct that is in your territory still doesn't allow parenting if you have no RDMS for it. [GUI] Fixed the reset input setting in the “Controls” menu. [Container] Fixed an error when defining a linked container. [Market] Added a new message in notification when a player updates an expired order. [Market] Fixed a padding bug in number input and removed the sound effect when the input is disabled. [GUI] Minor fixes in both the inventory and Territory Unit deployment popup. [Elevators] Tweaked model so that elevators placed flush with the ground will work properly again. Known Issues Windows certificate is not up to date. This may prompt a warning message for new players during the first install. It can safely be ignored. Uninstalling the game directly from Windows will leave the game files on the disk. Please use the game dedicated unins000.exe uninstaller located in the game directory for that. Numerous French and German localization issues have already been spotted. In some situations, you may not be able to place a Static Core Unit on your claimed Sanctuary Territory. An error message saying that it's too close to another construct is displayed. This may occur due to being too close to a District. Trying again from a further distance should solve this issue for now. A random rendering crash can occur under some conditions due to low GPU/driver resources. Voxel crashes may occur due to low disk/memory. [SFX] Only blue fireworks currently function. [Industries] Talents that impact ingredients of recipe products are not displayed client-side, but the recipe updates with the server recipe when starting. [Container] Some players still experience some issues with linked containers, we’re investigating them and will release a patch as soon as it’s fixed on our side. Cheers, Nomad
  3. Hello Noveans, A new small patch has been deployed today to fix some annoying exploits. DU is now in r0.22.6 version. Bug fix Fixed construct mass calculation Improvement Fixed an exploit involving an inappropriate use of the maneuver tool Cheers, Nomad
  4. Hello Noveans, A small patch has been deployed today. The game is now in Beta 1 r.0.22.5 version. Bug fix [Market] Fixed the displayed price in cents and the results of tax value Cheers, Nomad
  5. Hi Noveans, A big update has been released today! Dual Universe is now in Beta 1 r0.22.4 version and you'll find the changelog below: New Features Emotes are here! /Bow, /Clap, /Point, and /Wave are now implemented. Type the dedicated emote command into the chat to watch your character move and communicate with others! [Transponder] Allows activating transponders with matching tags to share their exact positions via radar. Improvements [Navigation] New option now enables/disables mark interactions with the mouse to avoid tools being visually obscured. Players can now "pocket" small constructs like speeders using right-click > Construct > Construct Compactification. Improved performance in cluttered areas such as Districts. When copy-pasting voxels using keyboard precision mode, SHIFT now gives priority to the previously pasted vertices. [Rendering] Various global water improvements. [Loc] Added and fixed localization for all languages. [Market] Various Market polishes. [GUI] Added “Owner type” filter to the inventory. These settings are saved when using custom filters. [GUI] Added a “Drop Selected Items” button to the inventory container beside the “Erase Dynamic Properties of Selected Item” button. [GUI] Added linked container tooltip regarding distance and max range on the respective inventory tab. [EULA] Added links to the website based on language region. While the link tool is active, right-clicking an element in build mode will now display a "Remove IN Links" and "Remove OUT Links" to facilitate the deletion of links without raycasting them in a 3D environment. Useful for heavy-duty link management in large factories. [Industry] The industry metalwork conveyor belt now animates. [Lua] Added support for position/rotation element introspection [Lua] Added engine tags Lua introspection [Lua] It is now possible to edit Lua local files (in Game/data/lua folder) [Mark] Displays correct icon for distant constructs. [Gunner Seat] Displays correct icon for distant constructs. Gameplay Balancing/Changes Flashlight state is now transmitted to other players. [Radar] Basic Lua functionality is enabled for long-range radar. [Radar] Uses more precise position for nearby constructs. Virtual scaffolding projector is now tier 1. Logic operators are now tier 2. [Container] Added sort dropdown in containers views (sort include by names, scale, stack mass, stack volume, tier, and quantity, in both ways for alls) [Container] When a sort or filtering is active in a container, empty slots between 2 non-empty slots are not displayed. [Container] When a sort or a filtering is active in a container view, inner swap in that container is disabled. [Container] When moving an item from container A to container B: if destination is the same item (same type, same owner, and same instance), move that item into that specific stack. (behavior already in place, just to confirm that case) if the destination is empty, move that item to that slot. if destination is not the same item, move that item to either the first slot of container B that contains that item, or the first empty slot found. (Previous behavior was a "failed to move item" error) [Container] Container scrollbar now uses the last non-empty slot to compute the total element in inventory, (plus a little buffer of empty slots to ensure that you can still move things within a container). That means that if the last non-empty slot is at position 80, the scroll bar will not go to a position 2000, but block to at max position 100. (number depends on the number of columns in the