dram
BI Developer-
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Everything posted by dram
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Good news, with the latest update (today) the mobile lab is pressurized :) Enjoy! It also features a crane system for lifting things.
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Hey JollySam, actually a lot of what you say is planned :) Choosing spacesuit - The way it starts now is placeholder. In the future you will not spawn anywhere on the surface but rather in a landing module. You will spawn without anything, and the landing module will within it have a supply of food, suits (light suits), and some other equipment. You will need to get materials to create a base or items, and yes you will actually have to print your items, including the suit. Base interior stuff - Definitely, the interiors are bare atm, and it is simply due to priorities. Once the gameplay stuff is finished, the graphics can come into play, and you can bet that there will be a lot of place-able furniture :) Fiddly construction - In multiplayer as a connected client it is worst, and don't worry we'll be tweaking it too. RP Servers - Well I guess there is nothing stopping anyone from doing that :) As it stands anyone can start their own server, simply by pressing Multiplayer -> Create Server Appearance - Planned. We will probably avoid adding female characters simply because it means new animations need to be recorded, as well as vocals. But male character heads are planned.
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Hi KBBW123, That is unpleasant, and I've seen this error a few times now. The cause is not yet entirely sure, but could I ask you for your system specs please? Please include spec of your HDD too please.
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Apart from parts of the main menu and the multiplayer base code (not for the entities themselves, but the packet handling), everything is written in script and may be modified. This includes the character, vehicles, spawn system, multiplayer modes, etc. Essentially the entire game :)
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The host can set it up as he likes, but the clients always run at 60Hz :) The reason for this is that the movement is interpolated over the net.
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That actually sounds really interesting. I think in general a "set-piece" multiplayer mode may be quite interesting, where players can occupy individual roles rather than respawn. Would not be too difficult to do either, definitely will keep this in mind. This would be nice yeah, and it would be possible, but would require a lot of time and modification. It is something I've always wanted as well, and is on the todo list but with very low priority. Don't worry, Take On Mars is leaving Early Access in the first quarter of next year :) This is a certainty.
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Hi JollySam, If your notebook is this one or similar to it, then you should get quite decent performance. The graphics settings can indeed be drastically reduced if required, and I manage to run it on a netbook much worse then what you have :) http://www.sony.com.au/product/sve14a26cg I will state, however, that Take On Mars is primarily intensive on the CPU due to the heavy physics simulation (the Large Rover can have up to about 80 individual pieces, all simulated). But even that is highly scaleable, with settings ranginng from 60Hz to 240Hz (how many times it calculates physics per second, high rate = more accuracy). Hope that helps you decide!
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Not exactly, but there already are space locations such as Deimos and the Asteroid Belt. In these you use a zero gravity probe, amounting to space flight. However, there are no planetary/orbital transfers and such. The game concentrates on individual areas, not the solar system as a whole.
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Hi Smokintodd, No the game is to remain civilian in anture, no combat elements. That said, with the game's extreme mod capabilities, such an addition would not take up all that much time.
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Slight redesign of the VTOL lifting vehicle
dram replied to astrospud's topic in TAKE ON MARS - SUGGESTIONS
Hey guys! Regarding the center of gravity, yeah the model is incomplete and will have gear at the rear as well. As for overhauling the model, it will be taken into consideration. -
MP Co-op cannot install default 3d printer.
dram replied to astrospud's topic in TAKE ON MARS - GENERAL
Hey astrospud, equip the construction tool by pressing Q. You need to have it equipped :) Also M opens the inventory, where you can take off your suit etc. -
Today we deployed a major title update for Take On Mars - our Early Access space exploration game. Highlights of the update include the addition of multiplayer, which enables players to establish the first human colony on Mars in co-op, plus the update implements the first survival gameplay elements. In multiplayer, people have to work together to build a self-sustaining habitat on the Red Planet. One of the key challenges there will simply be surviving the harsh conditions on Mars. With various vehicles and high tech equipment at their disposal, players will have to manage their resources, construct (pressurized) buildings, grow food, recycle waste, and conduct various scientific experiments. Multiplayer progress is recorded via a unique ‘viral’ multiplayer save system, which means that whenever someone saved the game, the save file is shared with all the players who are connected to the multiplayer session. Furthermore, the new update also packs a variety of brand new vehicles and equipment, including a drilling rig, atmospheric processor, material refinery, different types of Astronaut suits, a thruster-powered VTOL aircraft, a fork lift, and many new building parts. Last but certainly not least, a new location has been added: the Apollo 17 landing site on our own Moon. The complete list of highlights from the Take On Mars ‘Survival/Multiplayer’ update: Multiplayer 'Viral' Multiplayer save system (sends save to all connected) Pressurized buildings Drilling Rig, Atmospheric Processor, Materials Refinery 3 Astronaut suits (light, medium heavy) Inventory system (can take off suit, equip tools, eat food, and more) New vehicles (4-seat VTOL thruster-powered aircraft, Fork lift) The Moon location (Apollo 17 landing site) Many new building parts Survival elements (oxygen, food, water, vitamins, and more) Player sounds (grunts, breathing, death, and more) To enlist as a Rover Operation and/or astronaut, you can pick up the Early Access version of Take On Mars now on Steam and Store.bistudio.com . For more information, please visit www.takeonmars.com and remember to follow Take On Mars on Facebook and Twitter.
