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C-Family languages are my strong point. I'm currently occupied on Outlier.

Comment History  (0 - 30 of 528)
masternerdguy
masternerdguy @ Outlier: Open Skies

There will be a new release soon! If you want a preview you can compile the latest release candidate ( Github.com )

Good karma+1 vote
masternerdguy
masternerdguy @ Outlier: Open Skies

You need to have Java 8.

Good karma+1 vote
masternerdguy
masternerdguy @ Outlier: Open Skies

Be sure to grab the Alpha 3.1 patch or you might have trouble buying a new ship if NPC traders are swarming the shipyard.

Good karma+1 vote
masternerdguy
masternerdguy @ Outlier: Open Skies (Alpha 3)

Be sure to grab the patch: Indiedb.com

Good karma+1 vote
masternerdguy
masternerdguy @ Alpha 3 Released

No, unfortunately I am going to say the minimum system requirement is 4GB of RAM. The game itself needs slightly over 2GB to be stable. I had some others look at it, and I don't see how to significantly reduce RAM usage without cutting features. To work on a system with 2GB of RAM, the game would probably need to be using only about 1GB.

Good karma+1 vote
masternerdguy
masternerdguy @ Outlier: Open Skies

My reply was too long to post here, I've sent you a message.

Short version:

1. First and foremost, none of those are open source. Besides that, neither of those games are going to have the kind of economic simulation and empire building features I am working on. This game is also cross platform.

2. The games aren't really all that similar, although both are set in space they are quite different. In Freelancer you have faster paced action and a more open world than X3 but you don't have the ability to scale (you can't own more than one ship, build space stations, etc). In X sectors are just 200km grids, in Freelancer they are (not scaled realistically) solar systems to freely fly through. I want to combine the fast paced action and exploration in Freelancer with the economy features and scalability of X3.

3. I want to focus on the behind the scenes simulation. I want a universe that evolves over time because of the actions of individual NPCs interacting with each other, where all actions have consequences. I'd like to have a simulation complex and challenging enough that no matter how good the player gets the world is always a threat to them, and ideally they'd learn something new about it every time they play.

I want my factions to eventually be show don't tell. Instead of telling you that they are pirates / navy I want to show this by having the NPCs behave differently. I want factions to be more than just sliding standings bars with different ships.

Hope this helps!

Good karma+1 vote
masternerdguy
masternerdguy @ Alpha 2 Released

The player does die if he gets too close to the sun.

Good karma+2 votes
masternerdguy
masternerdguy @ Alpha 1 Released

Technically there's no reason I can think of that it won't run on OS X, I just can't officially support it since I don't have a Mac to test on.

Good karma+1 vote
masternerdguy
masternerdguy @ Neo Terra

Good to see some new concepts coming after all these years!

Good karma+2 votes
masternerdguy
masternerdguy @ Outlier: Open Skies

It starts with a seed number and generates planet textures on the fly. A simpler, less advanced, version of the algorithm can be found in High Albedo.

There's also a function that keeps the universe fresh by adding and removing NPCs as needed.

Good karma0 votes
masternerdguy
masternerdguy @ Sector "Split Fire"

Very nice, looks almost like Reunion.

Good karma+1 vote
masternerdguy
masternerdguy @ X-the forgotten battles

Honestly, "noob protection" is overrated. Sure, making the starting sector safe is fine, but if you expect any kind of worthwhile multiplayer gameplay you need to allow players to destroy each other's stuff. In the single player X games, destruction is an ever present and vital part of the gameplay, as it should be in multiplayer as well. Besides, players will team up to keep control of territory just like they do in EVE Online, a game in which you can lose everything overnight if you aren't careful.

Good karma+1 vote
masternerdguy
masternerdguy @ A clear sense of direction

Scope creep is what made Nexus so amazing! That game has so many undocumented and poorly explained features that it takes a long time to master. I don't think you can make this kind of game too complicated. If this is like Nexus, then you only have a handful of ships to manage instead of hundreds or thousands in an RTS, so most of the tactics are going to come from the depth you get from fine control of those few vessels.

Good karma+1 vote
masternerdguy
masternerdguy @ Shallow Space

I loved Nexus: The Jupiter Incident.

Good karma+1 vote
masternerdguy
masternerdguy @ Outlier: Open Skies

It's the only decent 3D Java game engine. It's open source and I've been using it since it was in alpha so I've got a lot of practical experience with it.

It is capable of solid frame rates and scenes as detailed as any other major engine, you just have to play with it a little. And since it's open source I have a lot of freedom to modify it if needed to get something to work.

Java was also the language for my previous project High Albedo, but I wrote my own engine for that one.

Good karma0 votes
masternerdguy
masternerdguy @ High Albedo: Twisted Skies (1.4)

I've never had a download authorized before its news article, that should be coming soon.

Good karma+1 vote
masternerdguy
masternerdguy @ Campaigns Coming in v1.4

When I get into combat I hit F5 to defocus then use hit P twice to close the middle windows (since they hide each other automatically). But you bring up a good point I will look into this for v1.4 .

EDIT: Are you having issues managing a fleet?

Good karma+1 vote
masternerdguy
masternerdguy @ High Albedo: Twisted Skies - v1.3 Released

Not at this time. If you complete a mission, you will be notified in a message. If you fail, you will be notified in a message. IF the mission aborts, you'll be notified. In v1.4 you'll be able to see mission progress. I'm reworking on the mission system and adding a complete campaign too.

Good karma+1 vote
masternerdguy
masternerdguy @ Arms of Telos

Indeed.

Good karma+1 vote
masternerdguy
masternerdguy @ Raw Screenshot

Are your skyboxes procedural?

If so, you can make them look better by using more layers of noise with different colors and octaves.

Good karma+1 vote
masternerdguy
masternerdguy @ Star Gazer

I just want to say, since you said you wanted it to be like X-Rebirth, that as a long time X3TC and X3R fan I'd like to see working universe traders. Micromanagement is bad.

Good karma+1 vote
masternerdguy
masternerdguy @ High Albedo: Twisted Skies

Very helpful, I've sent you a message.

Good karma+1 vote
masternerdguy
masternerdguy @ High Albedo: Twisted Skies

Awaiting authorization for High Albedo v1.2!

Good karma+1 vote
masternerdguy
masternerdguy @ Freelancer

Buy it for $8 on Amazon.

Good karma+3 votes
masternerdguy
masternerdguy @ Bronies of Moddb™

Extremely good episode.

Good karma+2 votes
masternerdguy
masternerdguy @ Wings of the Federation - Redux

It's a campaign so opensp would break the mod.

Good karma+1 vote
masternerdguy
masternerdguy @ Wings of the Federation

Awaiting authorization for a new release that fixes some issues in the original.

Good karma+2 votes
masternerdguy
masternerdguy @ Combat Fixes for v1.2

Something must have gone wrong in processing, this was a 1080p video.

Good karma+1 vote
masternerdguy
masternerdguy @ High Albedo: Twisted Skies (1.1)

This is pretty useful, I've sent you a PM. FYI for anyone reading this there's a mini-tutorial in that comms window in the upper left corner of the screen, it says "welcome" at first.

Good karma+1 vote
masternerdguy
masternerdguy @ Freelancer

I dare say failed isn't strong enough!

Good karma+1 vote