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n0etics

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Posts posted by n0etics

  1. So due to my lack of comp power I have to play at reduced resolution which results in a smaller window mode game. I was hoping for 10.6 that we could have a scroll for the turret slots in your ship equip / stat spot where you select your turrets and place numbers on them to group them up.

     

    At 24 armed and 8 unarmed they fall off the screen and I can't move the box up enough to really get at the unarmed lol. Would be a huge QoL improvement to be able to scroll it instead in the next patch.

     

    +1

     

    I noticed this the other day and was hoping for the same thing.

  2. could not execute function 'retry' in '"data/scripts/sector/factionwar/initfactionwar.lua"':

     

    index 2001313 is already taken

     

    [C]:-1: in function getLocalFaction

     

    data/scripts/sector/factionwar/initfactionwar.lua:133: in function getLocalEnemies

     

    data/scripts/sector/factionwar/initfactionwar.lua:35: in function tryStartBattle

     

    data/scripts/sector/factionwar/initfactionwar.lua:21: in function ?

     

     

    EDIT: whoops wrong section please move to bugs

  3. Hey, I'm playing the beta branch and I really like the changes to repair mode but I've noticed an issue that I feel should be addressed. When I make my ships, sometimes I choose to use 0.05x0.05x0.05 blocks to fill in gaps or add detail to the designs. The new build modes lack of "repair all" feature has made it so that I am unable to repair whatever small part is still damaged as it is not visible even with the repair tool activated. I assumed that highlighting all and hitting repair would do the trick but that doesn't seem to be working.

     

    is there a way to repair all that I'm missing here..? If not I would hope to see that added in the future as I am unable to repair my ship without jumping to a shipyard now. Cheers

  4. Would be nice when it comes along with a groupingsystem like we knew from Freelancer (Who remember it, eh?).

    To build partys with Friends on the Server is something important, i think.

     

    There's an alliance update in the works that will allow for player-factions

  5. Hey guys,

    Sorry for dropping away last 2 weeks. Some unfortunate events happened in RL which made me unable

    to focus on programming last couple of weeks. I'm trying to pick up the pieces again where i left them and

    hopefully be able to update the mod with the planned features. I still do plan to implement them, i just

    ran into some trouble.

     

    I hope i can finish up the new version soon.

     

    Greets

     

    Sorry to hear that. Hopefully the worst is behind you at least.

    Thanks for the great mod! Take your time we could all use a bit of practice with patience anyways :D

  6. Hey great mod! I just switched to the beta branch and I was wondering if anyone has tested this out on beta since it this mod may be built off a bug (and that bug might have been fixed in the beta branch). Thanks in advance!

  7. Great mod, I love it for my single player game. The only issue I have is that I can't rightly roll this out on my dedicated server because a good number of the players aren't that tech literate and I'd rather avoid needed to tell everyone that they need to do an immersion-killing run command for each ship to get it working. Is there a way that I can modify the base files so that individuals can avoid using the run command? Thanks!

    ok habs geschaft clientseitiger Mod. Problem müßte ich "/run) für alle freigeben und das kann gefährlich sein

     

    gibt das auch serverseitig?

    Thanks for the feedback guys. I only speak English but what I'm gathering from Andy's post is that the /run command doesn't work client side on a dedicated server. I only play (and test) in a single player world.

     

    I'm working on some code that will allow it to run by adding a line or two to server.lua, and will have an update soontm

     

    Awesome! I look forward to the update! Thanks again!

  8. So my question is this: Will I be able to play on the beta branch with heavily modded files? I understand that if the modder didn't make the mod with the beta branch in mind there could easily be some issues that could arise. Still, I like the idea of playing a more up-to-date version of the game and I also want to keep my mods  ;D (if this is in the wrong place please delete mods)

  9. I thought that there was only one, single developer?

     

    Adding regular roadmap and updates can be a heck of an extra job to someone that's already blowing all his free time developing the game.

     

    Although, to be honest, there are over 4000 members on the forums... when you consider probably twice as many people who bought the game, it might be time for him to hire another person.

     

    I think there are 2 devs, maybe 3? I know that there is currently one, koonschi, and another who is on break right now apparently.

  10. I agree, some players on the (steam) forum are already turning a little anxious because of this.

    By being active on the forum you can make up a lot yourself by the reactions from the developers but I can imagine that for those who aren't it might seem as if things were going a bit slow due to the recent beta patches.

     

    There is already some sort of roadmap on the page of the kickstarter but that list can use a little update as well since quite a few things must have changed since the release.

     

    You and I were in the same thread, that's where I've seen your name. That and Rustys Server. Glad someone else is seeing the same thing as me.

  11. I know it's a bit early in the development stage to have a solid roadmap laid out with step by step details of the developers plans and that's understandable; game development can throw you curve-balls you didn't expect and that can set you back any number of days/weeks/months from your original timeline. Still, there is a benefit to having a roadmap laid out for people to see. Even if that roadmap is flexible (and that fact is advertised to the public) you still give people easily digestible information and a way to ease the customer into understanding that not only are their own issues recognized but there is a plan to fix these issue and many more in the near future.

     

    The game is great already and this isn't a complaint at all. It's more of a suggestion as I've been involved with multiple EA games throughout their development and I've recognized a pattern that pops up among players and the questions they might ask.

     

    (I'm also aware that I may have missed a discussion or two about this topic already but I was unable to find anything after searching for the past few hours so i thought I'd bring it up. If that's the case feel free to point me in the right direction.)

     

    Thanks for then awesome game, keep up the good work!

  12. Again what version are you using?

     

    And it really looks to me like it's not installed on the server. If not you can't transfer fighters.

     

    Anyway there is a new version almost finished and i had a bug on the convenient (that had been hotfixed on the repository) and it should be solved in next version.

     

    So that's why i ask a little more info about what you are using, to be sure remeaining bugs are removed before the next version that should be out tomorrow or this evening, depending how much time i have.

     

    since you're putting out a bug fix, just to verify if this one was addressed... I'm using convenient and sometimes I am unable to transfer FROM ships, only TO. I have the gamefiles installed on both the server and my client.

  13. Great mod, I love it for my single player game. The only issue I have is that I can't rightly roll this out on my dedicated server because a good number of the players aren't that tech literate and I'd rather avoid needed to tell everyone that they need to do an immersion-killing run command for each ship to get it working. Is there a way that I can modify the base files so that individuals can avoid using the run command? Thanks!

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