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Cronael

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  1. Like
    Cronael reacted to Omukuumi in Alien core and PVP bugs don't match   
    @NQ-Admin Hi, it's important.

    Can you put all the alien core in pause (production/lockdown) until PVP was fix? (Radar + Transponder + Anynewbug)

    We can't fight in good conditions, we can't have fun or enjoy this content (and it's the only PVP available atm) and with the wipe no decision + all those PVP bugs, we just lost all our motivation.

    Do something, don't be passiv, thx.
  2. Like
    Cronael reacted to Omukuumi in The siege of Gamma   
    With the Athena update we decided to hold 3-4 alien cores, the goal being to test our ability to defend multiple cores.

    The harsh reality of alien cores
    In response, our enemies have put our cores in lockdown ~fifteen times, sometimes 4 on the same day, forcing us to organize ourselves well to allow everyone to come home from work, eat, take care of their family or simply rest. For having a minimum number of people at the end of each lockdown, just in case.
    The ends of lockdown follow one another and still nothing on radars, the regularity required by this feature prevents us from pirating on asteroids or pipes as we did before, but the various changes have not reinforced either the interest of them, the motivation is therefore less and less perceptible and it becomes a chore to come and defend...
    So we come to this evening of May 21, 4 cores are in lockdown;
    Gamma, Theta, Iota and Zeta
    Theta and Gamma are respectively under siege at 18:24 UTC and 18:56 UTC, knowing that it takes 20 minutes to secure a core without enemies, the timing is tight but nothing can tell at this moment that our enemies will take advantage of it...

    A well thought out plan
    18:36 UTC, Theta in siege but without contacts, when suddenly the announcement falls: "CONTACT ON THETA"
    10 to 15 ships on radars, the fight is easily managed but a large part of our fleet is therefore in combat lock for the next 10 minutes, preventing warp, and an attack on Gamma begins to grow in our heads. Taking advantage of the combat lock to loot some of the enemy ships, meanwhile another group forms, alerted by the first attack and start moving in direction of Gamma.
    18:58 UTC, Gamma in siege and the dreaded announcement drops: "24 CONTACTS ON GAMMA"
    We are all surprised and at the same time excited, @here and @everyone appears on the various discords to call Legion for mobilization, we've been waiting for this moment for a long time, impossible to miss it!
    We get together in voice, we regroup in the same place in game and we jump into the fray. Focus announcements follow one another, but more surprisingly, there are not 24 contacts but 50... 70... 100... (we reached 150 contacts on the radar at one point, allies and enemies). Several ships are dummys, but the enemy is really numerous, we will have to be disciplined and use our experience in PVP but also as a group.
    The confrontation was complex, the previous patch broke the radars and transponders, impossible to sort the contacts on the radar and even less those who change their name like ours (our entire fleet bore the name "WONDU" on its ships), but LUA scripts save us and maintain some semblance of order in this nameless mess.
    The station sees its shield descend little by little, an alt left on it allows us to follow it live, protecting the core is impossible without killing all our enemies, it must get out of the 10 minutes of combat lock to recharge its shield. It ends up being core, we manage to regain control, the core itself is not enough, we have to hold these 10 minutes. Unfortunately the timer is constantly reset, even after taking advantage of the fight; the dead ships then repaired by our enemies, the incessant comings and goings of small fast ships and those bearing our tag, it's almost mission impossible to prevent them from approaching, the fight drags on so long as we almost destroyed the entire enemy fleet.

    The Liberation
    "30 seconds left" (combat timer on alien core)
    Announced in voicecom, still no hostile contact... When suddenly a M core appear, rushing to the alien core.
    "15"
    Some of our remaining forces are concentrated on him, the burst is violent but it's not enough.
    "10"
    He is at 80km from the core, almost dead but he still represents the last threat of these long hours of confrontation.
    "OHNO OHNO OHNO HE IS SHOOTING [filtered] MY LIFE"
    ...
    "IT'S REPAIRED"
    Nerd screams, phew of relief, Legion held on but not without difficulty.

