Open tsunamayo opened 3 years ago
Build is up! Still quite some work to do with the system / mechanism + balance, then the new light tech... Cheers
I'm looking forward to trying out the variable grid size, it's got me thinking of doing control logic on actual circuit board scale. It'll certainly make control panels more interesting too! heh, tiny hinges 😁
Seems to be working fine so far.
One thing to note is that the block scale indicator only shows when a scaleable block is selected, yet the scale can be changed when a non-scaleable block is selected and the indicator isn't shown.
The small hinge also has a graphical glitch on it's icon
Looking good so far!
A few issues so far, don't know if you want these raised as actual issues since this is just a preview build:
I can supply the blueprints if needed, but they are ships I've got uploaded on the steam workshop. https://steamcommunity.com/sharedfiles/filedetails/?id=2247431014 (For the window tile wedge conversion issue)
Big issue occuring: Existing blocks on vehicles loaded in with the world don't seem to allow their blocks to be deleted. And this occurs on a ship I spawned in and then closed the game. I only seem to be able to delete blocks I've adding in the current session, this includes ships I've just spawned in. Anything from the previous session seems to have some sort of delete-lock on them.
On further testing the starting building disappeared when I clicked on Exit to Title screen and the game froze, only letting me access the menu to choose the other exit option. Here's the output.txt from where I reopened the game to find the starter building missing, but still getting the delete issue. Sorry, but I keep forgetting to grab the output file after each session. output_log.txt Player.log Player-prev.log
Here's the blueprints from the issues highlighting in my previous post Slim Line Ship.zip Triavrium Interstallar Mk2.zip
I'm experiencing the same issues as CurioInventorium like the Window Tile Wedge, however I'm able to delete and place blocks on existing blueprints fine.
Overall blueprints have been ported over very smoothly, even multilayered stickers and child entities.
Small thrusters placed sideways for manoeuvring don't work until you replace them EDIT - Actually, it might just be a that the mass has increased drastically until that gets worked on
This rounded side piece is scaled up on old builds, presumably because it was removed from the codex. Out of curiosity, why did you go for this? I see that there's a new, thicker and smoother brick in the codex to replace it, so maybe the the thickness of the old one was an issue Unless the shape of the old one was an issue, would it be possible to update the old one with a smoother model and leave it in builds instead?
Regarding the removal of the Tile piece (will they be removed from future builds or stay?) - I can totally see that it would feel out of place with the new scaling, but it was a brilliantly useful piece to have. So I have a counter proposal ; ) How about we bring back slabs? They're a staple shape that players will already be familiar with from other games, and all the problems that lead to them being removed last time aren't an issue here. Plus, thanks to the new scaling tech we can size them down to old Tile scales, while the slab shape is also useful at all other scales too.
Offsetting in general feels super weird and unintuitive, but it sounds like you've got that covered with this upcoming feature
Keep up the great work!
@ProPeach Regarding the deleting blocks issue, I'll try and replicate it with a fresh world. It could be that the 'Exit to Title screen' bug corrupted something.
Just tried again with a fresh character/world. Initially I can delete blocks on existing ships and buildings. But after clicking on 'Exit to Desktop' and then starting the game again, I find that I can't delete any blocks on the things loaded from the previous session. Attached are the logs from that session. output_log.txt Player.log
I have the same issues as others have mentioned, plus odd stretching on reactors.
The ship is the Type 51: https://steamcommunity.com/sharedfiles/filedetails/?id=2374949108
Other than that, this update is very exciting! There's some amazing potential here.
I agree with Peach's thoughts about a slab block. Being able to construct large plates quickly would be very useful.
@CurioInventorium wedge issue fixed. @ProPeach side rounded tile fixed. @ProPeach @5URG3 yes I wanted to simplify the codex but I can have a 0.5 height tile back. Now it is a bit different compared to the old slab I would say in the fact that you scale horizontally to how you place (good to cover things), whereas the slab was more perpendicular (good to make wall or ceiling). But honestly with the new scale the only things slabs have is a larger scale... Yes it is because of the weight, I didnt had a look at it yet. I will introduce a rule of 2^3 = 4 (instead of 2^3 = 8 with real math), in order to have smaller ship not ridiculously dominated by larger one. It will imply some other rules, you will see in the next update.
The child entities for my landing gear are completely borked this round.