container, but always allow to see at least 1 line of empty slots) [Container] Container scroll offset is always a multiple of the number of columns, this allows slots to always be displayed in the same column at any scroll offset. [FTUE] Disabled all UI lock functions again to prevent some players from being stuck. Will be fixed later. [Dispenser] Using a paying dispenser on organization cores now gives the Quanta to the Super Legate. Crash Fixes Fixed a crash by forbidding asset tag edition when a construct or element has no owner. Fixed a crash when receiving element update from the server. Fixed a random crash when servers take time to answer. Bug Fixes [Settings] Fixed an error in the FOV computation. You may want to check out your FOV settings after updating the game and before playing. Fixed the tool model that clipped through the player’s hand. [GUI] Fixed and improved the PILOTING input reminder. [Organizations] Fixed a bug where organization applications could not be accepted or rejected if they had more than 480 characters. [GUI] Fixed input number state by default in the organization search panel. [GUI] Fixed vertical misalignment on item slot nodes [GUI] Fixed line clamp overflow bug on item slot nodes [Market] Fixed instant sell/buy being partially executed when there is more than one price. [Market] Fixed instant sell/order stats when there are not enough items available in the market. [Districts] “Fake” Surrogate VR Stations in the starting construct are now legitimately fake. [Ore] Asset of Thoramine ore has been added so it’s now minable. Fixed a bug where destroyed linked Container was still working. Fixed an exploit with an active container. Restore linked Container state when leaving surrogate/tutorial. [Chat] Fixed messages not being received if sent while the receiver was loading the game Fixed tool icon and sound when switching tools [Containers] Fixed filtering by categories in market container Known Issues Windows certificate is not up to date. This issue will be fixed soon. This may prompt a warning message for new players during the first install. It can safely be ignored. Uninstalling the game directly from Windows will leave the game files on the disk. Please use the game dedicated unins000.exe uninstaller located in the game directory for that. This will be fixed soon! Numerous French and German localization issues have already been spotted and we’ll fix them soon. In some situations, you may not be able to place a Static Core Unit on your claimed Sanctuary Territory. An error message saying that it's too close to another construct is displayed. This may occur due to being too close to a District. Trying again from a further distance should solve this issue for now. A random rendering crash can occur under some conditions due to low GPU/driver resources. Voxel crashes may occur due to low disk/memory. [PvP] There are slight differences between radar and 3D marker distance displays because radar uses the construct center as an origin point while 3D markers use play position. [SFX] Only blue fireworks currently function. [Industries] Talents that impact ingredients of recipe products are not displayed client-side, but the recipe updates with the server recipe when starting. Elevators currently placed “flush” to the floor will function with less efficiency. This will be fixed in the next patch Cheers, Nomad
  6. Hi Noveans, A client patch has been deployed to bring several improvements: • Sanctuary Territory Unit is now part of the initial inventory batch • Aphelia's lines during core tutorial have been shortened and improved • Various improvements to make core tutorial more robust have been added Dual Universe is now in r022.3 version. Cheers, Nomad
  7. Hi Noveans, Another small patch has just been deployed. DU is now in Beta 1 r0.22.2. We fixed an issue that made high altitude flying possible with hovercrafts Cheers, Nomad
  8. Hi Noveans, A small patch has been deployed yesterday around 23:30 UTC to switch DU in Beta 1 r0.22.1. We fixed an issue with hovercrafts and speeders hovering not working properly. Cheers, Nomad
  9. Hi Noveans, Here comes the biggest Beta 1 client update so far. Dual Universe is now in r0.22.0 version and you'll find the changelog below: Improvements [Disclaimer] Health warning is now localized in both French and German languages. Improved Screen Units performance which previously generated freezes in districts. Slightly improved the performance of shadows and fixed world shadows in the Ultra settings. Increased max light shadow precision. Optimized voxel server load. Optimized Deferred Lights to improve overall performance. Added additional optimizations on RDMS requests to reduce server load. Gameplay Balancing/Changes [Inventory] Items can now be equipped directly from the linked Container context menu. A Fuel Consumption field is now displayed for all engines in both the inventory and item inspector. [Talents] Added 269 New Talent icons and increased the text size of their description. [GUI] Dispenser popup now displays ħ instead of quanta. [GUI] Changed "Settings" button to a Main Menu title. [GUI] Various ownership polishes. [GUI] Integrated a new waypoint icon. [GUI] Various Surrogate station polishes (texts, tooltips, list order, etc.) [Legal] EULA Settings link now redirects to the new website. Added an “Options” tab under the surrogate/tutorial session explaining how to exit. (Tab => Click Exit Popup) [PvP] Disabled the load/unload/reload ammo menu if the weapon is currently in a loading/unloading/reloading sequence. [Container] Disabled the save button when no changes are made in the ownership auto transfer area. [Container] Disabled "save" button for custom filter if no change is detected between current filter & selected filter.When a change is made in the data tree