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Starward Rogue / Re: Starward Rogue -- AuGMENTED testing feedback thread
« Last post by x4000 on Today at 06:48:40 PM »
Yikes!  I didn't check it either, my bad.  I'm pushing an update right now that should fix it.
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Yeah, Chris pushed the build a while back and I didn't check it on Steam for some reason...........doh! I've emailed Chris about it, and hopefully he should be able to fix it soon. Thanks for the report!
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Starward Rogue / Re: Starward Rogue -- AuGMENTED testing feedback thread
« Last post by tombik on Today at 05:02:49 PM »
The latest patch broke the game for me. I got many red lines when the game first loaded, saying things like could not access to nonexistent rooms and such, and when I try to start a game, it got stuck on the `audacity` line.

I am attaching my log file in case it is useful. Since the game did not actually crash, I dont have a crash log.

https://www.dropbox.com/s/09nvqrk9ow3tanh/ArcenDebugLog.txt?dl=0
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AI War II - Modding / Re: Ship weapon GFX & multiple ship weapons
« Last post by keith.lamothe on Today at 02:45:02 PM »
An XYZ offset should be all that is needed, and I can then have it multiply by transform.forward to get it into the correct space based on the orientation of the ship at the time of firing.
Bear in mind that ships are not necessarily facing their targets, and that being able to have "broadside" guns is desirable, hence the rotation. Probably just the one type of rotation (horizontal) is sufficient for most purposes.

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1. A way to sit there and look at the ship (presumably the test chamber).
That would presumably be the way, yes, and we could add xml support for the modder to mark a specific entity-spawning-command as "zoom the camera in on this specific unit when the chamber is done generating"

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2. And have it draw some temporary widges (little balls or whatever -- I can do this easily) to show the emission points
If you can handle the actual doing of it, I can handle adding xml support for the modder to tell you which unit(s) to draw those for.

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3. And then to have it so that we can reload JUST these super-only-cosmetric pieces of info from xml, and not destroy everything else, for this and future xml-definied pieces of info like this.
Adding other parts in the future would be case-by-case, but sure, this would be pretty straightforward.

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4. And then I have some small, simple math to do to make them actually emit from those points, but that's easy.
If you say so ;)

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I don't know if there's currently a one-button way to reload "here's what's in the test chamber" or not, but that would also be useful, as we used to do that with Valley 2 and it was so helpful for doing particle effects and many other things.
The same key-combo that starts the test chamber also completely discards it and regenerates it.
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is it intended for the 2 way missile module to not set of the ,do not use missiles in till you leave this floor for reward, opportunity?. 
I think its fine if it is since there just straight damage and don't do any of the things I actually like to use missiles for.
That's intended. The "no missile" probation only apply to launchers aka weapons that spend missile ammo, same as the missile damage boosts.

[...] I've been wondering if your meant to get gold floors at any persifick floor level normally? as in you cant get one in till floor 3 or you can only get one between floor 3 and 5 ect ect more so I know how to look at them balance wise than anything.
You can't get a gold floor on the 1st floor. That's the only restriction per say. Otherwise, it's just a % chance that the next floor will be golden.
unless you use the golden ticket (:
was able to rip through that golden floor without much issue but then maybe the warthog really is just that strong even the turrets which I initaly didn't like can be pretty brutal if you invest in the energy storage to have up to 4 or 5 of them.
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is it intended for the 2 way missile module to not set of the ,do not use missiles in till you leave this floor for reward, opportunity?. 
I think its fine if it is since there just straight damage and don't do any of the things I actually like to use missiles for.
That's intended. The "no missile" probation only apply to launchers aka weapons that spend missile ammo, same as the missile damage boosts.

[...] I've been wondering if your meant to get gold floors at any persifick floor level normally? as in you cant get one in till floor 3 or you can only get one between floor 3 and 5 ect ect more so I know how to look at them balance wise than anything.
You can't get a gold floor on the 1st floor. That's the only restriction per say. Otherwise, it's just a % chance that the next floor will be golden.
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AI War II - Modding / Re: Ship weapon GFX & multiple ship weapons
« Last post by x4000 on Today at 01:03:15 PM »
An XYZ offset should be all that is needed, and I can then have it multiply by transform.forward to get it into the correct space based on the orientation of the ship at the time of firing.  Having that in xml would be great, but we'd need:

1. A way to sit there and look at the ship (presumably the test chamber).
2. And have it draw some temporary widges (little balls or whatever -- I can do this easily) to show the emission points
3. And then to have it so that we can reload JUST these super-only-cosmetric pieces of info from xml, and not destroy everything else, for this and future xml-definied pieces of info like this.
4. And then I have some small, simple math to do to make them actually emit from those points, but that's easy.

Incidentally, if we got 1-3 in place, I think that actually that would be a better way for defining the formations (my formations -- the intra-squad ones) compared to what I've so far been doing.  This would let people without the unity editor make formations, and would probably make for more reliable formations in general since people would be typing numbers and looking at real ships rather than looking at abstract boxes.

Actually, this would massively cut down on the time that iterations would take on defining the radius of the squad, too, if we could put that in.  That one's not cosmetic-only, but it would fall under the category of "things that need to be quicker-edited than they are now, and that would fit under this workflow."

I don't know if there's currently a one-button way to reload "here's what's in the test chamber" or not, but that would also be useful, as we used to do that with Valley 2 and it was so helpful for doing particle effects and many other things.

Those things will be coming up increasingly in the coming weeks for Pepisolo and Goldenwolf.
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AI War II - Modding / Re: Ship weapon GFX & multiple ship weapons
« Last post by keith.lamothe on Today at 12:36:44 PM »
Or are you talking about the difficulty of the modder specifying the points themselves?

Can the points be created at runtime (when the GameEntityTypeData table is being read in during app-init, specifically, before any user input or gameplay)? If they can be expressed as, say, 6 floating point number (x,y,z offset, angle rotation around x axis, then same for y and z), then those could be read from the xml.

But I don't know if unity will let those be added in the way that is needed, or if the modder would need to set them up in the unity editor.
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is it intended for the 2 way missile module to not set of the ,do not use missiles in till you leave this floor for reward, opportunity?. 
I think its fine if it is since there just straight damage and don't do any of the things I actually like to use missiles for.

also I've been wondering I'm on that gold floor I mentioned on mantis (the save puts me back at the start of floor (: ) and I've been wondering if your meant to get gold floors at any persifick floor level normally? as in you cant get one in till floor 3 or you can only get one between floor 3 and 5 ect ect more so I know how to look at them balance wise than anything.
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AI War II - Modding / Re: Ship weapon GFX & multiple ship weapons
« Last post by x4000 on Today at 11:42:00 AM »
That's true, that would make things easier in terms of doing the initial definitions.
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