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Alpha

Found 41 results

  1. I know that "predefined sounds" is on the "Considered" list on Trello: https://trello.com/c/HVdTjEsH/51-functional-scriptable-speakers-able-to-play-predefined-sounds While I think that would be cool, I think it would be cooler if we had access to a synth sound module through LUA to build and sequence our own custom sounds. Writing sound synthesis by hand isn't unheard of in LUA, for example: And even more, here are some tracks composed entirely with LUA: https://soundcloud.com/luehi/systemf https://soundcloud.com/luehi/luacid1 https://soundcloud.com/luehi/early https://soundcloud.com/luehi/selfkitchen https://soundcloud.com/luehi/luaessay5 https://soundcloud.com/luehi/movk I think that giving us the flexibility to define our own sounds with such an approach would be incredibly more valuable than choosing from a list of predefined sounds. In case anyone is wondering, yes I am suggesting this because I want a night club in DU.
  2. Hey, will there be a kind of Database? Or maybe just a storage for Plain text? If not, please integrate it!!! It would offer so many cool things ! The second idea that i have would be a Networking System between single stations. Further it would be nice to have a quantum cummunicator (for the LUA machines) to communicate beyond planets.
  3. Is there a lifespan to how long a variable in Lua will retain its value in memory, or with this being a 'persistent universe' do variables never lose their value once assigned?
  4. The devs have said that automated mining will probably not be an option. As a student of business and economics, here's what I think: ABSTRACT: Limiting script automation for both mining and weapons fire will greatly limit the capacity for economic growth and in-game innovation. The mining industry, for example, will start out with individuals mining for minerals and directly selling them to other players or on an open market. It will eventually evolve into a number of mining corporations that will be able to provide minerals more cheaply through an organized workforce and semi-automated processes. This is inevitable, as it should be. But why limit the mining industry to this level of business innovation? By disallowing further automation, yes, the market for mundane repetitive tasks like mining by hand will be preserved. But what would happen to the broader job market in a simulated economy where automation is unregulated? It would expand exponentially. How would automated mining exponentially expand economic growth and job availability? Well, the whole purpose of automation is to reduce labor costs, to reduce the price of goods (raw minerals, in this case), so that, in a competitive free market economy, businesses can stay... competitive. Inevitably, reducing the price of raw minerals allows other businesses, further up the chain of production, to increase production and lower their prices (competitive market, remember). These reduced prices further up the chain of production lead to increased demand and, therefore, new market opportunities. STORY TIME: John Smith is a miner. He mines steel all day for Mineral Corp, gets a commission based on how much steel he mines, and Mineral Corp sells the steel to spaceship manufacturing facilities. One day Mineral Corp decides to cut costs by using automated mining drones. Nooooo!!!! Curse you Human Ingenuity!! Let's look at what just happened: In order to cut costs, mining corporations are now buying automated mining drones. This new demand for drones is providing jobs for programmers, industrial designers, manufacturers, and even truckers (to transport all the extra minerals that are being more cheaply produced and are increasingly in demand by all these industries)! Back to John Smith: John lost his job to robots. The Luddite fear that soulless computers will replace all the honest employees has come true! *cough cough* But when John's at home, drinking away his sorrows with some Pan Galactic Gargle Blaster, he opens up the classifieds and is shocked to see hundreds of jobs available that weren't there yesterday! Not only jobs related to the production of mining drones, but many seemingly unrelated jobs! Where did these other jobs come from? They came from the steel being cheaper. Businesses that use that steel for product production, like spaceships and buildings, can now sell their products more cheaply. Having cheaper spaceships increases the demand for spaceships because more people can afford them. In order to meet that increased demand, spaceship manufacturers must increase their production by hiring more employees (new jobs! Yay!). So now, even though less people are mining by hand, more people are building spaceships (as well as countless other things)! John Smith may not be mining anymore, but he has a new job now, that pays more, and he can enjoy a cheaper cost of living thanks to those beautiful automated mining drones. BASIC FORMULA: Automation = reduced cost. Reduced cost + competition = reduced price. Reduced price = increased demand. Increased demand = increased production. Increased production = increased job availability. Automation + competition = increased job availability. Can we please have free automation scripting? (I may touch on automated weapons-fire later)
  5. Keviner88

    HTML Standard

    Can you not use the CHROME instead of the IE or EDGE standard for the HTML standard? Because there are many more possibilities and Microsoft also wants to change to the CHROME standard in the future.
