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I'm still a couple of weeks away from playing again, so I've not used the DX11 renderer, but the reason for light leakage is that interior lights and the environment backlight (opposite direction to the sun) cast no shadows. Interior lights for performance reasons, the backlight so that corners inside stations/ships and caves are actually discernible.
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# ? May 29, 2015 06:29 |
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# ? May 14, 2024 02:06 |
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I love this new renderer
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# ? May 29, 2015 07:43 |
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That's pretty bitchin'
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# ? May 29, 2015 08:58 |
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GotLag posted:That's pretty bitchin' Interior walls and productivity upgrades on a refinery and assembler.
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# ? May 29, 2015 09:08 |
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It reminds me of the secret rave room easter egg in one of the old Natural Selection maps.
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# ? May 29, 2015 09:25 |
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GotLag posted:It reminds me of the secret rave room easter egg in one of the old Natural Selection maps. You're right, it does. It was in the ready room, I can't remember which map it was though.
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# ? May 29, 2015 15:35 |
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Almost all the maps have one or two secret ready room rave rooms, even in NS2.
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# ? May 29, 2015 15:47 |
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I've yet to play with this last patch, how's the performance with DX 11?
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# ? May 29, 2015 15:50 |
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HardDisk posted:I've yet to play with this last patch, how's the performance with DX 11? A little frame rate drop, but overall performance isn't the big issue. It is the LOD and Lighting being hosed up at the moment. Certain things look awesome, but interiors look bad.
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# ? May 29, 2015 16:54 |
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LLJKSiLk posted:A little frame rate drop, but overall performance isn't the big issue. It is the LOD and Lighting being hosed up at the moment. Interiors look so much better, exteriors are a glowing mess. Spotlights are 10000% more powerful
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# ? May 29, 2015 17:10 |
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Keen, ship the glowstick equippable. E: And bring back the flailing arms bug when glowsticks are equipped. goatsestretchgoals fucked around with this message at 17:20 on May 29, 2015 |
# ? May 29, 2015 17:16 |
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Holy poo poo they've been busy during my break from space sperging. I still can't design decent ships to save my life, so I made several abortive attempts at starting a new light explorer before deciding to just expand on the previous model (which was itself an expanded version of my lifeboat). It's nowhere near done and I'll probably rename it when it is, but if you're so inclined, you can check it out here. Goal was to have a ship capable of sustaining a crew of 1-8 players in survival, had to be pressurised and having adequate living and leisure spaces, had to have all the necessary processing equipment needed to begin building a more permanent home. I did use quite a few modded parts, though not as many as some of my larger ships. I think from now on I'll try and design from the outside in rather than the inside out; my ships are becoming excessively boxy and the interior spaces don't feel organic enough.
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# ? May 29, 2015 17:50 |
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rossmum posted:Holy poo poo they've been busy during my break from space sperging. If you want a more organic design to crib off, try my Endeavour-class cruiser. I used a really good Pixel Circle Generator to get the outer hull. It has no construction or repair craft though, it's just a fuckabout exploration ship with two shuttles. Oh, and I know you'll want this - The Avalon Battleship. I made a survival-ready double-barreled gravity-cannon-equipped warship . Also comes with onboard facilities to automatically repair and construct new subcraft.
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# ? May 29, 2015 18:04 |
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Lighting up the inside of ships has always been a hassle. If they would just let interior walls emit a little bit of light in any direction not blocked by something else I think that would alleviate most of it.
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# ? May 29, 2015 18:08 |
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Wee Tinkle Wand posted:Lighting up the inside of ships has always been a hassle. If they would just let interior walls emit a little bit of light in any direction not blocked by something else I think that would alleviate most of it. Lighting wouldn't be nearly as bad if they could optimize model rendering, because that's what eats most of the CPU. edit: Hotfix dropped; quote:Update 01.084.011
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# ? May 29, 2015 18:09 |
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I don't know if it's just me but in my (unmodded) sandbox small ship small thrusters are lacking textures; they're showing as all black like modded blocks that aren't updated to DX11 are. Anyone else having that issue?
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# ? May 29, 2015 18:40 |
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Betting odds on if they'll ever add AI to the game? I played this for a while but without the tension from an outside threat (i.e. enemies or some equivalent) I just have trouble getting emotionally invested and have wandered away from the game. Also I may be an adrenaline addict.
