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Alpha

Found 7 results

  1. Here is a quick video tutorial on how to install and some basic usage for this version. ➡️Video Tutorial⬅️ It was brought to my attention that the spoilers were giving errors when pasted to the programming boards. The spoilers were removing bits of the JSON for some reason. So instead, I have added links to the code located between these ➡️⬅️. You can either right click the link and Save As. Or you can click on the link which will open a new page. You copy and paste the entire page into your programming board. This is a work in progress. The development is completed, but it is constantly being refined and upgraded. I encourage and welcome feedback and you are more than welcome to submit your own code, in the comments, for consideration. You can also email me using the link in the first comment. See 1st comment for more info. Here is the JSON code. Just copy/paste it to the programming board. There was a problem pasting the JSON into a spoiler, so I am making it available for download. Right click and Save as, or just click the link and copy the entire page and paste to PB. See video link at top of this post for a tutorial. ***I wasn't able to get rid of the graphics glitch entirely, but I significantly reduced the shift. Now, it's a minor annoyance instead of a massive pain. ➡️ New Industry HUD.⬅️
  2. 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).
  3. 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.
  4. Folks, Will there be a security system for script code that's enforced by game elements, like having scripts be sealed classes (if that's possible) or will people be free to modify and copy the code of any gadget they purchase? While stealing spaceships and all is something that could be tracked easily enough in-game by a law enforcement body (i.e. the ship is registered and has a serial number engraved on the hull in Kiberium) locking code held in scripts that have to have permission to run on the owner's computer might be problematic. And easy enough to crack with Reflector anyway. If there's no way to even make it difficult to open up the code, I don't think it would be possible to prove that someone has infringed copyright law. I understand that code written in the game will be community property as part of the EULA, is that right? So no actual real world legal issues could ensue. Hmmm... are we being tricked into writing free software for robotics development? >run conspiracytheory.exe
  5. According to the promotional videos, there will be a limit to the range within which you can run LUA scripts. So that for example if you want to build automated mechanisms, somebody has to stand next to them or they won't work. I'd like to see the possibility to connect two blocks so that if someone is standing next to the other one, their processing power can be used to run the other one regardless (or perhaps regarding, based on item level) the distance. There is a lot of talk about drones, which would very much depend on this. However, I don't know if drones planned by people were short or long ranged ones. The cases which I'm most worried about would be guided missiles or a larger ship drones which would immediately leave any kind of local processing range when deployed due to the larger scale of things in space.
  6. 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 have a built-in DPU. The difference between control units and other elements is that the control units exist specifically to run player-customized DPU's, whilst the DPU's embedded in other elements are not customizable. DPU's will be distributed (sold, copied, transferred, etc) in black boxes. Think of the black box as a USB Memory Stick. Only a single black box can be inserted into a control unit at any one time, however a construct (ship, car, boat, factory, etc) can have many control units and therefore many black boxes. The black box is therefore simply a transport mechanism for the DPU. More on black boxes later. Each DPU will be capable of emitting events (standard pre-defined events written by the devs and also player-defined events written in LUA) and exposing executable functions (again, predefined + custom). The DPU will also have a collection of event handlers (again, predefined + custom: you get the idea). An event handler simply listens out for events, and then executes a function if a player-defined expression evaluates as true. Each DPU has multiple slots where other elements can be plugged into (Think of USB Ports). KNOWN EVENTS (EXAMPLES) self.radar1.enemyAt(x,y,z) KNOWN FUNCTIONS (EXAMPLES) self.inclinometer2.getRoll() self.Inclinometer4.getPitch() self.engine1.setPower(100) self.weapon7.fire() In the example events and functions above, “self” is simply a Lua keyword that implies the code is referring to its own scope. “radar1”, “weapon7”, etc are the names of the slot that is emitting the event or is being targeted to execute a function. “getRoll()” is an example of a function being invoked (safe to assume it will return a numeric value with roll angle). SYSTEM DPU The system DPU is rather special. It handles user input (emit event when a key is pressed) and also controls the flow of procedural code (as opposed to event driven) via the use of timers. I.E you could call system.setTimer(0.1) and provide a function that will be invoked every 100 milliseconds. Another awesome feature of the system API – Customizable GUI! That's right, via calls to system you can customize the games GUI. BLACK BOX/COMPONENT DPU A Component DPU is an element that you, as a programmer, will be selling to other players. It will abstract the functionality of your custom DPU into what can be seen as a compiled library. The end user will be able to consume your functions and events without seeing the underlying code. If the end-user is another programmer then they can use your Component DPU as a module to write their own Component DPU which requires your Component DPU in order to work. If the end-user is not a developer they can either drag and drop the required functionality via a simple UI, or they can make use of an auto-configure system (Think Plug and Play). SUMMARY What the devs have done here is give us access to the very tools they themselves use to build the game. When you use a Propulsion Engine, its functionality was written by the devs in the same way a player might customize a DPU. The Propulsion Engine has its own pre-defined fully functional DPU inside it. By introducing the concept of Control Units we as players can fully mod the game, from within the game. If we don't like the way the Propulsion Engine handles, that's fine, we can just overide the behaviour with our own code. The same for almost every element in the game. The devs has basicly created an in-game IoT (Internet-of-Things). This system literally redefines Emergent Gameplay, in fact it laughs in the face of Emergent Gameplay. Nothing else comes close. Intrigued? Love to code, or hungry to learn? Join the most advanced organization in Dual Universe. Red Hat Systems needs you!
  7. "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. "
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