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SimonVolcanov

Alpha Tester
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  1. Like
    SimonVolcanov reacted to ATMLVE in Artificial Eclipses   
    While we of course don't know details of things like lighting and shadows in the game, its probably inherent that an object in front of a planets light source would cast a shadow on the planet. So I would think it would cast shadows, yes..
     
    Now, it may not work perfectly like this; some flaws could be shadows having a max distance, texture errors, or the world just doesn't really get any darker, i.e. the sun isn't really creating all the light but rather the game renders the world light when there is a sun in the sky. 
     
    Also, the concept youre talking about, building an object at the L1 point between a planet and it's star, would in real life be a quite efficient way to wipe out most life on Earth, one way I thought of after watching yet another movie where an advanced alien race feels that the best way to kill everyone is to resort to WWII dog fights. 
  2. Like
    SimonVolcanov reacted to Veln in Last Post Wins   
    Japanese Mascots getting stuck in things: http://veln.tumblr.com/post/164417265421/k-ui-k-ui-k-ui-k-ui
  3. Like
    SimonVolcanov reacted to Fitorion in The Vanities/Fashion and other pretty things   
    I want decals... lots of them.  User created ones too... I'd prefer to be able to directly upload my own but I can see that potentially being a problem so... maybe have a contest every few months where 20 decals submitted by the community get added to the game.
     
    Any way... I want to be able to drag, scale, and place such decals onto anything I own.  Clothes... ship parts... my characters skin...
     
    It annoys me greatly when character creation has jewelry and tattoos but they can only be toggled on or off... you can't move them... combine multiple... rotate or scale them up or down.  Really frustrating.
  4. Like
    SimonVolcanov reacted to Morand in Tree harvesting   
    Thanks Nyzaltar. The concept is more clear now.
     
    This is something I suspected, and since we are going to start with advanced skills, we probably won't need wood in the alpha.
    The temporary disappearing trees is a good temporary solution that will allow us to remove trees if needed.
     
     
     
    So now, about my ideas, the team probably have already think/plan to do or not to do some of them, but I will sum them all here:
     
    Since trees are 3D meshes, you can plan in the future to apply gravity on them, so they will fall when you remove the voxels below them.
    Maybe you can even make them fall if a construct run into it, but this is probably more complicated since it depend on weight.
     
    There is different solutions when harvesting them:
    1. The tree disappear (Poof!) and the wood appear in your bag: simple, clean, not very realistic, but what if you don't have enough space in your bag?
     
    2. The tree disappear gradually from the top: a little more complicated, clean, not very realistic, no problem with your bag
     
    3. A chunk of the tree disappear where you hit it: more realistic but you have to handle multiple parts of a tree
     a. if the top part of the tree doesn't fall to the ground, you will have floating trees everywhere and it's not realistic at all
     b. if the top part of the tree fall to the ground, it is realistic, but you will end with many little parts of trees everywhere on the ground (that you also can make disappear with a timer)
  5. Like
    SimonVolcanov reacted to NQ-Nyzaltar in Tree harvesting   
    Hi everyone,
     
    Please keep in mind a few things when it come to expectations for the game access at the end of September:
    - you are not going to have a full game from day 1. This will be a version "work in progress" and very far from being feature complete.
    - Everything mentioned in the Lore may not be represented in the game as a game feature. It's the case for any game. Dual Universe is no exception.
     
    Now regarding Tree Harvesting:
    - The crafting system isn't complete yet and trees won't be harvestable in the game version you will get at the end of September. 
    - Trees are not made of voxels. They are 3D meshes.
    - Currently, for practical purpose: when all voxels connected to a tree are removed, the tree disappear.
    - Trees should be harvestable once the crafting system will be complete.
     
    Best Regards,
    Nyzaltar.

     
  6. Like
    SimonVolcanov reacted to Kuritho in (Spaceship-)HUD - highly scriptable   
    So... just normally aim?
  7. Like
    SimonVolcanov reacted to Kuritho in Golden Fox Division [GFD]   
    You can use MS Paint to make really good artwork! You just have to make sure you blend colors well.
  8. Like
    SimonVolcanov reacted to yamamushi in Ship Shield Mechanics   
    I asked about shield mechanics in the DU Explorers interview last year:

     

    https://youtu.be/H9Y0YmqGYDM?t=4379 




     
  9. Like
    SimonVolcanov got a reaction from Ezghoul in Basic LUA tutorial   
    Howdy hi ho, fellow architects of this fine world! Since scripting will be a big part of the game and not everyone grew up indulging themselves in various programming languages, I thought I'd link this little LUA tutorial here that I stumbled upon while improving my own LUA skills. 
     
