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To all SSC Station occupants

Thank you for the donations over the past year (2024), it is much appreciated. I am still trying to figure out how to migrate the forums to another community software (probably phpbb) but in the meantime I have updated the forum software to the latest version. SSC has been around a while so their is some very long time members here still using the site, thanks for making SSC home and sorry I haven't been as vocal as I should be in the forums I will try to improve my posting frequency.

Thank you again to all of the members that do take the time to donate a little, it helps keep this station functioning on the outer reaches of space.

-D1-

Dangerous: a 3D space combat RPG (EVE meets X3)

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(@ironhound)
Reputable Member

Any impressions on the game yet? Im dling the demo now.

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Posted : March 25, 2012 13:38
(@swiftest)
Eminent Member
PINBACK wrote:
Just downloaded the new version of Dangerous today and seem to be having a problem with the graphics, it effects all the station and jumpgates and also show up on the ships.

Something to with the shaders. ❓

danergours.jpg

Doh! That's strange. The shaders should not be changed for PCs or Macs for 1.0.7. We did add more shader options. Check your System>Options>Fancy Shader option while inside a station. It should default to "hard surface" which has been the default for PC/Mac. If that now gives you trouble, the safest shader to use is the "diffused" one which also works with lights.

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Topic starter Posted : March 25, 2012 13:55
(@pinback)
99 Star General

Nope still there using the diffused option but I managed to fix by turning the space light option off. 😀

IronHound wrote:
Any impressions on the game yet? Im dling the demo now.

I like the game a lot, but I think you have to remember that its an Iphone game not a dedicated PC game, there are still few things which I would to see added to the game.

Like being able to access the local map in space.

Explanation of the icons on the map or map key.

Better goods/equipment descriptions.

Being able to turn on/off the name of planets/station and gates.

Crosshairs.

A manual.

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Posted : March 26, 2012 09:49
(@pinback)
99 Star General

Just bought a new computer and have moved the Dangerous folder to the new one, the game works perfectly now apart from the save game which is missing.

Is the save game keep some where else.:?:

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Posted : March 31, 2012 21:45
(@swiftest)
Eminent Member
PINBACK wrote:
Just bought a new computer and have moved the Dangerous folder to the new one, the game works perfectly now apart from the save game which is missing.

Is the save game keep some where else.:?:

The saves are named: gamedata#.db where # is 1-4.

It is saved in the standard SQLITE directory structure which seems to be:

Mac:

/Users/{your_account}/Library/Caches/XP/Dangerous

Windows 7:

C:\Users\{your_account}\AppData\LocalLow\XP\Dangerous

This way, you can overwrite the game directory with new updates without losing your save data. Hope this helps!

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Topic starter Posted : March 31, 2012 22:07
(@swiftest)
Eminent Member
PINBACK wrote:
Nope still there using the diffused option but I managed to fix by turning the space light option off. 😀

IronHound wrote:
Any impressions on the game yet? Im dling the demo now.

I like the game a lot, but I think you have to remember that its an Iphone game not a dedicated PC game, there are still few things which I would to see added to the game.

Just wanted to clarify that we planned all along to make this a PC/Mac game as well as a mobile game. We support mouse and keyboard controls in the desktop versions. While we had to make some compromises to have the game run unchanged on mobile; for the most part, the design itself was not compromised. For example, there are no open world games on PC that have 600+ ships flying around autonomously except perhaps for X3.

Quote:

Like being able to access the local map in space.

Explanation of the icons on the map or map key.

The local map isn't as necessary since the warp destinations are all listed, but we do plan on adding a much more comprehensive local map that contains more information and lets you pick destinations directly while viewing the map. The icons and such will get a fuller description/key when this happens. We also have some ideas on making the scan probe mini-game a bit more challenging.

Quote:

Better goods/equipment descriptions.

The equipment descriptions have been expanded from version 1.0. Now, in addition to the flavor text, the pertinent technical specs of each piece of equipment are shown.

Quote:

Being able to turn on/off the name of planets/station and gates.

Toggling the names of stations and other icons while in space is on the to do list (though we're focusing on bug fixes and the ship boarding feature at the moment).

Quote:

Crosshairs.

