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favorite or funniest mome...
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Hold access for void asso...
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Minor bug: In exported sa...
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Warp imprecision at long range causing sundiving |
Posted by: Celarious - 09-14-2020, 11:24 AM - Forum: Prerelease Bug Reports
- No Replies
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After doing a bunch of short-range warps, the crew was fine and disengaged the drive in the "Oort cloud" as expected. However, on a long range warp, the crew kept going and slammed directly into the star instantly disintegrating the ship. My guess is that over longer distances, warp and coordinates become imprecise, causing the crew to not disengage within safe distances
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Capitol Building window doesn't refresh. |
Posted by: se5a - 09-13-2020, 11:37 PM - Forum: Closed Bug Reports
- Replies (2)
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specifically the 'Info" column.
when sitting at the capitol building trying to build a city from the capitols building window, the window doesn't refresh when buildings have finished being built, or if you've changed "Employ Citizen" checkbox.
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Broken Ringworld Collisions / Viewport Issue |
Posted by: Athena - 09-13-2020, 01:23 AM - Forum: Prerelease Bug Reports
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The walls around a ringworld have no collision model and avatars can just walk off into space. Additionally, anything that touches the back of a ringworld is teleported through it, to ground level.
And finally, the first and third person (not overhead) views are broken while near the backside of a ringworld. My viewport was hundreds of meters behind my head after getting out of a fighter to do some testing.
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Designer usability, Room Voids & Doors |
Posted by: danthemanisme95 - 09-12-2020, 04:09 PM - Forum: Arena of Ideas
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A couple of new tools added to the designer would help tremendously with usability.
The first is an automatic room void tool.
Now I know a room void "button" has been debated against and makes good sense as to why it will never be added.
Which is why I think a tool would be best instead. The method of implementation I am thinking is a polygon based extrusion tool. Simply put, the user would draw a polygon on the grid extrude it to height and a hull void would generate 0.1 smaller than the room relative to each face. This room would have simple square walls be a pure polygon, all convex sides, on the floor and ceiling, and could even have a fixed number of edges for the source polygon and subsequent walls as decided based on the necessary limitations of the pathfinding mechanics. This tool call it room+room void extrusion would allow people to draw full corridors and rooms using the current designer quickly and easily.
The next idea, Doors, two tools air tight and not airtight.
Not airtight doors could be added by drawing a line from one room wall to the other and setting a wall thickness this auto generated door would be a three piece mesh with three barriers. Two static and one barrier/mesh tied with the door state. This door would exist within the room void meaning it would not isolate them when opened or closed.
The next tool should be the air tight door. This would be a simple auto door tool that would require one to draw a polygon on one wall like the door jig and then have it cut the door with some simple checks in place both walls need to be squares, parallel and be less then 0.5 meters away. This auto door tool would automatically add the door and associated walk path and room void.
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New shield type "Atmospheric" |
Posted by: danthemanisme95 - 09-11-2020, 10:42 PM - Forum: Arena of Ideas
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It should project a breathable atmo around the hull, akin to a fancy skinned biodome.
It all should protect against all environment damage, Corrosion, Pressure, and excess speed. Making entering corrosive and Insidious atmospheres easier as well as helping with aerobraking all at the expanse of sweet sweet power.
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Requesting the spec for the SoH format |
Posted by: xelivous - 09-10-2020, 11:28 PM - Forum: Design Studio
- Replies (4)
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Hello,
I was wondering if you could supply a basic spec on how the SoH format is constructed. The spec doesn't need to be super detailed, but information about if it's compressed (and what algorithm is used), general structure of the file like vertex data, then uvs, then index array, then normals, etc.
I tried reverse engineering the format myself but the furthest I got was figuring out that the first 2 bytes were likely a version identifier, next 4 bytes are an int denoting the size of a data blob, and then the rest of the data blob is mostly unknown. There's a good chance that the first 4 bytes of the data blob are also a version identifier but there's no way to really tell. All of the data seems to be strewn about in a way I can't really glean from trial and error, and even something as simple as changing a single vertex changes a ton of the data.
I tried using the designer multiple times but i'm just over it not working the way i want it to, and having to deal with manually texture mapping every individual face since everything is bugged, and it is actually far easier for me to bypass it entirely by creating tools to export/convert from other editors. I would really like to be able to contribute nice looking buildings/ships that other people could use but unfortunately it's just an absolute pain to do anything other than an untextured blob at present.
Ideally it would be nice if you could implement gltf/glb importing as well, since STL is an ancient format that isn't particularly useful for anything, and/or fix the 3DS import to actually properly respect UVs instead of shoving them off way into the corner randomly (although i'd still have to use an external converter to go from GLB->3DS), that would also be great.
Thanks
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