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# ? May 31, 2015 04:07 |
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SetPhazers2Funk posted:Betting odds on if they'll ever add AI to the game? I played this for a while but without the tension from an outside threat (i.e. enemies or some equivalent) I just have trouble getting emotionally invested and have wandered away from the game. Also I may be an adrenaline addict. If they open up cockpit controls to the programming block API, you'll probably see a heck of a lot of AI and other awesome stuff. (Hint hint Keen.) E: Oh duh, there was also this thing - http://blog.marekrosa.org/2015/04/introducing-our-general-artificial_8.html - so at some point I'll bet we see some sort of AI if only for testing the AI project.
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# ? May 31, 2015 06:26 |
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Also, they've been adding AI to Medieval Engineers in the form of peasants, deer and barbarians. It's inevitable that we'll see some form of that ported to SE.
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# ? May 31, 2015 19:36 |
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I could see that being a better use for atmosphere, rather than just another gauge ticking down. Providing pressurized bunk space allows you to recruit AI engineers who will go mine or weld at your command, which would make building larger structures in survival a bit less daunting. As requested, I've finished my destroyer and tossed it up on the workshop. I took it up against a slightly more powerful foe than the default AI ships, and the armor plating took quite a few knocks. It did it's job admirably though, the hull underneath was totally unscathed. And just for fun, here it is compared to the still uncompleted cruiser class
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# ? May 31, 2015 20:42 |
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bonds0097 posted:Also, they've been adding AI to Medieval Engineers in the form of peasants, deer and barbarians. It's inevitable that we'll see some form of that ported to SE. The only way AI is going to work in SE is if they create some Zone designations for pathing because there's no goddamn way they'll get around on their own with all the dynamic poo poo that can occur on any ship (automated doors, airlock setups, vertical passages for jetpacks, etc). The Iron Llama posted:I could see that being a better use for atmosphere, rather than just another gauge ticking down. Providing pressurized bunk space allows you to recruit AI engineers who will go mine or weld at your command, which would make building larger structures in survival a bit less daunting. It's been said before, but goddamn is that a nice ship . You should see if you can fit a shuttlebay inside your cruiser.
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# ? Jun 1, 2015 14:28 |
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Neddy Seagoon posted:The only way AI is going to work in SE is if they create some Zone designations for pathing because there's no goddamn way they'll get around on their own with all the dynamic poo poo that can occur on any ship (automated doors, airlock setups, vertical passages for jetpacks, etc). Thought I was clever, finding a derelict out in space. I put a Remote Control block on it, a couple hundred Uranium Ingots in the reactor, and told it to GPS to a friend's station, about a million meters away. Checked SEToolbox after about 4 hours, and the reactors had run out of fuel and the thing had crashed itself on an asteroid along the way.
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# ? Jun 1, 2015 15:38 |
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There are ways around collisions using sensors to detect objects and disable autopilot, and you can theoretically do some programming to make the ship fly some set distance away and try again, but it's tricky. I don't have Medieval, but I'm curious how far along their AI is compared to the state of autopilot. I assume if we ever do get NPC colonists, they would mostly be used on stations and asteroid bases where the terrain is a lot more consistent to pathfind through.
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# ? Jun 1, 2015 21:13 |
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Has anyone ever seen something like this just floating in space? No markers, no AI anything, just an empty cargo platform. What's even more weird is that noone else on my server can see it or interact with it, they float right through it as if it isn't there.
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# ? Jun 3, 2015 18:53 |
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Mystery Prize posted:Has anyone ever seen something like this just floating in space? No markers, no AI anything, just an empty cargo platform. Keep in mind that with the random encounters, you must physically change them in some way (grind something down & re-build it, or add a block to the grid) otherwise they will despawn when you log off. I found an abandoned station while flying through space once. I flew inside it, opened doors, sat in the Flight Seat and checked systems, but didn't change anything (didn't move inventory or add/grind blocks). When I returned later after logging off, the station was no longer present. Be cautious!
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# ? Jun 3, 2015 20:40 |
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Loaded up ME for the first time in a while, things are progressing well.
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# ? Jun 4, 2015 10:54 |
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Spookydonut posted:Loaded up ME for the first time in a while, things are progressing well.