We had crosshairs at one point, but turned them off since it is somewhat confusing since the camera is not exactly in the line of sight, but slightly above. This parallax can cause some confusion since weapons theoretically have different ranges. It will definitely make a come-back if we get around to adding a cockpit view. We recently added an auto-aim feature that aids in dogfighting greatly.

Quote:

A manual.

The design goal was to incorporate the manual into the help system inside the game (you can talk to Ailina or the wingmen to learn), but I can see why people might want a manual. So we're probably going to add one soonish in the form of a PDF.

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Topic starter Posted : March 31, 2012 22:23
(@pinback)
99 Star General
swiftest wrote:

We also have some ideas on making the scan probe mini-game a bit more challenging.

Having a zoom out on the scan probe would be useful, at the moment if you don’t find anything you have to start again.

swiftest wrote:
The equipment descriptions have been expanded from version 1.0. Now, in addition to the flavor text, the pertinent technical specs of each piece of equipment are shown.

big Improvement in the modules with the description and filter. 😎 😎

The commodity could still do with being fleshed out a bit more, what is a celebrity commodity, the mind boggles. 😀

I still like to see some sort of glow effect added to the ship engines which increases/ decreases with the speed of the ship.

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Posted : April 1, 2012 12:46
(@swiftest)
Eminent Member
PINBACK wrote:

Having a zoom out on the scan probe would be useful, at the moment if you don’t find anything you have to start again.

Actually, the whole map and scan probe will eventually get a major overhaul letting you zoom in/out as well as letting you select warp destinations.

Quote:
big Improvement in the modules with the description and filter. 😎 😎

The commodity could still do with being fleshed out a bit more, what is a celebrity commodity, the mind boggles. 😀

I still like to see some sort of glow effect added to the ship engines which increases/ decreases with the speed of the ship.

Yup, the engine exhaust is definitely on the To Do list. Possibly some space clouds to give a greater feel for movement as well. The celebrity "commodity" is supposed to be one of the courier items. The thinking was that you would eventually be able to kidnap them and sell them into slavery if you followed the pirate path, or you could try to rescue them from other pirates who are holding them for ransom. Not quite implemented yet, but it's all part of the grand "living universe" scheme where we try to model a whole ecology and financial simulation inside the game.

By the way, we are updating the game to 1.0.8 today. All owners should get an email with the download link. We're also planning on a big sale, too. 😀

Here's what's new with version 1.0.8:

Add social page to contacts

Revise soundtrack links page

Allow active modules without targets to operate during warp

Encounter tweaks on Courier and Transport Quests

Fix bug with ammunition, and show types that are unavailable in ammunition select screen

Make more friendly units for warp speed in vehicle stats in the market

Don't auto-aim laser against non-enemies

Add some ship separation when exiting a gate

Remove "Alternate Ammo Change" option

Fix several minor issues with the tutorial

New shader defaults and don't display unavailable shaders

Apply shader selection to more objects in scene

Allow shader and light options to be changed while in space

Various UI layout tweaks

Fix flickering rows in ship contacts list

More consistent treatment of volume on main menu screen

Fix bug that would create unexplained cargo on player's ship

Fix bug where wings would not properly "forget" an enemy

Fix possible situation in Hijacked Quest that prevent being able to finish the Quest

Fixes for general stability

Fix ship duplication bug

Changes to prevent ships from becoming "stuck"

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Topic starter Posted : April 19, 2012 08:05
(@pinback)
99 Star General

Nice one guys 😀 😀 good to see these update coming out.

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Posted : April 23, 2012 09:54
(@soul0reaper)
New Member

Thought this would mean there would be multiplayer/coop :/

Game looks interesting though, downloading it now

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Posted : May 3, 2012 20:05
 TSGM
(@tsgm)
New Member

I'm sorry for the seemingly silly question:

I was in the Hanger and had two ships (a frigate and a mining/transport/commercial(?) ship). I accidentally pressed the button "Package" for my transport ship. I have no idea what it does, but the ship has disappeared. What's going on? How do I get it back?

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Posted : June 6, 2012 19:42
(@pinback)
99 Star General
TSGM wrote:
I'm sorry for the seemingly silly question:

I was in the Hanger and had two ships (a frigate and a mining/transport/commercial(?) ship). I accidentally pressed the button "Package" for my transport ship. I have no idea what it does, but the ship has disappeared. What's going on? How do I get it back?

