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dram

BI Developer
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Everything posted by dram

  1. dram

    3rd Person and Vehicle Editor Camera Error

    Oh, so you are running it in windows 98 compatibility mode then right? If so then that may also be the reason why the mouse is moving all over the place - had someone else report that issue. Could you try running it in normal mode (ie: not compatibility mode), and when it fails to start copy the contents of the following files and post them here? G:\Steam\userdata\YOUR STEAM ID\244030\local\ccsettings.xml G:\Steam\userdata\YOUR STEAM ID\244030\local\console.log G:\Steam\userdata\YOUR STEAM ID\244030\local\error.log G:\Steam\userdata\YOUR STEAM ID\244030\local\filesystem.log If some do not exist than it is ok. From these we'll be able to determine why it isn't starting (hopefully).
  2. Ouch, yeah just fixed the issue, sorry for that. It should be in the upcoming dev build.
  3. Updated Version 0.8.0214: 23rd September 2013: - Added more rocks to Deimos - Added missions to Deimos (WIP) - Fixed major new issue where instruments and cameras could no longer complete science targets - Improved range of APXS to 10cm - Improved mission generation system 20th September 2013: - Added missions to Deimos (WIP) - Added saving of author to Scenarios in Editor - Added focal points to the Camera HUD, indicating where the camera is focused - Improved auto-focus of the Free-fly camera - Improved precision of instrument traces and their display on the HUD - Fixed the issue where instruments and cameras occasionally kept switching between 0m and above
  4. dram

    3rd Person and Vehicle Editor Camera Error

    Ah, cheers for the reminder. Could you please try running the game in compatibility mode? Perhaps it will help. Let me know please.
  5. dram

    Take On Mars - Soundtrack

    Very glad you like it :) Our pleasure!
  6. dram

    Changing SFX Volume?

    Cheers, glad to hear it :) If you need any help with anything, please do not hesitate to ask!
  7. Version 0.8.0214: 20th September 2013: - Added missions to Deimos (WIP) - Added saving of author to Scenarios in Editor 19th September 2013: - Added WIP generation of Analyze targets - Added missions to Deimos - Added material-sensitive listing of available instruments for Analyze targets in the Editor - Changed camera for areostationary satellite to orthographic, fixing z-buffer bug - Improved satellite map controls in the NAV tab
  8. dram

    Take On Mars Media Coverage

    A Czech magazine: Take On Mars - Rozhovor s vedoucim projektu CasopisXB1
  9. Version 0.2.210: 19th September 2013: - Added missions to Deimos 18th September 2013: - Added connection to an areostationary satellite in the NAV tab - Added new loading screens - Added rocks and details to Deimos - Added dynamic creation and loading of user loading screens, with indication - Improved Addon loading and handling - Improved check when creating new scenario, now allows creation only when name unique
  10. dram

    Changing SFX Volume?

