2019-05-03 Biodomes - Printable Version +- Hazeron Forums (https://hazeron.com/mybb) +-- Forum: Shores of Hazeron (https://hazeron.com/mybb/forumdisplay.php?fid=1) +--- Forum: Updates (https://hazeron.com/mybb/forumdisplay.php?fid=11) +--- Thread: 2019-05-03 Biodomes (/showthread.php?tid=631) |
2019-05-03 Biodomes - Haxus - 05-06-2019 Biodomes Biodomes are not implemented using the new building system. Biodomes are ready for use.
http://hazeron.com/splash/Biodome1.png http://hazeron.com/splash/Biodome2.png http://hazeron.com/splash/Biodome3.png http://hazeron.com/splash/Biodome4.png http://hazeron.com/splash/Biodome5.png Here are some notes about Biodome 300m Natural.SoH.
Biodomes don't have to be circles or domes. The geometry is up to you. However, while making the circular sample biodomes, I wished for a way to draw round site meshes. Site mesh draw function now has an option to make a round site. Void Spindle While making the circular sample biodomes, I wished for a way to draw the environment void using a spindle. That would also have been handy when drawing the room voids inside the domes on the Atlantis. Environment void and room void spindle draw functions added. Undersea Buildings Invisible In top down view, new style buildings cannot be seen through the sea surface. You have to lower the camera below the sea surface to see the buildings. Changed the way the sea aperture works in top down view, when your avatar is under the sea. The transparency falls off more quickly at the edges, giving a bigger view into the sea. The new style buildings can be seen there. Landscaper Bug When I place a road through an archway on a biodome, the terrain is pulled down to the road as I would expect. When I do the same thing using a landscaper, to make a water channel, the terrain is not pulled down. It works if I use an underwater dirt road. Fixed terrain adjustment bug that only affected landscapers. Their terrain will be automatically corrected the next time they appear in your scene. No cached information needs clearing. Building Placement Bug When placing a building, the site is not level when the insertion point is at the edge. This becomes very apparent with large sites, such as a biodome. A building site can be level with respect to gravity at only one point. Instead of using the insertion point, the point of levelness is now the center of the building site. This means that a flat building site on a globe is acually downhill to its center from the edges. Likewise, straight vertical walls actually lean inward. Building Clipping Bug. Sometimes buildings seem to clip away too readily, disappearing when they should still be visible. Made some adjustements to the building clipper. RE: 2019-05-03 Biodomes - Vooker525 - 05-06-2019 Will we get any warning message if we are about to demolish biodome with non hev buildings inside? Black holes disappear too readily too due to their size and if you are close RE: 2019-05-03 Biodomes - Deantwo - 05-06-2019 (05-06-2019, 09:59 PM)Haxus Wrote: Buildings of any construction can be built inside a biodome in harsh environments. So, a regular house can be built inside a biodome on the moon or under the sea. Yesssss!! RE: 2019-05-03 Biodomes - Haxus - 05-06-2019 There is no warning. I added it to my to-do list. I also added the note about blackhole clipping. RE: 2019-05-03 Biodomes - Haxus - 05-06-2019 That may have been the last feature of old cities to be implemented in new cities. The next one will add something new. I will work on platforms now: floating, flying, land-based. These will provide artificial terrain for construction of buildings. You'll finally be able to build a harvester city that flies in the atmosphere of a gas giant, like the home of Lando Calrissian. Site meshes will not modify the floor of a platform. Platforms should permit environment voids, so they can create an environment like a biodome. Since no natural terrain will exist in the environment void, rocks, trees and shrubs will not appear there. Treatment plants and wells should be able to be placed on floating platforms. Wells and mines should be able to be placed on land-based platforms. I'm not sure what these would be good for, other than to achieve a desired appearance. Refineries could be placed on all platforms, just not inside an environment void. Destroyed platforms will immediately destroy everything built on them. RE: 2019-05-03 Biodomes - DFDelta - 05-07-2019 (05-06-2019, 10:37 PM)Haxus Wrote: The next one will add something new. I will work on platforms now: floating, flying, land-based. These will provide artificial terrain for construction of buildings. You'll finally be able to build a harvester city that flies in the atmosphere of a gas giant, like the home of Lando Calrissian.I think I just emitted such a loud and high pitched fangirl squeeeee~ing that I woke up all the dogs in a two mile radius. And I'm a guy. RE: 2019-05-03 Biodomes - Vectorus - 05-07-2019 Platforms Observations: Could we have the option to let natural objects such as trees appear on platforms? Either through the building's site mesh or as a setting for the platform itself? Can we think of any way to easily link platforms by a kind of extensible, procedural bridge so people can walk or drive between them? Or perhaps the bridge building type is allowed to lean off the edge of a platform? When you say "flies", do you mean hovers, or will they be mobile? A city eternally chasing the rosy sunset through the coloured winds of a gas giant's top layer... Perhaps instead of wells and mines, we could have a prospector bay type building for platform cities, so they can harvest liquids and solids as ships do, at a loss to efficiency but unrestricted by node placement? That would incidentally be helpful for those situations where the planet theoretically has a resource but no node can actually be found. Platforms you can build in space, with moon-style HEV requirements (+ grav couplings for gravity?) would be lots of fun. This is all very exciting. Biodome questions: Being able to destroy a civilian city by blowing up its dome would seem to violate warfare rules, unless biodomes are protected by the Military HQ. If biodomes are protected by the Military HQ, then, since they allow buildings to be built fully inside them, a civilian biodome could theoretically protect a Military HQ from destruction, using its obstruction model. This would create a loop where nothing is destructible - at least not by ships. Perhaps military buildings can only be built inside a special military biodome, or not in biodomes at all? Platforms will presumably require similar rules. Dedicated, destructible military sub-platforms are the obvious solution. RE: 2019-05-03 Biodomes - AnrDaemon - 05-10-2019 I think craters are cool as is. RE: 2019-05-03 Biodomes - jakbruce2012 - 05-12-2019 Maybe divert all damage done to a biodome to the military shields and HQ that protect it? Whether they are inside or out? |