Hurray! Another multiplayer clone project. :)

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SirToxic
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Re: Hurray! Another multiplayer clone project. :)

Postby SirToxic » Tue May 03, 2016 6:14 am

kcd.Spektor wrote:ALPHA 0.3 IS OUT 8-)
Alpha download link



When will alpha 4 come out? It sound like it got some vital features...
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Srul
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Re: Hurray! Another multiplayer clone project. :)

Postby Srul » Tue May 03, 2016 6:32 am

When Spektor says that 0.4 will come out soon

Image

(yeah, i played with dev mode a bit, i didn't want to wait for poor old man having a heart attack)
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Hak86
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Re: Hurray! Another multiplayer clone project. :)

Postby Hak86 » Wed May 04, 2016 8:23 am

Srul wrote:When Spektor says that 0.4 will come out soon

Image

(yeah, i played with dev mode a bit, i didn't want to wait for poor old man having a heart attack)

I must ask, what game is that? :?:
This is a bad signature. :|
kcd.Spektor
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Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Wed May 04, 2016 9:11 am

Hak86 wrote:I must ask, what game is that? :?:

If I'm not mistaking it's Rimworld
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Srul
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Re: Hurray! Another multiplayer clone project. :)

Postby Srul » Wed May 04, 2016 12:00 pm

kcd.Spektor wrote:
Hak86 wrote:I must ask, what game is that? :?:

If I'm not mistaking it's Rimworld

You aren't mistaking
kcd.Spektor
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Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Wed May 04, 2016 12:14 pm

Small update:

1. I've refactored a bit the event loader - so now it is easier(faster) to add versatile events.
Also it allows to add more complex events.

P.S.
This most probably doesn't make any sense to anyone yet. :)
But I was so frustrated with the time that was required to add new versatile events, :x
so now that I have fixed that issue I am so happy that I just want to share this great new with everyone :D
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Srul
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Re: Hurray! Another multiplayer clone project. :)

Postby Srul » Wed May 04, 2016 12:17 pm

kcd.Spektor wrote:Small update:

1. I've refactored a bit the event loader - so now it is easier(faster) to add versatile events.
Also it allows to add more complex events.

P.S.
This most probably doesn't make any sense to anyone yet. :)

We don't even know what the hell is that and how it works...
kcd.Spektor
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Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Wed May 04, 2016 12:35 pm

Srul wrote:We don't even know what the hell is that and how it works...

Yeah exactly :)

But to make it a bit more clear for everyone else:
This change that I did, makes the thought - "Is it possible that a0.4 will be out by the end of the week?" - not sound impossible anymore :D
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Srul
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Re: Hurray! Another multiplayer clone project. :)

Postby Srul » Wed May 04, 2016 12:37 pm

kcd.Spektor wrote:This change that I did, makes the thought - "Is it possible that a0.4 will be out by the end of the week?" - not sound impossible anymore :D

*faints*
kcd.Spektor
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Re: Hurray! Another multiplayer clone project. :)

Postby kcd.Spektor » Wed May 04, 2016 8:20 pm

Small update:

1. Just finished making events for random pirate encounters
Overall is something around 1200 variants of pirate encounters :mrgreen:

2. Did a test run with a basic starting ship against the pirates - twas quite fun :)
Though a bit too hard, particularly because the events for meeting trader ships(which could allow you to repair your ship) are not yet made :)
So I've decided to first make the trader events and then the RAI events.

4. Also I've decided that I will add the capacity numbers that some of you were asking for.
Meaning - make energy capacity of systems(Particularly - the engines and the hyper drive) visible with numbers and not only fill-bars

3. Updated the TODO list.

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