ndeo
Junior Member
It's not a flashlight... It's a High-frequency relativistic boson cannon
Posts: 67
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Post by ndeo on Mar 28, 2017 10:26:57 GMT
Nope, the music washes everything out, but the files are in there. Oh yes, I forgot that I always turn the game music off and open it externally. Wonder what they are talking about... Soda? ...OMG SUBLIMINAL ADVERTISING AHHHHHHHHH But seriously the ambient sounds are too quiet, as if they aren't even there
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ndeo
Junior Member
It's not a flashlight... It's a High-frequency relativistic boson cannon
Posts: 67
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Post by ndeo on Mar 28, 2017 10:21:18 GMT
Nope, the music washes everything out, but the files are in there.
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ndeo
Junior Member
It's not a flashlight... It's a High-frequency relativistic boson cannon
Posts: 67
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Post by ndeo on Mar 28, 2017 4:03:48 GMT
For custom music and soundeffects,
File should be in .ogg
Soundeffects: Backup the Sounds in Resources/Audio and replace them
Music: Create a folder "Music" in CDE/Mods/Audio/ and place them in there AND edit in the GAME LOCATION, edit CDE/Resources/Data/Levels.txt
SoundEffects.txt
SoundEffect <Music Name> Subcategory Music Loop true UI true IsMusic true Volume .25 Levels.txt (bottom)
Level Sandbox JulianYear 2260 Location MainBody Herculina PlayerAlliance Republic of the Free People EnemyAlliance United Sol Trade Alliance AI Balanced Fleets null -1 Republic of the Free People null AlliedSandboxFleet null -1 United Sol Trade Alliance null EnemySandboxFleet Music <Sandbox Music Name> ------------------------------------------------------------------// Edit This
Campaign Default Campaign MainMenuMusic <Menu Music Name> ------------------------------------------------------------------// Edit This
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ndeo
Junior Member
It's not a flashlight... It's a High-frequency relativistic boson cannon
Posts: 67
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Post by ndeo on Mar 28, 2017 3:30:22 GMT
Path: \steamapps\common\Children of a Dead Earth\Resources\Shaders GLSL shaders Edit with text editor and stuffffff because I don't know how to program shaders Edit: Dug through a bit turns out he's maybe going to change the planet surface shading to the hapke reflectance model Are you saying he leaves comments for himself in his code? inb4 we find out the entire roadmap for the game by datamining it. Just that bit, couldn't find anything else Edit: Actually maybe, I just found something about steam workshop uploading from looking through the .exe and .pdb with a hex editor and something about a turboelectric/turbine fission generator - referenced many times
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ndeo
Junior Member
It's not a flashlight... It's a High-frequency relativistic boson cannon
Posts: 67
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Post by ndeo on Mar 28, 2017 3:14:01 GMT
Dumping shots at 1 million RPM at the exact same spot should do the trick the key words are "exact same spot". If you have a very accurate sandblaster it should also penetrate
It's only 30cm of boron
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ndeo
Junior Member
It's not a flashlight... It's a High-frequency relativistic boson cannon
Posts: 67
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Post by ndeo on Mar 28, 2017 3:00:06 GMT
The USSR had made impractical californium-252 nuclear bullets but overheating was an issue The half-life is ~2.645 years
Edit: seems sketchy, bare sphere criticality is only 2.73kg
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ndeo
Junior Member
It's not a flashlight... It's a High-frequency relativistic boson cannon
Posts: 67
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Post by ndeo on Mar 28, 2017 2:24:19 GMT
Path: \steamapps\common\Children of a Dead Earth\Resources\Shaders
GLSL shaders Edit with text editor
and stuffffff because I don't know how to program shaders
Edit: Dug through a bit turns out he's maybe going to change the planet surface shading to the hapke reflectance model
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ndeo
Junior Member
It's not a flashlight... It's a High-frequency relativistic boson cannon
Posts: 67
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Post by ndeo on Mar 27, 2017 8:52:34 GMT
I've always thought a "cold war SDI challenge" would be fun. Biggest limiting factor is that you can't have small crewed <6 month ships and you can't use the shuttle orbiter as a basis for a hull. Materials and modules would be limited to what might have been feasible in the 80's, so no fancy armor or laser stars. Imagine little fleets of armed Soyuz engaging with shuttles. Unarmored micro missiles spewing everywhere. What about that Soviet Polyus spacecraft with its 1 Megawatt CO2 laser?
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ndeo
Junior Member
It's not a flashlight... It's a High-frequency relativistic boson cannon
Posts: 67
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Post by ndeo on Mar 26, 2017 15:14:38 GMT
Cool I didn't know that this has gone past the concept stage and actually tested. I wonder how many other weapons/missile interceptors in the same program are.