     
  10. Like
    SimonVolcanov got a reaction from Lau2356 in Teleportation/transporter units   
    Well, I'd say they'd have to either send someone to pick them up or transfer them creds for a taxi. Otherwise people who want to transport players over longer distances would be out of a job... it's the "convenience of some over the job-diversity of many" problem again... 
  11. Like
    SimonVolcanov reacted to Kurock in Question about logging out/in   
    If you log out on a construct you will log back in on that same construct. This is great because the Internet is not always stable with disconnects happening at any moment. 
    But why is this abusable? Jump onto any construct and log out. Now that person can be taken anywhere that construct goes and is undetectable. An invisible stowaway which could just be hitching a ride or have more nefarious ideas.
     
    The first question is does this warrant adding some mechanism to prevent the invisible stowaway problem? The 95% case is one where players have the right to be on the ship so is it really a problem? Adding a mechanism, no matter how small, takes away from dev time in which another feature could be built.
     
    But, for arguments sake, let's say it *is* a problem so how could it be "fixed" to add gameplay opportunities rather than removing them?
     
    1) No rights, no logout. RDMS dictates whether logging off is allowed on the construct. If not, the person is shunted into the planet (or space) outside the construct. This doesn't switch off stowaways since a hacker could get around the RDMS (potentially), but it does make it much more difficult for long hauls since they player must be logged in the entire time.
     
    2) Detection. Part 2 and 3 are meant to be used together.
    a) Make them visible. After logging out a hologram (or ghost) of the player is left behind. Perhaps this could be for a short amount of time before 2b needs to be used.
    b.) Make them detectable. A special hand held or construct wide scanner could be used to give a count of ghosts and eventually, though gameplay, pinpoint them. Think of this as the stowaway trying to hide, perhaps this could get bonuses from stealth skills to hide and likewise the scanner could get bonuses from scanning skills to detect.
     
    3) Action after detection. After detecting a ghost using 2 above, what can a person do about it?
    a.) Nothing. Being able to do anything to stowaways is abusable in its own right.
    b.) Move em. The owner of the ship (with the correct rights) can boot the ghost out of the construct. Potentially into space. This is potentially a death sentence.
    c.) Kill em and be done with it. They won't stowaway on your ship again.
    d.) Confinement. A holding area could be placed on larger constructs. This is not imprisonment: A person could still shoot their way out or kill themselves. It does serve as a way to give the stowaway a chance to have a talk first.
     
    My personal preference would be 2b and then the ability to choose any of the 3's in a case by case basis.
     
    What would you choose?
  12. Like
    SimonVolcanov reacted to Kurock in The Spacing Guild is Recruiting - The GROFIT must flow   
    A quirky quib to quantify the qualities of acquiring Quanta? How quaint.
  13. Like
    SimonVolcanov reacted to ATMLVE in Ship Shield Mechanics   
    It would have to be at least 6. I don't know much about Star Trek Online, but lots of games simplify space combat by orientating everything with a fixed up and down. Dual Universe is a sandbox with a full 3D environment, so you'd need at least 6 "zones", one for each direction of a 3D axis.
     
    But again, ships in DU can be any shape. What happens when I make my ship a perfect cylinder, 2 meters in diameter and 100 meters long. Does it still get a spherical bubble shield? If so, that is an enormous area of shielded empty space; essentially a full empty sphere, 100 meters in diameter, with a line going through it. 
     
    And if not, how does it work? Does it get a cylindrical shield that is present a small distance away from it's body along it's entire surface area? If that's the case, how do you define shield zones for that?
  14. Like
    SimonVolcanov reacted to Lord_Void in Copy Right Infringment   
    Eh. I think the idea of having some advanced copyright protection mechanism in the game would be a bit dumb. Once the game starts people are going to start creating a wide variety of designs and after a year or two, many of the most common designs will already be 'taken'. Anyone who joined after would be at a disadvantage since they have to try and create something new or lose most of their income to someone else. 
     
    I think some people overestimate exactly how creative they can be as well. You're not going to create some innovative design that will change the face of the game and no one else thought of so everyone will want to copy its not rocket science to figure out that reducing mass makes the ship faster, or adding more thrusters makes in more maneuverable. No one is going to 'discover a way to make engines perform 30% better that no one else thought of'. The game may not have predefined ship types but general ship classes will emerge anyways. The point of blueprints is less about protecting you intellectual property than it is about facilitating production.
     