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# ? Jun 4, 2015 11:33 |
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Mystery Prize posted:Has anyone ever seen something like this just floating in space? No markers, no AI anything, just an empty cargo platform. Sounds like we need to go find this today now that I should be able to see it
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# ? Jun 4, 2015 13:37 |
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Come onnn Planets .
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# ? Jun 4, 2015 18:06 |
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Someone needs to make a new thread/update the OP because scouring this thread for good mods is torturous
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# ? Jun 4, 2015 18:56 |
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No planets, I'm afraid http://forums.keenswh.com/threads/update-01-085-improved-ship-navigation-docking.7361477/ Update 1.085 posted:Summary
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# ? Jun 4, 2015 20:38 |
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Mystery Prize posted:Has anyone ever seen something like this just floating in space? No markers, no AI anything, just an empty cargo platform. I've encountered this before in multiplayer. It's the only free-standing space station I've seen.
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# ? Jun 5, 2015 01:32 |
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SetPhazers2Funk posted:I've encountered this before in multiplayer. It's the only free-standing space station I've seen. I once encounted a pretty massive spacestation with a docked ship similar in size to the starting ships, except with about 8 turrets on each side.
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# ? Jun 5, 2015 03:55 |
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Spookydonut posted:I once encounted a pretty massive spacestation with a docked ship similar in size to the starting ships, except with about 8 turrets on each side. I saw one that was made of docked modules myself. Also if you want to find more ships more often, I highly recommend the Endless Factions for Exploration Mode mod. It's a big collection of ships made by a few people, all within the Keenspace guidelines for Exploration ships. Firos posted:Someone needs to make a new thread/update the OP because scouring this thread for good mods is torturous If you go back through my recent posts in the thread, I made a decent list of some good mods to start with, and there's a bunch of others mentioned around the same time as that post. We really do need an updated OP though, and I'm kinda tempted to do it myself. edit: gently caress it, how's this look for a new OP? quote:What the hell is this? Neddy Seagoon fucked around with this message at 07:07 on Jun 5, 2015 |
# ? Jun 5, 2015 05:54 |
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I tend to run a little light on mods, mostly just things that already fit the base SE aesthetic (building a somewhat up-scaled version of GotLag's Duchessa, so keeping things near default is important for the look). Phone posting at the moment but I'll see about pulling a few up later to add to the recommended list.
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# ? Jun 5, 2015 07:00 |
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Sorus posted:I tend to run a little light on mods, mostly just things that already fit the base SE aesthetic (building a somewhat up-scaled version of GotLag's Duchessa, so keeping things near default is important for the look). Phone posting at the moment but I'll see about pulling a few up later to add to the recommended list. Updated the sample post with the ones from my own list just to cut down on doubling-up. Also need a good thread title I guess.
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# ? Jun 5, 2015 07:10 |
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Thoughts on patch: * Fixing the jetpack bug, awesome. DX11 mode still has wacky inverted HDR that's bright when looking at the sun and pitch black in shadow. * I think the remote control, timers, sensors, and the like are really pushing the limits of the control panel UI. My new dream feature would be a new tab of the terminal devoted to the various "intelligent" blocks, like how the production tab is. Neddy Seagoon posted:edit: gently caress it, how's this look for a new OP? Space-ieval Engineers: Building things and knocking them down The Engineers Games: Crashing my spaceship into your castle ?
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# ? Jun 5, 2015 08:03 |
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Klyith posted:Thoughts on patch: Yeah, Medieval Engineers isn't my thing so we'll need someone to do a separate OP for it.
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# ? Jun 5, 2015 08:31 |
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Neddy Seagoon posted:I saw one that was made of docked modules myself. That's what it was, I remember it now.
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# ? Jun 5, 2015 10:32 |
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# ? May 14, 2024 02:06 |
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If there's going to be a new thread can with mod recommendations can we get a clear label for DX11 compatibility? The new renderer isn't perfect but it's a lot of fun exploring random craft with just your headlamp and it usually performs better on my hardware. Except for CTD's when using Sage's industrial thrusters but that's a known issue and he's supposed to be making a whole new thruster mod from scratch to fix it.
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# ? Jun 5, 2015 10:59 |