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Alpha Team Vanguard
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Everything posted by Atmosph3rik

  1. Based on what we know from dev blogs and official YT videos, the voxels in DU are smaller then Space engineers and (I think) Empyrion. So that allows for more detail. But more importantly DU's voxels can take on far more advanced shapes. I haven't played Empyrion or Space engineers but from what I've seen it looks like you're sort of limited to building one block at a time, like Minecraft, except with more advanced block shapes. With DU's voxel engine, you are still working with voxels, which are essentially blocks. But each voxel has the potential to take on thousands of different shapes, and using the building tools you can create large custom shapes like spheres, curves and slopes, made up of many voxels working together. The building tools you can see in use in the YT videos are still an early version too, and will hopefully be improved a lot in the future. There isn't anything like a "bevel" tool yet. But it's conceivable that you could create a curved shape using the sphere tool, and then copy/paste a piece of it over and over to create a straight bevel. The voxels in DU probably have the potential to create a ship just like the one in your picture, it's just a matter of figuring out how to get the voxels into that shape.
  2. The concept of transporting goods is a big part of DU's gameplay. That would make it too easy to simply mail resources between planets. There are some things that we might be able to send with in-game mail though. Like Blueprints, scan data, ect.
  3. Because of the NDA no one can give you a direct answer here. But you can definitely get a good look at the building tools in a few of the youtube videos. This one has a bunch of building in it. Dual Universe Asteroid Base Building Pre-Alpha Video (Long version) When it comes to building on the ground one of the cool differences from Landmark is that the planets are made from a separate voxel grid from the one that you build with. So when you're building you're working with a separate set of overlapping voxels. And you can build right up and into the terrain without the voxels affecting each other. So when you claim a spot with a Core Unit you don't actually own a chunk of terrain voxels the way you did in Landmark. You can still edit the planets though, but you use mining tools, and the mining is permanent. Terrain doesn't regenerate like in Landmark.
  4. i'm like, wow this Portlandia clip is very relevant to... wait a minute. ?
  5. I would send a Private Message to @NQ-Nyzaltar here on the forums and ask what you need to do to have your access to customer support reinstated. Have you done that yet?
  6. Yes, there is currently an NDA. I just looked on the store page myself and I can't find any mention of it either. Where it says "ALPHA 1 ACCESS (NOW)" if you hover over the little question mark, it should mention the NDA there. In my opinion.
  7. I would definitely like to build some kind of residential skyscraper at some point and then let other people move into it. I'd definitely like a rent a spot in someone else's building too. It would be pretty cool to see people take over the spaces and personalize them. I don't know if there will be a limit to how many constructs you can connect together. But if you stacked a bunch of smaller static constructs, then the build rights to different areas of the building could be subdivided. Or closer to real life, it could be done with an honor system. And people will just have to restrain themselves from cutting a hole in the floor into their downstairs neighbors apartment. ?
  8. They already are planning to let us build with the world voxels too. That's what you'd be doing when you add or remove terrain. The question is whether they let us use other building textures and advanced tools and shapes like in the video. The thing about the world voxels is that they're slightly larger then the ones we build with on cores. So you wouldn't be able to build in as fine detail. Building with the world voxels also means that voxels warp each other when you build near the ground. So you couldn't seamlessly place a road or building into the terrain, the way you can when building with a separate voxel grid. It could be fun for us to be able to do more then just terraforming with the world voxels though. I think I might still want to use a construct to build a road just for the smaller voxels. Having the multiple voxel grids to build with is definitely one of the best parts about the building in DU, for me.
  9. It is possible. at 2:10 in this video you can see him using building tools with the world voxels. It's an early video and I don't think it's something they will probably let us do. But it is possible ?
  10. Where are people getting the money to buy gaming computers, but they can't afford a $15 a month subscription fee? Seriously. We're talking about less then $200 a year. The math doesn't add up.
  11. clearly the only way to figure this out is to place a time traveling sheep, and micro voxel and a flask of four loko in a small storage container and see what happens.
  12. But what will the character inside the ship be doing during the 9 hours it takes for their version of this trip to catch up with the players outside the ship? If the player inside the ship arrives at their destination after an hour. How can they also be inside the ship still traveling, from everyone else's perspective? ??
  13. But if you're traveling in slow motion from your own perspective. Then you would also have to be traveling in slow motion from my perspective too. Otherwise we wouldn't be playing in the same game world anymore. You would be playing a game where you are already at your destination, exploring a planet or something. And I would be playing a game where I am seeing a ship flying past me. Every time someone traveled faster then light the game would need to spin off another single player reality to maintain all the different virtual timelines. It's just not possible without real time travel, or turning the game into a very complicated single player time travel simulator.
  14. I'm not a lawyer either, but I figure it would work sort of like a cover band playing another bands music. If it's a tribute, and you aren't claiming that what you are selling IS the original thing, and you're not claiming that it's your own original work, then it's probably cool.
  15. It's a fun idea. But in a game where there are only other real players, wouldn't someone need to actually time travel, for this to work?
  16. we should be able to display most image formats on the screens with html too. Eventually they could probably give us different types of screen elements. Like a picture frame or canvas, that you can also display images on.
  17. I heard BOO believes in the redistribution of all memes ?
  18. Cubes and Tubes sounds like a restaurant where they'd only serve ice water and hotdogs with no buns. ?
  19. I doubt the overall shape of a ship is going to affect its structural strength. That would be cool though. But the circle and triangle have to be two of the strongest shapes out there. Just sayin'
  20. For static and dynamic constructs the voxels are 25cm. For planets and other terrain the voxels are around 100cm. According to this post.
  21. Maybe they could give us the trees as decorative elements. At least that way we could do some landscaping inside of a static construct.
  22. Atmosph3rik

    Laser level

    Huh. Yeah in this case continuing an ongoing discussion in the same thread makes a lot more sense. The idea of "necroing" a thread, as a negative thing, seems kind of specific to when someone is just chiming in on one side of an old argument, just to fire it back up again. And in that case honestly no one wants the argument to come back at all, in a new thread or the old one. But if it's a productive discussion, either way should really be fine. But continuing the old thread seems better to me. Less clutter, and a more coherent discussion. Also, lasers.
  23. Ok cool, you didn't mention that when you said What I want is to be able to build swimming pools, and fish tanks, and fountains. For the purpose of making the things I build realistic looking. Having a 100% realistic game world would be neato. But I would prefer that it's as realistic as feasibly possible, to nothing at all. "Not at all" sounds boring.
  24. Wait so we're requiring 100% realistic physics now or nothing? We might as well cancel the whole game then. Does that mean we shouldn't have decorative toilet elements unless the turds swirl when you flush them? This is a game of creation. We have the ability to create things that make no sense. It's just part of the freedom that comes with building. Land floating in the air Ships with engines that aren't attached to other parts of the ship but the whole thing moves as a solid unit Floating Arcships made of something called Kyrium I think It's up to us to build realistically. If you want people to feel immersed in your building then you have to build it so it feels immersive. But more importantly if they can give us something that adds a huge amount of aesthetic beauty to the game. Why not? Waiting for it to be 100% realistic makes no sense. Especially when having it be 100% realistic adds almost nothing to the game. Ok so everyone can build a lake and then delete the wall and watch all the water flow out. Or put a tank of water on the roof and then wait around for some sucker to walk into your base so you can drown them. Fun stuff but definitely a novelty that the game doesn't need.
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