Starbase Progress Notes: Week 39

ElluFB

Forever locked into The Pool
Frozenbyte
Joined
Sep 6, 2019
Messages
249
#1
Starbase Progress Notes: Week 39
Here are the weekly progress notes from the week 39.
23.9.-27.9.

Design

Features
  • Ingame ship editor multiplayer features planned
  • Building Tool color indicators and alpha values tweaked
  • Cargo Crate usability tested, Bolt Profile used on the Crate
  • New cargo crate added to economy, crafting data and prospector shops
  • Mining hall instancing problem in the station_capital_corner_publisher_demo-map fixed
  • Generator enhancer and solar panel math added
  • Economy config updates, building tool device added to shops
  • Station inventory design updated, progress on UI and interaction design
  • Updates on Design Blueprints: saving details, moving from console to another and design changed to bind Blueprints to consoles individually
Stations
  • VIS rebuild continues: 'backside' of the mainhall, exterior walls, ramps, take off docks and storage deck
  • Updates to a demo station: visual changes to make the station look better in first-person view
  • Empire outpost almost completely redone according to new requirements
  • Mega station showrooms remodeled and adjusted
  • Stacked lot designs: collisions and walkway fitting fixed
Spaceships
  • Updates on multiple ships:
    • FUIButtons replaced with hybrid buttons
    • shiptransportAreaEntity removed
    • Hinge handles added
  • New autotest ship maps added, button and movement tests made
Ingame ship editor
  • Module ship build finished, blueprint storing system tested
  • Old ships split for testing: some ships could be split and those split sections could be made into modules

Code

Technology
  • Support added for triangle mesh collision detection
  • Server side fixing
  • Physics/collision detection improvements
  • Scene fixer: layer filtering support added and recolouring jobs support added
  • Make joints not wake up their target actors unless really intending to move
  • Base cube corners optimized and recasting for missing raycasts added
  • Discovery of bottleneck parts in Durability calculations of frameless structures improved
Gameplay
  • Building Tool: holograms fixed and support added for missing voxel threshold auto-completion
  • Fixed grabbed objects losing internal slot connections upon grabbing
  • Fix universal tool causing redundant input for clients.
  • Warhead detonation adjusted so that it is not dependent from attachment to missile but what triggers it
  • Further improvements on missile collisions: the detonation now bypasses the YOLOL, forward-extrapolating collision predictions in the making
  • Lot inventory: another device for storage logic handling added and proper storage area calculations added
  • Mag boots: Boots now start their ground detection a little bit higher and ignore entities that have no collision. Zero gravity rotation allowed when boots are on, but not magnetized
  • Objects now able to push players from below and vice versa when magboots are not on
  • Durability visualizations improved and large-scale accuracy of contacts between voxel entities of high component counts changed
  • Check added to prevent cargo lock fields from working when player is inside
  • Visualization added for the latch bolt areas and latch config added
  • Grabbing rotation quicksnap interaction updates
User interface
  • Header updated when item is click on grid update
  • Feedback tool: dragging related tweaks done
  • UI-server integration implementation done for packing up all the required data for server and from it
  • Close window buttons, art and functions added
  • Show offline members toggle-button added
  • Context menu rendering works now and filter dragging
  • New buttons for Company Information menu made and bottom line button styles changed
Starbase Spaceship Creator
  • Blueprint server issues with the storage server fixed
  • Server syncing blueprint improvements finished
  • Blueprint server subscription system and proper syncing between the blueprint client and server implements underway
  • Price server fixes
Renderer
  • Volymetric fog in the making: tests with bad light scattering and the fog
  • Processing and implementing of split out texture underway

