Author Topic: Space Engineers - This game is never going to be finished  (Read 63866 times)

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Offline Coconut

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do u even place this game

Offline Dom13WorstNW

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Summary
Xbox controller support has been added to the game! You will now have the option to use a Xbox controller. There is currently one default button layout for testing purposes, but please do not hesitate to give us your feedback and info regarding the layouts you wish to see in the game. We also added modding support for the recently introduced upgrade modules and a new mission for you to try.



Features
- Xbox controller support
- new mission added
- modding support for upgrade modules: https://steamcommunity.com/sharedfiles/filedetails/?id=442506350
- example mods:
Thruster power upgrade for small ships: https://steamcommunity.com/sharedfiles/filedetails/?id=442436541
Gyroscope power upgrade for small ships: https://steamcommunity.com/sharedfiles/filedetails/?id=442436465
Drill effectivity upgrade for large ships: https://steamcommunity.com/sharedfiles/filedetails/?id=442436391

Fixes
- fixed rig skin
- fixed cannot move in the world
- fixed efficiency modules too much effective
- fixed animations when holding tool
- fixed meteor shower audio loop is played many times over itself
- fixed corrupted worlds
- fixed Windows XP support

Offline Dom13WorstNW

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Re: Space Engineers - Update 01.083 - Ship waypoints, GPS sorting
« Reply #122 on: May 21, 2015, 10:36:17 pm »
Summary
Auto-pilot for ships (or ship waypoints) has been added. The auto-pilot will work only when you have a Remote Control block on your ship. It will follow the GPS coordinates that has been added to the Remote control's list. There are currently 3 modes in which the ships will follow the waypoints: Patrol, Circle and One Way. Lastly, GPS sorting by name has been added to the game.




Features
- Ship waypoints (auto-pilot)
- GPS sorting by name

Fixes
- fixed memory leak while mining
- fixed assembler not disassembling full oxygen bottles (community fix: Vxsote)
- fixed projector duplicating items (community fix: Vxsote)
- fixed airtight hangar door looping sound (community fix: Eikester)
- fixed sensor max range missing (community fix: KionX)
- fixed projector state incorrectly shown in terminal (community fix: MMaster)
- fixed button markers not hiding when the character looks away from the button
- fixed missing bullet impacts on metal
- fixed rifle not returning Weapon in IMyGunBaseUser
- fixed issue with pasting by using just CTRL
- fixed sorter blocks filters scrap metal as ingots and ore
- fixed camera issue inside character's body in tight places
- fixed infinite limbs on character model
- fixed issue with blueprints not showing on the screen when script was used
- fixed issue with clearing the control panel search
- fixed mount points on sound block

Offline Dom13WorstNW

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Re: Space Engineers - Update 01.084: DirectX 11, Station rotation
« Reply #123 on: May 28, 2015, 10:42:18 pm »
Summary
DirectX 11 renderer has been added to the game. It is available as an option in Graphics settings and players can choose between the old DX9 and the new DX11 (the game has to be restarted after that). The main advantages of the DX11 renderer are better game performance and visual look of the models. The renderer is still in early stages of development, so some bugs and visual issues may be present.

The DX11 renderer of the game uses physically based rendering (PBR), which helps to achieve a more realistic look, especially for metallic surfaces. For modders, it means that they will have to create a new set of textures for DX11: albedo, metalness, ambient occlusion, gloss, color change, emissive and alpha masks. For existing models it is possible to use our DX9 to DX11 texture converter, but in the future we recommend making PBR textures first, and then converting them to the last-gen format.
We will be slowly replacing old placeholder models with reworked assets. Five updated blocks are released in this update (Beacon, Gyroscope, Warhead, Projector, Spotlight). Keep in mind that pretty much all models have to be recreated from scratch, and it's a slow process. Therefore it might be a while before the next updated model pack is released.

Additionally, players will now have the option to rotate a static station by switching to rotating mode (via pressing the 'B' button). The station created in the Station rotation mode will not allow blocks separated from it to be merged again.




Features
- DirectX 11 renderer
- station rotation
- reworked models and textures: Beacon, Gyroscope, Warhead, Projector, Spotlight

Fixes
- fixed character shaking during cluster reorder
- fixed setting ragdoll world matrix
- fixed client dying for no apparent reason

Community updates
- Added Height Offset for Suspension Wheels - THDigi
- Attach GameLogic to Blocks multiple times - Tyrsis
- Create asteroid from prefab voxel definition midspace
- Floating item quantity display update - rexxar-tc
- Fix assembler issues - RossM
- Allow modding the Laser Antenna's line-of-sight requirements - RossM
- Shorthand numbers for ScreenDialogAmount control - UberMouse



DX11 modding guide: https://steamcommunity.com/sharedfiles/filedetails/?id=450823575
DX11 texture converter is available for modders at SpaceEngineersModSDK\Tools\Space texture converter\





