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koonschi

Boxelware Team
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Posts posted by koonschi

  1. You said you had issues with your mp3 decoder - Do you hear any background music?

    Does it shut down or do you get a "connection closed" screen?

     

    All I can ask you is to try again, and when it shuts down (that's what it actually does, really crashing would mean you get a windows error) send me the contents of the client logfile.

    And all the usual stuff:

    - Have you tried starting it as administrator

    - Have you successfully started a dedicated server (instructions are available on the wiki)

    - What are your system specs

     

    With the next update there will be more verbose logging and a lot of internal restructuring, so these issues can be resolved better.

  2. The warping doesnt work. I barely cant create a new map, it crashes down.

     

    How does it crash? Does it hang? Does it exit? Does it show an error message like "Avorion has stopped working" or "Avorion has encountered an error"?

     

    The logs look OK though, I can't find anything unusual. Can you tell me your system specifications?

     

    Btw, why is the game using K-lite-s LAV splitter?

     

    It doesn't on purpose. I guess it's the default one in your system - I simply used some windows functions.

  3. Can you post the contents of your serverlog.txt and clientlog.txt? The files are located in your appdata\Avorion folder. Can you please post the entire path to your appdata folder, too?

    After entering the game, when you have an empty sector and only your drone, can you jump into another sector?

    M -> zoom in -> select a sector in the blue circle -> right click -> enter into nav computer -> close map -> hit space

     

    edit: folder name is appdata\Avorion, ofc. You get there by typing %appdata% in your address bar in the windows explorer.

  4. Cargo blocks will be introduced with the trading system. They will be necessary for trading. Players can mount trading goods onto their cargo blocks, and they can then fly them to another location. Now that is what I've planned for sure. This will have nothing to do with the resources so far.

     

    But I think a player could build storage stations for resources. To raise the maximum amount of resources they can store.

     

    The resource + cargo block thing is tricky. It can lead to severe punishment of a player, especially if you have griefers or trolls. This issue exists anyway, by the way. I will implement some kind of safe zone - where ships of players can't be damaged by other players.

  5. For now more turrets are not possible - what you could do to destroy shipyards quicker is to bring other ships. You'd have to fly them manually into the sector. Tell them to attack enemies, as soon as you damaged the shipyard enough to become your enemy, your companion ships will start attacking it.

  6. Credit for the music in Avorion goes to Deceased Superior Technician, aka DST, who kindly offers his music for free to be used in games.

     

    Website: www.nosoapradio.us

     

    And I definitely have to try this. The Tron soundtrack is also really great for Audiosurf! As well as speed metal hrhr ...

  7. I think IF I am to implement planet interaction, it will feature trading (like with a trading station) but on a bigger scale. Another interaction possibility would be that sectors with habitated planets with races capable of exploring space would be very difficult to conquer, as there would be constant supply of ships from the planet.

  8. Hey!

    Don't worry, the current state is not at all how I want the game to remain. As stated on the website the game is far from finished, these are merely alpha demo versions for testing and first impressions. You listed quite some features that are already listed on the wiki, too.

     

    I'm kind of enthusiastic about this game, I think it has a lot of potential if improved upon, but right now my most pressing concern is the way various materials are treated, as straight tier upgrades from the previous ones. It goes Iron -> Titanium -> Naonite -> Trinium -> Abattium -> Urgium -> Xanion -> Ogonite -> Avorion, that's 9 steps during which the same gameplay repeats, you have to travel to a higher level area, kill friendly ships (?), steal their weapons/mining lasers, and then mine the higher tier of metal, to build a stronger ship to kill stronger NPCs.

    Granted, you can probably burn a few steps, but that seems to be the general path laid out for you. I think that as far as upgrades go, 9 tiers is at least 4 too many.

     

    I made that many materials to keep my options open in the future. Different materials will be necessary to build different blocks. They are not that far away from each other, and I as a player prefer being able to rather skip a tier instead of having no other choice than to use it.

    Stealing technology from friendly factions seems quite mean and it's not the way some players want to acquire turrets. It surely won't stay the only way to get them. It was simply the easiest one to implement for now, to at least have some way of getting them.

     

    Also, the way ships work means that you're far better off flying a huge monolithic brick than a detailed ship, because each block has it's own HP, and if it breaks, everything attached to it breaks free (premade ships are vastly inferior because of that).

     

    This is one of the first things I though of - Why build a beautiful ship if it is not stronger than its smallest block?

    I took care of this - to to make a part of the ship break off, you have to inflict more damage than just that single block would take. You have to inflict as much damage as all attached sub-blocks together would need to be destroyed.