    A big GG to everyone, even if the game is clearly not the most pleasant for PVP currently, it's events like this that make the game live. Bravo for the organization, the execution and the destruction of the core. We had a lot of trouble keeping our precious plasmas

    Some stats about those fight
    The opposing forces: Legion vs "Empire, BOO, CVA, Penrose, CYT, IC, CRN, MSI, SB Nation, UA and I think another 1 or 2, just a handful from each, think IC had the most, but mostly new to PvP"
    +/- 150 ships involved
    ~40 Legion members at the end
    More than 3 hours of fight
    45+ wrecks still close to Gamma this morning
    Very very little amount of stasis
    Too much ammo fired
    Too much kills
    Not enough transponder xD
     
     
  3. Like
    Cronael reacted to Omukuumi in Colored icons in PVP   
    Hi, can we have different colors on dynamic construct in PVP?

    By priority order:
    NQ Staff > Green (like actually)

    Transponder match, not a NQ Staff > Blue

    Transponder didn't match BUT pilot is in friendlist/orgs and not a NQ Staff > White

    Transponder didn't match, not in friendlist/orgs and not a NQ Staff > Red


    It's the first MMO where I can't clearly see my ennemies/allies, I take 2 minutes for color them on GIMP, with 5 minutes you can have a nice icon for sure.
  4. Like
    Cronael reacted to Knight-Sevy in Voxel and Venting : What does the Game Design team think ?   
    Hi,

    There has been a change in the HP value of shields to align them with voxels
    => It's a good thing
     
    But when I try to see if it is relevant to use voxel to be able to play with the venting function. I can't find anything conclusive.

    I made a small table to see if it is interesting to use an M shield and the voxel. Or if it is more relevant to go directly to a L shield :



    The M shield is 30 Tons.
    So I have the right to use 95 Tons of voxels before reaching the weight of the L shield.

    At the resistance level, I decided to go with the average values. The fact that the shield has a dynamic resistance management function is an argument in its favor. Keep it in your mind.
     
    From what we can see on the table, the best armor that gives us the most hit points is the T1 plastic voxel.
    Average: 6,666,000 + 8,750,000 = 15,416,0000
    In 2nd and 3rd position we find the Al-LI and the SC-Al.

    The shield L has 13,333,000 life points.
    Which is slightly worse than plastic shielding.
    But now we must remember that its resistance values are dynamic, which will certainly make it pass in real condition.
    You should also know that during the venting phase, you take the risk of losing elements and seeing your combat capacity reduced.

    Analysis :
    If you can upgrade your shield size, you should. This will always provide you with much better protection than that offered by the voxel.

    Problems to be solved:
    - The values of % of resistance do not correspond to the tier of the voxels, we end up with a plastic of tier 1 always clearly more efficient than the others. Tier 5 was particularly lagging behind.
    - Venting phases are currently unplayable if using XS, S, and M size shields.
    - The TTK values of weapons seem unbalanced when comparing the hitpoint values which seem really low for elements and voxels. Kiling all very faster.

    I think it would be nice if the game designer could chime in on this thread to clarify how he sees the use of these shields and the venting phase.

    See you later,
  5. Like
    Cronael reacted to Knight-Sevy in SHEDDING LIGHT ON A NOVAQUARK INTERNAL DISCUSSION - discussion thread   
    Ok, du coup NQ maintenant faite votre wipe.
     
    Sortez vous les doights du cul pour faire un bon jeux avec ça.
     
    Cela sera ma derniére intervention sur le forum jusqu'à l'arrivé du WIPE.
  6. Like
    Cronael reacted to Gottchar in DEVBLOG: A MARKET IN SPACE - discussion thread   
    "the Market station provides a new dynamic in the transport of cargo, in that merchandise can be bought and sold without the need to make planetfall."

    so like any of the already existing moon markets, without the moons. 
     
    Market 1 Alioth moon 1 is:
    -closer to most players
    -also in space
    -more landing space
    -easier landing, because a tiny bit of gravity is nice to have
    -you can already warp to a moon, no public warp beacon needed
     
    I have no idea how the new space market adds anything in any way for anybody except the Utopia guys, that was not already provided by any of the moon markets. Unless the fact that there is a moon below the moon markets is an issue, which I doubt, the new market is not going to see a lot of action, it is yet another waste of time.
     
    Next time players ask for something that would actually be nice and make the game more fun and the devs say "we would love to, but it isn’t priority, maybe later we find the time" just remember there was time enough for this thing.
  7. Like
    Cronael reacted to DekkarTV in DEVBLOG: A MARKET IN SPACE - discussion thread   
    Currently in the game Market 6 is the only real market used. Sure other markets see trickle of players from time to time, but not enough to justify their existence.  This new market in space will be dead.  There really is no reason for 90% of the player base to fly to the middle of the safe zone on a regular basis when they can just go to market 6.  The ONLY way this market will do well is if TAXES are removed from it.  Make it a free market.  No taxes on products sold or purchased.  Since players will need to fly for an hour to get there and back, the cost of hauling/shipping is on them already. (unless they place a beacon close) DO this if you want it to be used as a functional market, not just a complete waste of development time and effort.