using custom filters, the save button becomes active. [Talents] Modified the layout of both impacting and required talents within the item inspector. Now sorts avatar marks by distance instead of random. [Organizations] Now sorts organizations by name in the multiple context menu. [GUI] Sort items by alphabetically order in blueprint recipe. Message announcement popups such as server restarts, are no longer modal and can be closed by clicking on the cross. [Radar] Detects the position of nearby constructs with greater precision. Marks: Displays the correct icon for distant constructs. Gunner Seat: Displays the correct icon for distant constructs. [Industries] Added animations when launching industries. Crash Fixes Fixed a crash when manipulating a container while the Server is overloaded. Bug Fixes [GUI] Fixed return to line in the text area of the organization panel. [GUI] Few interface bugs have been fixed for the settings menu, maps and market. [GUI] Fixed barter money inputs. [GUI] Fixed float number during Barter and removed the timer. [GUI] Fixed the overflow of product descriptions and other small fixes in the Industry menu. [GUI] Polishes/fixes in both the Inventory and Item inspector. [GUI] Fixed item Label ellipsis issue in the Organization menu. [GUI] Fixed overflow issues on the login menu. [GUI] Fixed both the talent groups update percentage value and the double % label. [GUI] Modified achievement notification position for rewards. [GUI] Various RDMS polishes (titles, search field texts, button behavior, etc.) [GUI] Polished reward panel and fixed a few other issues. [Market] Fixed a bug where HUD notifications were missing material amount values when displayed. [Market] Repaired the crafting pattern and adjusted elements including the dropdown menu and queue list width. [Market] Fixed the numerical input for the Market modal popup. It now displays decimals correctly. [Map] Fixed Territory count inside of the solar map. [Map] Fixed bookmark creation from clipboard. Fixed elevators and pressure plates that could be activated through walls or not functioning as intended. Removed exploit which allowed players to clip through walls. Fixed jetpack emissive to reflect the player’s chosen color. Fixed global menu selection. The delete-dynamic-properties icon inside the inventory now uses the appropriate icon. Fixed talent group word descriptions. [Settings] Adjusted mouse sensitivity upon game launch. Fixed the ability to drag & drop items into inventory tabs. Fixed a soft lock when exiting the map panel via the close button instead of “Esc” while the planet view modal is active. [SFX] Fixed Automine SFX that rapidly plays when not targeting a surface. [SFX] Added sound effect for the Flatten tool. Fixed territory tiles not appearing when enabled at launch. [Industry] Fixed a bug where clicking "Make" (or "Move" in transfer unit) failed to select the "Make"/"Move" option. Fixed an exploit regarding the deployment of Static Cores. Fixed a potential issue regarding Lua scripts freezing the game. Fixed the "Take Manual Snapshot" rights issue and ownership availability. Fixed reward panel opening sound during loading. Known Issues Windows certificate is not up to date. This issue will be fixed soon. This may prompt a warning message for new players during the first install. It can safely be ignored. Uninstalling the game directly from Windows will leave the game files on the disk. Please use the game dedicated unins000.exe uninstaller located in the game directory for that. This will be fixed soon! Numerous French and German localization issues have already been spotted and we’ll fix them soon. In some situations, you may not be able to place a Static Core Unit on your claimed Sanctuary Territory. An error message saying that it's too close to another construct is displayed. This may occur due to being too close to a District. Trying again from a further distance should solve this issue for now. A random rendering crash can occur under some conditions due to low GPU/driver resources. Voxel crashes may occur due to low disk/memory. [PvP] There are slight differences between radar and 3D marker distance displays because radar uses the construct center as an origin point while 3D markers use player position. [SFX] Only blue fireworks currently function. [Industries] Talents that impact ingredients of recipe products are not displayed client-side, but the recipe updates with the server recipe when starting. The tool model clips through the player’s hand. Surrogate VR Stations may be active in the tutorial and standalone Markets whereas Aphelia says that they are fake. We’ll fix that in the next patch. Cheers, Nomad
  10. Hi Noveans, New client update time, Dual Universe is now in version 0.21.6. Here's the changelog: Bug Fixes [Industries] Fixed multiplication outputs and wrong timer duration with auto batching Fixed an exploit with instanced items Improvements [Inventory] Added an inventory button that allows removing dynamic properties over selected items [Inventory] Added feedback on items that have "nonSpecialized" dynamics Known Issues Windows certificate is not up to date. This issue will be fixed soon. This may prompt a warning message for new players in the first install. It can safely be ignored Uninstalling the game directly from Windows will leave the game’s files on the disk anyway. Please use the game's dedicated unins000.exe uninstaller in the game's directory for that. This will be fixed soon! Numerous French and German localization issues have already been spotted and we’ll fix them as time goes by In some situations, you may not be able to place a Static Core Unit on your claimed Sanctuary Territory. An error message saying that it's too close to another construct is even displayed. It may be due to being too close to a District. Trying again from a bigger distance should solve the issue for now A random rendering crash can occur in some places because of some exhaustion of GPU/driver resource Voxel crash about disk/memory exhaustion [PvP] Slight difference between radar and 3D marker distance displays because radar uses the construct center as origin while 3D markers use the player position [SFX] Only blue fireworks may work for the moment [Industries] Talent that impacts ingredients and products of a recipe is not handled client-side for the display but on start the recipe updates with the server recipe Cheers, Nomad
