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  Design studio along game
Posted by: Xantheose - 12-10-2023, 09:40 PM - Forum: Arena of Ideas - Replies (1)

Hi,


As-it, it's not possible to start Hazeron a 2nd instance of Hazeron to go in the designer while the 1st is doing things in-game.

I don't know why, maybe it's to be sure the game will not start itself a 2nd time to not corrupt the save, or it's a piracy protection, but maybe the designer can be exported in a standalone exe to be started along the game.

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  3D Modeling improvements to the Designer.
Posted by: Strik3r - 12-10-2023, 03:57 PM - Forum: Arena of Ideas - Replies (2)

Before we begin, a little story. I got my first taste of 3D modeling when Shores of Hazeron was still an MMO and free-to-play, on the early OpenCascade designer test-thing. Since then I've gained some experience with Blender. So now I feel full of myself and qualified to suggest improvements to Hazeron's designer.

Anyway, without further ado, here are some tools and changes that i feel would improve the 3D modeling experience of the designer:

Make Face
The most basic 3D modeling feature in existence. Takes a set of selected verts and forms a face between them, creating edges as necessary. This should be doable with a single keybind.
Similarly, there should be a keybind for pulling (or ripping) a set of vertices apart.

Edge Slide
I would argue this is a really basic tool. Slides selected vertices along connecting edges. If multiple connected verts are selected, they are slid in a common direction (edges are slid along faces).

Face Cut multi-cut
Add a keybind to the Face Cut operation to start a new cut without finalizing the current operation. If snap-to-verts is on, the cursor should snap to the end points of the cut preview lines. Allow multiple disconnected cuts with one operation.
In addition, Face Cut should not create unnecessary edges and faces. If the cut can be performed using only the lines the user has defined, then Face Cut should limit the edges to that.
If possible, Face Cut should stick to the mesh surface. It makes no sense to allow points to be lifted off the mesh.

Plane Cut
Takes a 2d line and projects it as a cut through the entire mesh along a selected plane. Edges are created on all faces where the cut intersects the mesh, and verts on the intersections of edges.

Inset Face
Either as a standalone tool or an extension to push/pull. Takes a set of selected faces and insets them, together or individually, and creates a loop of faces around the perimeter.

Bevel
Takes a set of verts/edges and bevels them, with configurable number of loops on the bevel. Ideally also a choice of shapes (Flat, Superellipse). Triangles are formed if the bevel is not continuous and ends anywhere at an intersection.

Merge Verts by Distance
Blender has this and it's an incredibly useful tool for cleaning stuff up. Merges (selected) verts based on a configurable distance, collapsing shared edges and faces.

Improvements to selection
A toggle to limit selection to mesh elements which face the camera.
Another which makes faces act opaque to the selection tools, only permitting elements which aren't obscured by faces to be selected.
Currently, holding ctrl only inverts the selection of elements in face mode. This is spectacularly annoying.

  • Shift + Click/Drag should always add mesh elements to selection.
  • Ctrl + Click/Drag should always remove them.
  • Without modifiers, Click/Drag should always replace the current selection.
Jig Cut improvements
Jig cut and other tools should strive to create as few new elements as possible, while ensuring that they do not create things like unintended breaks in the geometry. This is usually done by connecting all new verts at the boundary directly to existing verts with an edge.

The issue can be easily seen by following the basic ship tutorial on Hazeron's website, until you get to the part where you make a cut with the door jig. It creates a bunch of disconnected verts at the corners, where they seem like they're connected to the edge they're on, but they're actually not, creating a break in the model.

Topology Matters
While it may seem generally unimportant to someone not deep into 3D modeling, topology and edge flow matter. While not as important in Hazeron perhaps, good topology is the foundation of good models. Tools should behave predictably and consistently, and at the very least, should not resist the user's attempts to clean up the mesh to their liking. Good topology also often uses fewer elements than poor topology.
Even if somebody uses external modeling tools to create their model, and then imports it into the designer, that model is still gonna come in contact with the designer's tools when they need to do things like cut windows/doors or anything else. So it is best that the designer's tools be as good as they can be. It should be possible to create a design entirely within the designer without sacrificing potential quality.

Further Improvements
I'm sure there are further dozens of concrete improvements that could be suggested that could be made to Hazeron's designer. But for now, I'll leave it at this.

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  Diplomacy window doesn't update consistently
Posted by: Celarious - 12-10-2023, 08:49 AM - Forum: Hazeron Starship Bugs Closed - No Replies

The diplomacy window (accessed from its tab in the F12 UI and through the dedicated sidebar button) doesn't seem to always update whenever things are changed, causing it to display old dossier/stance information:

  • Changing your stance towards an empire doesn't appear to do anything, because the window doesn't update
  • Adding notes doesn't update the window, even though a confirmation message is sent
  • Sending a diplomatic message doesn't update the window, even though a confirmation message is sent
The changes do take effect, but closing/opening the window and "requesting empires" doesn't cause it to update

The following does force the window to update:
  • Changing war policy
  • Changing contact stance
  • Changing the status of any dossier event

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  2023-12-08 Ship Recovery, .CHR File Bug
Posted by: Haxus - 12-08-2023, 11:17 PM - Forum: Updates - No Replies

Ship in Stasis
My ship was destroyed. I was the captain so it should have remained in stasis until I could recover it. I hailed the ship but there was no answer.

Fixed hail reply from ship in stasis.

Recovery of Ship in Stasis
Went to an aircraft repair shop to have them recover my destroyed ship. They happily said it was recovered but it wasn't. My ship did not appear overhead in orbit like it was supposed to.

Fixed.

.CHR File Bug
An error occurred because of a .chr file that got saved without the .chr extension.