    Hi, yes it is in the following file: AddonExample\data\scripts\OnSim_Racer4Reflip.h Specifically, the volume is modulated there, line 172, 174, 193, 195: thrusterPart.PlaySnd(PART_SOUNDS_EXTCHNL1, fxEnt.FX_Snd_Thruster, SFX_3D, fxEnt.FX_Vol_Thruster * fabs(thrusterPart.GenVec2[0]), 0.2 * fabs(thrusterPart.GenVec2[0]) + sndFreq * sndVar); But if you just globally want to change the volume maximum for that sound, it is here: AddonExample\data\configs\FX\Thruster_DownForce.cfg Specifically here: FX_Vol_Thruster 0.8 FX_Vol_Thruster_Far 0.4 Where the "far" setting is for the sound played in the distance. Hope that helps!
  11. Fear not, just was trying to get the level 5 badge :) Mission complete, now just waiting for foil :D
  12. Version 0.2.0208: 18th September 2013: - Added connection to an areostationary satellite in the NAV tab - Added new loading screens - Added rocks and details to Deimos - Improved Addon loading and handling 17th September 2013: - Changed Timer Event to support infinite repetitions - Added more rocks and details to Deimos - Fixed description issues in Kaiser Crater mission Dune Gullies - Fixed issue where scenarios could be loaded from the wrong location in the Editor
  13. Oh don't worry, all the emoticons are well thought through :) Hehe, yeah finally overhauled the loading screens - now there are 5, later there will be more.
  14. Haha yeah, it can be quite difficult without. Exactly like in Orbiter Space Simulator. Here of course, you can break off individual thrusters, and the funny thing is watching as the system tries to deal with it (which it does well) :) There will be a large central asteroid added with a few surprises, so it should be quite interesting. Do you mean roll left/right? If so then yes, have a look what you have mapped to Primary Up, Primary Down, Secondary Up, Secondary Down. I'll add "Roll left/right" to the description as well. If all works out, then they should be coming today :) The mission generator creates tasks for each vehicle dynamically around them. This means that a rover that has completed it's assigned mission can continue to be useful for a long time to come. The system is in its infancy at the moment, but will progressively become matured within this week's end. Currently it will generate explore targets on nearby rocks (randomly chosen). Eventually it will create photo targets, analysis targets and the like.
  15. Hello everyone! Together with the announcement of the October plans for Take On Mars, today we released a major update. Landing a complete integration of Steam Workshop, several new side-missions, the Workbench suite for mod-makers, alongside various other improvements and fixes, the 'Mars Builder' update expands the game’s universe and adds new dimensions for players to explore. The addition of Steam Workshop to Take On Mars enables players to upload, play and share a wide range of player-created content – including new terrains, models, and scenarios created with the in-game 3D editor. To kick things off, our team created and shared an example mod pack, which includes a new crater location, a 4WD Buggy vehicle, plus a few options for customizing the Buggy with alternative sounds, configurations, equipment (turrets), and textures. The Take On Mars team is also proud to announce the upcoming Deimos update. Available on October 3rd, this free update includes two brand new locations for you to explore, and a vehicle designed for zero gravity environments, the Zero-G Probe. Furthermore, the update brings along several new features, such as ‘Dynamic Mission Generation’, which dynamically creates photo, exploration and analysis tasks around the player’s location. Another feature is the overhauled ‘Part Failure System’, which makes part failures much more reactive to the weather conditions and player’s actions. Related to weather conditions, sandstorms, strong winds, and dust devils will also be making their debut in Take On Mars with the planned October update. The free Deimos update will be made available through an automatic Steam update on October 3, 2013. After this date, the price of Take On Mars will be also increased to 13.99 EUR/ 17.99 USD/ 11.99 GBP. The game is currently available on Steam (Early Access) and Store.bistudio.com for 9.99 EUR/ 12.99 USD/ 8.99 GBP. Change Log: [color=#000000][font=Arial] 9th September 2013: [/font][/color]- Fixed globe zoom issue in the main menu - Fixed shadow issue of Crater models on Deimos - Improved shadowing by sun on Deimos 6th September 2013: - Added the external Workbench editing suite - Added instrument info (power generation, range, etc) - Updated instrument descriptions in the Rover Lab 4th September 2013: - Added instrument descriptions to the Rover Lab (no longer WIP) - Increased resolution scale of Terrain Imager cameras 3rd September 2013: - Added support for custom