Starbase Progress Notes: Week 41

ElluFB

Forever locked into The Pool
Frozenbyte
Joined
Sep 6, 2019
Messages
249
#1
Starbase Progress Notes: Week 41
Here are the progress notes from week 41.
7.10.-11.10.

Design
Features
  • New design and UI for the mining backpack
  • Asteroid Mining Job tested in the editor and in DTU
  • Cargo Crate durability issues tested, bolt connections need tweaking
  • Assembly Job testing with different objects
  • Economy configurations updated in all stations
  • Math configurations for the insurance system
  • Storage terminal UI and interactions tweaked
  • Potential issues and solutions identified for station inventories
  • New generator control table module sketched out
  • Company UI design tweaked, settings reworked and new layout designs
  • New UI designs for Blueprint saving and Spaceship Creator
Stations
  • Faction showrooms decal colors and orders fixed
  • VIS rebuild: bottom level nearly finished, all office floors done, generator floor done, sky deck done and main hall almost done
  • Extra ships removed from spaceship shops
  • Devices tested in Ship Creator
  • Editor guide for Ship Creator modified
  • Mega Station Creator, issues regarding overlapping investigated, minor parenting problem solved
  • Slot connector module tweaked, new height set to 147.96 m
  • Kingdom and Empire outpost station layouts tweaked, take-off docks now face the capital station
Spaceships
  • Issue with exiting chairs regarding some ships fixed
  • Maps resaved for Nautilus Cargo and Kodiak, to fix a respawn issue
  • Decal misplaced in the map fixed in Hedron
  • Durability issues fixed in Zilant and Ithaca

Code
Gameplay
  • Relatively synced objects now extrapolate a lot better than previously with little apparent floatiness
  • Some minor flipping fixed with relatively synced objects, most notably turrets
  • Mining laser spamming its hit effect every frame fixed
  • Audio-event support added for utility collection device and different damage vs. material events
  • Missile fuel consumption system under way
  • Lot inventory: storage terminal updates and despawning function to storage base added
  • Projectiles: Refactored parts of projectile damage kinetic energy calculation and fixed 0 impact damage ammunition to work properly
  • Explosions: Fixed explosion entity postponed damages (includes environmental damages and shock waves) deletion
  • Tractor beam fixes and updates
  • The obstruction bounds checking fixes for frames
  • Grabbing animation fixed: lowers the tool rather than hides it
  • Rotation support added to get more accurate object placement collisions
  • Economy core tech plans in the making: SellAll terminals and buying/selling subitems, price change handling
User interface
  • Mining backpack updates: Added large slots for materials and smaller slots for ingots in backpack UI
    • Changed processing materials to require eight time the raw materials for one ingot
  • Picking up objects with 'F' is not possible anymore when inventory is full and item is no longer swapped with item on world
  • Weapons not using icon without magazine inside them fixed when there was a weapon without magazine on hands
  • Chat: When one receives a private message and presses 'M', chat switches to that conversation and activates focus
  • Audio support implemented for feedback items
Starbase Spaceship Creator
  • Station server and client server refactoring and sync issues fixed
Renderer
  • Shadow casting implemented by the asteroid belt
  • Triplanar texture mapping for objects under way
  • Noise reduced with mip biasing

Art
Stations
  • Additional lights added near ships inside a showroom hall
  • Showroom level art updates: decorative pillars lights and other decorative structures
  • Mega station level art tweaks and asteroid hall lod updates
Ships
  • Pilot Chair Gimbal: pivots, snap points and voxel fixed
  • Weapon fixed mounts in ships updated
Robots
  • Weapon reload (3rd person) animations updated
Other
  • Different kinds of rock and asteroid placements tests in the making
  • Cargo crate changes: new bolt spots added, textures and tintmasks updated
  • FPS Weapons: designs finished for the Arclighter loader and Reaper Cannon magazine. Finished high poly, low poly UV's and baking
  • UI icons finished for Arclighter loader and Reaper Cannon magazine
  • Reaper textures updated: some adjustments to the meter on the weapon
  • Paintjobs added for the Reaper tintmask texture

Gallery of the week
THUMBWeek41_Starbase_arcligter_loader_reaper_cannon_magazine_wip2.jpg
THUMBWeek41_Starbase_view_from_asteroid2.jpg
THUMBWeek41_Starbase_cargo_crate_updated.jpg
THUMBWeek41_Starbase_signs.jpg


Click these for the full-sized pictures:
Week41_Starbase_arcligter_loader_reaper_cannon_magazine_wip2.jpg Week41_Starbase_view_from_asteroid2.jpg Week41_Starbase_cargo_crate_updated.jpg Week41_Starbase_signs.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!


EZZMG
 
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Atreties

Veteran endo
Joined
Aug 9, 2019
Messages
110
#4
It's been said a few times that the default ship designs previously were problematic in multiple ways. That turret ship in the video, however, actually looks quite good as a basic default ship. No armor, obviously, but extremely agile and compact.
 

Recatek

Meat Popsicle
Joined
Aug 9, 2019
Messages
286
#5
Those hinged cockpit windows are really neat. Wouldn't they run the risk of swinging open when the ship is in flight though?
 

Jetthetank

Veteran endo
Joined
Aug 9, 2019
Messages
118
#6
Looking good! As usual.
Keep up the good work!!!
An idea for a video would be how the crafting works...possibly for items, processing, ships.
Unless at this point they are all just "purchased" spawned in.
 
Joined
Oct 14, 2019
Messages
7
#7
To echo others and how we keen we all are, I am sure my employment and marriage will be on the precipice when this game is eventually released. I can't wait to get my hands on it. I can see that with the destructive power these weapons have it will be necessary to have heavy armor/protection. Newbies probably won't stand a chance unless they are in a faction.
 
Joined
Oct 16, 2019
Messages
6
#8
To echo others and how we keen we all are, I am sure my employment and marriage will be on the precipice when this game is eventually released. I can't wait to get my hands on it. I can see that with the destructive power these weapons have it will be necessary to have heavy armor/protection. Newbies probably won't stand a chance unless they are in a faction.
I dont think you will be the only one with this issue.......
 
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