  11. Hi Noveans, Dual Universe is now in Beta 1 r0.21.5 version. New Feature The image upload feature is back via the website Bug Fixes Beta keys system to distribute codes to your friends now works for existing accounts f you tried to take back a container that was linked to an industry, it failed after 30 seconds waiting. The workaround was to unlink the container from the industry manually first. This is fixed [Image upload] Regarding the new image upload feature on the new website, in the past when clicking the copy link icon on the validated image section, there was no feedback to say that the link has been copied while it was copied nonetheless. This is fixed and the feedback is now properly displayed [Image upload] Drag & drop is now working properly [Image upload] You can now delete an uploaded image Improvements Optimized RDMS request frequency and server load Optimized communications between industries and containers and server load Improvements on the way constructs are processed and displayed to improve performance server-side Known Issues Windows certificate is not up to date. This issue will be fixed soon. This may prompt a warning message for new players in the first install. It can safely be ignored Uninstalling the game directly from Windows will leave the game’s files on the disk anyway. Please use the game's dedicated unins000.exe uninstaller in the game's directory for that. This will be fixed soon! Numerous French and German localization issues have already been spotted and we’ll fix them as time goes by In some situations, you may not be able to place a Static Core Unit on your claimed Sanctuary Territory. An error message saying that it's too close to another construct is even displayed. It may be due to being too close to a District. Trying again from a bigger distance should solve the issue for now A random rendering crash can occur in some places because of some exhaustion of GPU/driver resource Voxel crash about disk/memory exhaustion [PvP] Slight difference between radar and 3D marker distance displays because radar uses the construct center as origin while 3D markers use the player position [SFX] Only blue fireworks may work for the moment [Disclaimer] Health warning message is only localized in English for now. It will be translated into French and German next week [Industries] Number of ingredients increases when clicking on "Start" in some industries Cheers, Nomad
  12. Hi Noveans, Dual Universe is now in Beta 1 r0.21.4 version. Please read carefully about the idle constructs auto-compacting activation. Bug Fixes Fixed an inventory exploit when force respawning from the login screen Fixed elements that could be raycasted through a force field Improvements Client/server voxel communication optimization Idle constructs auto-compacting activation: To improve performances around cluttered points of interests (Districts, Markets, Ship-Shops...), we're about to compact and give back in player's inventory any construct matching the following criteria: Based on an XS Core Unit without any container with one fuel tank tops without any weapon with a maximum of three atmospheric engines with no space engine in a radius of 1 kilometer around any point of interest having a mass up to 20 tons after 3 consecutive hours during which the Constructs have remained in "idle" (not used) state. This special “compacted Blueprint” allows you to deploy your construct again for free and the fuel in its fuel tank will also be restored as well. If you don't find a Construct of yours where you have parked it a moment ago, this may be because of this so please check first your in-game notifications and your character inventory before panicking and contacting the Customer Support. Cheers, Nomad
  13. Hello Noveans, Time for a new update and here's the release note. Dual Universe is now in Beta1 r0.21.3 version. Improvements Improved minimap rendering performance Players are now able to share a territory with a right-click menu, for friends, organizations, nearby players or everybody [FTUE] Fixed and improved the input reminders during First Time User Experience Gameplay Balancing/Changes The login screen roadmap is now localized in all available languages Added a new "health warnings” disclaimer in the login screen Crash Fix Fixed a crash related to minimap performances Bug Fixes Fixed the ‘Loading rights’ query bar which was visible when looking at a foreign construct from a cockpit Updated assets for harvest rocks and fixed Natron that looked like Malachite Fixed invisible market markers on Madis Moon 2 Fixed a bug where the current core/skip tutorial was not restarted after getting out of a sandbox tutorial Fixed an exploit with Lua scripting Known Issues Windows certificate is not up to date. This issue will be fixed soon. This may prompt a warning message for new players in the first install. It can safely be ignored Uninstalling the game directly from Windows will leave the game’s files on the disk anyway. Please use the game's dedicated unins000.exe uninstaller in the game's directory for that. This will be fixed soon! Beta keys system to distribute codes to your friends doesn't work for existing accounts yet. This