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Shores of Hazeron Source ...
Forum: Updates
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Shores of Hazeron Develop...
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ESI Design Catalog
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Airplane Saga
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Workshop inaccessible in ...
Forum: Hazeron Starship Bugs Closed
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New Web Server
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Using AI to get multiplay...
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Hazeron Play By Email (PB...
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How to modify a buiding ?
Forum: Cantina
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Are NPC's allowed to pilo...
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| [ BUG ] Researching patents pulls QL of prerequisites patent |
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Posted by: Rockinsince87 - 10-07-2020, 05:50 PM - Forum: Arena of Ideas
- Replies (4)
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EDIT: This has been identified as a bug. Please skip the below original post, I thought it was a normal function and was suggesting something to be done to improve the quality of life in the game.
---- Original post ------
Ok so first off I apologies if this was already posted. I tired to find something like this and I could not.
So I was thinking about the research of patients and I really like the mechanic of progressing to unlock higher items like as an example from Metal to Magmium then to Vulcium.
What confused me a bit was improving on the designs when finding higher QL materials. Having to re-research to unlock improvements makes sense. What does not is having to go all the way back though the whole chain. Like if I wanted to make an improved grav drive module, why do I have first improve my chemicals rockets? That's like going back to the first patent of the telephone and having to improve that to make the latest cell phone. You don't have to do that for mining right now and that makes sense.
I'm suggesting that once you unlock the technology it should not be as hard to improve on it.
Thoughts?
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| 2020-10-06 Shores of Hazeron Moving to Steam |
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Posted by: Haxus - 10-06-2020, 02:21 PM - Forum: Updates
- Replies (67)
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The following was posted on our Patreon page. It was accompanied by a poll asking whether to keep the universe database or reset the database when we go live on Steam.
I copied it here because I prefer the UI in the forum to that of Patreon. Also, I will resume posting updates here until the transition to Steam is complete. Then it will depend on how much I like Steam's UI. It is probably nice and it would save me from having to maintain this forum.
There are things I really like about Patreon but I don't see it as a realistic way to achieve my goals.
Shores of Hazeron is in the final stages of publishing on Steam. With luck it will be available for download there on November 2, later in November if that deadline goes whooshing past. There are still a couple of items on my "must do" list.
Shores of Hazeron will show up on Steam as a Coming Soon title, two weeks before it is publicly released.
In preparation for that, I halted the Patreon billing cycle scheduled for November 1. It cannot be unhalted. After people have time to read this announcement, I will delete this Patreon campaign entirely, probably November 2nd.
The Shores of Hazeron app on Steam will not be free. There will be a one time fee, not a monthly subscription, somewhere around $25.
I am going all-in on Steam, since other efforts have not been successful. If Shores of Hazeron can't make it on Steam, then it won't make it anywhere. I am prepared for that eventuality.
The biggest unfinished thing is the gen 4 creatures. I really wish I had time to finish but I don't want to wait another year.
Thank you for all of your support. I hope to see you on the other side.
I can maintain the current Universe through the transition. When you launch the game from Steam, you will have a new account and a new list of avatars. I could then transfer your old avatars to your new Steam account.
Poll Question:
- Keep the current Universe when Shores of Hazeron is published on Steam.
- Reset the Universe when Shores of Hazeron is published on Steam.
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Tiling selections of a texture |
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Posted by: Yukondano2 - 10-03-2020, 12:07 AM - Forum: Arena of Ideas
- Replies (1)
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New user here, been in game for around a month now and have been getting into a ship build. I was inspired by the style of System Shock 1 and thought it would look alright for this game considering the graphical style. In order to get past the 15 texture limitation, I've been using multiple textures in each image. SoH caps at 256x, and SS1 textures are 128x, so I can fit 4 without resizing, which is quite convenient. The problem is as far as I am aware, there is no way to tile a specific section of an image multiple times across a face. You can either tile the entire texture across the face, or stretch a sub-section of the texture across the entire face. Let me show what I mean.
https://imgur.com/a/DDAsPvX
![[Image: DDAsPvX]](https://imgur.com/a/DDAsPvX)
If I could tile that area I have selected across the entire face, I'd be able to make these rooms MUCH faster. Two additional things that would make this easier, but are absolutely side ideas, would be pixel snapping on the texture selector (something I've heard people want even without using this method) and some way to turn off the blending that seems to be happening in the textures? Though I have no hard evidence the blending is happening, I might just be insane. Regardless, if tiling in this way could be done in a less hacked way than I'm doing, you could fit 3,840 16px textures, the size Minecraft uses by default for instance. You'd still get 60 textures out of 128px, and it wouldn't cost more memory.
Hope this idea's appealing to someone out there. I don't know how difficult it would be for this to be implemented but it would open a lot of doors. If nothing else it would be much easier to add small details.
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proper model and texture import |
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Posted by: Falkenkopf - 09-29-2020, 01:47 AM - Forum: Design Studio
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Hi to all you pro's ;-)
What is the proper way to find models of buildings of different types and sizes with their fitting individual textures, that are easy to import into the format, the designer uses? There are very nice looking models to be seen on the main website, in the forums and on fb.
I never seem to find a way to use the textures of models.
Is it, because only a few formats are compatible to the designer?
How do you guys convert other data types into the fitting ones, if you do so?
If i can figure this out, I like to contribute to the exchange, so everyone can use the models, I come across.
I really like diversity in shape, size and textures of buildings in the cities. At least every type of building should have one unique model to go. Perfect would be to have these models altered, for different sizes. I liked the old system, where you could upgrade buildings. But different sized models for each type of building will do the job even better.
So please help me to understand, how this works properly :-)
Maybe it's very easy and it's just me, not understanding all the 3D modeling stuff and the magic with the import mechanics of the designer. :-)
Looking forward to maybe importing spaceship designs and making them usable for the SoH community.
:-)
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| Frame Rate |
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Posted by: OnePercent - 09-22-2020, 02:35 AM - Forum: Arena of Ideas
- Replies (3)
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I would love to be able to limit the frame rate in the scene settings, so I can enjoy Hazeron at a normal 60 frames per second and my GPU doesn't need to get unnecessarily loaded by drawing 140+ fps.
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| Designer hold item access meshes |
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Posted by: danthemanisme95 - 09-19-2020, 06:08 PM - Forum: Arena of Ideas
- No Replies
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Think like a square where if a specific category of item is in the hold the mesh appears and a player can click on the mesh and pull one of the items from the hold adding it to the Avatar's inventory.
This would enable buildings or ships to have interactive item racks, tables, food replicator, bars, ect...
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