  6. Hey everyone, a few minutes ago, someone asked a question on the official Discord: "How are services going to work in the game, can you have an automated service charge you [...] Like say you have automated buses" That's when I had the idea of a programmable payment terminal. It would be a device that you can place down and customize what it does on interaction. Does it allow donations? Does it pay out some quanta ever so often? Does it request a payment of some amount? On a successful payment it could output a logic signal or do something more complex using LUA. I think we need some way to automate ingame payments, and I think a programmable payment terminal/interface would be an awsome way of achieving that. Just tell me what you think about it!
  7. Tententai

    Hacking

    Would be fun to have a device allowing you to edit other organizations' Lua scripts or re-wire their components. This would open up many possibilities like having spies or stealth commandos preparing an attack with traps and sabotage.
  8. I've been thinking a lot about communication with other players not associated with the character. Perhaps you can add a function that could send limited text messages to the designated ship which displays it on UI. In that way you could have a ship or station constantly sending out messages like "Restricted area" or "Open for buisness" Anyway it's just an idea of mine, tell me what you think.
  9. To accomplish this some changes would be needed. The goal of these changes is to allow the automation of selling vehicles. To accomplish this permission should be able to be changed with Lua scripting. In order to automate selling a ship, the Lua scripting would change permissions once the buyer has completed the correct input (paying for the ship). On top of these changes there needs to be a permissions added that allows someone to fly and build on a structure but not be able to blueprint the structure. Otherwise you could spend hours designing a ship, sell one, and then watch everyone blue print hundreds of them without getting an in game dime. This could be accomplished 2 different ways. Method one don't allow blue printed ships to be blue printed. Only the original ship can be blueprinted. Method two add a second permissions type for blueprinting. Selling ships would be difficult and probably pointless without these features.
  10. Would be cool to see an LUA scriptable method to accept or give currency to a player. Good way to collect taxes for city functions for example. It also creates several markets in the service industry.
  11. I suggest having multiple coding language editing boards in case we can't fins a way to learn Lua before the game release. There are not a lot of online resources for learning Lua, and any of the websites that would potentially have Lua don't. I'm saying that we could keep Lua, and we could also have other languages for people to edit if they aren't knowledgeable of Lua (myself included).
  12. Suggestion to add sound devices In DU you can present visuals using html, svg, widgets, but when it comes to audio, things are not so bright. Sound is important if you want players to be able to make games. Sound can play role in interfaces, used for alarms and, of cource, playing music! So I propose adding to the game lua-controlled "SPUs"/"sound devices"/"sound units", that will allow players to do all kinds of stuff - from simply playing sound on notification in theyr programs to implementing sound effects in the game, or even creating sound trackers and sequencers (to then create music in it). sound device: -has sound memory consisting of, say 44100*8 bytes (number depends on sound device tier), which that can be read as integers using get_sample, set_sample. -has 8 channels (also depends on sound device tier). each channel can be set to play samples from area in audio memory or use oscillator. Each channel can have 1 siimple filter on it. sound device api: sound memory manipulation functions: samples_count(sample_depth) - returns how much integer values of size sample_depth in bytes sound memory can hold get_sample(sample_depth, sample_index) - interpreting sound memory as array of signed integer numbers consisting of sample_depth bytes return sample_index'th integer number from this array. sample_depth can have value 1, 2, 4, 8. On any other value get_sample returns nil sample_index wraps around if higher than number of integers in array set_sample(sample_depth, sample_index, new_value) - interpreting sound memory as array of signed integer numbers consisting of sample_depth bytes set sample_index'th integer number to new_value. getNSamples(sample_depth, sample_index, N) - same as get_sample, but instead of getting 1 integer value it returns table consisting of N values from audio memory starting from position sample_index. Can be merged with get_sample setNSamples(sample_depth, sample_index, new_value) - same as set_sample, but instead of setting 1 integer value, it sets #new_value samples to values from new_value table starting at position sample_index channel control fuctions: channels_count() -returns number of channels sound device has channel_set_sound_source_memory(channel_num, sample_depth, sample_rate, start, end, loop) -set channel to play sound from sound memory channel_set_sound_source_osc(channel_num, type, frequency, osc_param) -type is string - "noise", "sin", "tri", "square". triangular and rectangular waveforms take 1 more paramenter for rate channel_set_volume(channel_num, new_volume, time, delay) - sets channel volume to new_volume. If time arg is provided, volume will be changed gradually in time milliseonds (if not interrupted by another set_volume command). If delay arg is provided, volume change start will start in delay milliseconds after this command called. channel_set_pan(channel_num, new_pan, time, delay) - sets channel pan to new_pan. 0 is left, 1 is rigth, 0.5 is center channel_set_pitch(channel_num, new_pitch, time, delay) channel_start_note(channel_num, delay) - starts note on channel. start is delayed for delay milliseonds, if delay parameter provided. If other note was playing on this channel, it ends. channel_end_note(channel_num, delay) channel_set_filter_type(channel_num, type, delay) - filter types are "none", "highpass", "lowpass", "comb", "bandpass" channel_set_filter_base_frequency(channel_num, freq, time, delay) channel_set_filter_gain(channel_num, gain, time, delay) - in dB, if applicable to filter channel_set_filter_param(channel_num, param_num, param_amount, time, delay) - filter-specific params, such as resonance for "highpass" or "lowpass", bandwidth for "bandpass"
  13. So, it is baxically established that complete automation will be purposely nade impossible. (No fully automated luxury gay spacr communism for you), but that there will still be lua scripting. However, I imagine parts such as warp drives, TCU units, cockpits, etc will already have some sort of software that we keep quite about to automate some of the processes that run in the part. But what if we didn't do that and force everyone to use mechanical controls and have to control every little thing (no fly-by-wire for instance) or write their own firmware to operate them?
