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Is glass far more blue than it should be for anyone else on DX11?
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# ? Sep 10, 2015 18:46 |
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# ? Jun 4, 2024 00:00 |
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Today's patch "fixed" it back into being a one way mirror on DX11 but added modding hooks to make two way windows. I think...
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# ? Sep 10, 2015 18:52 |
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Neddy Seagoon posted:If so it totally puts a bullet in my theory of 1.100 seeing the release of planets.
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# ? Sep 10, 2015 22:51 |
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I'm inept when it comes to computers; could I convince one of you fine goongineers to take a look at my destroyer and mess around with some scripts for its mainframe? I'd like some useful displays around the command centre and engineering spaces, and maybe some basic stuff to automatically control various systems (especially the airlock). Bonus points if you can get something done with the launch, too. I've yet to figure out what to do with the primary weapons system, but I'm sure I'll get that sorted eventually.
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# ? Sep 11, 2015 04:34 |
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rossmum posted:I'm inept when it comes to computers; could I convince one of you fine goongineers to take a look at my destroyer and mess around with some scripts for its mainframe? I'd like some useful displays around the command centre and engineering spaces, and maybe some basic stuff to automatically control various systems (especially the airlock). Bonus points if you can get something done with the launch, too. I'll take a poke. For starters I've done a pass of eradicating some outdated and redundant mods (like the old version of the Azimuth Mega Mod) and consolidated one or two (the MWI weapons into the MWI Weapon Collection). You really should do a general pass of removing the excess mods too, as there's a lot of unnecessary bloat for a workshop item. To be honest I might fiddle with your ship design a little, but all you need to do if you want to reverse the changes is just go around copy/pasting the LCD text for the Configurable LCD script to your original version's displays.
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# ? Sep 11, 2015 05:29 |
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Is there a reason ship/station based welders won't start blocks for blueprints? They have plenty of components supply and there's a block for it to attach to. my hand welder does it just fine.
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# ? Sep 14, 2015 23:46 |
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Shuffle posted:Is there a reason ship/station based welders won't start blocks for blueprints? All the ownerships set correctly? Try setting the welders to "help others".
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# ? Sep 15, 2015 03:11 |
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Neddy Seagoon posted:All the ownerships set correctly? Try setting the welders to "help others". yes they're all owned by me and help others is set
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# ? Sep 15, 2015 04:06 |
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Shuffle posted:yes they're all owned by me and help others is set Have you tried jiggling the blueprint by one cube and back again? Sometimes it can decide it doesn't like the connection because you moved it a little and that'll reset it.
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# ? Sep 15, 2015 13:30 |
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Anyone else seen Video Sage's livestream on Youtube? It's quite something watching a guy in a tophat with that beard play Space Engineers while impersonating Mickey Mouse and ranting about racist grandparents.
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# ? Sep 15, 2015 14:17 |
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I made an effort to try making something that wasn't stuffed with 20-30 mods, so have an expandable space stationVerizian posted:Anyone else seen Video Sage's livestream on Youtube? It's quite something watching a guy in a tophat with that beard play Space Engineers while impersonating Mickey Mouse and ranting about racist grandparents. I have not, and I'm quite thankful for that.
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# ? Sep 16, 2015 13:06 |
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I think that might just be his normal voice, alas.
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# ? Sep 16, 2015 13:10 |
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Neddy Seagoon posted:I made an effort to try making something that wasn't stuffed with 20-30 mods, so have an expandable space station That's so cool. The landing pad stage reminds me of the TIE Fighter stations. How does the astronaut move between the modules? Vertical shafts?
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# ? Sep 16, 2015 14:14 |
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HardDisk posted:That's so cool. The landing pad stage reminds me of the TIE Fighter stations. Yup, nice and simple. They also have those big airtight doors between the decks, mostly so the top-most one stays airtight until you add another deck.
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# ? Sep 16, 2015 14:31 |
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Update 1.1 released, we have AI enemies.quote:Features https://www.youtube.com/watch?v=VzMT5U2I4mg Also includes teasers for planets if you're curious.
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# ? Sep 18, 2015 00:36 |
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FFFFFFfffffffffffffffffff I know it has to be stable first but I just want to play again but I dont' want to start until planets are done.
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# ? Sep 18, 2015 01:01 |
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Well this certainly won't end well. How do you loot a pirate base when there wont be anything left of it?