content via addons, including locations, vehicles and so on - Added night time lighting to the Mars Yard - Removed several obsolete files 2nd September 2013: - Added WIP Deimos location - Added WIP Zero-G Probe 30th August 2013: - Fixed science target in Victoria Crater mission ref. 5540 0000300 - Fixed APXS bounding box in mission Ancient River Bed 0000288 - Adjusted the science target priorities and task order in Kaiser Crater mission ref. 6983 29th August 2013: - Fixed gripping to floor while trying to thrust in Lander - Fixed EAS flashing READY while in use 28th August 2013: - Added Flight Mode activation for Landers, enabling the player to move a landed Lander - Adjusted analyze target in Victoria Crater mission ref. 1967 0000270 26th August 2013: - Added more rocks to Victoria Crater 23th August 2013: - Fixed analyze target in Victoria Crater mission ref. 5871 0000286 - Adjusted analyze target in Victoria Crater mission ref. 6275 0000285 - Added more rocks to Victoria Crater 22th August 2013: - Fixed photo target in Kaiser Crater mission ref. 2824 0000281 - Victoria Crater campaign adjusted - New mission added to Victoria Crater campaign - Added more stones on Victoria Crater map 21th August 2013: - Fixed noticeable texture repeating on Kaiser Crater dark dune, adjusted corresponding mission 0000069 20th August 2013: - Added 4 large Tech 9+ side mission to Kaiser Crater campaign 19th August 2013: - Added Picture-In-Picture update rate setting to options menu - Increased max vehicles per location from 32 to 64 - Increased max locations from 128 to 256 - Removed old part failure system - Fixed snap-to-place free-fly cam issue when leaving a vehicle - Fixed Picture-In-Picture camera 1 not disabling when broken - Fixed Picture-In-Picture resolutions not being scaled by camera type - Fixed noise-grain effect related out-of-memory freeze on very low-end systems 19th August 2013: - Increased thruster strength for small lander - Fixed APXS science target in Kaiser Crater side mission 6983 0000225 - Fixed analyze targets in Vicotria Crater mission ref. 7123 0000221 - Fixed floating stones in Victoria Crater - Added more stones to Victoria Crater 17th August 2013: - Fixed E3 Gale Crater scenario problem where the Sky Crane had no fuel 16th August 2013: - Added limited fuel to landing systems (Lander thrusters, Retro Stage thrusters, Sky Crane thrusters) 0000046 - Added fuel tank level indicators to the landing HUD - Added indication of emergency landing mode to landing HUD - Added hint to Gravon overlay for its menu (P) - Fixed Invert Vertical Axis toggle in options menu 0000172 - Fixed issue where HUD grid showed up in 3rd person view during landing - Fixed APXS and Drill targets in Large rover mission on Victoria Crater 0000227 - Fixed APXS target in mission Group of impact craters on Victoria Crater 0000253 - Fixed APXS target in mission Two impact craters on Victoria Crater 0000018 - Fixed Drill target in mission Three depressions on Gale Crater 0000244 - Fixed photo target in Kaiser Crater mission 3, Dark Dunes 06 0000266 - Changed default thrust button to left shift 15th August 2013: - Added uploading of photos to Steam via the vehicle's photo viewer on the map - Reduced opacity of landing HUD grid - Removed HUD modes from the Radial Menu (to be used for dynamic actions) 14th August 2013: - Added manual landing of vehicles (Landers and Rovers) 0000070 - Added T5 Small rover - Adjusted descent cam rotation by 90 degrees - Adjusted landers thrusters to keep straight while thrusting - Adjusted priorities etc in several Kaiser Crater missions 13th August 2013: - Fixed DAN science target in mission 4681 0000248 - Fixed Floating rocks near Kaiser Crater 0000250 - Fixed floating/clipped rock near ancient river in Kaiser Crater 0000243 - Fixed floating rock in Kaiser Crater map 0000140 12th August 2013: - Added map zoom to cursor instead of center 0000050 - Fixed non-scanable rocks in Kaiser Crater misson 5044 0000213 - Fixed photograph rock bug in Kraiser Crater plateu 0000214 - Fixed photo targets in 2nd mission on Kaiser Crater - Adjusted cameras on T5 Large lander (NAV cam replaced by TELE) - Optimized calling of sky preset change 9th August 2013: - Added WIP landing HUD to Landers, currently not fully functional - Added more rocks to Victoria Crater - Removed noise in 3rd person cam, even if no cams are present - Fixed Gale Crater Impact Crater mission photo targets 0000198 - Fixed issue where turning off GUI elements did not work for landing HUD - Fixed Landers not switching between landing and ground HUD 8th August 2013: - Added versioning/synching of objects such as static objects to allow addition of more objects to locations - Added clearing of duplicate ID objects, such as rocks and static objects - Added more rocks to Victoria Crater - Increased range for APXS slightly, making