tsunamayo / Starship-EVO

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[VOXEL REMOVAL PREVIEW BUILD ROUND#5] New light tech #3758

Open tsunamayo opened 3 years ago

tsunamayo commented 3 years ago

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!

tsunamayo commented 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.

ExodistSKY1 commented 3 years ago

Do you mean release in Experimental?

tsunamayo commented 3 years ago

Yes, oops I did it again.

pinesh commented 3 years ago

I would firstly like to say that these new sharper lights are exactly what we needed. image 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.

image 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.

tsunamayo commented 3 years ago

@pinesh okay I will bring them back, I had other requesting that too.

Servomotor commented 3 years ago

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.

Servomotor commented 3 years ago

@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.

20210501024733_1 20210501024743_1 20210501024754_1 20210501024756_1

Servomotor commented 3 years ago

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.

20210501020906_1

This is not an issue with the other lights as their shape alone indicates the direction they can be stretched.

ProPeach commented 3 years ago

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 image

Also, maybe the bloom on the basic white light is a little too high? 😄 image

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 image

elro0003 commented 3 years ago

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.

IMG_20210501_112850

ProPeach commented 3 years ago

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 image

Using this bp, the switch is near the cockpit - https://steamcommunity.com/sharedfiles/filedetails/?id=2350208314

CurioInventorium commented 3 years ago

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)

BruceLeedleLeedleLeedleLee commented 3 years ago

First up, looks amazing, but stickers seem to go to half size now and all sticker jobs are super messed up now 20210501113026_1 20210501113040_1

EDIT: nevermind, this issue is just there for saves, not blueprints

Garrett-C commented 3 years ago

So I have found an odd lighting issue. image image The pixilated-looking bits sort of flash and move. Venator BP ST P day.zip

Garrett-C commented 3 years ago

Also I am still finding that the ghost doesn't spawn more than these few bits. image Peach said he is having the same issue VCX 100 Freighter - Ghost R1.zip

Garrett-C commented 3 years ago

Additionally I noticed some issues with the slider rail addon. I have this door which uses them. image

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.

ProPeach commented 3 years ago

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

Kaiser-Indrasil commented 3 years ago

Just to really drive the point home, here's how much better the game looks with the addition of specular lighting.

Before:

711980_screenshots_20210410042657_1

After:

Starship_EVO_8GsCbFmTAv

I guess we don't need borders anymore to bring the definition to our builds 😆

Kaiser-Indrasil commented 3 years ago

A pretty silly bug - the VFX of the lasers firing are at the end of the smoke VFX, not at the front:

image

Kaiser-Indrasil commented 3 years ago

Same goes for the beams:

image

ProPeach commented 3 years ago

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

Uncle-Ulty commented 3 years ago

So I have found an odd lighting issue.

I have found the same issue, and I recorded the effect:

https://user-images.githubusercontent.com/73253472/116792855-ac28b800-aa99-11eb-8211-a1ff0c2cf971.mp4

Uncle-Ulty commented 3 years ago

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! image

image

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.

image

This one is very different. The main difference is on the yellow fuel tank

image

The light effect on the wood flooring is great!

image

Uncle-Ulty commented 3 years ago

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.

image

The problem doesn't affect the "light tube" in the stretched mode:

image

Uncle-Ulty commented 3 years ago

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

https://user-images.githubusercontent.com/73253472/116793926-0fb5e400-aaa0-11eb-8669-afa38017503a.mp4

Uncle-Ulty commented 3 years ago

Another sample of on/off problem

https://user-images.githubusercontent.com/73253472/116794001-79ce8900-aaa0-11eb-9d6b-efe1fa2eb467.mp4

ExodistSKY1 commented 3 years ago

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 below20210501222507_1 32m blocks placed on the torus as a structure. 20210501221249_1

singular 32m block 20210501221514_1

16m block 20210501221527_1

8m block 20210501221543_1

4m block 20210501221652_1

2m block 20210501221741_1

As well as larger blocks not placed on the torus: 20210501222507_1

ExodistSKY1 commented 3 years ago

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

ProPeach commented 3 years ago

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

https://user-images.githubusercontent.com/27857711/116912935-c781f780-ac40-11eb-92b5-d32285df89bb.mp4

tsunamayo commented 3 years ago
ExodistSKY1 commented 3 years ago

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

20210503230651_1 20210503230734_1

Benx10a commented 3 years ago

These new lights looks great!

unknown (11)

tsunamayo commented 3 years ago
tsunamayo commented 3 years ago
Viper287 commented 3 years ago

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: 20210505211100_1

Also, the center of pistons are only visible if the base of the piston is in the player's FOV.

BigBadKangaroo commented 3 years ago

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

tsunamayo commented 3 years ago

@BigBadKangaroo yes thanks copy/paste was still in the wip stack.

tsunamayo commented 3 years ago

@Viper287 could you send the player.log? I cant reproduce that one.

Viper287 commented 3 years ago

@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