I just tried again with a linux build done from the latest sources.
Steps I did on a single PC:
- Turned down music in options
- Started a server
- Logged in on Helms
- set impulse to 100%
- went back to Ship selection, then log in on…
The engine sound is not very loud, and blends into the music very well. So maybe you do hear it, but don't notice it.
To definetely hear it and know how it sounds like, you can deactivate the music for a moment.
This means there is no longer engineering that can call out "But captain, I'm giving it all she's got!"
And you can't have dialogs like this:
"How long do you need to fix that?"
"Err, about two minutes, sir"
"Enemy is approaching! You have one."
Some functions are missing on purpose on the limited station setup to avoid clutter.
For example, there are also no probes on operations.
I never felt that was a big issue though and so far I never played with more than 3 players total. As there are…
Once you have built it, it is actually pretty easy to redistribute it. Basically, you have to replace that last "make install" command by another one. Here are two ways how it can be done.
1) directory in userspace:
Assuming you are following this …
In addition to @ralex1993's explanation of the Thorium part, here is how to access EE's HTTP API. https://github.com/daid/EmptyEpsilon/wiki/HTTP-Server
The scripting functions are in turn shown in the autogenerated script_reference.html
@ruzzz : instead of a touchscreen, I would suggest to consider using a trackball.
Just make sure to pick a model that doesn't look too similar to a mouse. There are some relatively cheap models with the ball in the middle, that would be appropriate…
Could it be you made in your last attempt that then worked:
"cmake .. -DSERIOUS_PROTON_DIR=../../SeriousProton/" (not only without $PWD, but also without the first slash)
Because that should also adress the correct directory.
cmake .. -DSERIOUS_PROTON_DIR-$PWD/../../SeriousProton/
That looks like a typo and should cause a parse error message, not the one you posted below. Cmake Error: The source directory "/data/Games/PC Games/emptyepsilon/EmptyEpsilon/builddir/Games/e…
Also, please check if your folder structure is correct. the Emptyepsilon dir and Seriousproton dir have to be subfolders of the same directory. Also, _build have to be a subfolder of EmptyEpsilon.
And double check you are in the right folder (the "_…
ah okay, I was confused because you mentioned usr directory, thought you was literally talking about /usr.
"/../../SeriousProton/" without $PWD cannot work, as that causes cmake to look up the path "/SeriousProton" in the root dir, which of course d…
Am I assuming correctly you are using the "Build from sources" howto for linux on github?
You can leave the last "make install" step and copy the EmptyEpsilon binary from the _build sub-directory to your main EmptyEpsilon dir. Then you have a portab…
@Kilted-Klingon well part of the reason why I made this layout, was because I hoped that could give thorium more attention. @ralex1993 made a great piece of software, and while his main impellent was to make a modular and open software for space cen…
That kind of view does exist, just click on the "categories" link to the left.
The current main view lists the topics with the most recent posts, wich is similar to the "latest posts" view in your example.
If I understood kwadroke correctly, he is still in the process of updating the theme.
But I also have two requests regarding look and feel.
1. The font size of the unread Topic Titles is pretty dark. Maybe you could also darken the "emphasizing back…
Well, that's just my personal explanation of it. And it's quite possible that stations that are pointer driven were not a priority to implement hotkeys for daid.
But that is, of course, pure speculation.
it depends on your operation system.
On linux, it's in $HOME/.emptyepsilon
On windows, it should be in your EmptyEpsilon main directory, in the same folder where the file EmptyEpsilon.exe is located.
ON mac I do not know.
Also, that file is create…
There are some exceptions of hardcoded Keys, like the Esc-Key, P for Pause, F1 for Help, F10 for showing FPS and traffic, or the cursor keys on the Main Screen.
But for station-specific Hotkeys, the answer is yes.
The reason why there…
I did not try that specific deb, so here are some general hints.
You should see the installed files with a dpkg -L emptyepsilon
Also, a file EmptyEpsilon should be in your binary path. So entering EmptyEpsilon should be enough to start the game (a…
I agree with daid and smcameron, looks very nice!
- as you are using unity, I guess/hope will multiple platforms will be supported?
- The flight assist system you mentioned, does it work similar like in pioneer?
There you can set …
The WebGL would be purely optional, but it would be used to render everything then, UI, 3D view, all. Everything that is normally on a display. It can replace a monitor so to say.
Good to know. Because webgl only might might lower the chance for s…
Would that mean that you would need webgl for every station, or just for those that need 3d rendering? (though that of course would include at least weapons and helm, if you are going to full 3d movement.)
Other question, do you plan(though the wor…
As these stations are pretty specific and somewhat extraordinary, i start to wonder if it might be viable in the long run to create a "custom station": A station that loads custom text files with a simplified syntax that determine which of the scree…
I tried a multi-monitor setup a while ago with multiple instances. It worked, but as you said, focus would be a problem if you use keys/joysticks.
However I'm not sure if I got your problem. If you also have tablets for this purpose, why would you …