will be fixed in the coming days Numerous French and German localization issues have already been spotted and we’ll fix them as time goes by In some situations, you may not be able to place a Static Core Unit on your claimed Sanctuary Territory. An error message saying that it's too close to another construct is even displayed. It may be due to being too close to a District. Trying again from a bigger distance should solve the issue for now A random rendering crash can occur in some places because of some exhaustion of GPU/driver resource Voxel crash about disk/memory exhaustion [PvP] Slight difference between radar and 3D marker distance displays because radar uses the construct center as origin while 3D markers use the player position [SFX] Only blue fireworks may work for the moment The image upload feature is not accessible via the website and will come back soon [Disclaimer] Health warning message is only localized in English for now. It will be translated into other languages next week Cheers, Nomad
  14. Hi guys, The game is now in Beta 1 r0.21.2. Here's the latest patch note: Improvements Added a limit to the fetch construct debug feature to a 4 km range and added a 24h timer cooldown [GUI] Removed in-game language selector in the option menu. The language selection is now only possible via the launcher on the upper right corner [GUI] Saved email on login screen is now hidden properly after at least a first connection Bug Fixes [GUI] Quantity in a container is now displayed while doing instant sell order [GUI] Fixed chat channel old messages being unexpectedly erased when someone speaking in another channel Restored missing Natron harvestable rock [LOC] Fixed some missing texts and typos in French and German languages Fixed Small space engine S variations that all had the same name Fixed an issue where a moon could appear pixelated Known Issues Image upload feature is not accessible via the website and will come back soon Cheers, Nomad
  15. Hi guys, The game is now in Beta 1 r0.21.1. Here's the latest patch note: Bug Fixes Fixed the German voice issue of Aphelia in the tutorial Replacement of the correct quanta character in the variable currency symbol and removed the uppercase style on this kind of values (market/all player wallet...) Fixed non-localized notifications in French and German Fixed a shadow issue with the hand tool Crash Fixes Fixed two crashes when exiting the game Fixed a crash and handle nanocraft item quantity notification Cheers, Nomad
  16. Hi Noveans, This is it! After almost three years of regular live testing in Pre-Alpha, and three different Alpha versions, Dual Universe now enters its first Beta phase! This also means that the NDA is finally lifted. The team worked extremely hard for you to discover this new milestone for our crazy dream project! We hope you'll see its potential and will continue helping us fixing, refining, and improving everything. Thanks for your awesome support since the beginning, it means so much to us... But enough of this, please find below the lastest release note: New Feature Screen Unit image upload verification In order to see your content displayed on a Screen Unit, you now have to upload your images on our new website. Note that all images uploaded will be 100% public. To do so: Go to dualuniverse.game and after logging in via the upper right corner panel, you will be able to go to the “upload image” page You’ll then be asked to open your Windows explorer and select your file, provided it’s in .jpeg or .png format (that’s right, no gif allowed) and that it’s under 5MB. Please note that drag & drop is not functioning at the moment, contrary to what’s written on the page There’s no feedback yet, but your image should appear after a few seconds in the “Pending Review” section on the page. Refresh it if needed. This review process can take about one week for now but we’re doing our best to proceed as quickly as possible. For now, you have to go back to the page to know its current status (this will be improved after the Beta launch) If rejected, you won’t be able to use your image, obviously If accepted, the image will appear on the dedicated section of the page. A mouse-hover will allow you to click on the link button to copy the link. No feedback will be displayed yet, but it works You now have a link starting with assets.prod.novaquark.com/XXXXX. With this copied link, you’ll then be able to insert it in a Screen Unit Right-click on your Screen Unit and use the “Quick Image” function. Paste the link in the pop-up field, validate, and ta-daaaaa. (You can also use it in any HTML content if you like) You can have 5 images validated at the same time For now, you can’t delete an image. This possibility will be added soon Remember that your content must comply with our EULA and ToS. If, for any reason, you find a way to circumvent the moderation process and display offensive content, you’ll be eligible for a sanction. Be responsible and have fun! Note: On a more general note, that verification applies to all external URL used in HTML content in the game. Any external URL used must be validated or it will not be ever loaded in-game. This includes custom HUD on piloting seats, manifesto and organization logos, info button, and or course, Screen Units. Improvements Added a clear warning about death and inventory loss [GUI] Added a confirmation message when using Force Respawn in a Tutorial session [LOC] Updated text for English, German and French languages [GUI] Added a red warning on inventory loss in confirmation popup for respawn, and removed the settings that allowed to skip confirmation [GUI] Improved display of quantas in dispensers (separate thousands with spaces, not commas, to be locale-independent) [Codex] Standardization of the codex font sizes between HUD mode