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# ? Sep 18, 2015 02:07 |
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Hey, that grassy treey planet actually look pretty good. \/ That's really impressive! Jump equipped recon probes is a great idea. \/ McGiggins fucked around with this message at 11:05 on Sep 18, 2015 |
# ? Sep 18, 2015 07:36 |
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Well I found a pirate base. They're pretty easy to spot as they have a beacon broadcasting "NO TRESSPASSERS". They'll also start spawning drones even when you're 20km away to try and hunt your rear end down. It gave me a chance to try a new toy made for the Avalon. It's a long-range recon probe. This one's missing the rear thrusters and armor to match the front because I forgot to stock the Avalon with solar cells. But good enough for testing, as it has reactors and a battery. Just gotta lock the Laser Antenna to one of the eight the Avalon has and- Awaay it jumps! Behold; an early, safe, fuzzy up-close look at the pirate base from 20km away (with a max range of 120km due to the Laser Antenna). There's cameras for all six directions, and the solar panels mean you can leave it sitting somewhere discretely for ages for future remote connection. There's also a warhead onboard and controls for the antenna for if you don't want anyone to ever know it was there... As for the base itself; There may have been some overkill.
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# ? Sep 18, 2015 08:20 |
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This game reminds me more and more of what X3 was supposed to be every update.
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# ? Sep 18, 2015 09:05 |
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Man, those planet screenshots are really pretty.
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# ? Sep 18, 2015 09:07 |
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Any news about the net code? This is the main thing that keeps me from diving in - I tried multiplayer before and got disenchanted with the game after getting flung into the space from the speeding ship. Also, how Medieval Engineers fare with multiplayer?
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# ? Sep 18, 2015 09:12 |
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Gantolandon posted:Any news about the net code? This is the main thing that keeps me from diving in - I tried multiplayer before and got disenchanted with the game after getting flung into the space from the speeding ship. Netcode's next on the table after Planets.
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# ? Sep 18, 2015 09:19 |
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Isn't the netcode pointless without optimization?
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# ? Sep 18, 2015 19:25 |
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Not necessarily. From what I understand, the current netcode is cruelly inefficient. Like, in a normal server set-up, you'd have the server tracking everything, with clients sending updates of what's around their client players, and the server keeping everyone else up to date as necessary. But in the current netcode, from what I understand, everybody talks to everybody at all times--which is to say, when you're off at your station, you're not only telling the Server that you're welding a block, but all ten other people at their stations are getting the same information... and you're not only receiving updates from the Server, but from the ten other players as well! Hopefully the netcode fix will make lag much less of an issue on MP DS setups, even without a rendering optimization pass.
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# ? Sep 18, 2015 19:47 |
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Time for the usual minor hotfi-quote:EDIT 09/18/15:
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# ? Sep 19, 2015 02:43 |
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Yeah, loaded up an old map after the patch and saw three pirate bases within 17km with plenty of red blips heading right for my undefended mining colony. I noped the gently caress out, ran straight into another pirate base with a jury rigged ramming ship and started taking it over bit by bit. Then decided to design myself a fighter in creative and left pirates on for the new map. They showed up after 20 minutes and blew the gently caress out of my half built ship. Including all the copy/pasted backups I scattered around. I hope someone makes a large drone carrier for the new pirates soon as they make things a fuckload of fun in the most terrifying way.
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# ? Sep 19, 2015 03:45 |
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God, this is what the game needed. Finally.
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# ? Sep 19, 2015 10:20 |
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Lightning has struck twice, I found a double Raid Station on my server to pair with the double derelict I found earlier. Looks like the Scourge stations (UFO looking base) only have 2x gat turrets on each side of the disk for 4 total. They have something like 9000 ammo in the containers, so don't try to wait them out. I rushed in with my mining support ship with only 4 turrets and was able to capture the stations before they called reinforcements. I went in fast, so only 1 incisor or something came out to meet me before I ran in and clipped an antenna off with the nose of my ship. I don't actually know if disabling the antennas prevents reinforcements/drones from arriving, I just kind of assumed it from the patch notes. It seems a little easy to take over, my ship wasn't built for combat at all, just 4x gatling turrets for anti-meteor protection. Anyway, the loot in the cargo holds is amazing. Well beyond anything you get from the older NPC ships. Hundreds of every component and thousands of boxes of gat ammo and 500 missiles. If you don't completely destroy the 2 interior turrets, they seem to hold about ~1300 magazines each. Each stations cargo was more than 1 large ship large cargo containers worth of stuff, without having to salvage any of the built equipment. The 2 small reactors had about 20U each. I could go back later for thrusters and other high value stuff, but it's probably faster just to raid another station and get 500 more of everything. A "Scourge" station after capture. One stations worth of cargo + some salvaged parts like the medbay and grav gen. Note that's 49,000 steel plate. For some reason it has a "~" in front of it, I don't know why. After emptying both stations cargos I had filled 2 large containers and 20% of a 3rd. I've seen "Raiding Outpost" beacons show up too, but I haven't been up close with one. Anyone got data on those? Is there other station types then outpost and station?
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# ? Sep 19, 2015 10:54 |
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Amechwarrior posted:I've seen "Raiding Outpost" beacons show up too, but I haven't been up close with one. Anyone got data on those? Is there other station types then outpost and station? I've spotted one and done a cruise-past. Looks mostly like a Scourge station in your picture, but I haven't gone in for the kill and pillage yet. Also it's the No Tresspassers beacon/antenna (haven't gotta a look at which it is) that kills off Drone spawns. I've got a Raider base sitting 10km away from my Battleship's location and it's not pumping out drones anymore (went in for a pass at it with the cannons and had to jump back because it was flying a liiittle too directly at the station and not decelerating fast enough...)