You vs. the landing gear she tells you not to worry about:
Blueprint can be acquired here: https://steamcommunity.com/sharedfiles/filedetails/?id=2444174431
The FPS for my space station proof of concept improved from 35fps standard to 75fps last time, and now it is at 195fps.
@Regnion okay I will look into that. It hard to believe for the station but I guess great new. Could you send me the blueprint so I can check what was happening before? How big was it? Cheers
@tsunamayo You'll have to assemble it manually! Here's the pieces if you'd like, 8 make the ring, 4 bridges, 1 core module, and 1 antenna module on top. They're hollow, and I'm not going to continue working on them thanks to the upcoming re-sizeable blocks. I want to change the shape a bit. But previously, before you began these updates, gameplay was reduced from 135fps with no builds present, to 35fps with only this station present. In this experimental opt-in test patch, fps is 195. Significant improvement! It's 314m in diameter I believe, and hollow.
Newly created entities disappear when you exit and restart the game. If you save the new entity and try to respawn, it will not load. Old ships load fine.
If you modify old ships with new blocks they do not disappear when you exit and restart the game, if you save them and reload them with new block sizes they load fine
These convert incorrectly (1/8m to 1/4m):
Half-round blocks convert incorrectly (<1/8m to 1m)
Small Reactor texture stretches incorrectly.
The grid doesn't update itself after you delete blocks, resulting in the ship being particularly slow and the POV being so far away in this particular case.
The ships are very slow compared to the Experimental branch.
The player model has its 1st person camera lower than before:
There's also something wrong either about very close collision detection or about logic systems, or about mass or speed or mechanisms. I will have to investigate further.
Creating/saving new entities seems a little bugged too
To reproduce -
@Kaiser-Indrasil can you point me to a blueprint which had some 2-1 and 1-2 offset? By does not convert correctly you mean that they dont show at the right size or the right position? Because the "offset" feature is unplugged as it and is replace by something like the copy/paste offset.
@tsunamayo it might be the same issue as #3750, the offset brick pieces have converted in the wrong size
@ProPeach okay, if you have a blueprint that use the piece I can check...
There's one in #3750, "SSSS food"
Couple of issues with stickers:
There seems to be an issue with mirroring too, the rotation axis of the brick isn't mirrored properly. When I pause in this clip I rotate the brick, and get different results when stretching in the same direction https://i.imgur.com/G3FjS8B.mp4
@tsunamayo You can notice it on this build on the side door frame and near the red pipes on the bottom. These are all 1-to-2 offset blocks which are twice their original size but their positioning seems correct. However, the 2-to-1 offset blocks seem fine, until you want to pick them up with the middle mouse button tool. The tool doesn't recognize them as blocks:
The grid got kinda crazy:
The mass increased a lot!
The grid for 16m objects is kinda strange, depending on the object reference
reactors and engines are off the 1m x 1m grid
Also, I didn't find the original 0,25x0,25x,0,0625 tile.
I'm trying to use some available tools for these new features. The game remains very stable, even building and copy/paste gigantic structures, like this:
(but if you get too far, the game renders the object on first plane, "above" the ring.)
The copy/paste tool is working, but when you try to paste the 16x16x16 blocks, the paste tool uses the 0,125x0,125x0,125 grid.
The symmetry tool is not working properly on resizable blocks
The new blocks are very stable. I pasted it some times to build a large structure in the ring, and the hardware consumption increase is negligible. I also spawned some of my racing tracks. The ram consumption remains very low (compared to before)
So was trying out the new features on this and decided to load in my ghost to test stuff on. Oddly it loaded like this
Now it worked fine in the previous no voxel patch so not sure what caused it this time.
Here is the bp. VCX 100 Freighter - Ghost R1.zip
Grid for reactor, the collision box on brick delete, the windows wedge placement, the 2to1 and 4to1 offset, rounded tile issues, reactor tile issues are all fixed.
@Garrett-C it is spawning fine now! (I didnt manage to reproduce the issue)
ROUND#3 - Brick Grid Scale
This build introduces the new brick grid scale feature. Most construction blocks base size can now be increased. The grid a brick can lock onto will match its base size.
some bricks have been removed.
TO DO:
=> please give me feedback on the new feature and also tell me how if you spotted any weird conversion as usual!
Still to do:
Bugfixes: