dram
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Everything posted by dram
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Actually, search for LRO - Lunar Reconnaissance Orbiter. Very similar to Mars Reconnaissance Orbiter. LRO imagery: http://wms.lroc.asu.edu/lroc_browse?page=1
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Take On Mars Development branch discussion
dram replied to felthat's topic in TAKE ON MARS - GENERAL
Glad you like the addon, again, it is just meant to show what is possible to mod into the game, but a bit of a fun addon. Trading cards are reaching the end of the production process, next week I should have more specific info about when they will be released :) -
Yeah the plan is to have the vehicle's signal slowly start failing, eventually making the vehicle stop and be "lost". So you get an indication prior to losing it. The alternative is of course a barrier of sorts. Both are possible, I guess it depends on what is preferable?
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Steam Workshop support implemented! Today's development build features creating addons, which support custom locations, vehicles, scenarios, models, textures and so on. To help you all get started, as well as to demonstrate what can be done with the addons, we have also uploaded an example addon, featuring a custom location that automatically gets added to the Space Program, along with a Buggy complete with MG or high caliber cannon, just for fun. This addon can be subscribed to on workshop and will be downloaded when you start the game: Addon Example A Workshop Item for Take On Mars By: Dram This is the official example addon for Take On Mars. It contains examples of the following: - Custom "Example Crater" location, usable in the Space Program as well - Custom vehicle with unique functionality, which can... http://steamcommunity.com/sharedfiles/filedetails/?id=176171246 Additionally, our Workbench editing suite has also been added to the build, so you can go ahead and create your own locations, particle effects, materials and much more. To help you guys get into it, I'll be making a few tutorial videos within the coming weeks to demonstrate how things are done, most probably directly referencing the example addon above (which can be unpacked if you wish, hence you can view the files within the addon itself). Minor adjustments had to be made at the moment, so a new build is being made and will be available within the hour. ---------- Post added at 21:39 ---------- Previous post was at 21:27 ---------- And it's up and ready to go! Enjoy!
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Yes, this is planned :)
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Take On Mars Development branch discussion
dram replied to felthat's topic in TAKE ON MARS - GENERAL
Hi, yes the new update features the work-in-progress Deimos and Zero-G Probe. Deimos is quite bare as of yet, but will be getting a lot of attention in the coming weeks. The Zero-G Probe is just a basic implementation at the moment and is not usable as of yet, but again within a week or so it will become fully functional. As for the landing mode being constantly manual, that would only occur if it is receiving input, so that could be due to either a joystick plugged in or wheel/pedals. These will be supported by right now there are issues that need to be solved regarding these input devices. Feel free to discuss! :) -
Yes, everything will drain power eventually. Just needs to be progressively implemented.
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Hi! Very glad you are enjoying the game. Some interesting ideas there, I guess regarding power percentage something could be implemented. Solar panels are functional and do charge, though angle to the sun is not taken into account at the moment, though it must have a line of sight to the sun. Thermal generators are not affected by temperature at the moment either, noted.
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Ahh right. Yeah I'll be fixing this. It looks like a bit of a laser show on descent.
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Hi, no problem, there will actually be a mission generator that will be implemented in the coming weeks :) Flames in all directions? Sorry I don't quite catch what you mean, I presume the elongated thruster flames?
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Hmm, nice idea. It is not possible at the moment as it is a simple single object, but making a version which is drive-able sounds like fun :)
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Yes this will be added. Possible as of yesterday, I'll be doing a build today to ensure it is available :) These differences are to be implemented in the near future. Ideally a rover with low quality parts degrades faster with use and time than one with high quality parts. Yes, very true.
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So we are back! Cheers to the guys that stopped by, I enjoyed talking to you, it was interesting to discuss the translations as well as TKOM in general. This week you can expect steam workshop support, as well as a few other surprises from our end. Trading cards and badges are being worked on and will be available within a week or two.
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Hello everyone, a few of us will be helping out our colleagues at GamesCom next week, including myself and Salat, one of our designers. Thus I will be unavailable for fixes and will likely be inactive on the forums during that time. The rest of the team will continue working on fixing bugs, improving missions and also getting trading cards ready, so something to look forward to. They will of course be available to answer questions and sort through the tracker, but will be unable to change core game functionality. Most importantly, Steam Workshop support will be implemented during this time, and the tools along with the support will be released once we have returned. Developer builds should still occur regularly, so you will not miss out on any fixes and updates. Kind regards, Martin Melicharek (TKOM Project Lead)
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HUD suggestions and Satelite Map View
dram replied to EmissionGeneration's topic in TAKE ON MARS - SUGGESTIONS
I meant twitchy as in it appeared you were within the correct zone, but you were just outside it, and thus could not complete it. This is not a problem for an APXS with unlimited uses, but a Drill with several uses would be loathsome. I like your suggestions however, some of those will definitely be taken on board. -
Yeah this issue has been bugging me as I had trouble locating the source of the problem. It appears to be shader related, so will be fixed in about a week once I return from GamesCom
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Yeah the plan is to use the vehicle's local time there, so eventually it will display sol count for example.
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Well don't forget the locations are spread around the planet, so on one side it is night, but the other is in day, so for example when its night time on victoria crater, its day on gale crater :)
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No, real time and game time will be part of an additional difficulty menu. There you will be able to choose one of 4 options: - Arcade - Balanced - Simulation - Custom Where custom allows you to select individual options (such as part failure, time type and so on). To be honest I think it would defeat the purpose of it. Real time takes the current UTC (so it doesn't matter if a person plays at the same time from Sydney or Prague, UTC is a specific time zone) and works out the Mars time from it. Remember that a Martian day is actually 40 minutes longer then the Earth day, so within a week it is completely out of sync anyway, hence if daily you played at 7:00am and it was night time now, then in a week it would be day time at the same 7:00am here. If that makes sense :)
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Hello everyone, we have just released a new update to the main build! Featuring various game fixes and improvements, the new update also enables manual control for Mars landings. The complete overview of changes can be found in the changelog: 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) - 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
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3rd Person and Vehicle Editor Camera Error
dram replied to thecanadianvending's topic in TAKE ON MARS - GENERAL
That is very peculiar. This does not occur normally, but from what you wrote I did not catch whether you actually had a joystick plugged in or not. If you do, quit the game, unplug the joystick, and then load the game again. If it still occurs, let me know, but if you have any gamepad or anything plugged in, try unplugging it to see if it helps. Obviously we want to support joysticks and the sort, but we need to know if it is the source of the error. As for the freeze you speak of when starting the editor, that is very strange. We just did a major update today to the main build, so could you try the new version (should be shown as version 0.8.0174) and see if it still happens? -
It would definitely be optional, and scalable. So you could set the OWLT delay to 0.1x or 0.5x or 1x for example, modulating the delay.
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No problem :) Always happy to give you guys more info. Just an update for today's dev build, here are the changes: 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) - 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
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Hmm, I guess it could be possible to implement a modulator for speed, so that input is modulated by the value you set there. Please put it on the tracker
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ability to hide or minimize more of the HUD
dram replied to entspeak's topic in TAKE ON MARS - SUGGESTIONS
Well originally they were not there, however for small areas where you had to take a drill sample for example, it was twitchy, as it did not indicate exactly where you should be analyzing. This was essentially the only way it could be solved in an absolute fashion.