Experimental v1.3

Discussion in 'Announcements' started by Pantera, Dec 1, 2020.

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  1. krosbonez

    krosbonez Lieutenant

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    Can the animated video clip be used to give the appearance of "action" or "movement" to blocks? For example: pulsating light on cylinder blocks, or blinking lights on a block to look like a control panel?
     
    #101
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  2. Kassonnade

    Kassonnade Rear Admiral

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    Yes, exactly. So for example an animated loop of a green laser forcefield semi-transparent, when deactivated it frees the passage. I have to check how to make a video "transparent" though, not sure it will work like simple textures, but it's wort a try.

    Yes, well I guess it depends how you design your animation of course. The video will not project light, but maybe some colors in the video can be made "emissive" - not sure, have to check this too. Usual "fake" solution is to make a semi-transparent halo in the animation, around the flashing "light" that covers the block beneath it, but it will not affect other surfaces.
     
    #102
  3. Pantera

    Pantera Administrator Staff Member

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    https://empyriononline.com/threads/experimental-v1-3.96371/

    Patch 2020-12-10 v1.3 B3192

    Changes:
    - Faction Discovery: showing now InGameMsg
    - Updated: Set all factions to be discoverable (your map legend and faction screen will show only "Unknown" when starting a new game!)
    - Updated Mission/Journeybook to new PDA group/sorting methods
    - Added GIN consoles to Trading Stations (to be used with Credibilit Missions; not yet functional)

    Fixes:
    - Scenario Loading Screens: fixed problem that the first loading screen was from the lastly loaded scenario
    - Fixed: Kriel barking dialogue lead to CoQ
    - Fixed: exploit
    - 07693: Non Docked vessels can "sink" under blocks they are left placed on
    - DecalControl block: fixed regression that the initial state was broken since we are using a regular block now.
    - Decals: fixed decals not getting removed on regeneration of a structure
     
    #103
  4. Spoon

    Spoon Captain

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    Any idea when the minute cross hair will be looked at @Pantera ?
     
    #104
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  5. FUE DENIS

    FUE DENIS Commander

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    impossible de construire en créatif avec la dernière mises à jour :rolleyes:
    bloc invisible, suppression impossible , etc.etc.. tester un minimum les mises a jours les gars....
     
    #105
    Last edited: Dec 10, 2020
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  6. Kassonnade

    Kassonnade Rear Admiral

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    Oui c'est un peu chaotique... disons qu'il faut redémarrer assez souvent. :(
     
    #106
  7. Pantera

    Pantera Administrator Staff Member

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    Perhaps you can make a bug report & demonstrate exactly what it is you are talking about & show us how it can be triggered reliably.

    When you say "minute" what resolution do you play at ?
     
    #107
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  8. LiftPizzas

    LiftPizzas Rear Admiral

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    There was no other explanation that makes any sense, I just wanted to find out what was the reason you even asked? Obviously you were trying to lead someone into making some point you thought was relevant. What point was that?
     
    #108
  9. byo13

    byo13 Captain

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    If that's what I'm thinking it is, oh boy. This is a step in the right direction.
     
    #109
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  10. Kassonnade

    Kassonnade Rear Admiral

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    This happens in a custom Creative setup with a modded config file, so I'm not sure you will be able to replicate what I experience. It's similar to what @FUE DENIS is mentioning : when putting blocks and ctrl+lmb drag sometimes I get a CoQ notification, then either the blocks just created are pitch black/ no texture, brightly lit, or they don't appear although I can't place a block where they are supposed to be. Sometimes it's when using the copy/ paste tools and same results (no blocks or total black, very bright blocks that can't be textured/ destroyed etc) with a CoQ.

    In all cases it does not freeze or crash the game, and a simple restart of the game fixes the problem, and blocks are all there correctly textured.

    I will check to see if I find a sure way to reproduce the problem on the vanilla game (or if I have a problem at all).
     
    #110
  11. Spoon

    Spoon Captain

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    I was playing at 1920 x 1080. The thinness of the cross hair is the issue. I can't see where I'm shooting. The overall size could also be increased a bit.
    It got so frustrating that I don't play the game anymore and I'm waiting for the cross hair to be changed before playing again.
     
    #111
  12. Joij

    Joij Lieutenant

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    I just looked at the first link you posted, amazing!

    Does this mean we could construct giant super star destroyer props now? :)

    Too bad they can't be made destructible though.

    However if they managed to allow the decals to go over the size limit I just don't understand why we still have a size limit for regular blocks at all now.
     