Offline Dom13WorstNW

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Re: Space Engineers - Update 01.084: DirectX 11, Station rotation
« Reply #124 on: June 19, 2015, 09:10:21 pm »
http://blog.marekrosa.org/


If anyone actually reads this thread, big news regarding planets^





Offline KL4R1N0G4MPR0S

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Re: Space Engineers - Update 01.084: DirectX 11, Station rotation
« Reply #125 on: June 19, 2015, 11:04:50 pm »
/still reading
<3

Offline Dom13WorstNW

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Thread Updated

Offline Dom13WorstNW

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Re: Space Engineers - Update 01.090: Jump Drive!
« Reply #127 on: July 09, 2015, 07:57:47 pm »
Summary
Jump drive has been added to the game. It is a new traveling mechanism that allows players to travel big distances in a short period of time. Only large ships can have a jump drive. The jump drive is a block that needs to be attached to the ship and must be charged with energy up to 100% so the jump can be made. There are two different types of jumps – blind and GPS guided. The blind jump will lead you to the direction that the cockpit is heading and the traveled distance can be set in the control panel (the distance is depended to the mass of the ship and the amount of the powered jump drive blocks that are on the ship). The targeted jump will get you to a specified GPS coordinate. After the jump is done, the energy needed is depleted. To increase jump distances or mass transport capacity, you will have to build more jump drives. Any of the jump drives can be then used as the master drive that will use the other available drives if needed.

Note: Please note that power has been enabled on all ships in starting scenarios in survival mode.





Features
- Jump Drive

Jump Drive Rules
- the jump drive block must be attached to the ship and has to be charged with energy up to 100%
- the jump drive is available only for large ships
- jumps can be done only from the cockpit, by using the "jump" action (not from the control panel)
- if a main cockpit option is set, only the main cockpit can do the jump
- the jump cannot be accelerated from the control panel, but has to be assigned as an action to the cockpit’s toolbar
- the game will automatically calculate if the ship is able to reach the final destination with the current number of jump drives and the ship’s mass, this information is shown as a number of % in the confirmation screen
- In control panel: the jump drive can have a set distance (useful for blind jumps), or can be maximum based on the ships equipment (maximum is set as default)
- the minimum distance for the jump is 5 Km by default
- a jump can be done only to a safe proximity of objects (other ships, stations, asteroids, planets)
- the final destination of the jump must be empty in a 2 Km diameter. Any object in the area will shorten the jump and the ship will appear 2 km before the object
- in case of a shortened jump towards a GPS coordinate or a blind direction, the ship should spawn before an object is in its way - the ship should never spawn in an asteroid or other ship even if the calculations are correct
- Rules of transport: all small ships or large ships that want to travel with the ship must be connected through connectors or landing gears. Players must be seated in seats, cockpits or cryochambers. Everything not attached to the ship as mentioned will stay in the spot and will not do the jump.

Fixes
- fixed placing armor corner 2x1x1 tip with wrong offset
- fixed volume of the hand drill
- fixed issue with clearing blueprint search by using "X"
- fixed issue with gravity generator reporting different values than spherical one
- fixed incorrect tooltip when switching between tabs in terminal
- fixed speed on HUD updating too frequently when sprinting
- fixed rotation hints shaking when copy pasting
- fixed issue with critical energy after turning ship ON
- fixed misspell in XML
- fixed issue with station rotation mode appearing when copy pasting ships
- fixed issue with renaming scripts
- fixed small inconsistency in voice-over
- fixed issue when g-screen opens after re-spawn
- fixed copy & paste issues with large ships

Offline Dom13WorstNW

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Re: Space Engineers - Planets Teaser Video
« Reply #128 on: August 20, 2015, 04:49:00 pm »
Another blog post on Space/Medieval Engineers.
http://blog.marekrosa.org/2015/08/stabilization-period-for-medieval_18.html

And a teaser for Planets in Space Engineers.

[youtube]https://www.youtube.com/watch?v=b54RYwhHACg[/youtube]

Offline Dom13WorstNW

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A lot of big changes happed in the last month!

Curious about planets? Watch the last 3 SE Update Videos


Spoiler


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Offline Dom13WorstNW

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Re: Space Engineers- Update- Planets Teaser - Water and .. aliens??
« Reply #130 on: October 15, 2015, 10:01:08 pm »

Offline Dom13WorstNW

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Huge Update today!




Offline Dom13WorstNW

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Offline Dom13WorstNW

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Re: Space Engineers- Planets Update released!! 1.7GB Patch
« Reply #133 on: November 12, 2015, 09:27:37 pm »
After ~6 Months planets are finally here!


Offline Cazasar

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Re: Space Engineers- Planets Update released!! 1.7GB Patch
« Reply #134 on: November 12, 2015, 09:38:45 pm »
This looks really cool tbh.

But why do you post all this Dom ? are you that dedicated to the game ? :D
CAUTION: INTERACTIVE SCREENSHOTS NOT MEANT FOR MEDIUM EYES
Cazasar interacting with the boys
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me and cazasar interacting
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