  14. Hi DU Community, I can envision the possibility of large corporations investing in the development of merchant AI (bots) using LUA scripting to interface with the various trade markets, perform analysis and make real-time automated buy/sell decisions based on a set of pre-defined objectives (minimize risk, maximize ROI, etc..) have we received any insight into what type of database architecture will be supporting the DU economy, is it going to be possible via API's or in-game interfaces for players to perform analysis and make informed data-driven decisions or will this type of thing be more of an external metagame? It would be ideal if players could download (in-game) trade/market data from the station/hub they are in to their ships computer which will be a repository for all the analytics described above - this could open the possibility of trading in data/information, for example the more stations you visit (and the more frequently you visit them) the more up-to-date your data assets will be etc.. in-game systems could emerge to enable (data storage, computing power, analysis, data protection, hacking, long-range data relay) other forms of data may include: obviously blueprints scripts/AI (running on-board) trade data (what you've purchased/sold) cargo manifests (historical record) station logs (where you've docked) comms logs (who you've communicated with) Any of this in the works?
  15. I understand that intellectual property in terms of blueprints will be protected, but what about Lua scripts? From what I've seen, they can be edited easily in game. What if I want to design a ship with a Lua script as its main selling point? Can another player steal my script if they buy a ship from me?
  16. This question came to my mind when I saw that many organisations created their own website page and discord server with bots linked to our account on DU website. Will it be possible to send information outside the game with Lua language or Html css ones. For exmple when someone activate a button it could send a message to a particular discord server. Or reverse, a certain action on a server could lead to a message in the game. However I know there will be terrible security issues in this case. But I wanted to know if something similar would exist.
  17. So I am wondering how to approach this idea. I have a construct that is running a script. The construct has 20 doors. The script wants to open or close each of the doors individually. A relay is not appropriate, because I don't know before hand which of the doors will be open or closed, so I can't do fixed wiring. I have not been able to confirm if a Control Unit will be able to handle 20+ Out Plugs from one unit or script. There seems to be a limit of 1 to other Emitting Elements. Any one have any other insights on this? I am using the published dev blogs etc as reference here. Can't wait for pre-alpha to start so I can toy around with this
  18. I would like to see more ideas based on automation. So far, I've seen JC talk about having a large number players working together... Obviously, JC doesn't watch SAO, sometimes you gotta solo... I mean, If I built a large ship with guns, I want to be able to fly it on my own, without having to ask a stranger to come on board and touch my stuff.
  19. How much do you plan to script in-game and what experience do you have?
  20. In the video just released we saw that there was a button with a getState(), but not the door. Every item in the game should have a getState() function. Also every item should have tags and a list so I can do something like "close all exterior doors of the ship", "is there any door open?", etc. Regards.
  21. So what i'm hoping for is the possibility to control things like doors and turrets using scripts. It would be awesome to be able to set certain access rights to specific members for doors, for example. This would help create personal chambers for characters as well as allow only authorized personnel into specific research labs and such. They could be controlled from a placeable terminal inside the room/facility that allows the creator to modify the users that the door will open for. I would suggest the same for turrets, so that if someone unauthorized enters the area, even if it is someone from your own corp, the turret will fire at them. This would also make for more interesting ship boarding scenarios as boarders may have to blast their way through a few doors to get to the control room. Perhaps there are also other actuators that could be controlled through a similar method? Like, floodgates to allow water to flow, or even just lights. Thoughts?
