tsunamayo / Starship-EVO

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[New build - EXPERIMENTAL] 21w21a: NEOVOX Update #3796

Open tsunamayo opened 3 years ago

tsunamayo commented 3 years ago

NEOVOX UPDATE

This build is one of the biggest the game has seen! Starship Evo started its life as a voxel building game like many other building games. Over time it has morphed to a hybrid tech with voxels and the re-scalable bricks that you all love and that gives some much freedom. Since the latest physics improvements and refactors we are now able to completely unplug the voxel tech and embrace the true nature of the game building system.

It bring the following features and changes to the game:

Optimizations: Memory usage is massively reduced, especially for large builds. The only impact now is how many bricks a given blueprint has, no longer its size. FPS and loading times are also improved.

Dynamic Grid: There is now a new grid-scaling mode for a wide selection of bricks. (Default toggle is T). The codex is now a lot smaller as 0.25m bricks and 1m blocks where merged. This is a big change to how you build and will allow build of a massive scale! You can switch between a global grid lock or local grid lock by pressing G.

Custom color: For now you can edit the file called "PaintPalettes.xml" on the save folder. An UI will come soon.

Material and Armor type: This update will also introduce various materials. You can replace a hull with another material like with paint. Each material will have various armor / weight properties (still wip)

Better light: The new tech is much lighter in memory requirement and has a more realistic look.

New border look: borders are now looking dimmer.

New Armor and damage system using damaged decals. Once a decal is fully damaged they will allow armor piercing.

Heat tweak: hull now dissipate only half the heat. Please use larger system inside your large build to compensate for this!

Voxel Paints are now gone as they where using the voxel tech.

Please check the steam post for more details.

tsunamayo commented 3 years ago

Build is up! Thanks all, I expect still a few bug but I think it is finally time for experimental. I still need to do something about the starting zone though.

ZachZent commented 3 years ago

I still need to do something about the starting zone though.

Do you want it updated or completely replaced? I'd love for a community driven starting village rather then just two buildings. image Something like this, though not a desert theme. Walled, still has tutorial buildings you start in but with extra aesthetic buildings with it

CurioInventorium commented 3 years ago

Starting a fresh character (which I make sure to do on each experimental/novox update)

Let me know if you want these raised as individual issues so that they can be better tracked.

Womble-TC commented 3 years ago

I still need to do something about the starting zone though.

If you need the buildings updated, or indeed some more buildings added, I'm more than happy to help as usual. I've got some cool ideas too.

TIKIRobo commented 3 years ago

I feel like a lot of people would want to help work on the starter zone, maybe if we do people will stop complaining about the tutorial

tsunamayo commented 3 years ago

I want a big bang of the tutorial. First I want it space station based (sorry @Womble-TC ), as it is a massive pain to have to place it on the torus each time it moves. And there is a few issue linked to that. Then I need to have it with a true mission style checkbox, not simple panel. Finally I need to find a way to prevent people deleting stuff, as it seems to happen quite a lot... Cheers

tsunamayo commented 3 years ago

@CurioInventorium Could you send me a world folder and give me more detail on how it happens? After how long? The new paint have no name as they are purely RGB now. The default preset can be tweaked inside PaintPalettes.xml. Thanks

ZachZent commented 3 years ago

Finally I need to find a way to prevent people deleting stuff, as it seems to happen quite a lot...

Simple solution, take away the multi-tool in "friendly zones." Or make the locals get a bit angry at you if you start blasting and breaking.

CurioInventorium commented 3 years ago

@tsunamayo Here's my world folder, I'm assuming it's the one with my character name in the characters folder. Good thing I've been using clean names 😆 Derpenson McDerp.zip As this was the world where I tried to use the hover craft I figured they might be stuck in some sort of collision loop, slowing things down. So I deleted them. Then the starter base and then the starter ships. So the there should only be the ship I was working on and of course, the ring. The slow down now starts within a minute of the game starting and moving around the ship. NOVOX Cargo Ship 01.zip I've included the ship blueprint again. I'm wondering if I should have started a fresh build, as this one started off in the NOVOX branch.

Regarding the colours; because of my colour-blindness I've always relied on the names to help me pick the same colour when I needed it. As some of the colours look the same to me, I've coloured a whole part of a ship in yellow before instead of green, because I hadn't yet disciplined myself to remember the names I used.

Majikmonster commented 3 years ago

A few bugs in this version:

  1. Hinge and rotator child entity part (but not the rest of the child entity built on it) disappears on world load and blueprint load sometimes
  2. Sequencer gate doesn't make distinction between hinge and rotator, uses rotator values which are inconsistent with the values in the hinge
  3. When there are many decals on one entity, placing more decals will make ones previously placed invisible
  4. Square thruster back texture squashed on short edges when brick is stretched
  5. Cannot grab brick material with middle mouse
  6. Cannot paint decals with materials despite existing decals having material paint

Issue 1. 20210531065702_1 Issue 4. 20210531052439_1

Player.log

Kaiser-Indrasil commented 3 years ago

Regarding the colours; because of my colour-blindness I've always relied on the names to help me pick the same colour when I needed it. As some of the colours look the same to me, I've coloured a whole part of a ship in yellow before instead of green, because I hadn't yet disciplined myself to remember the names I used.

@CurioInventorium Oop, that sounds like a bummer indeed. We need UI with the RGB or HEX value said in the Codex to make things easier.

CurioInventorium commented 3 years ago

We need UI with the RGB or HEX value said in the Codex to make things easier.

That would be a good alternative, as I use those when navigating my design work. That or I ask the client to message across a colour swatch that I can eye-dropper the colours from

Womble-TC commented 3 years ago

I want a big bang of the tutorial. First I want it space station based (sorry @Womble-TC )

That's sound better actually, since you also don't have limitations of trying to build on varied terrain. Plus there's infinate space out there in uh... space to build whatever is needed, and easily add modules in the future.

CurioInventorium commented 3 years ago

@CurioInventorium Could you send me a world folder and give me more detail on how it happens? After how long? The new paint have no name as they are purely RGB now. The default preset can be tweaked inside PaintPalettes.xml. Thanks

@tsunamayo Please disregard my fps drop issue, it was a mixture of laptop cooling issues and MSI drivers not behaving. So I guess pretty much my fault for improper laptop maintenance 😞

I now have stable over 60 fps while building