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Shrooblord

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Everything posted by Shrooblord

  1. Cool. I was mostly asking because I'm also looking into modding for in the near future and I was wondering if this is something I need to keep in mind for one of my planned projects. I'll keep tabs on it, for sure. Sounds useful.
  2. Ooowwhh that sounds intriguing though. Is there a way you could "force" Build Mode on an object but hide the UI in some way, to trigger "follow cams" at certain moments (eg. when more than a certain amount of damage has been dealt to something in X amount of time or some such)?
  3. I don't think you can, either. Also note how in Strategy Mode all the 3D aspect of the game is gone and all objects reside in one plane - SM simplifies the representation of the Sector, so it doesn't make much sense to be able to rotate the camera I guess? I'd imagine this is where the design philosophy behind that came from. However, being able to rotate the camera around in Strategy Mode would be a feature I'd appreciate seeing in the game, also.
  4. I switched to a 100-item per page view and now have processed up to and including page 11. 28 more pages remain.
  5. I'm gonna add a list of things I found in the English phrasing that needs correcting here. The phrase from /data/scripts/entity/story/smugglerengineer.lua contains a typo: "everyhting" should be changed to "everything". ---- I will update this post as I find more issues.
  6. Very cool, thanks for this. This will help me set up my Galactic Emporium in a more streamlined fashion. Mu-wah-hahahahahahahahahahaha
  7. Hi there, Quick question: is there a version file somewhere in the installation directory where we can find out what version of Avorion we currently have installed through looking at a file, rather than by launching the game? Or is this version number hidden inside the game's .exe file?
  8. I see! That's cool, though, I wish I had friends who made mods for me in their passtime, haha. Thanks for sharing!
  9. Not right now, as I'm still very much building the framework of the file system handling. That is to say, preliminary tests in isolated test folders seem to be working nicely, where it can now detect and build a file tree and track it internally to try and see if there are differences to a target folder (i.e. the Avorion installation folder), but that's all it can do right now. Next steps will be to actually create a snapshot of the Avorion installation folder as it is right now, then apply a patch to it according to a local mods folder through symlinking, so you'll have a clean separation between the installation directory and where you, the end user, keep all your mods. Kind of like a dedicated mods folder that a lot of games have built-in, but without the worry that future updates of the game (as it is now) will replace, remove or modify your own mods folder. It's based at its core on bit's AVCML script. In fact, the symlinking and snapshot code is straight-up... borrowed... from AVCML and has been extended to a degree to more aptly fit my project and be more flexible than just being able to handle the /data/scripts folder like AVCML is. As for your comments on your excitement level and the molding thing, I'm not entirely sure I follow what you mean. Do you mean to say that I'm a new user and I'm trampling into the unknown territory of an established community, who've carefully set up an ecosystem that I'm throwing off balance with my different or non-aligned vision? If so, I get that. I don't mean to step on anyone's toes. I'm just working on a tool to hugely simplify my own life because I've got a list of say 20 mods in a directory sitting there, waiting to be installed, and I don't want to go through the rigamarole of carefully comparing each one to each other, and the system files in order to install them all without destroying changes made by another... and then have to do that again, and again, and again each time the game is patched. So my tool is aimed at making my own life easier - and I hope it will others', too. I'm simply excited about a pet project I just started up and am putting a lot of time into, and which is actually shaping up quite nicely so far. I like to share stuff I make and get excited to show things I'm working on. I'm sorry if that's not how everyone here prefers it... I am new and maybe I should sit back and get more involved first before barging in with my own ideas and stories... but that's not the kind of person I am. I like to talk, I like to get excited. And right now I'm in a buzz about this super new amazing game I just found and am loving to absolute bits and want to get involved in in any way possible. I digress. Sorry, I'm also quite a rambler. ^-^' Sounds interesting, I'll check it out!
  10. Sounds interesting, but could you give an example as to how this would be applied? What kind of script would I want to always auto-load onto the player ship?
