New version (this week).. (0.48.0)

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Mit
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New version (this week).. (0.48.0)

Post by Mit »

Hallo.. Just finishing off some bits for the next vers. Not much has changed gameplay-wise, but i've been working on 3 main things..

1) A new *settings screen with help and descriptions for all the settings - Makes life 10 times easier for sysops and world owners.

2) A new automatic terrain texture generation system - It produces quite pretty landscapes at the click of a button, rather than the world owner having to spend hours and hours with texmaps and surfaces trying to get something looking decent.

3) Free, unregistered worlds have been linked in and will be available publicly - anyone will be able to have a go at building their own world.

All this will hopefully help the process of producing entertaining and good-looking worlds for people to visit.
Friday at the latest.
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Post by Mit »

p.s. Contrary to what i said previously, unregistered worlds will be accesible via the galaxy. They are limited, however, by a maximum capacity of 4 players, and by being linked to the 'Unknown' worlds in the galaxy - so therefore they will not be accessible via infimp or finite drive.
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Post by morbydvisns »

sounds interesting..... will these be randomly dispursed, and players have to seekout and 'claim' their territory?
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Post by JasonX »

Mit wrote:p.s. Contrary to what i said previously, unregistered worlds will be accesible via the galaxy. They are limited, however, by a maximum capacity of 4 players, and by being linked to the 'Unknown' worlds in the galaxy - so therefore they will not be accessible via infimp or finite drive.
Then theres no point in owning the planet :P
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Post by Mit »

um :) ....
The point is you can try out building a world for free. If you want people to access it easily you can always register it :].

"no point" pfft. You kids.. You're dont *have* to play with the free toys ya know.. ;)
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Post by hedgehog »

four to five people's just about perfect in hornball / crow fights / dogfights and races if you ask me.
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Post by hedgehog »

(quick, ask me so that last post is relevant.)
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Post by Mit »

hedge, whats about the perfect player limit for hornball/racing/whateva i add next etc? :]

p.p.s one new game feature i forgot to mention (and probably wont be usable til 0.48.1 as it still needs a bit more work) is the 'Market Trader' skill. When you've got this skill on a world, you can activate your skill and your character will automagically transform himself into a market stall. (Speaking of which, hedge,fooli, any chance of a model & texture for that? :] )
You can then place for sale any items in your inventory, and other players can visit the market stall to haggle and purchase items.

World owners can use the default skills and buildings editor to make this skill a fundamental or extra, optional part of their world economy.
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Post by mystix »

Planets YAY how I get one to experiment with? I want to work on one then get it registered in the future only prob is I dont think I will be able to get to it lol.
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Post by hedgehog »

Mit wrote:hedge, whats about the perfect player limit for hornball/racing/whateva i add next etc? :]
42. wait, that's not right *WHOOOOSHHHHHHHH*
other players can visit the market stall to haggle and purchase items.
naturally, gotta haggle.

i think we've got a marketplace one already, no? maybe we need a new one that's half jesus, half marketstall :P



took a few ground textures while off on holiday btw, i'm itchin to try 'em out on the new terrain feature :]
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Post by morbydvisns »

i think we've got a marketplace one already, no? maybe we need a new one that's half jesus, half marketstall :P
yea like the torso of a market but the head, legs/feet as the jesus :D
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Post by Fooli »

Mit wrote:When you've got this skill on a world, you can activate your skill and your character will automagically transform himself into a market stall. (Speaking of which, hedge,fooli, any chance of a model & texture for that? :] )
Now that is freaky. Totally independently... I added one to the model lib earlier today.
http://theuniversal.net/modellibrary.php?showcat=31

Not brilliant but if you could treat it like you do the fishing model... it might work out ok.

f
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Post by JasonX »

The planet idea isnt much to look forward to but the marketstall idea is great :D
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Post by theseer »

Mit wrote:p.s. Contrary to what i said previously, unregistered worlds will be accesible via the galaxy. They are limited, however, by a maximum capacity of 4 players, and by being linked to the 'Unknown' worlds in the galaxy - so therefore they will not be accessible via infimp or finite drive.
Hmm.. does that mean potential world owners can go aronudf in their trust stardrives guessing which "unknown" is theres? or will the unknowns get some kind of tag?
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Post by Mit »

unregistered world owners will be able to find out which planet their world is connected to, but to other players therell be no indication other than the presence of a ping response and server message.
Which unknown world is used for which planet will change each time the planet connects to the galaxy. (Therefore if anyone runs their world 24hr it will generally remain in the same place). The gal server will choose unknown planets closest to the starting system first, and choose further away planets as more worlds are run. (Tho, um, this process is somewhat YTBW :] )
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Post by morbydvisns »

seer dont get too excited over there


n'less u have a L24 then this feature is...... well as useful to ya as the infimp is right now

:wink:
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Post by morbydvisns »

scratch that... after looking around, a l24 wont get ya out of the active planet systems... only can inf to becen or beyond and stardrive from there as needed
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Post by JasonX »

The planets on the finite drive are the only planets worth playing on so theres no use for a imfinp drive or a L24
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Post by morbydvisns »

were not talking about planets worth playing in this thread :D

the subject is 'unknowns' where the mini islands will be housed....

and yes, to get to more than one, a l24 is needed
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Post by JasonX »

OH!! I see
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