dram
BI Developer-
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Everything posted by dram
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Hello everyone, I would like to thank all of our supporters who took part in the Play and Contribute program. Seeing as it is now release, the P&C program has come to a close. Any issues people may encounter should be handled in the new Troubleshooting section of the forum. Additionally, any issues/spoliers/questions regarding the official missions should be posted in the Official Missions sub-forum as well. General talk around CCGM should of course go into General. Please consider this as a personal thank you from each of us here at Bohemia Interactive, your support has helped shape the game, and we will continue to listen to your comments, suggestions, and bug reports in the hopes of further improving Carrier Command: Gaea Mission. Thank you, Martin Melicharek, CCGM Dev Team
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Hi, Firstly let me begin by apologizing for the long absence. The game has indeed ended and is no longer under development. There are no planned updates as we have had to prioritize other ventures which are critical for our company going into the future. We thank all of our loyal fans and players for taking part in Take On mars and hope that it has at least provided interesting facts and many hours of enjoyment. On that note, I would also like to personally apologize for any bugs and issues still present in the game. I aim to do better in future and hope for your understanding. It was a difficult but passionate learning process and although it pains me that there are likely issues we did not get time to resolve, I do believe it was worth it in the end to try something different, which is what Bohemia Interactive is all about. Kind and sincere regards
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Suggestions for CCGM (please post them here)
dram posted a topic in CARRIER COMMAND: GAEA MISSION - GENERAL
Hello everyone, since we're starting to see many suggestions being added to the forums, it might be a good idea to keep them in a single thread. So, please post your suggestions here, but I kindly ask you do not discuss them here, to keep things clean. Simply a post detailing as shortly as possible what you would like improved/added. Also, make sure you do not post a suggestion that has been made before. Thanks everyone. -
Here is a link to the original discussion: http://forums.bistudio.com/showthread.php?156296-Take-On-Mars-New-BIS-Game/page15 ---------- Post added at 14:48 ---------- Previous post was at 14:40 ---------- All of our vehicles are based on real vehicles, but made with customizable slots. This means that the large rover (similar to Curiosity) has many slots on top where you can mount instruments, antennas etc. The Space Program has you starting with a small budget, launching your first lander to Mars. This lander has a low quality camera, to replicate the feeling of getting the first images of Mars. You then continue to improve your technology as you progress through the various missions, which consist of scientific analyses, exploration, and taking photos. For each mission you send a new vehicle, or, assign it to a vehicle already on the surface nearby, that can complete the mission. Thus, reusing vehicles for new missions is also possible. As for vehicle customization, there is a whole section in the main control room where you can construct various setups (another section is used for assigning missions etc). The vehicle you construct may be tested in the space agency's "Mars Yard" (inspired by the one at JPL), and you can drive it around just like you would later on the surface of Mars. There are no consequences for testing, it is used to test whether the setup you have assembled is usable (for example if you put a drill on the top of a vehicle, it will be quite useless). You can save this as a preset and send it to Mars thereafter. Alternatively, you may start a new mission, assign a pre-defined preset, and customize that. I expect more questions in this regard, so feel free to ask.
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Hello everyone! This is the new sub-forum specifically for discussing anything related to editing Take On Mars. With the addition of Steam Workshop and the release of our editing tools, there isn't a better time. The game currently support Addons, which means additional content that is plugged into the game. Addons can contain custom vehicles, scenarios, locations, and their required models, textures, sounds, and so on. Custom vehicles and scnearios also support their own custom GUI, scripts and the like. As time progresses, we will be releasing step-by-step instructions on how to make your own addons. Later on, we plan to add support for Mods, which means changing content that exists in the game at present. This means creators will be able to overhaul things such as the Mission Control room, the Map, the Lab, and even the Main Menu. Anything will be possible to edit. Lastly, we plan on implementing support for Total Conversions, these are similar to mods, but are much more extensive. These mean completely replacing the game with something else! A lot to look forward to in the coming weeks, enjoy! Martin Melicharek, Project Lead - Take On Mars
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Yes, this death bug was fixed a while back :)
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Hi mazaraz, do you have TKOM blocked by a firewall by any chance? This sounds like a firewall issue. Make sure both of you do not have it firewall-blocked.
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ATM only possible manually - spawn a character and manually place them.
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Hi, yes the printer will require resources and the cycle button will soon function too. The Cargo Transport does not yet have slots for methane/oxygen, but it will be in the cabin.