  22. Correct me if I'm wrong but so far from what I've seen and read you can program vessels but only the vessel and its functions. But what if there was a terminal you could place anywhere and program? Similar to Computercraft (Minecraft mod), Which allows you to interact with a Small virtual computer with a basic LUA os. This would be difficult for the Devs and if introduced it would most likely be after release. There are many uses, one of the biggest uses I have and I will use for an Example is, the Empire is planning on a network to keep information on every player who joins the Empire. And it will be private until you register with the Military which will extend your file and add information about you such as what Squad you're in and where you are located. It will also carry a small history and criminal record. This system could be accessed from anywhere in the Empire by members above a certain rank. From there they can write and modify reports on players files. A small LUA system that runs like this can also help run other organisations and businesses as a way to log all shipments and expenses. I see it being a real help to the Economy of the Game. And there could possibly be a way to send signals wirelessly. You could have a Computer send a transmission on a Frequency, and if another Computer receiving on frequency is loaded it can read the signal and decrypt it if needed. This could also grow the diversity of Organisations as now you will have organisations that produce software for other Organisation use. What do you think? Is it Easily Exploitable? Is it asking for the Impossible? Do I even know what I'm talking about? I'm interested.
  23. Imagine if there was functionality to contact other ships with LUA. Or even connect to them to send packets of data which can Control the ship or simply send an order. Imagine being in one ship sand sending a request to open a voice channel to speak to whoever owns it. It would be great to have some form of wireless scripting. So maybe I can send a key to a ship of mine which disables it if it's stolen? I feel this can be a creative aspect to explore as many organisation can make heavy use of it. Similar to Computercraft which is a Minecraft Mod. They use a small function known as rednet to communicate to other devices. What do you think? -Moving this suggestion to a new one with all the details + a poll.
  24. [Notice] I did make this thread earlier but I didn't have all the information and this time I also decided I would include a poll for user input. I have two suggestions. My first suggestion is Wireless LUA. which allows you to send packets of data to other ships. The packets would have to be sent in a string form but can be converted. This would allow for more complexity into the game allowing some new business's and opportunities to open up in the area. Players and companies can set up communications networks. that you can use to privately message someone across worlds in the game. This can also be used for remote control for example. Someone could use this to build a drone. They could tell the program to go left 10 meters and it will send a message to a ship which will translate it and respond accordingly. There could also be a Self-destruct code for instance. Like of a ship is lost and you have a password to destroy it you can. Syntax would probably go as follows: Sending packets: packet.send(id,"message") Reading and Responding: if packet.read == "7789" then self_destruct() end The id function is used to represent a specific ship. Every ship would have their own ID and to get it an example of syntax would be: get_id() Players would store their ships ID's in a sort of phone book. And telecommunication organisations could make their own massive unified phone book of numbers used to communicate with other organisations ships. My second Suggestion. My second suggestion is a complete terminal interface on which to program a ship from. Compared to dragging components into different slots and writing code into those components. This could be optional like a button to toggle which views your most comfortable with. The terminal view should allow you to see and access everything about the ship like a startup script and even file management. This would allow people to build an OS on which their ships runs and even sell it allowing more programming possibilities yet again. What do you think?
  25. OUR VALUES We expect nothing of our members, other than a passion for coding and/or a desire to learn. Your time is your own, we will never try to manage our members in any way shape or form. Simply put, you have absolute freedom to do what you want in Dual Universe. OBJECTIVE To become a hub of individuals who love to code and game, and to make in-game money along the way. As a software developer, hacker or a scripting enthusiast you are in a unique position to make your mark in Dual Universe. You have skills that others do not posses, we are here to organize and focus our efforts and create world class code that will be used over and over again by Dual Universe players, willing to pay for the privilege. HOW WE OPERATE We will maintain a list of planned features. Any member is then free to contribute to those features. When we release a DPU, the lifetime profits will be shared amongst the contributors depending on the share of their contribution. So if you write half of a module that goes on to make in-game money, you'll get half the profit. You'll also get a cut for other contributions such as testing, or even for simply coming up with the idea in the first place. LEADERSHIP xNerox is the founder, however we are a self organizing meritocracy. You simply have to prove your worth, and could become the de-facto Leader until the next genius comes along and unseats you. NEWBIES PROGRAM Red Hat Systems recognizes the value of sharing knowledge with those who desire to learn. If you are thirsty for knowledge we will do our best to bring you on board and bring you up to speed. AFFILIATIONS Band Of Outlaws - We are proud members of the Band Of Outlaws. We are bound by one universal value: Freedom! The freedom to do what you want, where you want, when you want. We encourage all members and non-members alike to take a look and join Band Of Outlaws. There awaits your place in the dual universe.
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