    Succeeding at industry will be less about 'having amazing designs that no one else has ever thought of' and more about delivering the right quantity ships to the right locations at the right price. 
  15. Like
    SimonVolcanov reacted to NQ-Nyzaltar in Rotating Voxels   
    Hi there,
     
    For the time being, the only rotation angle available for Voxel Elements will be 90 degrees.
    The development team might allow customizable angles later, but if it happens, it will be most probably after the Official Release.
    Despite the look of it, it would need a significant development time to be done properly: it's much more complex to anticipate how voxels would behave with anything else than a 90 degree angle, and so far the preliminary tests conducted in this direction haven't been satisfying. It's not impossible but it's a long road to get good results on this topic. So it has been decided to work on this kind of feature only when we will have enough time to allocate to make it properly (as you can imagine, the team has already a lot on the plate until end of 2018 before going for such feature).
     
    Best Regards,
    Nyzaltar.
     
  16. Like
    SimonVolcanov reacted to Lau2356 in Teleportation/transporter units   
    I think a solution to this problem would be that the kind of service that offers teleportation for a new player, would be a one time service so it's easier for the new player to be with his friends. After that, players will have to use taxis and other such services or travel with their own ships.
  17. Like
    SimonVolcanov got a reaction from Lau2356 in Teleportation/transporter units   
    You also gotta consider that the easiest solution might not be what fits the DU narrative. Sure, not having teleportation in a huge base or city might be a pain, but allows for more creative solutions, like "trains" (basically a hovercraft in a tube). And things taking actual time makes you appreciate them more, which is why I think teleportation might not be the best solution for DU.
  18. Like
    SimonVolcanov reacted to Ben Fargo in Teleportation/transporter units   
    I would prefer to not have any teleportation at all.  Getting around a large base or ship will be a problem, but I feel having problems to solve is what makes a game interesting.  One of the challenges of building any large construct will be designing it to be as convenient as possible.  The way it is designed should matter.  If a teleporter allows someone to instantly go from one place to another, then where those places are located becomes nearly irrelevant and much of the challenge of designing them is lost.
  19. Like
    SimonVolcanov reacted to CyberCrunch in Using Comm-Array Components for API Integration   
    Yes, I’ve read this post, and I guess a lot of ideas about comm-arrays have come up over time...

    This post also had very interesting idea on how to create an “internet” inside of DU:

    Communication Units will be a big topic in DU, and NQ will probably provide all sorts of Components for different use cases. Maybe a big “Master Node” component which can be only be build as attachment with a TU, to provide all those different comm-features at once would be nice.


    We’ll have to wait and see, as this probably not their top priority right now.

  20. Like
    SimonVolcanov got a reaction from Zamarus in Basic LUA tutorial   
    Howdy hi ho, fellow architects of this fine world! Since scripting will be a big part of the game and not everyone grew up indulging themselves in various programming languages, I thought I'd link this little LUA tutorial here that I stumbled upon while improving my own LUA skills. 
     
     
  21. Like
    SimonVolcanov reacted to Lethys in Simple Water Dynamics   
    No need for real physics here, there's just no point in doing it for a very long time. DU is mainly about other things and not some kind of realistic water simulation
  22. Like
    SimonVolcanov reacted to Astrophil in Simple Water Dynamics   
    Definitely support this. I would guess this is one of those things that won't be developed at official release but will eventually be implemented as updates come along.
  23. Like
    SimonVolcanov reacted to Anaximander in Tree harvesting   
    but, that's how markets work. 


    Sure, NQ can add later on a way to grow trees back by XYZ gameplay mechanics (cross finger for agriculture bringing such thing with it ), but truth it, naturally grown trees wil lbe worth FAR more than growing your own.

    And let's be honest,. deforestation brings out the Greenpeace Extremist I always wanted to be, but never gave much of a damn for the Amazon to actually care becoming one.


    I mean, DU is an MMORPG. I will RP as the guy hunting lumberjacks.
  24. Like
    SimonVolcanov reacted to Kuritho in Who's excited!?   
    The perfect amount of being literal, snarkiness, and beauty creating this god-like comment out of the depths of Cybrex alts.
     
    Edit: Why are you guys liking this? Schiz should the likes. Just saying.
  25. Like
    SimonVolcanov reacted to NQ-Nyzaltar in Should satire be allowed in the forum and game?   
    Hi huschhusch,
     
    This topic is a non-issue:
    - Satire is allowed as long as it refers to fictive people, fictive political movements or fictive religions.
    - Satire isn't allowed when it refers to real life people, real life political movements or real life religions (and this is not negotiable as it can involve real life laws in some cases).
     
    Best Regards,
    Nyzaltar.
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