and dashboard and fix of stretched images [Market] Buy/Sell orders are now sorted from lowest price to highest The downloadable package has been shrunk to 5.9 GB and the unzipped assets to 15 GB Gameplay Balancing/Changes [Control] Removed reminder about ‘Shift + i’ shortcut to toggle container in the consumable bar [Voxels] It's now forbidden to put planet voxels 100m above the original ground height. There is still no restriction on constructs Temporarily removed wrecks Removed red watermark from the game Updated Beta disclaimers (long and short one) [PvP] Radar identification uses the construct center position [Organization] Removed the possibility for non-legate to deploy in the name of the organization Crash Fixes Fixed a crash when sharing Construct [Warp] Fixed a crash when coming out of a warp Bug Fixes [Rendering] Fixed ice moon position that was rendered on top of Sanctuary Moon [Rendering] Reverted voxel material shader to fix colored steels [Rendering] Fixed rendering order of clouds [Physics] Fixed an exploit where indefinite lift is possible when hover pads interact with a child construct Fixed ‘Share Element Publicly’ for all that did not work [Container] Fixed a bug where items from linked container was not added to the consumable bar when double-clicked [Inventory] Fixed sub-menu ‘Tool compatible’ that did not update itself when switching tool [Tuto] Fixed an exploit when dying in Tutorial sessions [PvP] Fixed a weapon exploit [Art] Fixed asset textures for Radar Atmo S and Radar Space Medium [Build] Fixed offset when placing Commander Seat [SFX] Fixed fireworks that did not explode in the sky Fixed some bugs with Sell orders from active container to distant market [Market] Fixed confusing message when player doesn’t have enough inventory space to retrieve an item from the market [Market] Fixed current scroll being lost on market update [LOC] Fixed typo in an error notification (inventory full on dispenser) [Sound] Fixed multiple audio cues that were triggered when selecting Exit on the Main menu [FTUE] Fixed the green marker that was larger than the window in the Codex sequence Fixed an issue that allowed to use items from the active container to create a sell order on a distance market [Market] Displayed average price and best offers were confused in Buy/Sell order windows (not instant one), Sell order windows displayed the prices of Buy orders, and vice-versa Known Issues Windows certificate is not up to date. This issue will be fixed soon. This may prompt a warning message for new players in the first install. It can safely be ignored Beta keys system to distribute codes to your friends doesn't work for existing account yet. This will be fixed in the coming days Language selection from the game is not saved on exit Numerous French and German localization issues have already been spotted and we’ll fix them as time goes by In the previous Beta Release Candidate version of the game, ore veins were absent in the Sanctuary Moon. This has been fixed. However, any previous territory scan is now obsolete In some situations, you may not be able to place a Static Core Unit on your claimed Sanctuary Territory. An error message saying that it's too close to another construct is even displayed. It may be due to being too close to a District. Trying again from a bigger distance should solve the issue for now A random rendering crash can occur in many places because of some exhaustion of GPU/driver resource Voxel crash about disk/memory exhaustion [PvP] Slight difference between radar and 3D marker distance displays because radar uses the construct center as origin while 3D markers use the player position [SFX] Only blue fireworks may work for the moment If the game is set in German, Aphelia sometimes mixes German and English languages while speaking. A fix is coming for this very soon [Image upload] Regarding the new image upload feature on the new website, when clicking the copy link icon on the validated image section, there is no feedback to say that the link has been copied (it’s copied nonetheless) [Image upload] Drag & drop is not functioning at the moment, contrary to what’s written on the dedicated web page [Image upload] For now, you can’t delete an image. This possibility will be added soon [Image upload] Delay to display uploaded images in the pending review section can be long. Refresh the page after 10 seconds if needed [Image upload] There’s no feedback saying if an image is properly uploaded, nor rejected or accepted after review. You have to check directly by yourself on the dedicated page Uninstalling the game directly from Windows will leave the game’s files on the disk anyway. Please use the game's dedicated unins000.exe uninstaller in the game's directory for that. This will be fixed soon! Cheers, Nomad
  17. Hi there, You'll find information here about the recent authentication bot changes: Cheers, Nomad
  18. Hi guys, For the latest information about our official Discord server, please head here from now on: Cheers, Nomad
