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guiohm

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  1. I dream of paid open source games where authors/developers get correct retribution while users get the full code to mess/play around. ... but we're not there yet.
  2. Well, if you don't want to use the automated installer/uninstaller (It's just a .bat file that runs the open source GNU patch utility with the proper arguments), then here is the modified script file. To be placed in data/scripts/player/missions/ organizegoods.lua
  3. I searched but found nothing. Does someone know What @koonschi is using as a base to develop the game engine? I think I've read it's C++ based, but I'm curious to know more. For instance, if I wanted to start developing a similar 3D game with LUA bindings, what development environment/framework sounds the most suited to get started?
  4. I couldn't make it load in the game. I tried multiple times. I figured Win 10 blocked it because coming from the web. But even after unblocking, still nothing while in the game. Too bad because it does sound better, though I think it would need to be louder so that the mix stays the same in game.
  5. Background The first time I accepted such a mission, I had not enough cargo to transport the whole delivery in one go. So I filled up once, I went back to where I started the mission and I naturally expected being able to deliver in multiple times. It frustrated me to not being able to do so. Because at that time I did not even know how to calculate if my cargo space was sufficient to hold the whole delivery. Description So I made this little mod. And for you guys that have started such a mission and went back with half the cargo expecting to do it it 2 trips and the station just said to you "There must have been a misunderstanding, you don't have the cargo". Well,you can install this mod right now and interact again with the station.It won't do any bad stuff if installed in the middle of a mission. It won't change the time left. It will just allow you to go back and forth and deliver the goods little by little. You'll only get the reward at the end of course. I think it should be the expected behavior. How to install this mod Put the attached zip file in the data directory inside the main Avorion folder. Right click and chose "Extract here". You should end up with a directory called mods-installer at the same level as the scripts directory. Go inside the new directory and the one inside and run the batch file called "install-or-remove". That's it. Side notes Tested on Avorion 0.10.1. I did use a little executable to patch the modified script file. I think it's better than having to replace files by hand, mainly because it allows having multiple mods modifying the same file. Here the link to the virus scan of this exe: https://www.virustotal.com/en/file/02760b4b347e42f0c7c04a24d2ec3ee34d96ae26876850844b6f4f10f6d8dee0/analysis/ OrganizeGoods-multiDelivery-v1.0.zip
  6. I think that's quite similar to what we're discussing in this post: http://www.avorion.net/forum/index.php/topic,743.0.html The idea is to be able to deactivate the autobrake feature while in mouse control mode. Right?
  7. I would also like that. (like in Kerbal Space Program) :)
  8. I also found myself searching for the proper retrograde orientation... and missed it almost every time :) About automating the process, I'm not sure, I think it should be tested. It might be "cool" to use it, and then the ship design would need to be optimized for "turn around" thrusters instead of braking ones. But at least the retrograde crosshair would be great.
  9. Well, the keyboard control scheme has the no-auto-brake behavior and I like that. But I find it annoying that the camera is locked to the ship, meaning that if I look on the left and want to go there, I need to turn the ship left with the keyboard AND turn the mouse right to keep aiming where I want to go. Moreover If found it difficult to dock somewhere because there is no aiming marker and I don't really know if the ship is actually oriented correctly. After a few minutes I ended up using keyboard control, and switching to mouse control when I wanted to either precisely aim for a direction or for docking or mining or combat. And after maybe an hour later, I gave up switching (too complicated) and kept moving in mouse control mode half the time with Ctrl+W+Space which is a bit tiring (I think I'll try switching Tab and Ctrl in the bindings). So in conclusion, I still want to control the ship by mouse. It's working great this way. I would like to disable the autobrake like in keyboard control scheme, and last but not least, I would still very very much like to be able to reverse the Left Control key behavior or maybe just making it a toggle. Anyway, Thanks for your quick reply Koonschi :)
  10. I experienced similar issue in single-player and I actually found way more wreckages containing iron (and other stuff) than iron rich asteroids. And wreckages are continuously created.
  11. Hi there, I'm a bit confused by the way that when we stop thrusting the main engine, the thrusters automatically brake. I would like to throw my ship in one direction, then it keeps going until I explicitly apply brakes which is more realistic. Similarly I would prefer that the Left Control key act as a toggle so that I can activate or deactivate course correction. Because in battle I find myself having to constantly press Control while maneuvering the ship and targeting. And overall, almost anytime I'm moving toward a direction, I like looking around. I would also like being able to just reverse the Control key behavior so I only press on it when I want to apply course correction. Or yet better: double press toggles course control on/off while single press momentarily activates or deactivates it depending on which state it currently is. We might need a visual feedback for this though. I'm new to the game. Awesome work, I love it! I've not looked at the API and what mods can do yet. Would this be doable in a mod?
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