  11. I'd totally dig this. Tiny, fragile ship protected by a mothership carrier with an armada of drones? Sign me the hell up for something as cool-looking as that, haha
  12. Aye, and I'll be right here cheering you on until I can get my grubby hands on it in its released state.
  13. Well I guess that depends a little on how you plan to update your server. If you want to keep it up-to-date always, then I advise you to keep a copy of your most recent version of the Steam\...\Avorion\data folder and always make a copy before you apply a new patch, then diffcheck the newly patched files against your older copy, and see if any files were affected that are being altered / interacted with by your mods. If so, you can read in the diffcheck what exactly changed, and try to make an informed decision on whether or not the update would break the mods, and if you don't trust it, just hold back on the update (i.e. "patch" your game back down using the older copy you preserved) and ask around on these fora whether the mod authors think the update will have a negative impact on the way the mod functions. I know that all sounds rather obtuse and like a lot of work to have to do each time there's an update, and you're right. It's why I'm currently feverishly trying to create a mod manager to remedy that and do all of that for you, and why we'll be super happy once modding gets integrated into the Steam Workshop like the devs say they plan on doing at some point, and the installation of mods becomes a much more streamlined process.
  14. Oh I seeeee... I've looked at that before. So one-click install plug-ins was mostly because it's your plug-ins, and your Dirty Manager (heh), so you've made it all super-hyper-compatible with each other. Neat-o. I was slightly getting worried that my efforts at a mod manager were going to waste and someone was already close to releasing one. :o (Yes, that's going along quite fine, actually, thanks for asking.)
  15. Ooh, fancy. I guess this is what happens when there's no mod portal / collected pool of mod locations and current maintainers - you miss stuff like nice fixes people make for other people's mods. This could definitely do with some improving. I mean it's fine right now cuz' we're a small community, but it's not a very robust plan for if this community should ever grow to become larger.
  16. Hi there, Being a bilingual Dutch-English native speaker, I've looked at and translated a big chunk of the strings listed in the translation project. Please review them and tell me what you think and where improvement is needed. Some terms are surprisingly hard to find a good translation for, and it happens to the silliest words and phrases. Like "Turret Slots" for the life of me is untranslatable, or if you try to literally translate it, will sound very hacky and anglicised, so I changed it to "Plaats voor Torens" instead. I hope that makes sense. I also ran into a problem with this specific key, which quotes as being used as , but in Dutch you can't translate that into a single phrase, because depending on what exactly the word is that gets inserted into ${title}, you need to use either the article "de" or "het"... so there's no single translation, unfortunately, and choosing one means ${title}s using the other article will look really stupidly out of place. So I chose to go with the safe bet, and add no article. So the translation of is now , which if translated back, semantically means . I need to test in-game if this works, or if that messes up the grammar even more than "just choosing one article and rolling with it when the wrong one gets applied" depending on the value for ${title}. I ran into a similar problem with this entry. This one, however, cannot be avoided by omitting an article. So I stuck with "het" for now, as the example state "the Freighter" which would be "het Vrachtschip" so I'm hoping there are no "de" words that will be inserted as ${title} wherever this is used in-game. But really we need a better way to handle this, for example include "de" and "het" in de ${title}s themselves rather than in these kinds of entries, where it's unknown what the nature of ${title} will be. I've gone through 11 out of the 73 50-entry pages now. I think I'm done for today, and also I want to play some more of the actual game myself lest I be even more spoilt about discussions regarding these mysterious Xsotan and whatever is at the Galactic Core... Please discuss any further remarks here! Shrooblord
  17. Hi there, I'm a native English speaker and I've noticed some cases where the game language could be improved. What comes closes to mind is when the game states that you have received "certain goods" and that the "good" was added to your Inventory. Now, "goods" is definitely applicable, but "good" doesn't work like that - you can't use it in singular form*) like you use the word "goods". I would propose the alternative "commodities" as "commodity" can definitely be used in singular form, and also it sounds a little more descriptive - "goods" can be juuust a little bit on the vague side, where commodities is more succinct. For this and other instances, I would love to help. But, the translations project server doesn't include English itself as a language. I'd love to help improve the grammar, spelling and use of language and phrases to give the game just that little bit more polish. Thanks for taking the time to read my post, Shrooblord P.S. *) While I realise that etymologically, it is technically possible to say "I have received a good", to use the singular form of goods with the same intention of "goods", but in singular, is simply unnatural and sounds very weird to a native's ears. Or... eyes? Can words sound like something to my eyes when I read them? I digress - the word could be changed to not have to even discuss this semantics problem in the first place. ;)
  18. Hello everybody! I found Avorion thanks to my Steam Discovery Queue actually, probably because I recently picked up Heat Signature, another space-based randomly generated procedural universe thing but a vastly different game more in tone with Hotline Miami, and because I've messed around with From the Depths a bit with a friend. And I saw it in my Queue and it looked interesting so I gave it a try. But Avorion hits that excellent sweet spot for me between voxel creativity, great interface when building (FtD is incredibly finicky with its controls) and generally user-friendly controls (although I'm sure you'll hear suggestions coming from me on the fora, too, in time ;))) ), nice graphics, procedural, persistent worlds, modding capability and ... oh... oh yeah... SPAAAAAAAAAACEEE I've very quickly become very much engrossed with this game and am now getting more into the community. I've started building a Mod Manager script / program that should streamline the process of installing mods while we await the eventual inclusion of mods in the Steam Workshop. so that's me - hello! nice to meet you all
  19. Their FAQ reads the following: so I think it's the devs' intention to take game sales as donations rather than hard cash. ;) They want their game to be played - so yeah, spread the love and spread the word. Otherwise, there's of course a private message you could try to send to koonschi if you really, really want to get in contact and arrange something. Other than that, I couldn't find a donation address on PayPal or Patreon or something like that for them either, neither on the main site, these fora, or their company website. Good luck!