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# ? Sep 19, 2015 18:34 |
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Amechwarrior posted:49,000 steel plate. For some reason it has a "~" in front of it, I don't know why. It means "Approximately", as it is omitting the last three digits.
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# ? Sep 20, 2015 00:17 |
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Rhjamiz posted:It means "Approximately", as it is omitting the last three digits. I know it is for approximate, but it's not related to having too many digits. I played around with it and it's not related to how many digits are in the inventory. Here I've isolated the last plate in the stack and it still has the symbol. The stack of 75K plates in the container below doesn't have it. I move the odd plate from 1 container to the next, to my inventory, dropping it as a floating item and it keeps its symbol. Here I compared it to a normal plate in my personal inventory and it looks like the odd one is almost 2 whole plates, but not quite. Anyone know why this happens? How does it spawn or manufacture approximate amounts of items? Normal Plate Odd Plate Guess I could disassemble the parasitic twin plate into iron to fix the issue. I think I'm cursed to find all the bugs this game can throw at me.
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# ? Sep 20, 2015 00:53 |
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Amechwarrior posted:Here I compared it to a normal plate in my personal inventory and it looks like the odd one is almost 2 whole plates, but not quite. Anyone know why this happens? How does it spawn or manufacture approximate amounts of items? I'm pretty sure that all inventory items in the game have the quantity stored as a float in the code. So what you have there is about 1.98 steel plates, but now the game won't let you split the stack into 1 plate and .98 of a plate. Probably when it's dealing with components the inventory functions is sanity checked to integers for both interaction and display -- versus materials where you can always handle 0.05 of a platinum ingot or whatever. Definitely try disassembling it and see if it takes or if the assembler refuses to touch it! God knows how it happened, maybe damage? Floating point bug?
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# ? Sep 20, 2015 03:17 |
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I once had ~0 of a steel plate. I didn't trust it so I ejected it into space.
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# ? Sep 20, 2015 04:12 |
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Amechwarrior posted:I know it is for approximate, but it's not related to having too many digits. I played around with it and it's not related to how many digits are in the inventory. Here I've isolated the last plate in the stack and it still has the symbol. The stack of 75K plates in the container below doesn't have it. I move the odd plate from 1 container to the next, to my inventory, dropping it as a floating item and it keeps its symbol. Huh, ok, that is very weird. BigwigML posted:I didn't trust it so I ejected it into space. Words to live by.
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# ? Sep 20, 2015 04:52 |
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BigwigML posted:I once had ~0 of a steel plate. I didn't trust it so I ejected it into space. This is the only answer. Assembler won't let me break it down and I can't weld with it. I had about 4 or 5 "~0" plates in the stack that when combined would make a few whole plates. Still had one ~0 left at the end. Off to the void with you...
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# ? Sep 20, 2015 05:37 |
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I just leave them be. They work themselves out in short order.
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# ? Sep 20, 2015 07:51 |
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GotLag posted:I just leave them be. They work themselves out in short order. (Alternately you can drop it in space and then shoot it to make it into safe, inert metal scrap. Disposing of dangerous complex numbers by dumping them into space may violate local ordinances. Keep space clean!) Also also on a more serious note I wish you could disable the tool / hand bob in 1st person view, it's kinda out of control. I was experimenting with shooting various numbers of steel plates because of this topic, and carrying the gun in zero g is kinda nauseating.
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# ? Sep 20, 2015 08:37 |
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Klyith posted:(Disposing of dangerous complex numbers by dumping them into space may violate local ordinances. Keep space clean!) Maybe I'm space engineering my very own Kessler shield. It's the perfect defense. If the server is too laggy to play due to ~X items then I'm safe. Sadly, I've realized the game actually suffers from a virtual Kessler effect. Too much space debris makes travel impossible due to collision detection lag. Good call on shooting it to scrap with the assault rifle. I now have enough mags to be wasteful thanks to pirate UFOs.
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# ? Sep 20, 2015 09:20 |
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# ? Jun 4, 2024 00:00 |
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Now that skyboxes work with DX11, I'm trying to make mine look less like rear end. Unfortunately DX11 does some on-the-fly adjustment depending on skybox brightness, so all my uploads look like washed-out poo poo. Here are examples of the Caldari skybox as it is now and a new version: http://imgur.com/a/B0X2t That skybox got picked up by some popular servers and Youtubers, so it's got 32k subscribers. This makes me reluctant to make major changes to it. Should I leave it as it is and add a newer DX11 version as a different mod (which people might never find out about), or change this one and upload the old one as a new DX9 mod (which might piss people off)?
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# ? Sep 20, 2015 10:20 |