Fixed .chr file saver to append the .chr extension if it is not provided.

Program Settings FPU Info
Information was added to the bottom of the program settings window that shows the FPU configuration.

This only appears on the Windows versions. If you have experienced the yeet bug, please tell me what your FPU bits of precision are.

Empire Flag
The diplomacy window now shows a large representation of the selected empire’s flag.

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  Ideas for AI empires
Posted by: Ivan - 12-08-2023, 05:16 AM - Forum: Arena of Ideas - Replies (8)

Ideas for AI empires

1. pre-industrial competing tribe of the same species on your own planet -> need knifes and armor (and perhaps bows/spears) to fight them, absorbed/defeated during earlygame (starter planet)
(would however require hring troops without spacecraft, perhaps with a sailship in addtion to sailboat?) - like the tribal and or civilisation eras in Spore

2. non-spacefaring industrial or pre-industrial civilisation on another planet (1 planet)

3. friendly/neutral (early or advanced) spacefaring alien race (default neutral) (max 5 planets), taht needs help against nr 4. 

4. warlike spacefaring alien civ, but reasonable enemy that can be hostile and friendly (xenophobic, default enemy) (max 10 planets - 5 systems)

5. severe threat to all other species - no diplomacy possible (harvesters or Galactic Empire type, default enemy) (only heavily defended homeplanet in other distant galaxy (not directly accessible from SoH), captures or destroys all others)

6. race who built ringworlds or their remnants?

7. tribal civ, (maybe other race than your own) for henge form story

If planets become overun, you could flee and come back later with a bigger force to liberate them.

Discovering them could all be tied to the story


If playing as non-human, humans could perhaps be either of the 4 others, including the severe threat

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  2023-12-07 Game Save, Flag Generator, Blueprint Limits
Posted by: Haxus - 12-07-2023, 10:37 PM - Forum: Updates - Replies (13)

Game Save
Game saves were not working on Windows.

Fixed.

Build Limits
Someone asked that size limits on spacecraft and buildings be eliminated.

Eliminated size limits on buildings and spacecraft. Specifically this refers to byte size limits, the amount of memory the thing takes. Physical dimension limits were not changed. 

You still get a warning when the size limit is exceeded but it never turns into an error.

Beware that you can now build models that are too complex for your computer or perhaps someone else's computer. While your computer may be able to handle a single instance of your gigantic ship or building model, it could bog down quite quickly if you create many of them.

Random Flag Generator
This has been on my list forever. When testing I usually don't care too bad. AI controlled emperors need this.

Flag chooser created that allows flags to be loaded from a file or generated randomly.

Mission Order Icons
Mission order window uses a generic sun icon to represent a black hole.

Changed mission orders to use an icon based on body type for suns and worlds. Also updated city lists to show bases with a different icon.

Quarry Shows Non-Stone
It is confusing to have the quarry show non-stone resources when it can't mine them.

Fixed.

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  Random System Crashes
Posted by: Rashi - 12-06-2023, 05:39 PM - Forum: Hazeron Starship Bugs Closed - Replies (8)

So sometimes Hazeron causes a hard System crash for  me . The monitors will display a random color screen , the gpu will be in overdrive and only the power button helps.

I suspect it has to do with geometry issues. Happens a lot with tiny planets, Gas Giant cores , but also at other times.

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  City use for Lanterns and Torches
Posted by: Deantwo - 12-06-2023, 09:04 AM - Forum: Arena of Ideas - Replies (5)

With the number of new/returning players, we are again seeing a lot of players experiencing the horrors of citizens not working during the night. This might be even worse if the world is so dark or has extra long nights that citizens never get to work.

I suggested this back on the old forum, but that forum is dead and gone now, so here we go again.

It would be useful if citizens could work at night when your city has Torches, Candles, and/or Lanterns. It would allow players to build up to a more stable first city faster, and it would give another use to some commodities that are barely used right now.

Related old idea: (Idea thread) Scare away Animals by Holding a Torch

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  Ship teleported out of the galaxy (the "YEET" bug)
Posted by: Xantheose - 12-04-2023, 12:56 PM - Forum: Hazeron Starship Bugs Closed - Replies (36)

I know it's now considered as a common bug to leave / enter in a planet gravity and finish like this:

[Image: image.png?ex=65803e90&is=656dc990&hm=aa1...ans-serif%5D]

I don't know if someone already saw it, but each time it happened to me, I got tp away with a fixed distance; actually a well known number:
[Image: image.png?ex=65803efd&is=656dc9fd&hm=b88...23382e551&]
[Image: image.png?ex=65803f13&is=656dca13&hm=3af...c92a9f561&]


Haxus, maybe it is due to an unsigned -> signed int cast ?
Anyway, negative distances aren't a thing. It should be checked and if a negative distance is detected, then you can add traces to show where the problem is.

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  Possible request on Warp and Resource Conservation
Posted by: Rockinsince87 - 12-02-2023, 05:35 PM - Forum: Arena of Ideas - Replies (3)

Is it possible Haxus to not physically render the ship entering and transitioning star systems as ships warp at higher speeds? 

I ask this because still as I travel across the game I get constant crash to desktops when warping for 6 hours and this got me thinking.

Would it be easier and less resource intensive to just place the ship in a temporary empty system, have it be stationary but play the warp effect to make it seem like your moving while running down the ETA counter to simulate travel? Have the galactic positioning still update as you travel for obvious reasons, allowing to drop out of warp still appropriately. When the ETA counter runs down then just teleport the ship to the transition point? If you drop out of warp early just teleport to the galactic coordinates?

This might even allow for more exotic forms of travel in the future and allow for scalability in the future of travel speeds.

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