it easier to reach targets - Reduced random part failure to make landings less error-prone - Fixed an analyze target in Kaiser Crater not being completable - Fixed duplicate IDs on 2 science targets in Kaiser, causing hell - Fixed several side missions where the material was set to STONE, not ATMOSPHERE - Fixed problem with Gravon not being unpacked on the Steam build, causing a crash 0000143 7th August 2013: - Added versioning/synching of Space Program Science Targets to allow addition of more missions to locations - Added more small side missions to Victoria Crater - Fixed the further issues with Gravon - Fixed the issues with the photo targets in Kaiser Crater 0000087 - Fixed several levitating rocks in Victoria Crater - Changed one of the scientists in the lab to be kneeling 6th August 2013: - Added TextListboxWidget functionality to script to edit contents of each column using SetItem() - Added Feedback Tracker ID to issues in the Change Log - Added more people to the Mission Control room - Added scientists in white overalls to the Rover Lab - Added several small side missions to Victoria Crater - Fixed the issue where the variable Hotspot_CurHi could go below 0, causing a crash - Fixed the issue where airbags deflated while still bouncing, damaging the rover 0000138 - Fixed the physics detail issue where small or medium rovers would not land 0000035 - Fixed the issue where switching from Space Program to Editor left you with a static camera 0000009 - Fixed a crash in the CTR tab when pressing SELECT and no items were present 0000016 - Fixed the terrain not meeting up with the rock walls in Gale Crater 0000023 - Fixed several levitating rocks in Gale Crater - Optimized several shaders 5th August 2013: - Added the Change Log viewer to the main menu - Added 'Never freeze on alt+tab' launch parameter to Steam - Fixed an issue with the Night Owl achievement, where an Editor-spawned vehicle could not complete it - Fixed several issues with the Gravon arcade console - Fixed the issue where the low resolution camera effect was carried over to the main menu 0000019 - Fixed an issue with the main and menu renders not filtering on resolution scales of greater than 1x - Fixed levitating rocks in Kaiser Crater 2nd August 2013: - Enabled the Gravon game console in the Mission Control room - Fixed a crash with Index out of range (-4 >= 256) in scripts/Entities/VehicleWidgetHandler.h:108 0000029 - Hid 3 achievements by default 1st August 2013: - EARLY ACCESS RELEASED
  16. Yes, it does support it, though keep in mind that excludes any AI and things of the sort. To add a wlrus it would be quite possible, probably best to chop it up into pieces though. Weapons would have to be redefined as well.
  17. Oh you can rebind them - they're in the keybinding menu as Primary Up/Down etc and Secondary Up/Down etc.
  18. That sounds like it's receiving input from something. The controls for the zero-g probe are not finished and are hard-coded at the moment to primary controls for translation, and secondary controls for rotation. So WASD/SHIFT/CTRL control moving in said directions, while UP/DOWN/LEFT/RIGHT/HOME/END control rotation axes.
  19. Guys, please keep it civil, let's not make this into a flame-fest. No, those who bought the game early are supporting us in development, hence they got it for the lower price. Up until the price change, anyone can get it for the lower amount, thereafter new buyers will pay the higher price. :) Hmm, that bug is not typical for players, so there must be something specific. Do you have a joystick, pedals, or wheel plugged in? If so, try unplugging them and loading up the game again, see if it helps. Let me know please, cheers.
  20. I'm sorry I don't recall exactly, could you please tell me which camera bug again? Hmm, tried it and you're right, it occasionally gets into a never ending spin, arg. Will fix. Well the strange thing is that the steam screenshots should be working fine. It appears that they work for most but not for some. Without steps to reproduce the issue it is very hard to track down. Also a nasty thing, this morning my steam is not loading... stuck at "Connecting account". Either way, I'll try and have a look at these major issues as soon as possible. No, it is still part of the Early Access program afterwards. There is more content planned thereafter.
  21. :D You may have a point hehe Couldn't resist making a quick video for the racer buggy:
  22. Yeah that was a temporary bug before a new version was built. You can try it again now with the latest version, should work fine :)
  23. dram

    Crater example mission

    Should be, yes
  24. dram

    Crater example mission

    Hmm, good point, it seems we overlooked that. We'll set it so that it essentially nullifies the costs for the cheapest preset.
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