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Glad to hear that tpw :) Yeah teh head shadow is a bug. Very minor though, so lower on priorities. Rest assured, it will be fixed. I miss my head's shadow too hehe.
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Perfect :)
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Ahhh I think I know. Try press the G key. that hides/shows the GUI :) Please let me know if that does it ---------- Post added at 23:26 ---------- Previous post was at 23:25 ---------- I'm hoping so! I want to see it myself :)
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Yes, that is possible and I did it to a friend for fun :) Of course returned his helmet thereafter. ---------- Post added at 20:08 ---------- Previous post was at 20:06 ---------- Still on the todo list, though gameplay features hold the highest priority. ---------- Post added at 20:09 ---------- Previous post was at 20:08 ---------- Hmm, which build is this, legacy or main?
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Hi WaxMan, I will be straight, we do not have a dedicated server system yet. It is definitely on the table but most likely after we leave Early Access within a few months. That said it is a big question mark whether a dedicated server would be implemented, though I myself would really love such an addition, as I too play with friends across multiple time zones. Cheers
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how do you use this damn rotational key ?
dram replied to netshaman's topic in TAKE ON MARS - GENERAL
Hi netshaman, Yeah the default mouse 4 was a silly misjudgment. I just released a new main branch build that adds another default - the R key. Let it download the update and give it a shot, hopefully it will be a bit easier now :) -
Hi IndoorBradster! Yeah actually the pressurization is planned :) It will be in within a few weeks. It is precisely meant for what you say - a forward operating base :) It will also have a lab for analysis of samples.
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Hello everyone! I know it has been some time since we updated the main branch, and there is a good reason for it: Multiplayer. Yes, that's right, in case you have not been following things on the forums or the development build, Take On Mars now features multiplayer. At the moment this includes a cooperative mode where players can build bases and vehicles together. As I am sure many questions will come up surrounding this, I'll try to answer a few straight away: Q) What is currently possible in multiplayer? A: Everything that is possible in single player with the Mars Astronaut. That includes the following: * Building habitats from individual pieces * Printing building pieces and vehicles via the 3D Printer * Mining materials from the location, however the materials themselves are not used yet * Driving vehicles, including with friends * Full physics simulation over the net * Having fun! Q) Who can start a server? A: Anyone can start a server, simply select Multiplayer in the main menu and select Create Game. There, choose a scenario and begin! In case you are wondering who will be able to see your server, the answer is anyone! Q) I built an awesome base with a friend, but don't want to lose it, can we save the game somehow? A: Yes, the multiplayer implementation features a unique saving system. Connected players may vote for a save or the server may initiate a save directly. The server saves the game to his hard drive and sends the save file to all connected players. This means that any one of those players may then re-host that save in their own server. Q) Are our characters and their last known positions stored in the save? A: Yes, each player that joins has his character stored exactly where he left it. This can be on a hill, in a base, or falling off a cliff. In all situations, the character is stored with his health and everything intact. We will be adding an inventory soon, so the storage of your items will also be guaranteed. Q) When can we load a saved game? A: When you start to host a server you can select to start the server from stored save games on your hard disk. Information about the save is displayed when you select it. Once you start the server anew or from a save, you can load the game at any time via player vote or directly by the server. The interruption in play is very short. Q) Will future builds render my save incompatible? A: No, the save files have been written to save in a format which ensures compatibility between builds. They are in fact stored almost identically to a scenario file. Q) Take On Mars has very detailed physics simulation... Is that present in multiplayer? A: Yes, everything in multiplayer and single player is fully physically simulated, which includes vehicles, characters and so on. Yes, this does mean vehicles can be smashed in multiplayer :) Q) Did you say save similar to a scenario? Does that mean we could adjust a save into a scenario? A: Yes, a save is similar to a scenario, so with some minor editing a scenario may be derived