  19. Hi guys, Over the years, Discord has become a key communication tool between players during online games and MMOs, as well as a way to keep in touch with development studios. Dual Universe's community has been no exception to this. It has become clear that Discord is an essential element in maintaining an active community, gathering instantaneous feedback when needed, and connecting with Dual Universe’s ever-expanding playerbase. That's why all players are encouraged to join if they want to discuss the game with other players. This is in no way mandatory, however, as important announcements will also be made on our other communication channels, such as the official forum and our website. Please note that, as announced in the past, the server was originally created by the dedicated players from the community. As most players were already connected to this server, they kindly agreed to transfer ownership to Novaquark when we decided to provide an official Discord server. Please give them huge thanks for this. This thread aims to answer common questions about Discord and the official server. Once connected to the server, we also encourage you to read the #frequently-asked-questions channel. What is Discord? Discord is a free-to-use voice, video, and text application. It is one of the best tools for communication between players from all around the globe, and currently has tens of millions of users. It is available on PC, smartphones, or on your web browser. For more information, you can check their website and especially the help center. How to join the Dual Universe server? Go to https://discord.gg/dualuniverse: If you are already logged in with a Discord account, you will be presented with an invitation page where you can "Accept the invitation". After accepting, you will then have access to the server from your server list in the left menu sidebar. If you do not currently have a Discord account, you will be prompted for a username before accessing the server. Please note that doing so will not create an account just yet, but Discord will propose you to do so. After this, just follow the prompts. If you you are not logged in, but have an account, there is also a link at the bottom to login. After joining, please take the time to read the server rules in the #server-information channel. If you are new to Discord, they have a useful help center which can help you understand the interface and settings How is moderation done? Like most official Discord servers, moderation works far more efficiently as a community effort. We'd like to thank the moderation team, made up of chosen community members, for their dedication to making our Discord server a great place to discuss everything related to the game. A big part of this team is made out of the people responsible for the creation of the server, as they were already experienced and happy to help. We greatly appreciate their commitment! How to sort out conflicts on Discord? If, as a user, you encounter any issue on our official Discord server, please contact the moderation team first. Should the moderation team not be able to resolve the issue, only then should you contact the Novaquark staff with their permission to do so. In the latter case, please make sure that: You have tried your best to solve the issue with the moderators first. The problem is genuine, and you include facts and evidence (not hypotheses, assumptions, or hearsay). What is "linking my Discord account"? By default, there is no link between Dual Universe game accounts and Discord accounts: Anyone can create a Discord account and set the nickname they want. In the Dual Universe game, forums, or websites, the same person may have a different name. This is fine and normal. However, on the Dual Universe Discord server, there are also restricted channels under NDA (Non Disclosure Agreement) for players who have access to the Alpha. Some roles are also associated to backer titles (for those who want to display them). For those who want to, it is thus possible to match their Discord account with their Dual Universe account. We call this process "linking" your accounts. It is entirely optional, but this is the only way to access channels under NDA. The linking process is done from the community portal, on the page where you edit your profile. It is as simple as clicking on a button and accepting the Discord prompt (you may need to login to Discord first). You can see a step-by-step guide below. Once completed, a custom bot made by Novaquark will update your roles and your nickname on the Dual Universe Discord server (just give it a few minutes, it manages thousands of players!). What is the bot exactly doing? For all players who have linked their Discord account: It gives them the "Verified Identity" role. It changes their Discord nickname to match their Dual Universe name on the DU server. If they have access to the Alpha, or if they are an ATV member, it gives them the corresponding roles. If they have backed the game, and chosen to show the corresponding title, it also gives them the corresponding role (like "Gold Founder" for example). For all players who have not linked their Discord account, it removes any of the above roles. It also applies the same actions to players who unlink their accounts. Pro tip: As long as a Discord user has the "Verified identity" role, you know who you are talking to, as their nickname is guaranteed to be the same in-game and on the forums. Please note, however, that this only works on our official Discord server. Step by step guide for linking your accounts On the community portal, go to your profile, click on ‘edit’,and go to the Discord tab: Click on the "Link my Discord account" button.You will be redirected to Discord. If requested, login to your Discord account: Discord will now ask you to allow the application to access your username. Click on "Authorize": You will be redirected to the Community Portal, where a confirmation message should pop up at the top of the page: Note that we only record your Discord id, name, and discriminator (the four digits near your username) when you link your Discord account. How to unlink your Discord account On the community portal, go to your profile, click on ‘edit’,and go to the Discord tab: Click on the "unlink your account" link at the bottom. The page will refresh and a confirmation message should pop up at the top of the page: Note that unlinking deletes all information previously recorded (id, name, and discriminator). We hope this helps! Cheers, Nomad
  20. It's fixed in the original post, Nanoman! Thank you. Cheers, Nomad
