Starbase Progress Notes: Week 27 (2020)

ElluFB

Forever locked into The Pool
Frozenbyte
Joined
Sep 6, 2019
Messages
249
#1
Starbase Progress Notes: Week 27 (2020)
June 29th - July 3rd

Hello everyone. Here are the progress notes of Week 27, hope you enjoy!

Design

Features
  • Ship machinery and electronic components have been looked into for crafting materials configurations
  • Crafting data configurations have been updated
  • New economy configurations made to support crafting data changes
  • Issues related to sorting auctions has been fixed
  • Company Jobs tab UI has been updated
  • Design work for Auction house Sell page continues
  • Tutorial and the starting experience of the game is being designed
  • Correct colors have been added to the Paint Tool in Spaceship Designer
Stations
  • It's now possible to spawn and despawn ships in Proia station's VIS HQ
  • Grid slot for the upcoming Player spaceship shop has been created, the actual shop is still being worked on by level artists
  • More rental lots and landing platforms have been added to Proia station
Other
  • Scrollbars have been added for script and toolbox window in Spaceship Designer
  • Pipe tool now has a bigger aim sphere

Code

Gameplay
  • Items carried on back slot have been fixed not to unintentionally push player
  • Player roll and pitch binds have been added
  • The temporary solution related to Ore Crate contents has been fixed to properly affect mass centers of structures (thus triggering FCU updates upon crate content changes).
  • You can no longer grab chairs if someone is sitting there (this prevents "motion sickness simulations")
User Interface
  • More slots have been added to mining backpack
  • Normal backpack weapon slot not working has been fixed
  • Priority device field has been added to Modular Ore Cargo Crates
  • YOLOL support has been added to resource bridges
  • Insurance transfer menus now show 15 transfer points, and a scroll bar has been added to insurance terminal
  • A game crash caused by other player adding a broken item to the trade window has been fixed
  • Information about graphics settings has been added to Feedback Tool's report data
Spaceship Designer
  • Default autosave interval has been extended from 10 seconds to 10 minutes
  • Autosave countdown reset on scene change has been disabled. The option has been removed from the settings menu
  • The number of locally stored autosave files has been increased from 5 to 20
  • Paint tool option sliders have been fixed
  • Filtering search has been added to scene view window in Spaceship Designer
  • A bug that caused overwriting saved blueprint versions with unsaved changes has been fixed
  • An issue where paint tool caused test mode to freeze has been fixed
  • Paint colours now use an index based system instead of directly referring to the mach::COL value
  • Brush plane depth now works independently of brush size
  • An issue where paint tool options weren't properly saved when swapping in and out of test mode has been fixed
  • Brush plane visualization grid not being properly drawn in all situations has been fixed

Art

Animations
  • New one-handed tool draw & holster animation has been made (3rd person)
  • New one-handed tool crouch relaxed idle animation has been made (3rd person)
  • New one-handed tool crouch universal tool idle animation has been made (3rd person)
  • Pickaxe crouch relaxed idle using wrong transition animation has been fixed
  • Emote_scorn is now finished
  • Emote_shutdown now has crouch and prone versions of the animation
  • Stop animations have been polished
Weapons
  • The autocannon muzzle flash effect has been polished
  • The laser turret's projectile effect has been tweaked to make it less bright, including changing texture and scale
  • The rail gun turret projectile has been updated with a new texture, tested with and without trail
  • The muzzle flash and projectile of the rail gun turret have been modified
  • Laser turret and rail gun turret effects have been updated
  • Some muzzle texture issues and broken FX hit components have been fixed
  • New textures and tweaked behaviour for muzzle added for Mini Gun
  • Battle rifle and long rifle FX have been tweaked
  • Rummage rifle animation has been made (3rd person)
  • New mounted weapon and turret textures are in progress
  • Updated inventory icons have been added for Revolver, Repeater Pistol, Pistol. (short and long versions)
  • Updated inventory icons have been added for Minigun, Whiplash and SMG
Stations
  • FarLOD model and texture maps of Mass Transit Corner Stop have been updated
  • Tintmask of Mass Transit Side Stop has been updated
  • Large Hall 9 and Large Hall 3 LOD have been updated
  • Large hall 4 is in the process of being redesigned to fit the large lot area and will be added back to the Lot Designer once completed
  • Large hall 7 has been redesigned to fit the large lot area, and added back to Lot Designer
  • Large hall 3 has been redesigned to fit the large lot area, and added back to Lot Designer
  • Metro signs have been added
  • Animated hologram ad and different size variations of it have been made for advertising advertisement space for the players
Other
  • Hologram effects have been made for gridslot decor plates (not added in the game yet)
  • Placement tests for sharp asteroid rocks are underway
  • Work on different moons is underway
  • New moon2 WIP large rock towers are in the making
  • Bastion armorset head emissive light was enabled and textures have been slightly fixed
  • Hunter armorset texture polishing is in progress
  • Large-sized sharp rock clusters for the rock asteroids have been made
  • Medium sized asteroid rock formations are in the making
  • A new texture suitable for beams, made of overlapping particle chains (squishy connection) has been created

Gallery

Week27_Starbase_asteroid_rock_placement_test.jpg Week27_Starbase_LaserTurretBeamBrightnessReducedSBAlpha.jpg Week27_Starbase_updated_weapon_icons.jpg Week27_Starbase_updated_weapon_icons_2.jpg Week27_Starbase_wip_moon2_rocks.jpg Week27_Starbase_mass_transit_signs_preview2.jpg

Videos







As always, feel free to ask any questions regarding these progress notes!
And if you haven't yet, go add Starbase to your Steam wishlist!
 

Recatek

Meat Popsicle
Joined
Aug 9, 2019
Messages
286
#11
The temporary solution related to Ore Crate contents has been fixed to properly affect mass centers of structures (thus triggering FCU updates upon crate content changes).
Will this affect structural durability? Right now I'm assuming in the designer we can only check durability for empty crates, not full ones. Worried about building a ship that can't actually hold a full load of ore, and not knowing about it until it's already bought and out in the belt.
 
Joined
May 27, 2020
Messages
17
#12
Do shooting mechanics have some thing similar to CS:GO spray patterns where there's a pre-determined pattern the bullets go in with a small amount of extra randomness?
 

Mutleyx

Veteran endo
Joined
May 22, 2020
Messages
146
#13
"Priority device field has been added to Modular Ore Cargo Crates" - This is great news! Thanks!
 
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