    Planet Markets- Heavily taxed as they are now.
    Space Markets- Tax free markets.

    A tax free market would encourage players to pay for hauling, could encourage "Transportation" players and things like Freighter gameplay. 

    Though this blog says that there will be no bots at this market, you do say including the new Alien core resources.  Does this mean that these resources can't be sold at any other market? If yes then it will drive traffic to the market, if no and these resources can be sold elsewhere, then they will just end up at Market 6 anyways and players will again have no reason to use this "middle of the safe zone" market.

    Some ideas
    Many people believe this is a complete wasted opportunity.  Player markets will benefit some, but thousands of scattered player markets don't really help the game.  This single space only market should have been placed in the middle of pvp space.  Where it could encourage pvp, group play, escort play, freighter play.  It should have also included 4 capturable points around it (new pvp objectives) that when held by a single org allow them to earn a portion of revenue from the station.  This would encourage large scale pvp combat for those looking to hold the market, also would put pvp orgs on the defensive as they would wish to protect those using the station from pirates to ensure they are making quanta.  This would change the dynamics of pvp from attack miners to more natural flow of point capture and hold for increased org revenue. (sure you can hold and attack freighters, but then you limit your income and lower your reputation in the community). 

    PVP Salvage Market Sales. - One of the core space content parts of DU is and always has been PVP.  With PVP the result of lost lives on elements has been ever-present.  These elements cannot be sold on existing markets.   This new space market should have that ability.  This would give salvagers a place to sell their hard earned elements to other players through the traditional market system.
     
    Constructive Feedback

    The addition of alien cores for resources and a space only market is very encouraging overall.  Many feel this is a good direction overall, though many existing industrialists are miffed that the schematics they paid millions for will change and their factories will change with the introduction of these resources. (yes some existing factories will need new schematics to function after this patch based off the pts)  That said, it is paramount that NQ listens to player feedback here. Many of the above posts and posts to follow will contain valuable information from players who actually play the game in this fashion already.   As this is the pre-release patch that has the opportunity to bring hype to the community and by proxy bring in new players, every bit of attention should be paid to those taking the time to provide any feedback that is constructive. Thanks NQ and good luck.
  8. Like
    Cronael reacted to Knight-Sevy in DEVBLOG: PVP IN ATHENA - discussion thread   
    The devblog is not detailed enough for us to have constructive comments.
     
    So we'll see the patch note and what it really is.
     
    You have this little sentence which is very interesting :

    " It is our intention to change the current ‘meta’ behavior and ship design, which do not currently coincide with our vision for Dual Universe. "

    Over 6 months ago I did a full review of what you needed fixed in the last disastrous PvP update you provided.
    We will see if you have learned NQ.
  9. Like
    Cronael reacted to BlindingBright in DEVBLOG: PVP IN ATHENA - discussion thread   
    Yes, yes you can wait. Nothing we say matters, we're gonna get this shoved down our collective throats either way so why spend time reading our responses? 
     
    'Doesn't meet our vision of Dual Universe' I'd really appreciate anyone within NQ taking 30 minutes to an hour to film a video or write a blog about the vision for Dual Universe going into and after launch...
     
    With launch coming up and little to scant details on over-reaching game design implementations of features promised that won't make it to release. Pair that with features in Athena that were never promised... and it makes sense that the DU Community is at least owed a video explaining the vision of the game going forward... as it's clearly not the one people bought into.
     
    Stop dancing around the elephants in the room NQ brought to the party, you're only harming your own product by staying silent.
     
