Hurray! Another multiplayer clone project. :)

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kcd.Spektor
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Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Post by kcd.Spektor »

The_Bear wrote:
kcd.Spektor wrote:
The_Bear wrote:At some point can you make it so you can place systems on your ships in the ship editor,

What for?
So you can create ships with systems that are in shops.
You need to use the shipyard system for that ingame(because server decides which systems are used from the models).
Though shipyard needs to be made a bit more friendly.
kcd.Spektor
Posts: 586
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Re: Hurray! Another multiplayer clone project. :)

Post by kcd.Spektor »

Latest update:

1. Updated TODO list :)
2. Will release 0.5 soon.
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Hak86
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Re: Hurray! Another multiplayer clone project. :)

Post by Hak86 »

kcd.Spektor wrote:Latest update:

1. Updated TODO list :)
2. Will release 0.5 soon.
Yay :lol:
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kcd.Spektor
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Re: Hurray! Another multiplayer clone project. :)

Post by kcd.Spektor »

Small update:

1. a0.5 will be out in about 12 hours - I want to do some rebalancing of the weapons first.
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Hak86
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Re: Hurray! Another multiplayer clone project. :)

Post by Hak86 »

kcd.Spektor wrote:Small update:

1. a0.5 will be out in about 12 hours - I want to do some rebalancing of the weapons first.
Before you release we need to fix the LS1 ship image.
This is a bad signature. :|
kcd.Spektor
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Re: Hurray! Another multiplayer clone project. :)

Post by kcd.Spektor »

Hak86 wrote:
kcd.Spektor wrote:Small update:

1. a0.5 will be out in about 12 hours - I want to do some rebalancing of the weapons first.
Before you release we need to fix the LS1 ship image.
What's wrong with it?
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Hak86
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Re: Hurray! Another multiplayer clone project. :)

Post by Hak86 »

kcd.Spektor wrote:
Hak86 wrote:
kcd.Spektor wrote:Small update:

1. a0.5 will be out in about 12 hours - I want to do some rebalancing of the weapons first.
Before you release we need to fix the LS1 ship image.
What's wrong with it?
Put it over a black background and find out.
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Soap
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Re: Hurray! Another multiplayer clone project. :)

Post by Soap »

We can't change move commands ?
I'm on an AZERTY keyboard, I can play with WASD but not easly as ZQSD ^^

The last release is amazing Spektor, AI is good enough for my friends and me
We're looking for an asteroid base actually, but all we found is traders and pirates heh
kcd.Spektor
Posts: 586
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Re: Hurray! Another multiplayer clone project. :)

Post by kcd.Spektor »

Alpha 0.5 is out.

Change log:
1. Press F1 ingame to show help screen
2. Added admin commands kick, ban, mute
3. System screens no longer close during jumps
4. Added missile consumption configuration in sys models
5. Added possibility to jettison in specified direction. (There's now an arrow button near all the jettison buttons)
6. Overall scrap drop is increased
7. Press F2 to show/hide player names
8. In target screens (Sensors, Missile weapons, Laser weap, Weap control) added a button to show/hide ship rooms.
If it's off, you can see weapons on the ships, and if your sensors level is high enough - you can see the weapons charge level.
9. Some level BG changes
10. Added a kill button near reset spawn button
11. Rebalanced weapons
12. Rebalance Pirates and RAI
13. Fixed some bugs
14. Added ship tracking.
In sensors system screen there are now 2 modes - Radar mode(the old one) and Trail mode.
When a ship makes a hyper jump it leaves a jump trail with difficulty level = max HD charge rate.
In sensors screen' trail mode you can scan the sector for last 10 jump trails.
But you will only see the ones that your sensors can pick up.
Sensors can pick up trails with dif level <= sensors level*3
This means that if a ship has maxed out HD with max charge rate = 15.
On his jump he will leave a trail with dif level = 15.
And only sensors upgraded to level 5 (5*3=15) will be able to pick it up.
Focusing on the jump trail - you will see the ship name, class and the sector that he jumped to.

P.S.
Server wipe is very much advised.
Last edited by kcd.Spektor on Fri Jun 03, 2016 10:06 am, edited 3 times in total.
kcd.Spektor
Posts: 586
Joined: Thu Nov 26, 2015 8:21 am

Re: Hurray! Another multiplayer clone project. :)

Post by kcd.Spektor »

Hak86 wrote: Put it over a black background and find out.
I did. and see nothing wrong.
Perhaps you have some local image changes?
Soap wrote:We can't change move commands ?
Sadly no.
And I'm not sure when (and if) I will get to adding the possibility to change them.
We're looking for an asteroid base actually, but all we found is traders and pirates heh
You mean a base that you can claim?
They are pretty rare, I would suggest serching in the star sectors(more chance of finding one there ;))

Also I'm happy to hear that someone plays the game as it was mainly intended - local coop.
Next thing on the list is actually a single player/local coop scenario.
So I think it will be even cooler. ;)
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