Not sure myself as I not been playing it for while myself But IIRC I think it had something to do with the ship being put in storage.

Have you tried hitting the package button again.

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Posted : June 7, 2012 11:51
 TSGM
(@tsgm)
New Member
PINBACK wrote:
TSGM wrote:
I'm sorry for the seemingly silly question:

I was in the Hanger and had two ships (a frigate and a mining/transport/commercial(?) ship). I accidentally pressed the button "Package" for my transport ship. I have no idea what it does, but the ship has disappeared. What's going on? How do I get it back?

Not sure myself as I not been playing it for while myself But IIRC I think it had something to do with the ship being put in storage.

Have you tried hitting the package button again.

The ship has entirely disappeared off my hanger list, so there is no button to push. 🙁

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Posted : June 7, 2012 11:56
(@freelancer)
Active Member
swiftest wrote:
We had crosshairs at one point, but turned them off since it is somewhat confusing since the camera is not exactly in the line of sight, but slightly above. This parallax can cause some confusion since weapons theoretically have different ranges. It will definitely make a come-back if we get around to adding a cockpit view. We recently added an auto-aim feature that aids in dogfighting greatly.

Hi swiftest, your game looks really great as it seems to offer AAA features in an indie format. I am definitely going to buy it, I am just waiting for the cockpit view, since the days of Wing Commander, this is the only way for me to play 3D space sims. When do you intend to add it?

Freelancer

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Posted : June 12, 2012 06:05
(@swiftest)
Eminent Member
'Freelancer' wrote:

Hi swiftest, your game looks really great as it seems to offer AAA features in an indie format. I am definitely going to buy it, I am just waiting for the cockpit view, since the days of Wing Commander, this is the only way for me to play 3D space sims. When do you intend to add it?

Freelancer

Sorry it's been awhile since I dropped by. I'd like to add a cockpit view, but we'd need to get a 2D artist to help out before we could think about adding it. What functionality are you looking for in the cockpit view? Any examples would be helpful.

By the way, I wanted to mention that we just updated the game to version 1.1.0 which is a huge update. We added:

- hi-res animated celestial bodies (planets, stars, moons)

- cloud save (can play your game from any supported platform including mobile)

- streamlined autopilot (no longer need to handle the transit phase of docking/warping/gating)

- radial autopilot menu includes wing control

- better explosions and FX including exhaust and smoke/sparks

- improved UI and shortcuts wheel make controlling your craft and wingmen much simpler than before

- various bug fixes and tweaks

- tons more stuff: details at our website: whoisdangerous.com/updates.html

If you've purchased the game, you should have received an email with the update info. If you haven't tried the game, you can download a free demo at our website. http://whoisdangerous.com

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Topic starter Posted : July 10, 2012 04:16
(@pinback)
99 Star General

Excellent new Swiftest, go my email this morning, unfortunately ran into a few problems downloading it and won't be able to try again till the weekend.

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Posted : July 10, 2012 11:40
(@freelancer)
Active Member
'swiftest' wrote:

Sorry it's been awhile since I dropped by. I'd like to add a cockpit view, but we'd need to get a 2D artist to help out before we could think about adding it. What functionality are you looking for in the cockpit view? Any examples would be helpful.

I would be very much happy with Freelancer style cockpit(s). It is just a static cockpit view, without any functionality (all the data you need is handled by the HUD that is sumperimposed on the cockpit view (see http://www.moddb.com/mods/crossfire/images/new-cockpit). For a more recent take on this, see SpaceForce: Rogue Universe ( http://www.tomshardware.de/space-force-rogue-universe,testberichte-239749-15.html). Of course, you might want to add some more functionality to the cockpit, Evochron Mercenary style. But with the HUD same for both the ship view and the cockpit view, simple Freelancer style cockpit would be enough.

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Posted : July 17, 2012 15:09
(@pinback)
99 Star General

Finally got it to download after a number of failures <img src="' http://spacesimcentral.com/forum/public/style_emoticons//dance3.gi f"' class='bbc_emoticon' alt=':dancer:' />

Just a quick look, very nice, like the gas giants which have now appeared and new planets and there some great smoke particles although they do make seeing the ship harder when you are shooting at them.