    Customers are owed an explanation. Rip the bandaid off, clean the wound, and let stuff heal. This festering infection that NQ created isn't gonna heal on its own. 
  10. Like
    Cronael reacted to Shredder in DEVBLOG: NEW FTUE IN ATHENA - discussion thread   
    Really enjoyed the FTUE, it hits the mark in terms of keeping the tutorial simple and only covering the basics, a good intro. Couple of points:
    At the end of the tutorial I still have my refueler selected, therefore clicking on the tutorial screen doesn't do anything. Need a prompt to tell us to put refuel tool away first. The 'what too do next/tutorial screen' is quite small, which is fine, but the chair in front of it makes it difficult to get close to read the text. The 'Lets do it' button must surely kick off a tutorial? but it doesn't do anything for me. One thing I liked about the previous FTUE at the start of beta was that you were immediately surrounded by lots of other players, which meant it really felt like a busy single shard game. The issue with that was obviously the horrendous lag and confusing environment that it caused, so I think this new FTUE is much better in that regard. However I wonder whether there is someway to still capture that sense that this is a true single shard sandbox from the outset (there are so many games that pretend to be but really arnt, this is the biggest selling point of the game).
     
  11. Like
    Cronael reacted to Aranol in [ABUSE] PVP asteroid   
    It's happen often that Alioth/Madis /Thades PVP asteroid spawn very close of the safe zone limit
    In that case you have tens of ships at the safe zone limit, and players flying with their nanopack to the PVP asteroid, and come back to their ship as soon as their nanopack is full.
    Is that really the gameplay NQ wants ? Those players completely avoid the risk/reward mechanics !
    Can we just have a limit so that PVP asteroid never spawn so close of the safe zone (something like 30su)
     
  12. Like
    Cronael reacted to Akroma in DEVBLOG: PVP COMMUNIQUÉ - Discussion Thread   
    why having to increase the pv of light voxels not only to have lower all the life points of voxels ? Carbon - 68 hp / kg Silicon - 68 hp / kg Aluminum - 64 hp / kg Steel - 34.5 hp / kg Copper - 32 hp / kg Silver - 28.5 hp / kg Gold - 16.5 hp / kg which makes the voxels of T1 [Carbon, Silicium, Aluminum] superior in armor to the voxel t2 t3 t4 t5 is that it is not normal.
  13. Like
    Cronael reacted to ch3w8a in DEVBLOG: PVP COMMUNIQUÉ - Discussion Thread   
    so many feedback

    voxel nerf without keeping same ratio on pv / kg is absurd

    now you can do lithium borg L cube with 14G easy... (and with more pv than same weight iron / copper /silver /gold ship ?)

    shield need to be adjust
    maybe n-1 n+1 should apply so :
    xs core can take xs / s shield
    s core can take xs / s / m shield
    m core can take s / m / L shield
    L core can take m / L shield
    about shield another issue : they are ultra weak
    45s -1min to down L shield with 6gunners (tested with lasers -1min 30s / 1min 45s with missiles)

    size of weapon .... enormous big gigantic nerf for design and optimisation

    railgun L ...... useless with less damage than xs cannon

    Another issue for PVP is fuel usage of engine (also for transport / asteroids mining / missions)
    reduce it by 30-40% to allow ship to manoevre more in fight (also allow to not loose money while trying low tier asteroids actually doing the mini game to discover one will cost much than ore value on it )

    pts issue : lag on the serv made many of us unable to test things (some can't play)

    astéroids cycle seems to be a too low with one week respawn maybe it'll be better acurate on 3 days (more opportunity - more fights -more ore)
    astéroids cycle won't be regular (if not some time zone will never see any exotic / rare ones)
     
    FOR PVE BOYS WHO WANT GLASS COCKPIT ON PVP SHIP OPEN GOOGLE AND CHECK WARSHIPS (they are big metal blocks) - ( and think that spaceship would be more like submarine than yaght )

     
  14. Like
    Cronael reacted to Omukuumi in DEVBLOG: PVP COMMUNIQUÉ - Discussion Thread   
    Hi Deckard,

    First, we need fixes for lag, desync, miss and all the recurring PVP problems that make the game uninteresting and make players leave. Battles on DU are made of small fleets and it is abnormal that a simple 1vs1 is difficult to bear because of these concerns.
    Not to mention the many abuses left possible with the alt F4 to stop the ship + reconnections to resume the same speed while we had to brake to not lose the target, the dead cores which never stop if there is a VR or a person who reconnects on it etc...

    Stop Janko ship (stacked elements/glitched) and elements/weapons deep in the voxels.

    We need a solution for piracy. Disconnecting characters on ships was not interesting and you did well to prevent that, but we need new solutions. With the arrival of shields it will be even more complex to intercept hauler which, once they see us on the outskirts of the planets, will return to SafeZone or they will be out of the pipes and therefore inscannable for us.
    We would therefore need radars with more range (at the same time making high tier railguns and radar interesting) or a tracking system.