    #112
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  13. Kassonnade

    Kassonnade Rear Admiral

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    Technically, yes ! But it's much easier to make space stations because we are limited to square planes, and that requires quite a bit of work just to place them so they fit nicely. Making huge ships should be possible too, but of course these will be "invulnerable" just like static POIs.

    Also we are still limited to the max size of 200 x 200 x 200 blocks, so even if we "extend" a ship beyond this limit we can't put any device past that limit. For bases, since they are static, we can put several separate POIs linked together with decals, with fixed positions, but they still remain "separate" with individual cores, control panels and signals. This would undoubtedly work best with scenarios.

    Because it's not the same "geometric" principle behind decals and structural blocks : decals are simple planes, while building blocks are made inside a voxel grid (big or small) that can't occupy the whole space. Planes are defined by simple coordinates (2 triangles make a square) of each vertex, while the voxels are way more complex as they define volumes and then translated to faces depending on the shapes we choose.
     
    #113
    Last edited: Dec 10, 2020
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  14. ravien_ff

    ravien_ff Rear Admiral

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    Yes videos can be transparent. You can set the transparency in the color key like so:

    Code:
    -Color=2,8,12,0.25
    This would be bright blue with an alpha of 0.25.

    Works best with -Mode=Fade, but you'll still have a black background but it's not very noticeable if you're placing it against a wall for example for a special effect. Can't use cutout with videos.
     
    #114
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  15. Joij

    Joij Lieutenant

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    You said the decals seem to work as if they were ground and can support structures. Does this mean on a planet one could now stack bases on top of each other until a massive space elevator was built?
     
    #115
  16. Kassonnade

    Kassonnade Rear Admiral

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    I suggest you first try to get a simple decal to show an image on a block first, then work your way up into complexity and try your ideas. Admin POIs can't be spawned by players in survival, they have to be placed by playfield.yaml positioning, and I doubt the game will allow stacking bases on a planet. The point of decals is to help make scenarios and enrich the game experience, so making a space elevator when we have teleports and ships is a bit strange and maybe unduly hard to achieve for no real benefit, IMO.

    Besides that, even if the game allowed to build all the way up to space, what will happen when a player reaches the space playfield on foot ? He will spawn in the "gravity" zone without a ship, with no structure beneath him, and fall back to the planet. That would break immersion and looks like an edge case usage of decals but, hey, who can prevent a player from trying stuff in his own game ?

    Feel free to experiment. ^^
     
    #116
    Last edited: Dec 11, 2020
  17. Pach

    Pach Rear Admiral

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    Hey, all!

    I started a new Exp game to check out the new questline, and I saw that the first long background is supposed to go to the PDA ("Previously on Apollon Station...")

    My game skipped the long intro, and went right to looking for a signal, but I can't find the text in the PDA. Where is it hiding, or is this a bug? I looked around in known issues, and didn't see it was known. If it's a bug, I can fill a full report, but I want to make sure I'm not looking in the wrong place, first?

    Thanks!
     
    #117
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  18. Joij

    Joij Lieutenant

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    So the answer is if it's an admin POI then yes?

    As far as practicality is concerned obviously the elevator would be a kind of POI. You know like some kind of abandoned derelict remnant of a fallen space faring civilization all infected with alien legacy monsters and such. A hellavator if you will.
     
    #118
  19. Kassonnade

    Kassonnade Rear Admiral

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    Short answer is "I did not test nor try this". Long answer is what you quoted. Try placing POIs with the same coordinates in the playfield.yaml and see if the game accepts this or not. The worst that can happen is that the "faulty" structures will not spawn, or you will get an error at the game start. You will have to use fixed POIs for this, else the game will place them randomly. It may work and maybe not, that's up to you to try it. If it works, you can share your findings here so we have one more trick in our bag to make cool playfields. ^^

    I get the idea. I just have no time to test that particular aspect now, I'm busy working on a method to make it easier to position decals in game. We have yet to verify how the AI NPCs behave on and around decals, if they can "walk" on them or if they "see" them as regular game collision/ geometry, of if decals pose problems in that area.

    Also, since decals are not "airtight" even with collision on, that can be a problem if we rely on decals as extensions of POIs, and also there is the gravity generator's limited range (for space POIs) that has to be taken into consideration when designing stuff.
     
    #119
  20. stecph

    stecph Lieutenant

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    +1 x 1000!!!
    Please guys I die more to the crosshair then the Zirax:)

    Or at least give us iron sights...
     
    #120
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