Update 2017-02-22

Details about updates to Shores of Hazeron

Update 2017-02-22

Postby Haxus » Wed Feb 22, 2017 2:45 pm

With this update, new ship designs are almost ready for the universe. All critical systems now operate and the AI can get around somewhat; ugh, path finding can be such a grind: tedious, time consuming. Pathing is almost over and the rest is mostly fun stuff.

Cling Ons
People hanging onto ladders on the exterior of a ship's hull are no longer released when the FTL drive becomes hot.

Designer Grid Movement
Grid movement commands no longer terminate the current running command in the designer. Instead, the grid movement command runs to completion and the previous running command resumes where it left off.

Doors
Doors now operate on new ship designs and they act as an obstruction when closed, if properly constructed.
  • Doors have two hot-spots that can be clicked to open them. The default location is at the center of the door geometry. Designer currently lacks a user interface to see these and to position them for large doors where the center is not practical.
  • AI will open doors but they do not close them.
  • The helm can still close all open hull doors and the pilot still does so when the air gets close to unbreathable.
  • There are only hull doors and interior doors. There is no longer a distinction between crew and non-crew doors.
  • Each individual door can be locked in new designs so the buttons to lock/unlock doors will be removed from the helm.
  • Crew and troops have keys to lock or unlock all doors on their ship. Passengers cannot lock or unlock doors.
  • No automation has been applied to doors in the new designs, either to open them or to close them. What do you think of this?
  • No user interface has been created to lock or unlock doors. Shift-click on the door?
AI Pathing
AI can now find their way around in the new ship designs, at least in my little test ship. This will need more testing and work with increasingly complex ships, particularly when turbo lifts start working.

Database Error
The new designer was causing occasional database transaction failures when used on line. This has been fixed. It may have caused some strange rollback-ish problems in the past week or so.

Consoles
Command chair and control consoles are now visible as a 3D model in the designer. The icon for placing them now has an appropriate sized cursor box and the icon rectangle is the proper size. The size of these icons in existing designs will not change unless they are removed and replaced. The size of the icon is irrelevant so you do not have to do anything to fix them.

Contrail Emitters
Contrail emitters are now functioning but you can't see this in the designer yet. Don't worry, there will be a preview mode in the designer to see the design as a real space ship, with lights and contrails.
  • There is no limit to the number of contrail emitters in a design. Old designs had a limit of six.
  • The size of the contrail emitter icon is the size of the contrail, specifically the size of the trail, not the size of the glow sprite that is at the emitter and is a lot larger than the contrail itself.

Room Names
Interior features are grouped into rooms by name. Parts that can be named: room, room void, window. This serves several purposes.
  • Interior lighting is controlled in each room separately. Parts with the same name get the same lighting as the room.
  • Exterior appearance of translucent windows depends upon lighting inside the room.
  • Air pressure varies by room. Room voids with the same name have the same air pressure.
File Data
Some changes affected the data format of the .SoH file. Existing files should be compatible. If you have any .SoH files that will no longer load, there must be a bug. Don't delete them. Tell me and I will fix the bug.
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Re: Update 2017-02-22

Postby Celarious » Wed Feb 22, 2017 3:18 pm

Oo, awesome! Thanks a lot!

The door non-automation might get a bit annoying on some ships that have many many doors, but I'll play around with it

Also can't wait for the preview mode, will be nice to walk around ships properly
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Re: Update 2017-02-22

Postby Winterthrust » Wed Feb 22, 2017 3:40 pm

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Re: Update 2017-02-22

Postby Deantwo » Wed Feb 22, 2017 3:56 pm

Haxus wrote:Doors
Doors now operate on new ship designs and they act as an obstruction when closed, if properly constructed.
  • Doors have two hot-spots that can be clicked to open them. The default location is at the center of the door geometry. Designer currently lacks a user interface to see these and to position them for large doors where the center is not practical.
  • AI will open doors but they do not close them.
  • The helm can still close all open hull doors and the pilot still does so when the air gets close to unbreathable.
  • There are only hull doors and interior doors. There is no longer a distinction between crew and non-crew doors.
  • Each individual door can be locked in new designs so the buttons to lock/unlock doors will be removed from the helm.
  • Crew and troops have keys to lock or unlock all doors on their ship. Passengers cannot lock or unlock doors.
  • No automation has been applied to doors in the new designs, either to open them or to close them. What do you think of this?
  • No user interface has been created to lock or unlock doors. Shift-click on the door?

So how will we define crew-only areas in a design?

I guess a way to flag a room-void as "crew-only" and have troops escort/detain non-crew that enter them would would, but would be hard to show. I mean sense textures are decided by players, there is no requirement to color crew-only areas differently.
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Re: Update 2017-02-22

Postby Haxus » Wed Feb 22, 2017 4:13 pm

Any area you keep locked is a crew only area, except the careless NPCs will leave the doors open.
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Re: Update 2017-02-22

Postby Deantwo » Wed Feb 22, 2017 4:20 pm

Haxus wrote:Any area you keep locked is a crew only area, except the careless NPCs will leave the doors open.

Hoping we can set the default state (locked/unlocked) of a door in the design then. At least didn't mention anything about that.
Running around and locking all the important doors in each constructed ship would get annoying.
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Re: Update 2017-02-22

Postby Haxus » Wed Feb 22, 2017 4:22 pm

Sorry, you will find that doors now have a locked state that can be added, so you can make them look different when locked.

If you save the design with the doors in the locked state, I will make that the default state of those doors. Unfortunately this requires you to create geometry for the locked state, which would otherwise use the closed state geometry. Just copy/paste the faces from the closed state to the locked state.

Then maybe add a large wooden cross bar to the locked geometry. :D
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Re: Update 2017-02-22

Postby Deantwo » Wed Feb 22, 2017 4:29 pm

Haxus wrote:Unfortunately this requires you to create geometry for the locked state, which would otherwise use the closed state geometry. Just copy/paste the faces from the closed state to the locked state.

Wouldn't it be easier to just have the designer always create a "locked state" for all doors? Just have it be identical to the "closed state" unless the "locked state" is changed.
That way everyone would know that it is a thing and that they should make one. Plus the added bonus of making it clear that we can select it in the designer.
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Re: Update 2017-02-22

Postby Ikkir Isth » Wed Feb 22, 2017 6:09 pm

Potential interface for doors:
mod-click for submenu ->
lock or unlock
designate passenger access or open to all access
issue key? (private quarters?)
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Re: Update 2017-02-22

Postby AnrDaemon » Wed Feb 22, 2017 6:17 pm

Deantwo wrote:just have the designer always create a "locked state" for all doors? Just have it be identical to the "closed state" unless the "locked state" is changed.

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