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Found 55 results

  1. The devs said that we will be able to program things in Lua(Programming Language). It could mean there will be simulated computer OSs, Networks and other things. I like the idea of being able to hack an enemy ship or machine.
  2. "Good day, fellow members of the Dual Universe Forum. Like an astounding fraction of people here, I have found a great interest in the creation process Dual Universe has created. Most wonderful of all, I believe, is the fact that while templates are going to be available, most or all of the code can and will be done by the players. While this may allow for stunning creations like "Pacific Rim meets Gears of War"; inventions to darker "George Orwell's "1984" meets Ex Machina", the real problem lies with the benefit itself: codes. Where the player inventions simply to be tried and tested against NPCs, who am I to complain? (after all, we humans like battering digital units without any conscience coming to sting us later on...like Witcher 3...or Doom...or soon to be harassed Dual Universe NPCs...) My concern is that codes, basically interact with other codes that can be decoded, recoded or bloody well explode in your face. What happens when a designer creates a weapon with a kill range of 70,000 units and a damage variable thrice that amount? Or.... A ship with a hilariously high health value and a repair snippet that adds twice the maximum health every millisecond? Or... Codes that change the values of their coded targets, leaving the attack or defence in a quite proverbial "Waterloo"? I do hope that I'm not sounding like a Prophet of Doom to the poor inhabitants of Pompeii, but I do hope the developers have this volcano in check, or at least a force field to keep the lava from raining down on our heads. Lastly, player created AI is going to be as much a blessing to people here as the electric bulb was to our ancestors in the late nineteenth century. In retrospect, it would be a curse to many as much as a future "SkyNet" may be to our descendants in years to come. To be quite frank, some people here may already be working on a doomsday "SkyNet" for the poor people who are unlucky enough to come across it. The point is, some clear controls need to be put in place. And I hope the Guardians of the Dual Universe are several steps ahead of us. Pax Vobiscum. "
  3. I've been wondering for a while now, and I can't find the answer even if it is most likely lurking somewhere. Will be able to create our own missiles and code their targeting/trajectory using Lua. If you know about the the game From the Depths, that's what I'm getting at. If not, I think it would be really awesome if this could be implemented. I'd say there'd be the basic missiles which wouldn't need programming but if people knew Lua they could code them. Meaning we'd see missiles acting differently and targeting different things.
  4. Hi, I know that DU is not planned to be easy, and scripting will be irremovable part of game mechanic. It is something cool... but write hundreds lines of code can be bothersome task for non-programmer players; beside this, scripting is quite boring in form (you know - lines and lines of numbers and letters, nothing fancy). So. Maybe we can made scripting mini-game itself and give it some interesting graphical interface, easier to understand by "normals"? Of course "text hard mode" will be always available as second option and even "graphical programming" can have less options than text one, like "beginner" and "veteran" versions I not talk about simplification of programming language itself, but more about some kind of GUI/IDE for that - with auto-complete and - most important - easy graphical interface like "blocks" of code for building apps. I know at last two projects, which use this kind of editors ; LEGO Mindstorm and Scratch. Here are pictures of programs build in them: [sCRATCH] [LEGO] EDT: Here is wiki about this style of programming. And you can even use some like this for LUA, too! In my opinion it will decrease "starting cost" for lot of people, and it can be even inspiration for someone for start learn "true" programming Toughs?
  5. https://devblog.dualthegame.com/2016/02/20/builder-gameplay-voxel-tools-elements/ I was reading this in the devblog, meditating about the possible relationship between the "virtual simulator" and the LUA code... Starting from the point that in the "real game" you could use LUA only to interact with the "Mesh-based Elements"; should it be possible to use the code in the simulator to automatically build complex (or repetitive) voxel patterns? What do you all think about it?
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