    We need recycling, in order to be able to make a minimum profit from totally destroyed vessels, instead of storing them in pieces in containers without being able to use the damaged elements for BP or sales.
     
    And soon with the asteroids, we need a system that is more open to team play. Currently they are so small and so rare for high thirds that it is going to be a real headache and if small groups or solo players are not attracted to this content because of the big PVP groups, they will not create any content, the others will not come any more or will avoid the fight and will come to mine in jetpack.
    If there are more high-tier asteroids, there is less risk, so more people will take risks.

    Finally, the PVP balance does not matter to me, I prefer to have a game that works even without a meta that I like. Give us the opportunity to play, that's all we ask.
  15. Like
    Cronael reacted to NQ-Naerais in DEVBLOG: THE FUTURE OF DU - Part 1   
    PART ONE: REFINING OUR PROCESSES 
    As promised last week, we would like to give you a glimpse at the changes, improvements, and additions we have in store for Dual Universe. 
    We’ve learned many lessons since our beta began seven months ago.  Going from a backer-focused game in alpha, under NDA, to a public, wide-open beta with many new players gave us a lot of insight in several areas: processes, economics, and gameplay. In this blog, we’ll focus on processes with the latter two being the topics of subsequent blogs. 

    THE LONG HARD LOOK
    At Novaquark, we’re still a fairly small team. Given the ambition and complexity of this game, it can be quite a challenge to make the right decisions on how to make the most of our resources. To date, we’ve been focused on bug fixing, stabilization, balancing, scaling, and improving our server and database infrastructure - plus firefighting when necessary - to make the game work better. 
     
    Not to say that this is all behind us; it never will be (such is the way of MMOs), and we know some bugs and exploits still need to be addressed - this is a beta after all. Still, we paused earlier this year to ponder what the next phase of development of DU should be, to stay the course of the original plan or adapt to how things have evolved since beta began. After taking a  long hard look at everything we’ve learned from the beta, we decided where we need to focus next, based on what we think will be best for Dual Universe and its community. 

    “IF IT’S BROKE, FIX IT”
    Maintaining a live game while we continue to develop it ended up being quite the leap from our tightly-controlled alpha environment. As much as we prepared for it, actually doing it was a whole different beast. That’s probably one of the areas where the reality check was the most brutal for us. The world of Dual Universe is a persistent one, and every time we introduce something, it impacts the player and the delicate balance of its economy. There’s no safety net, and player feedback often came once bugs or balancing issues had already impacted the game’s common universe. 

    Let’s start with how we plan to improve our processes and quality control, because this is an area where doing something wrong can have a major impact on players. We have three goals in this area: 
     
     
    Gather feedback from players earlier in the process, so that when new features and changes are introduced in the game, their impact on the persistent universe is properly measured.  Have a more flexible and collaborative development approach that will allow us  to take player feedback into consideration, modifying plans when we’re able.   Overall, improve the quality of our releases, which means fewer bugs and exploits, and less hot-fixing.
      When it comes to gathering feedback from players earlier, we are evaluating some options on how we might get feedback on game design ideas from players at an earlier stage before they have actually entered the production pipeline. We are already seeing significant improvements in this area since the launch of the public test server (PTS), which lets us test prospective new features, improvements and bug fixes in a non-persistent environment where it won’t impact players’ progress on the Live server. If enough players test features on the PTS, we’ll be able to prevent bugs and balancing problems from making their way to the persistent universe. 
     
    When we deployed 0.24 on the PTS first, players gave us invaluable feedback, helping us to identify several issues that we were able to address before they reached the production server. Although  our PTS-to-production process isn’t perfect yet, we are still working to improve it and think it’s getting significantly better with each iteration.  In the future, we will expand the use of the PTS to testing prototypes of features, outside of regular releases, so that all players can give their feedback as early in the development process as possible. 
     
    Another major improvement to our processes that we are addressing is flexibility. On our way to beta, we had a fairly rigid roadmap that was dictated by the necessity to lay the foundations for all of the gameplay pillars for beta as well as fulfilling our promises to our backers. While the overall plan and long-term goals for DU haven’t changed, we need to be able to adapt to the feedback of players along the way whenever it’s feasible. For example, if we decide to make a major overhaul of our mining mechanics, we need the flexibility to iterate as much as necessary until we find the right formula before we move on to something else. 
     