  20. Cool, nice to have you around! I agree, I'd like to see what you'll cook up for mods to prove yourself, if you catch my drift. And if the devs won't take ya, we, the loving, embracing community sure will. Welcome to the forum!
  21. Hahaha this happens far too often to me. "Aight, guys, let's see what we can find in this rotten hellhole of a Se-- Oh LOOKIE HERE it's an unsuspecting nancy who took down all of their weapons for us. C'MON, BOYS, WE'RE EATING FANCY STEAK TONIGHT! YEEHAAHAHAAA" Also the selecting a Sector preemptively idea is a good hint. And I agree, always have a posse with you that can help you defend yourself, be it allied ships in a friendly Sector, or your own gang of blood-thirsty guard ships that you've staffed and cared for since they were mere single-block infants in the Construction Yard.
  22. Yes, exactly what I meant, thanks for the clarification. :)
  23. Oh, oh, oh! I love this idea. But this is a large post so I'll reply to everything as I read it. Brace yourselves... this reply may be a little bit scrambled. ---- oh my goodness tentacles for weapons slap, ur ded heh heh heh I love it. I like the idea of having a ship that infects other ships like The Flood. But perhaps not all biological ships / races would be malignant? I'm reminded of Kosh from the TV series Babylon 5. His race of people were malevolent, and beautiful in their design, their ships' design, and their behaviour towards others in the Galaxy, if a little withdrawn and formal. Maybe biological ships can reproduce? Maybe they're more powerful in Sectors where there's certain Planets (because of their ability to draw strength from the biosphere of the Planet or some such)? Okay, but then how about this: since you are a biological race of creatures that needs biomass, maybe you need to stock up on what is normally only trading commodities, like Luxury Food and Dairy and such? Then there's at least some balancing there: no money for salary, but you still need to sustain yourselves and your ships in some way. Nice. I'm also thinking of events where the player ship is suddenly become infected and you have to fight off the biohazard yourself, or submit to it and become One. Maybe there's a way ships in the process of being converted can fight back? Also much like in Halo how the Master Chief, The Covenant and The Flood are always at each other's throats for supremacy, but there is a careful balance in the stand-off. Yes, it makes sense that you can't Salvage many parts off of a dead biological ship, since it's now dead. Maybe a new type of Salvaging is in order? Like taking a biopsy, but from a space ship? Maybe you could even paralyse an enemy biological ship and constantly strip away off of it as it regenerates itself over time like the heartless parasite you are you're cultivating it as a farm. Maybe even the ship itself fights back as it sees you as an intruder? You have to incapacitate it somehow or convince it that you are a better master for it than its previous Captain could ever be (maybe you could even free a Slave ship (literally - the ship is the slave!) from nasty crew men, and it would be grateful to you and do something cool for you). I'm afraid I didn't read your lore as the first sentence contained "Xsotan" and I'm not very far into the storyline of Avorion yet and don't want to get spoilered. P.S. Love your username. Very cool.
  24. Yes, I agree with unbekannt here - it doesn't make sense to have an "anchor" in space. What are you going to anchor to? However, thrusters should realistically do the trick. Stations need to be made compatible with thruster and positioning AI so that they remember their original spawn / build location and stay there within a small margin of error, and if they are ever pushed out of position, try to re-enter that home space using their thrusters. Other than that, I could see how you could tether your Station to something, say a large asteroid. That would make sense to me. But a straight up "magic anchor" block wouldn't do it for me. The Inertial Dampeners are already a bit magic to my mind in just how effective they are, but they're something I can get behind. Maybe equip Stations with Inertial Dampener ability? That could work too.
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