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Found 12 results

  1. Like the title says, this is probably a simple question but I'm having an issue getting any kind of custom tweaking done in my ship. Hopefully one of you knowledgeable folks can let me know where I've gone wrong. Currently my ship is setup as a flying construct with the mouse-point control method. I figured I'd start with some 'simple' adjustments so that the ship behaved differently when below a certain speed to simplify the landing process. Apparently I was too ambitious, because when I try to fly the ship it locks up the controls and I get a lovely red "LUA Error" message.
  2. So I was wondering. We will be able to script in LUA, which is pretty cool. But what if we were able to have databases as well to store and fetch data? Think about the world of programming it would open : statistics, history, logging, stock situation of a warehouse, forecast... basically all information-based services! It could be done with a database element that would whether : - Connect to a reserved database on NQ servers, one on each account to which you could assign rights (to allow organizations to use it) - Connect to an external database on the user's PC or on online.
  3. Hello everyone, I think I've got a cool idea that to my knowledge isn't in the game. When you're coding you need to connect all the lights and buttons etc. one by one. My idea was to make a tool that you could select a big area of lights and buttons etc. with instead of just doing it one by one. example: you're in a freighter's bay, you want that if you walk in all the lights turn on. If you need to do it one by one it's going to become tedious pretty fast. So instead you aim in one corner, hold down a buttons, then aim diagonally at the other side, and voila! you've got a box in w
  4. 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.
  5. I'm unsure if this has been posted before so bear with me. I was wondering how the player will be able to work with onboard weapons of ships like small fighters. Will the player be able to link the weapons so they may fire multiple simultaneously or will fighters on have one main that they may operate(I've seen elsewhere that one gun means one player)? If we can somehow link the weapons, would we be able to control sequence of fire in any way? Or be able to link different groups of weapons to different keys? Any help is appreciated, this post should be treat
  6. How much do you plan to script in-game and what experience do you have?
  7. Hi everyone! In this topic I want to discuss with all of you a topic of 3rd party interface extensions, or to be precise, 2 concepts: 1) API for extracting in-game information 2) API for modifying player interface I will start from vision DU team is trying to achieve. Sandbox in its truest sense, DU first and foremost trying to be not a predefined experience, but a world with a set of rules defining how it works (with many of them being in place to make life in world enjoyable). It is unknown what end experience in world will be, and will ultimately be decided how player community organis
  8. RED HAT SYSTEMS This topic, sponsored by Red Hat Systems, aims to inform players about the LUA scripting side of the game and clarify the facts. KNOWN ELEMENTS Propulsion Engines, Fuel Tanks, Cockpit, Navigation Instruments, Doors, Weapons, Batteries, Containers, Accelerometers, Radars, Targeters, Drone Bay, Elevator, Inclinometer (Gyroscope), and last but not least… CONTROLS UNITS / DISTRIBUTED PROCESSING UNITS Control Units – A control unit is the computer hardware, whereas the DPU (Distributed Processing Unit) is the computer's software. In fact, every element in the game will ha
  9. Hi! Can a programmed block attached to a ship scan the other blocks attached to it? For example a programmable block could behave in a certain way if some other block is also attached. Or just for calculating the size and shape of the ship so that an automated cannon doesn't fire at the ship itself. Or something, I think you get the idea. Bonus points if the block can also detect nearby but not attached blocks. Such as loose cargo or passengers. Cheers! - Finnboy11
  10. 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.
  11. 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.
  12. 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 te
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