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ndeo
Junior Member
It's not a flashlight... It's a High-frequency relativistic boson cannon
Posts: 67
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Post by ndeo on Mar 26, 2017 8:13:17 GMT
The damage model in CoaDE seems to be heavily based on probability for kinetic attacks. I'm yet to find any armor scheme that's immune to a swarm of cheap gun drones, purely because they rain so much lead on the target that eventually the dice roll enough times that the plate is penetrated. As an example, consider the stock 33mm cannon. Its 5g DU bullets are more like sheets of thick metal foil than real AP rounds and should struggle to get through even fairly modest amounts of armor due to low cross sectional density. In practice however enough of them will kill anything. Unfortunately, this is not true. A hundred gundrones firing at either my S rank or EX rank targets have been left on continuous fire for over an hour. When I return, no penetrations have occured. Penetrations from DU foil occur because repeated hundred KJ impacts have a tendency to fracture reasonable armor; bulk monolithic armor (as found on modern tanks) do not fail to this kind of attack but imposes a much higher mass penalty. Is material fatigue simulated in this game? Sawed in half Is there a reliable way to get the nose pointed to my craft? What weapon were you using?
The actual design is in the designs thread page 93 Also 1 million RPM
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ndeo
Junior Member
It's not a flashlight... It's a High-frequency relativistic boson cannon
Posts: 67
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Post by ndeo on Mar 26, 2017 4:10:17 GMT
Has anyone been able to get custom button sounds working?
To get button sounds working, create a folder "UI" for CDE/Mods/Audio and a file "SoundEffects.txt" in CDE/Mods/Data Rename your button sound and place it in folder "UI"
File should be .ogg
In Themes.txt, set the button sound to <File Name> In SoundEffects.txt, paste and modify the file name and volume if needed
SoundEffect <File Name> Subcategory UI Volume 1.0 UI true
Has anyone got a way to get the texture atlas for the icons?
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ndeo
Junior Member
It's not a flashlight... It's a High-frequency relativistic boson cannon
Posts: 67
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Post by ndeo on Mar 25, 2017 13:37:55 GMT
Try using antiprotons on them. Might work. The solution is Antimatter! Antimatter fixes everything! How about metastable Neutronium? ...What do yah mean that's impossible?
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ndeo
Junior Member
It's not a flashlight... It's a High-frequency relativistic boson cannon
Posts: 67
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Post by ndeo on Mar 25, 2017 13:24:17 GMT
So I looked around the forums and couldn't find a thread on custom themes so I gave making one a shot. To install, unzip and put the whole folder into appdata/roaming/CDE/Mods For additional themes just place the code under each theme Keep in mind some fonts don't support greek characters NDeo's Variant(v1.1) - by NDeo NDeos Var.zip (5.3 KB) The font is "White rabbit" by Matthew Welch under the MIT license v1.1 - Fixed font spacing Screenshots: Menu Options Module list Module design Sandbox options In battle Dataflow - by NDeo Dataflow.zip (5.29 KB) The font is "White rabbit" by Matthew Welch under the MIT license Screenshots: Menu Options Module design Sandbox options In battle To create your own, go to /appdata/roaming/CDE/Mods/Data and create "Themes.txt" Custom font files you want should be converted .otf and placed in /appdata/roaming/CDE/Mods/Fonts .ttf to .otf converter: everythingfonts.com/ttf-to-otfCopy a theme from the game files(/Resources/Data/Themes.txt) as a template The colour format is in HSV For easier conversion/colour choosing colorizer.org/Reference Image For even more control you can customize the UI GLSL fragment file in the game shaders folder Feel free to post your themes here Have fun colouring!
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ndeo
Junior Member
It's not a flashlight... It's a High-frequency relativistic boson cannon
Posts: 67
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Post by ndeo on Mar 25, 2017 3:46:28 GMT
5.93ms x 100 guns - 2.41km/s 3g projectiles Quite cheap too Interesting, I notice you have a lot of angular velocity as well. Is this combined with the low velocity of the guns allowing you to attack the sides? I think it's just the AI targeting one of the railguns and the remaining bullets hitting the sides. The ship design is in the other thread if you want to test it by yourself, just be mindful of the framedrop it makes
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ndeo
Junior Member
It's not a flashlight... It's a High-frequency relativistic boson cannon
Posts: 67
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Post by ndeo on Mar 25, 2017 3:30:40 GMT
5.93ms x 100 guns - 2.41km/s 3g projectiles Quite cheap too
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