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Hi Sloaner, Not atm but something like that is definitely planned. Yep, you'll have to mine oxygen from the location. That can be in several ways, such as breaking CO2 into C + O2. You then will plug the O2 into the base via storage tanks. The life support module will then use that to pressurize the base. Yeah the algorithm for generating atmospheric zones is a little flawed atm. I am in the process of overhauling it. Yeah this is related to the issue above, where the door checks if there is an atmospheric zone on the other side, and if not it considers you venting to the environment. This won't happen when I finish fixing the algorithm :) Literally in progress right now :) ETA is within a week or two tops. The cycle button is meant to initiate pressurization/depressurization. Once the aforementioned overhaul is complete, you won't be able to open a door which has a dangerous pressure difference, so will need to depressurize/pressurize first. No problem, and thank you for the feedback! Very happy you are enjoying the game :)
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Hi bwana, there is a new bug which is that when you exit a seat without holding forward, it kills you. We know about it and are fixing it. For now simply hold forward when leaving the seat with E.
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Hi tprof1313, It is not possible to attach building pieces together in the editor, but it is planned to be able to spawn entire, functional buildings using it. This is still WIP of course. As for spawning your character, do you mean when you make your own scenario? If so, select CHARACTERS, which opens a list of spawnable characters, then simply aim the cursor somewhere and press T to spawn him there. If you then select him, you can set "Is Start Unit?" to true, which means that when you start the scenario from the scenarios menu you will automatically start as that character.
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Hi Irigi, indeed you are very correct, on Mars you would practically hear silence. From a game perspective that could be a bit boring though, so we have in fact added the option "realistic sound simulation". It is default off, so you can hear everything, but you can turn it on in options -> Sound/Game :)
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Indeed we should :) Sure, whener you get the chance to post it.
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Hey Hyphon, yeah unfortunately I sincerely doubt we'll have Linux support. The port would require too much resources for our small team. As for dedicated servers, that too is large task, though not as bad as a Linux port. I do not want to promise dedicated server support atm, but I do understand it is certainly welcome, so there will be some resources dedicated to at least doing a feasibility study.
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Awesome, glad you found it :) And you are very welcome
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Oh don't worry I perfectly understand, cheers!
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[BUG] Multiplayer - if Host Alt-Tabs, players may be disconnected
dram replied to Scalding's topic in TAKE ON MARS - GENERAL
Hi, it does not do this in windowed mode, and we have plans to address this. It is an annoying occurence which happens due to true fullscreen. We'll likely move to borderless windowed instead. -
Hi Scalding, what you mentioned is precisely what we have planned :) Need to fix crashes and the Life Support Module first though.
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Hehe, no worries :)
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There is a known issue atm where the airlock suitholders in a created airlock passage may generate incorrect atmospheric zones, leading to incorrect pressure in the passage. This is being fixed atm. Hi Scalding and welcome! Furniture is indeed missing and is actually being worked on right now. So expect that within the coming weeks. A toilet will also be there and will in fact be functional - faeces will be used as an essential part to fertilizer. The 3D Printer will also start using resources soon, we've left that out for now to allow proper experimentation with constructing buildings. Power generation will also factor in soon, and will also be an essential element to a base and mining outposts. Hope that answers your questions :)
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Hi Szurke, Very strange that, you should be able to see all servers without a problem. I noticed that there was an issue with the steam store on friday or so, so perhaps it was just a temporary issue. Would it be possible to re-try with your friends? If it does not show up for some or the lists are different, could I also kindly ask for you and your friends to take screenshots of the server list at the same time and upload it here? It would really help get an idea of what is happening. Thank you!
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Hi fusionofp. There a bug atm where we use vehicle controls for human movement. So for now remap those. Human controls will be used in the next version. Sorry about that.
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MAJOR ISSUE key binding and windowed mode.
dram replied to Demongornot's topic in TAKE ON MARS - SUGGESTIONS
Hey guys, The engine used by Take On Mars is very different to the engine used for Take On Helicopters and ArmA 3, so there is no compatibility between them. Hence the improvements and fixes being implemented into Take On Mars are not directly usable by the other two titles. To clarify, we have 2 in-house written engines - Real Virtuality and Enforce. RV was what the company started with, and Enforce became a part of the arsenal after acquiring Black Element Software. These two engines are being merged into one to create Enfusion, the engine the studio will use for years to come. -
Indeed I was surprised when I read it a while back as well. I assumed more then 10 seconds were fatal, but I was wrong. I think it would not be a bad idea. Overall a suit compromised situation should not kill instantly like it does but should have the above effects. Perhaps like you say major damage to a section of the suit could cause a leak which slowly but surely would kill you unless you return to a safe environment. Would make a suit patch very useful :)