The new radial menu good but seems to have slowed the game somewhat down as there is now a noticeable pause.

I miss the transit phase can you still chose what type of game you want to play.

As for cockpits just make sure you use the Elite style radar in the center, no one ever done one better.

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Posted : July 18, 2012 10:46
(@pinback)
99 Star General

Update to Dangerous out now 1.2.0

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Posted : October 9, 2012 12:41
(@fstyle)
Trusted Member

As an EVE vet I got into this game pretty quickly, and I think the concept works wonderfully. Sadly, as a PC gamer I don't feel this is worth money, but if it were larger in scope that would change my mind for sure. I would love to play a version of this game with more things to do, a vast galaxy to explore and hundreds of different ship types and modules. It feels like this is just a small taste of what this game could be.

As an android app this might be really awesome, I'm not sure (don't have one, no idea what they are really, but I assume some kind of iPhone type device?) but as a PC game it leaves a lot to be desired.

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Posted : October 16, 2012 18:08
(@pinback)
99 Star General

Binary Helix have posted about Elite Dangerous having the same name as there game. http://binaryhelix.c...-Dangerous.html

Quote:
While "Dangerous" has been used in numerous game names, I think the problem for customer confusion is great since both our games are in the exact same genre, and the names differ in only "Elite". I sent him a polite email early this week telling him about the potential conflict in naming and asked if we could come to a mutually amicable agreement, but no response has been forthcoming.

Can't see them getting an answer out of Frontier.

Good new is they are thinking about a Kickstart themselves, hope they don't go crazy with the amount they are looking for, better to go for a small amount then have stretch goals.

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Posted : November 11, 2012 04:32
(@pinback)
99 Star General

Looks like they never go an answer from Frontier about the name.

 

But they have put a WIP pic up about the the in game ship boarding, the original was very dark so I run it through Infanview to lighting it.

 

62478wip01_orig2.jpg

 

 

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Posted : December 30, 2012 00:01
(@pinback)
99 Star General

New update for Dangerous to 1.5.2.

 

http://whoisdangerous.com/updates.html

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Posted : April 5, 2013 09:55
(@freelancer)
Active Member

Swiftest, when you drop by this topic, I still have a question whether there is a cockipt view to be added anytime soon? Something really very simple, like Freelancer style cockpit view would be more than enough for me. I pretty much started on WC, so there was no way for me to play Freelancer other than with the cockpit view. I very much prefer those space sims that offer this view compared to 3rd person view only. Otherwise your game looks better and better and I am really waiting just for this add-on.

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Posted : May 8, 2013 12:38
(@pinback)
99 Star General

Look like they are gearing up for a Kickstarter http://whoisdangerous.com/topic/301/1/General/Kickstarter-campaign-rewards.html&replies=8 any suggestion then head over to the forum.

 

 

I'm starting the process to do a video that can be used as a new trailer and also for our upcoming Kickstarter campaign. Since I have some experience with indie filmmaking, I'd like to do a live action video with real actors in front of a green screen. You'll get to see the beginning of the game including the story elements of the tutorial in a live action video! The idea is to raise funds from Kickstarter to improve the game at a faster rate:

- add ship boarding in a first- or third-person shooter format

- also allow walking in stations and planets to buy goods and do quests

- overhaul the 3D ship models with unique models

- make the world even more sandboxy by allowing corporations to grow or shrink depending on how well they do in the game world

- allow any corporation including the player's to build new stations that have defensive capabilities. The player would be able to take over stations by sieging them (will take massive firepower)

- add in massive multiplayer support for all platforms

Plan: ask for $50,000 to add the ship boarding feature. And if the campaign beats that number, at various tiers, we'll add in more features, like:

$100,000 even more dynamic universe, more quests

$150,000 multiplayer

$250,000 massive multiplayer

etc..

What do you guys think of this plan? What elements would make you interested in contributing to the Kickstarter campaign? What are some of the rewards that you'd like to see?

All your feedback is greatly appreciated!

Linh

 

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Posted : June 14, 2013 03:50
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