Search found 13 matches

Re: Modding

(well, I'm fairly certain that you would do it, but still...) The first thing that would happen is somebody writing a script adapter in a native library and then you will end up with the same scripts as if you just integrate lua or something like this from the beginning. I checked what folks from P...

Re: Predefined sectors

Procedural generation, as it is being applied in LT, is not compatible with a pre-fabricated universe. At all. The whole point of Limit Theory is to be completely unique. That sounds like B.S. to me. Think of ships and that nice ship designer Josh created. That means that you can define the main bu...

Re: Predefined sectors

It wouldn't stop with the names. It would be expected that Tatooine is a desert world and has two satellites, a space port named Mos Eisley... With all that custom content you'd be better off playing X3 and modeling a sector by hand. I as not sure why can't we have the best of two worlds, where you...

Re: Predefined sectors

Due to copyright issues, certain things cannot be included in a for-profit game, such as planets/solar systems/factions modelled off of the works of others. And how exactly copyright issues would affect a feature allowing to import a bunch of sectors from a file? It also conflicts with the concept ...

Predefined sectors

I am not sure whether Josh plans to allow us defining some properties of the universe in addition to its seed number, but here is a couple of thoughts that would be good for roleplay, if implemented. It would be nice if we are able to define the general structure of some "core" sectors of the univer...

Re: Oculus Rift support?

Yes, I would like to support both Rift and 3D vision, but I do not know what integration for those is like yet, so no promises. 3D vision normally supports games that are not designed for it and it does not require any special coding as far as I know. The quality of this support varies a bit though...

Re: Oculus Rift support?

I wonder if we can at least have Nvidia 3d vision support, meaning that the game will have to be tested on it to make sure all objects are rendered at proper depth and no effects mess up 3d. I would imagine it should be much easier to support some specialized hardware if this is done. I'm volunteeri...

Re: Galactic Threat!

How do you win that game? How do you even build a computer that can keep your owned space in memory? There is no winning in a sandbox game. And with seed-based generation you don't need to keep track of generated sectors at all. You can always just re-generate them based on the same seed if you nee...

Re: Modding

Well, at least you're clearly stating that scripting isn't going to happen instead of murmuring polite nothings. =P Admittedly, scripting is a big CPU killer for X series. If Josh can implement something of a similar complexity using c++, it should work much faster especially if he also can utilize...

Re: Physics

I do hope that collision damage in and out of combat will be implemented. Kamikaze wingmen needs to be a valid strategy. Collision is a double-edged sword. In X series it is implemented so poorly that in combination with not-so-smart AI it can be game breaking because your AI-controlled wingmen jus...

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