Starbase Progress Notes: Week 48

ElluFB

Community Manager
Frozenbyte
Joined
Sep 6, 2019
Messages
29
#1
Starbase Progress Notes: Week 48
It's another week of progress notes for Starbase!
November 25th - 29th

Design

Features
  • Cargo Lock Beam "status"-fields added to YOLOL, functionality tested: cargo lock beam state can be shown on the UI screen with YOLOL
  • Group instancing in asteroid mining job tested: group members can see each other and all the asteroids in instances regardless being inside or outside of the instance
  • Electricity costs for furnaces, material smelting and cargo beams calculated
  • Economy simulation calculations and planning worked on
  • Maneuver Thruster resource consumption adjusted to meet it's reduced thrust power
  • UX improvements to UI design: unifying highlight and interaction logic across different UIs
  • Device component design logic adjustments to support smoother updates to existing ships in cases where device function is significantly changed
  • Improving station storage design for clearer interaction when storing different types of material (ships, inventory items, resources)
  • Device design for additional ship information and control devices
  • Company station inventory management design worked on
  • Minor fixes to general UI for companies
  • CV design for medals and insignia worked on
  • New bolt profiles, that reach the ship's frame, created
  • Rocket launcher added as an option to be automatically reloaded
Starbase Spaceship Creator
  • Spaceship Creator tested with modules that have cables and pipes installed
  • Fixes for previous multiplayer issues regarding stuttering and modify device fields tested and verified
Spaceships
  • Triangle thruster bolt positions updated in Pincer
  • Missing pipes added to device hardpoints after adding launchers to Kingdom Lancer
Other
  • Automated bus routes tested, couple routes adjusted after station updates

Code

Gameplay
  • Building Tool: Shadows and dynamic lighting removed from holograms for better performance: an assert fixed when rapidly building and completing multiple holograms of the same blueprint
  • Pose syncing: Doors and other objects fixed that have their poses synced relative to other objects gliding out of place: extrapolation time limited for clients whose packets haven't been received
  • Further working on maneuver thruster, first basic tests and implementations: applies torque to reach target
  • Simplified and modified inventory code simplified and modified to support moving items between player and station inventories better
  • Button/UI hover animation fixed to not to play during reload
  • Local adaptation in the new entity syncing system fixed
  • A speed output field in Main Flight Computers added
  • Handling of quickly changing looped sound sources fixed and constant simple collision sounds from objects stuck into each other fixed
  • Rail mover audio fixed
  • Rangefinders not seeing LODs fixed
  • A resource network lockup issue caused by by YOLOL inputs fixed
User interface
  • Backpack finding incorrect slots as free or not free slot fixed, maximum slot amount being two less than it should have been fixed
  • Allowing items fixed to be swapped when they wouldn't fit on dragged item source slot
  • Quickbar items not being added on game start fixed, quickbar now updates until all the items have found a match in the inventory
  • Tools and weapons are now able to be set on quickslosts
  • Fixed SSC text inputs blocking chat permanently
Starbase Spaceship Creator
  • Issues in complicated object group transformations have been resolved
  • SSC device issues have been discussed and resolved: devices should no longer perform automatic entity merges and splits while in the edit mode
  • Reset rotation functionality has been re-implemented: this applies to all previews and single component selections
  • Refactored the SSC background management: background is no longer technically bound to the open scene
  • Blueprints are now allowed to have empty names: if a blueprint has no name, a localized create timestamp should be displayed instead
  • Build bounds visualization has been updated
  • Highlights now work on selected assets even if the layer opacity is set to 0
  • Fixed a bug that caused performance issues when a lot of assets were hidden

Art

Stations
  • Command center chair positions adjusted, since the player drone slightly clipped with the tables
  • VIS main hall polishes and parenting: docking bays and outer walkways
  • Station module's windows in the making
Weapons
  • Gun effect tweaks: Effect switched on minigun for one with additional unique particles, gauss rifle muzzle flash iterated on
  • Bolter gun's hit effect's emission reduced
  • Rifle and one-handed tool type weapons/tools now have carry run and walk animations
  • Pickaxe now has 3rd person relaxed and universal tool idle animations
  • Rocket launcher 3rd person draw and holster animations improved
  • Pistol, repeater pistol, tactical shotgun, laser rifle, battle rifle and grenade launcher textures updated and tweaked: paintjobs were updated to have better combinations
  • Torpedo Launcher: Preliminary models fixed for the Torpedo Launcher update, tested to work with other assets such as mounts and cradles, high poly models underway
Other
  • Errors related to LOD maximum distance fixed, the maximum distance has changed and some of the LODs are exceeding it which caused an error
  • UI icons: Inventory icons made for Bolt Tool magazine, Cable Tool magazine, Pipe Tool magazine and loose bolts
  • Snapping point accuracy problems on plate assets fixed
  • The shoot effect of tractor beam updated to be shorter in order to avoid clipping through objects

Gallery

THUMBWeek48_Mega_station_slot_37152_empire_ship_repair_a_farlod_grid.jpg
THUMBWeek48_Starbase_art_weekly_signs.jpg
THUMBWeek48_Starbase_torpedo_launcher_update_wip_29.jpg
THUMBWeek48_Starbase_VIS_loading_docks_deco_WIP1.jpg
THUMBWeek48_StarbaseBeamVFXTest_SB.jpg
THUMBWeek48_VIS_loading_docks_deco_WIP2.jpg


Click for the full-sized images:
Week48_Mega_station_slot_37152_empire_ship_repair_a_farlod_grid.jpg Week48_Starbase_art_weekly_signs.jpg Week48_Starbase_torpedo_launcher_update_wip_29.jpg Week48_Starbase_VIS_loading_docks_deco_WIP1.jpg Week48_StarbaseBeamVFXTest_SB.jpg Week48_VIS_loading_docks_deco_WIP2.jpg


Videos



Asteroid hauling ship created in the ingame ship editor.


--

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!
 
Last edited:

CalenLoki

Well-known member
Joined
Aug 9, 2019
Messages
183
#5
Can we have external picture of that asteroid hauler please?


Also 12 box thrusters made it fly 99 mps (or kmh?) with cargo.

I wonder how fast will my small fighter with 12 triangles will fly.


Thanks for torp launchers! Can we place several torpedoes in a single (long) tube, behind each other?
 
Last edited:

CalenLoki

Well-known member
Joined
Aug 9, 2019
Messages
183
#7
One more question. Are there plans for making those hand-flipping-levers animations accurately touching those levers? That would be immersive AF.

And can other players see which buttons you're pressing, or are those fpv only?
 

CalenLoki

Well-known member
Joined
Aug 9, 2019
Messages
183
#9
I meant metres per second.

It's faster to write mps than m/s on touchscreen.

But I know there some other. handicapped units of length that may confuse someone.
 

JaakkoFB

Frozenbyte Developer
Frozenbyte
Joined
Aug 9, 2019
Messages
1
#15
One more question. Are there plans for making those hand-flipping-levers animations accurately touching those levers? That would be immersive AF.

And can other players see which buttons you're pressing, or are those fpv only?
It could be done, but a major problem with levers is that they can be placed in all kinds of places and orientations, which makes it very challenging to make the character actually grab them. Making animations for it would quickly become very complex.

As for if other players can see what buttons somebody is pressing, yes! There is a 3rd person interaction animation associated with buttons, but currently not with levers. That would be easy to make however, which we might do at some point.
 
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