  21. Thanks Patrox! The original post has been edited to fix this. Cheers, Nomad
  22. Hi guys, For various logistical reasons, we picked the Wednesday August, 21st to organize our MeetUp in Cologne this year. It's not ideal but considering our constraints, this is preferable for us. We hope to see you there! Cheers, Nomad
  23. Hi guys, Following up the release of the third Alpha 2 DevBlog about Lua, we wanted to develop things further for the most curious, dedicated and skilled among you. The API has changed so you guys will have to redo a certain amount of stuff. This being said, you'll find below some documentation that will allow you to do pretty neat stuff so knock yourselves out! Thanks to NQ-Arlequin for his help and for writing this! How does it work All ControlUnits (Cockpits, HovercraftSeats and ProgramingBoards) can display information on the screen when activated by the current player. CockpitUnits and PilotingSeats have predefined behavior that should suit most players. However advanced players can edit the ControlUnit LUA script to adapt the display to their needs. There are different levels of customization possible: Intermediate Difficulty: Show/hide the default widget of an element linked to the Control Unit. Advanced Difficulty: Mixing those widgets in custom panels. (New in Alpha 2) Expert Difficulty: Create custom widgets from your own data or existing elements data. (New in Alpha 2) Expert Difficulty: Create your own HTML code to display custom content on your screen. (Modified in Alpha 2) Default behavior Cockpit view Hovercraft Seat Programing Board Hovercraft Seat and Programming Board widgets do stack: Adding/removing element widgets in Lua API: slot.show() slot.hide() Default Cockpit LUA Script We can instead only show the Core Unit widget, and hide the Control Unit widget (shown by default): core.show() unit.hide() NEW - Reorganizing Element widgets within panels in Lua API: system.createWidgetPanel(title) → panelId system.destroyWidgetPanel(panelId) system.createWidget(panelId, type) → widgetId system.destroyWidget(widgetId) system.addDataToWidget(dataId, widgetId) system.removeDataFromWidget(dataId, widgetId) slot.getDataId() → dataId slot.getWidgetType() → type Instead of having all the fuel container widgets in different panels, I can create my own panel and add all fuel widgets to this panel: fuelPanel = system.createWidgetPanel("Fuel Tanks") for i=1,container_size do widget = system.createWidget(fuelPanel, container[i].getWidgetType()) system.addDataToWidget(container[i].getDataId(), widget) end NEW - Creating custom widgets in Lua API: system.createData(json) → dataId system.destroyData(dataId) system.updateData(dataId, json) slot.getData() → json You can finally write your own custom data, and display them using predefined custom widget types. 4 exist for now: text, title, value, and gauge. panel = system.createWidgetPanel("Panel") -- Display “Hello World” widgetText = system.createWidget(panel, "text") dataText = system.createData('{"text": "Hello World"}') system.addDataToWidget(dataText, widgetText) -- Display a title “Title” widgetTitle = system.createWidget(panel, "title") dataTitle = system.createData('{"text": "Title"}') system.addDataToWidget(dataTitle, widgetTitle) -- Display a gauge filled at 60% widgetGauge = system.createWidget(panel, "gauge") dataGauge = system.createData('{"percentage": 60}') system.addDataToWidget(dataGauge, widgetGauge) -- Display “Weight 80 kg” widgetValue = system.createWidget(panel, "value") dataValue = system.createData('{"label": "Weight", "value": "80", "unit": "kg"}') system.addDataToWidget(dataValue, widgetValue) You can now combine all those methods to create your own customized panels. CHANGED- Customize screen using html code. API: system.setScreen(htmlContent) system.showScreen(1/0) You can write your own html code to change the appearance of the control unit screen. It will be displayed below the widgets, so if you want full control: you can hide all widgets. html = '<div class="monitor_left window">' html = html .. '<div class="center window">monitor_left</div>' html = html .. '</div>' html = html .. '<div class="monitor_right" style="background-color: red;">' html = html .. '<div class="center window">monitor_right</div>' html = html .. '</div>' system.setScreen(html) system.showScreen(1) Predefined style classes class=”monitor_left” defines the area of the left monitor. class=”monitor_right” defines the area of the right monitor. class=”grid” stacks all its child elements on an invisible wrapping vertical grid. class=”center” positions an element centered to its parent. Can be the viewport. class=”window” applies the Dual Universe background and border. Well, that's it for this time! We hope you'll enjoy the info here to surprise us Cheers, Nomad
  24. Hi guys, The idea of making a podcast has been circling in our heads for some time. We wanted to reach out to our community in a new and captivating way, and today you can discover the end result. We're very excited to bring you some behind the scenes material and invite you to join us while we discuss what's new in DU. If the community's response is positive, we may make a series out of it. You can listen to this first episode below on YouTube: It's also available on SoundCloud: Happy listening! We'd love to hear your feedback! Cheers, Nomad
  25. Hi guys, On March, 6th, we organized a special stress-test with thousands of simulated players. Our objective was to showcase our unique server technology and test it under live conditions! Dozens of human Alpha players were invited and participated as well, as witnesses of the event. You can discover the details on the news here. Don't hesitate to comment below! Cheers, The Novaquark Team
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