Art

Stations
  • New module lots added along with some colour configurations
  • Market station modules recoloured and maintenance modules updated
  • Repair hall tweaks and collision checks updated, tintmasks and colormasks updated
Ships
  • Torpedo assets: assets finished, high poly, low poly, UV's, baking and materials
Other
  • Grid slots collision error fixed
  • Baking fixes for the rocket launcher asset
  • Repeater cannon bake finalization and implementing it into game
  • Rocket launcher texture density fixes
  • Texture seam and voxel collision issues with the rails fixed and optimized
  • Hologram material to temp signs for a demo added
  • UI icons: UI icons for the set that includes the gas container, fuel rod and cooling cell assets in the making
  • Textures: Repeater pistol textures and paintjobs finished, Falmer textures and paintjobs on the go
  • Effects: Archlighter idle effect updated


Gallery of the week

THUMBWeek39_Starbase_torpedo_redesign_27.png
THUMBWeek39_Starbase_big_signs_hologram_material.png
THUMBWeek39_mega_station_hall_7_level_art_preview.jpg
THUMBWeek39_Progress_03.png


Click the thumbnails to open pictures in full size:

Week39_mega_station_hall_7_level_art_preview.jpg Week39_Progress_03.png Week39_Progress_04.png Week39_SSC_big_modules_260920191.jpg Week39_Starbase_big_signs_hologram_material.png Week39_Starbase_torpedo_redesign_27.png

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!
 

TheMarksman

Veteran endo
Joined
Aug 9, 2019
Messages
161
#2
So how would lot inventory work? Is there a button that allows you to magically store your items in an item box?
 
Joined
Sep 16, 2019
Messages
5
#3
Will there be an easy way to place items in crates neatly, to make use of all the available space, without having to manually place and orient each individual item?
 

LauriFB

Administrator
Moderator
Frozenbyte
Joined
Aug 9, 2019
Messages
212
#4
So how would lot inventory work? Is there a button that allows you to magically store your items in an item box?
It's something like that :)

Stations and lots have storage capacity, which is based on the size and structure of station or lot. That space is used to store safely ships and all other goods. For example storing propellants requires a propellant tank at the lot.

The system is still under work, so some details will change during development.

Will there be an easy way to place items in crates neatly, to make use of all the available space, without having to manually place and orient each individual item?
There's automatic/toggleable align for manual placement. We will most likely also create some automatic loading methods for selected goods (for example when buying materials you can buy them directly in crates).
 

LauriFB

Administrator
Moderator
Frozenbyte
Joined
Aug 9, 2019
Messages
212
#6
What does it mean for the detonation to bypass Yolol?
The detonation signal from the fuse goes directly to the warhead instead of running through possible YOLOL chip on the torpedo.

Parts on the torpedo are, in not correct order, Main thruster, Fuel tank, YOLOL chip slots, Warhead, Maneuver thruster, Transmitter, Fuse, Sensor. Not all parts are required to build a functional torpedo.
 

Guedez

Learned-to-sprint endo
Joined
Aug 17, 2019
Messages
24
#7
Sensor? That's not on the devices list on the wiki. What does it do?
 

Captain-General Kitten

Learned-to-sprint endo
Joined
Sep 20, 2019
Messages
24
#9
Sensor? That's not on the devices list on the wiki. What does it do?

Well, Why make a coding language if you don't put sensors. I have a feeling people will write codes for automatic doors.
And you would need a sensor for that. And you don't want your torpedo's to not track their targets making sensor's quite necesairly.
 
Joined
Oct 2, 2019
Messages
2
#10
The torpedoes shown here, are these the same as the assemleable missiles shown earlier, or are these completely different?
 

Okim

Frozenbyte Developer
Frozenbyte
Joined
Sep 11, 2019
Messages
44
#11
Any progress update for week 40 comming soon?
We are all hyped by these. Especially pictures and videos showing something fresh!
 

ElluFB

Forever locked into The Pool
Frozenbyte
Joined
Sep 6, 2019
Messages
249
#12
Any progress update for week 40 comming soon?
We are all hyped by these. Especially pictures and videos showing something fresh!
Working on them at the very moment! Hopefully we'll get them ready to publish soon :D
 
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