    Although they may not be visible to players, there are many other things happening internally  that have already proven to improve our releases. First and foremost, our internal release process is undergoing a revamp, based on the learnings from our past launches. We’ve allotted more time for QA than we used to, and we will postpone a release if we think it’s not ready (as we did  with the 0.24 update.) These new processes are still being refined, but we’re seeing improvements already.
     
    We remain steadfast in our promise to deliver the best game possible. We feel confident that the changes we’re making now to our processes are a big step toward making that an attainable goal. 

    Ready to discuss part 1? Click here.
     
  16. Like
    Cronael reacted to NQ-Naerais in A letter to our players   
    Dear Noveans,
     
    We would like to address the recent speculations that have arisen in our community, and openly disclose some changes that are happening at Novaquark.
     
    First and foremost, Novaquark continues to be supported by its long term investors to allow it to launch Dual Universe in line with its original vision. It also puts us in a position to attract experienced talent to complement the team that’s already in place so that we can continue to improve the game.
     
    Next week, we will share with you what we think our priorities should be for Dual Universe and how we hope to approach the development of the game with improved processes going forward.
     
    An important change to note is that Jean-Christophe, the founder of Novaquark, has transitioned from the day-to-day management of the team to better focus on his position as a board member. Over the years since the creation of Novaquark, JC designed and set the standards for the structural and conceptual foundation of the game, and he feels now that a solid base is there for him to move forward as a strategic advisor. The recent changes in the administrative presidency of the company only reflect the transition of JC to his new role. We’re excited to have the team he has built deliver on his vision for the game.
     
    Rest assured that Novaquark’s future is in good hands, and there is a strong partnership between our long-term investors and our team. We believe that the future is bright for the game and for the company, and we cannot wait to tell you where we want to take Dual Universe.
     
    With our warmest regards,
    The Novaquark team
  17. Like
    Cronael got a reaction from Knight-Sevy in Upgrade of the docking with balancing.   
    Dock a ship with an on/off (via an element?)
    This one will transfer all its weight as well as a deactivation of its core like a tokenise (to avoid some PvP abuses, or simply arming).
     
    There can be several variants to balance depending on the ability to manage core dynamics.
     
    Do you have other ideas to improve this system, without this concern of the Role play dimension but so that the game is a better handling of the docking?
     
  18. Like
    Cronael reacted to NQ-Nyzaltar in NQ-Naeris, new Community Manager, has entered the game!   
    Dear Community members, 
     
    As announced in the news available here, we are glad to welcome a new Community Manager in the team!
    She will be the Community Manager at Novaquark Montreal, which means we will now be able to cover more time zone.
     
    We are really happy to have her on board!
    Give a warm welcome to NQ-Naerais!  
     
    Best Regards,
    Nyzaltar
  19. Like
    Cronael reacted to NQ-Nomad in Alpha 2 Lua changes and novelties   
    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
  20. Like
    Cronael reacted to NQ-Nyzaltar in Novaquark opens a new studio in Montréal (CA)!   
    Dear community,
     
    We’re expanding! Novaquark opens a new studio in Montreal to accelerate the development of Dual Universe!
    With the hiring of Stéphane D’Astous as General Manager and 50 positions open, if you think you have the skills required (and/or know people who have them), don't hesitate to apply to join the first true Metaverse!
     

     
    You can find the complete news here.
    You can find the job opportunities on this page of the official website.
     
    Best Regards,
    The Novaquark Team.
     
  21. Like
    Cronael got a reaction from Supermega in Public Event   
    Except that most people who think to destroy or only pvp, without generalizing, are people without work "no-life".
    So they always have a head start and can build that.
  22. Like
    Cronael got a reaction from Atmosph3rik in Public Event   
    I know, that's why I post it in "idea box"
  23. Like
    Cronael got a reaction from Supermega in Weapon Detector area   
    I think the implant system is thinking well to be able to include a multitude of applications, but the hacking is too extensive if you do not put a limit from the beginning.
    It will frustrate many people to know that you can be broken without being able to protect yourself. The good old method of fighting will always be the most attractive (sensation level).
  24. Like
    Cronael got a reaction from Supermega in Weapon Detector area   
    This with a sound signal in a room with a guard, i think easy to make this and good
  25. Like
    Cronael got a reaction from Supermega in Weapon Detector area   
    @supermega
    You have summarized well Strongly agree
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