from the save. We intend to add an option to Export Save To Scenario soon. Q) It crashed... What do I do with the crash info? A: If you started in Developer mode (the yellow Play Game button in the loader), then it could help us track down the bug. When you see the crash window appear, press Ctrl + C and then paste it into a new thread or post on the forums, along with as detailed as possible set of steps as to how the crash occurred. We do not expect you to test the game for us of course, but will appreciate feedback and bug reports :) Q) What can I expect in the next update? A: Survival elements, including oxygen simulation, using mined resources to fill habitats with air, a flatbed-truck-like vehicle for transporting larger cargoes, and an inventory for objects such as soil samples, food and water, etc. Q) When can we expect another update? A: I am heading on a 3 week vacation as of the 30th of August and will return on the 18th of September, so expect full-speed development to continue then, with an update following within two weeks. Q) Just tried the multiplayer, love it! How can I help? A: Thank you! We always appreciate when our games are enjoyed :) You can help us by giving us feedback, posting screenshots, sharing videos and spreading the word if you like it! Q) I recall the expected release date being at the end of August... Is this still true? A: In short, no. We have pushed the final release date back to allow for proper and full implementation of the multiplayer features as well as the entire Expedition One addition, both in terms of single player (Space Program) and multiplayer (survival elements, base management, additional game modes, etc). This is good news as you get highly refined content, and more of it! Q) What has changed in the game? Any chance of a change log? A: There is a change log directly accessible through the main menu, top right corner as Change Log. Alternatively, check here: mars.takeonthegame.com/changelog/mainbranch Q) I'm enjoying the game, but want to finish my in-progress Space Program. Can I go back to a previous build? A: Yes, we have added a build titled 'Legacy', which is the previous Main Branch build. Switch to this if you want to continue using the older build for now. To switch to the build, select Take On Mars in your steam library, right-click, select Properties. Switch to the BETAS tab, and select 'Legacy' in the list, ignoring password input. Q) Sounds great... Screenshots or it didn't happen!!! A: Of course, screenshots are mandatory :) There have been plenty released over the past few weeks as we have been testing the builds. Here are some highlights: Collaborative building with the 3D Printer: http://steamcommunity.com/sharedfiles/filedetails/?id=306547495 Base interior, under construction: http://steamcommunity.com/sharedfiles/filedetails/?id=305677900 Physics... Forklift lifting Scout Buggy: http://steamcommunity.com/sharedfiles/filedetails/?id=304590734 After over 5 hours of printing and building, and composed of over 800 individual pieces, a bridge coming together on Mars, across Victoria Crater: http://steamcommunity.com/sharedfiles/filedetails/?id=304790952 A player standing on the edge of the bridge: http://steamcommunity.com/sharedfiles/filedetails/?id=304790913 We really hope you enjoy the newest update! Please keep in mind this is an Early Access game, and bugs are to be expected. We are sorting them as fast as we can, and apologize for frustration some bugs may cause! Kind and sincere regards, Martin Melicharek (Project Lead)
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Hey FeltHat, Yeah MP is working well, just finishing off a few things and the main branch will receive a major new update, which will reenable the MP there too, among many other things :) ETA is within one week.
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Fixed. I'll be making a new build today. I also added a few more scenarios to play around with, icnluding one on the Moon, one on Deimos, and one on teh South Polar Cap.
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Hey tpw, yeah that is an annoying bug.. That is, after I changed the characters parameters, the scenarios still had old characters which, hence, die. I will be fixing this with priority on monday.
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Hey guys :) I should have written sooner, thanks for the reminder. MP is working again but only in the test build for now. There will be a main branch update within a week or so. There will also be a ton of new content and features, so a lot to look forward to :)
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Deadly Islands mod (10th Anniversary Edition)
dram replied to species1571's topic in CARRIER COMMAND: GAEA MISSION - ADDONS & MODS: COMPLETE
Excellent, glad it helped. I am unsure whether there are plans to make the game code more moddable, but to be honest I do not think so. There was talk of making an SDK but that ran into a few issues that prevented its fruition. I'll try and shoot a question in the studio whether the SDK is possible.