     

    So far you can't sell metals or guns, but I hope this will get added to the next version.

     

    What I'd like to see : the ability to build our own stations, some way to research, build and/or buy guns/mining lasers, more modules (like better hyperspace drives, shields, maybe tractor beams and more types of guns)...

     

    Yup, this is all planned.

     

    If the planets were more than just backdrops, that would be great as well. I'm guessing there are some technical limitations to what would be possible, but even if it was just an abstracted menu where you manage planetary installations and the ownership grants you some sort of income, that would already be great. Maybe this could be done by building a special kind of space station (and you would have to destroy it in order to take over the planet).

     

    That's a cool idea, I like it! I'll see what I can make of it.

     

    Instead of infinite storage, I would also like it if we had a cargo hold block to include in our ship designs (and to stations).

     

    Cargo blocks are planned. Haven't thought about it yet how I could combine them with a limited resource storage, I will need some time for that. Maybe some kind of ship inventory that gets bigger by having lots of cargo blocks. But that implies that when your ship gets destroyed, the player gets punished. Very badly. So I'm not sure if this might be a good idea.

    For now it's simply the typical strategy-game approach, you have a global storage and that can be accessed from everywhere.

     

    In general, I think that asteroid mining shouldn't be the best way to get resources, only the most easily accessible

     

    My thought exactly.

     

    Planetary installations should provide the bulk of resources, otherwise on older, more populated servers, there would be a risk of resource depletion.

     

    On the planets providing resources: Could be a cool feature.

    On resource depletion: I have no idea yet on how quickly the resources of a server might actually get depleted, but rest assured, there will be some kind of way of getting resources, even if all asteroids have been emptied ;)

    For instance, soon there will be resource traders where you can buy and sell resources.

     

    Something else that would be cool, would be the ability to build/buy more of a specific type of turret, once you have the schematics. This way you wouldn't be stuck when you lost your last weapon turret, losing a very good weapon wouldn't be as punishing as it is right now, and you also wouldn't have to use mismatching turrets.

     

    Yes there will be some kind of weapon factory in the future.

     

    I would, however, be eternally grateful if there was a way to get rid of turrets, right now the clutter is really annoying, and scrolling down that list gets more and more tedious as I loot more and more weapons.

     

    Yeah that's really annoying, isn't it? You can expect that to change.

     

     

    Most of the features aren't in the game because I simply haven't had the chance to implement them yet. I hope you know that it will take quite some time to add all those features to the game.

     

    Thank you very much for the feedback, it's highly appreciated!

  9. Co-axial guns: or "course-weapons" (I hope this sounds right in English). Maybe some type of... heavy beam cannon, for example. See the pic below.

     

    Those could be quite cool. I guess they wouldn't be buildable to the front or back sides of blocks as they wouldn't be able to face in the flying direction.

     

    Mass Driver: kind of cannon that uses resources to fire (in fact it shoots resources). Damage may depend on the type of "ammo."

     

    Could be a really fun weapon, I like that.

     

    Maneuverability engine: gives some mobility to your ship (increase drive/rotation speed).

     

    Thats already on the todo list.

     

    Hyberspace inhibitor: faction structure (just like basic station) which does not allow the player to make a jump to another sector (if the inhibitor is considered as enemy, of course).

     

    This could be a little difficult. How would the inhibitor be stopped? If it's a station, it's very possible that a player is too weak to destroy it, and then it's a dead-end sector for him. Or imagine a player who has a ship with mining lasers only, he would not be able to destroy the inhibitor. This could be quite mean.

    Maybe the inhibitor could decrease the reload speed of the hyperspace engine, so he has to stay there longer. But making it impossible for players to escape would be quite an unfun feature.

     

    I wonder whether other ways of moving between sectors, except as hyper-jump? By analogy with the X3, where were the gates and jump drive. Although, I confess, I like the idea of infinite sectors without borders.

     

    I will add some kind of hyperspace gates or wormholes that lead to another sector in the galaxy. And I thought if a player flies long enough in one direction, he will do an automatic hyperspace jump. But I'm really not sure about this.

     

    will NPCs move between sectors, doing some kind of their business, or they will simply drift in the sector?

     

    They will be able to change sectors, yes.

  10. No engine, I wrote this stuff myself in c++.

    I'm using a bunch of libs though, directx earlier, SFML (replaces direct sound and input now), openGL in the future, lua, and boost.

    DirectX will be removed, as it works only on windows, and openGL can do everything directx can.

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