Open tsunamayo opened 3 years ago
Build is up! Thanks all, it took a lot more time that anticipated (and I still need a bit of bugfix), I lost a lot of time on migrating all the small block and the addons for some reason. But that is an update that brings a lot of things to the table.
Do you mean release in Experimental?
Yes, oops I did it again.
I would firstly like to say that these new sharper lights are exactly what we needed. Big, sharp and illuminating!
But I want to ask again in regards to the removal of the tile bricks. While I understand that their role at the 1/4 block scale has been largely replaced by the 8th. I find I'm left in this awkward place on the 8th scale when in the same situation.
The round tiles are the right thicknesses but can't fill the same roles as the old tiles could.
You've elected to leave the round tiles in so surely there isn't a technical reason for their removal?
Would it be possible to get the tiles back? I think this will be especially requested/prevalent for handhelds that want to use the smaller bricks to make more size appropriate weaponry.
@pinesh okay I will bring them back, I had other requesting that too.
I second the opinion that we need the old 1/4 tile. It's the only way to bridge the gap as shown ....ok, Tsuna just posted. LOL
Ty for the tile.
@tsunamayo
Issue with the angled light not placing.
Lay down a slab (I am using a 1 scale in these screenshots) and place blocks on the side. I used a cube and a 45 degree slope.
The stretched round light works. The stretched square light works. The angled light will not place.
Second issue.
The square light needs to have the dark sides shown in the transparent preview. Because it will only stretch one way, if you have the light rotated it will not stretch, you have to rotate it to get it to stretch. This might cause confusion for new players.
This is not an issue with the other lights as their shape alone indicates the direction they can be stretched.
Damn this was quick, wasn't expecting new lighting for a while! The 32m range on the largest lights is such a nice thing to have for lighting up large spaces effectively, nice one : ) Looking forward to seeing how shadows work out at longer ranges too
When toggled off using the switch, lights don't actually turn 100% off This light has been toggled off, but the reflection is still very bright
Also, maybe the bloom on the basic white light is a little too high? 😄
Bloom on white and silver painted parts in general is super high. This isn't something specific to this lighting update as it's been this way for a long while, but I thought I might bring it up. This is just a part of a ship painted silver, and you can't make out any detail of the shape of the ship. I think silver should only be slightly brighter than steel, and of course whiter in colour
The mirroring is very broken with any scale other than 1m. Placing single blocks works fine, but anything that's been stretched doesn't mirror properly.
Lights on existing blueprints that are linked to logic don't seem to work at all unless you replace them and relink them to their logic. Lights that don't have logic linked seem to be fine. These lights just had a switch and sequencer linked to them, and are unresponsive. This also happens to some lights that do not have a sequencer involved, but are linked to a switch
Using this bp, the switch is near the cockpit - https://steamcommunity.com/sharedfiles/filedetails/?id=2350208314
Awesome that tiles are back!
I decided to do some bug hunting around the starter building in a fresh game. So far I've found these issues:
That's all I've got time for at the moment. (cough cough 1/8 scale logic blocks cough)
First up, looks amazing, but stickers seem to go to half size now and all sticker jobs are super messed up now
EDIT: nevermind, this issue is just there for saves, not blueprints
So I have found an odd lighting issue. The pixilated-looking bits sort of flash and move. Venator BP ST P day.zip
Also I am still finding that the ghost doesn't spawn more than these few bits. Peach said he is having the same issue VCX 100 Freighter - Ghost R1.zip
Additionally I noticed some issues with the slider rail addon. I have this door which uses them.
But it won't close fully. After some digging I discovered that the rails don't seem to recognize all the sliders and you also can't place more than one on them.
It may be somewhat related to Gmunga's rail problem, but I noticed that you cannot place a rail addon on top of another rail addon like you used to be able to, effectively limiting rail length to only two full stretched lengths
Just to really drive the point home, here's how much better the game looks with the addition of specular lighting.
I guess we don't need borders anymore to bring the definition to our builds 😆
A pretty silly bug - the VFX of the lasers firing are at the end of the smoke VFX, not at the front:
Same goes for the beams:
Not sure if this is intentional or not, but the rounded block and corner pieces do not stretch (the rounded block does, but only in one direction), although they do scale
So I have found an odd lighting issue.
I have found the same issue, and I recorded the effect:
Some samples of big differences between the previous light ( normal game) and the new light (voxel removal)
The acoustic wall is different. The new lights on metal surfaces will force me to change a lot of colors inside the ship!
Finally I get the effect that I want, to make it looks like the light comes from the crystal. Now I need to make the crystal with glowing tiles.
This one is very different. The main difference is on the yellow fuel tank
The light effect on the wood flooring is great!
the light effect over the surface doesn't happen on all the stretched object length in "Light wedged" and "Light flat", only in the initial reference position to make the stretch. In the image below, only on the left side.
The problem doesn't affect the "light tube" in the stretched mode:
The light continues to emit the light reflection and lightning no mater the input signal, on or off. This problem was detected with switch, logic gate and slider
Another sample of on/off problem
Bug: When building on the Torus it seems that the blocks all but a singular placed 1m block are not physical entities when piloting ships. You will phase through them as seen in the screens below 32m blocks placed on the torus as a structure.
singular 32m block
16m block
8m block
4m block
2m block
As well as larger blocks not placed on the torus:
As Propeach had stated earlier it would be really nice to have the larger blocks be able to align to the meter grid if so desired
Scaling stickers (which is awesome!) leads to different LOD cut offs. From left to right -32x square -16x square -4x4m 1/4x square
The larger scaled stickers fade out at a far smaller range than the "regular" scaled sticker https://user-images.githubusercontent.com/27857711/116912041-981ebb00-ac3f-11eb-92e7-97dd1345872b.mp4
The effect is even more noticeable on the normal map stickers when scaled up, this is the bar sticker at 32x scale
16x16 blocks placed on a 16x16 hinge that has already been moved to its desired angle do not line up and is a 1m block away from a corner
These new lights looks great!
I'm not sure if this has been addressed already, but when returning to a game after quitting to title I got stuck in this:
Also, the center of pistons are only visible if the base of the piston is in the player's FOV.
I think this is not a bug, but I still want to mention it:
When copying new large blocks (16 and 32m) aligning them is not connected to the large grid. Placeing a large block that way takes ages when you have to align it manualy to fit exactly where you want it to be
@BigBadKangaroo yes thanks copy/paste was still in the wip stack.
@Viper287 could you send the player.log? I cant reproduce that one.
@Viper287 could you send the player.log? I cant reproduce that one.
I created a new issue for the weird loading bug. Hopefully, that's what you meant me to do lol. I've attached the zip file with the log and blueprint here too. Bug report.zip
ROUND#5 - New light tech
=> AUTO SAVE ARE NOW ACTIVE!
The new light tech is there:
The starter block is now grid-scalable.
I will now fix all the remaining bugs and release this in experimental!