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Jeronimo

Alpha Team Vanguard
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Posts posted by Jeronimo

  1. no need to explain, there are people who also already know how to, and those who will never touch LUA because they dont know how to and will spend time on other things

     

    the topic of automatic defens turret has been started many times

     

    his concern here is, will it be possible to lock all turrets on one target, and the answer is for sure yes, and as you mentionned, we are still waiting for the LUA communication functions, to be able to know how it will be made possible to communicate same information to all these turrets at same time in one single message

     

    but in addition, and confirmed by devteam, 10 automated turrets might be less powerfull than 1 player controled turret

  2. I think all the entries that are screens should just be 1 screen and the display be controlled by lua scripts so only 1 element is needed to cover all those aspects 

     

    I'd instead suggest different sizes and aspect ratio screens 

     

     i think the multipurpose screen you are mentioning will be a screen that will only display strings, very usefull aswell for many other purposes, so on them, how to display graphics, like battery life graphic, loading graphic, power up graphics and animate them, etc...

     

    radars also can be displayed on 2d screens, with a list of strings for names and coordinates

     

    CONTROL-719x200.jpg

     

    but there might be a way to implement in the LUA to display different types of graphics instead of  pure strings

     

    the-mine-central-control-room-from-conce

    • galaxy scaled 3d radar, with the ship in the middle, discovered planets, and detected other spacecrafts     +1

    planet scaled 3d radar, with basic activities on the planet     +1

    pilot seat     +1

    co pilot seat     +1

    automatic pilot control seeat     +1

    automatic turrets control seat     +1

    communication instruments seat    +1

    hull status display screen     +1

    fuel status display screen     +1

    energy consumption display screen     +1

    engine power dsiplay screen     +1

    warnings display screen     +1

    doors locking panel     +1

    cameras screens     +1

    speedometer, traveled distance counter    +1

    on board detected life forms counter display screen +1

    etc...

  3. A little push up for dev team to gather ideas from the community about what type of elements would be appreciated to be seen in control rooms of our spaceships

     

    Unlike other topic i would like to structure that one and condensate informations, so that after few posts we dont loose them

     

    I will start with an exhaustive liste of active elements, scripted elements, that players will have interaction with

    And encourage everyone to copy past the liste adding +1 on the counter of the elements they like, and add their own elements at the bottom of the list

    Eventual comments would be made after the liste has been past

  4. To question 2: Obvious answer is obvious. I mine the beZeus outta it, voxmancy up a set of engines using the wreck of my ship, and then pilot my new 'roidship to the Black Hole for Question 3.

     

    Question 3: I open a Restaurant. Because while Yama might want to know "where are we going", "what we're going to eat when we get there" is way more important ;)

     

    And you would call it "The Restaurant at the end of the Universe"

  5. Oh man, I didn't mean to start a flame war here. If you were going to do an air simulation I would do it as a on/off type deal an area is either pressurized or hard vacuum, actually simulating air flows and such would be crazy!!

     

    If you wanted to know how I would implement it it would be by calculating "regions" of null space on a vessel that are enclosed and are constrained on macro grid of say 50 by 50 voxels. Each region would maintain links to all of its neighboring regions and a link would be dependent on say a door open/closed state. Each region would have a binary air flag, operating on this to determine if an area is enclosed would be simple enough and does not have to be update every single tick.

     

    Of course actually implementing all this would take a long time and to be honest considering how honest Nova quark are about even basic features not being in the initial release I think I would like to bump this waaaay down the priority list

     

    great great idea to rescale at a bigger size the air data grid

     

    and totally agree it shouldnt be on top top priority list, because we are still far from having started to build a km long spaceship

    but more at the stage of non physical space plateform, and single pilot ships

     

    the overall concern of the topic is what will spaceship control rooms / pilot rooms will have as active elements / interaction elements

    thought the "hull status" display element is a must have 

     

    otherwise living on a huge spaceship will be like beeing deaf sitting high on a branch of a tree watching the stars while a lumberjack is cutting off that same tree

  6. That would certainly address the concerns I voiced.

     

    But this suggestion has another catch: peer2peer networks would leave the game wide open for hackers. Effective anti-cheat mechanisms are afaik only really possible in a client-server system.

     

    Not sure how much of an advantage it would give players to hack such a system, i.e. to make other ships leaky and magically plug their own holes. But it would happen eventually that someone did just that.

     

    correct me if i missunderstand, but the LUA system already planned to be client side runned.

    so all the ingame LUA is also conmpromised

  7. to be honest @Petcat, the latest video doesnt show anything new, but a simple introduction to voxel build for uninformed public about voxels (that also have no idea that Landmarks exists)

     

    the video doesnt give any answer to the community 

     

    - possibility to smooth voxel (till a tiny voxel aspect)

    - possibility sculpt voxel (as mentionned many times already, but not shown)

    - possibility to rotate or scale voxels

    - possibility to rotate, scale, strech, one face of a voxel

    - possibility to build your own voxel creation while on moving voxel spaceship

    - possibility to unify 2 voxel constructs together build by 2 different builders

    - possibility to save as blueprint

    - etc...

  8. hoverbikee.jpg

     

    great idea,

    but sadly we will have to remember that voxel tool wont allow us to build human scale bikes, designs will be very simplified compare to details that we could achieve on large scale spaceships

     

    1524397-o_18ttg855p102dd551mabc8ovld8-fu

     

    this one less sexy, but considering DU will be LEGO like constructions with prefab elements, there is still tons of possibilities

  9. I get what you're saying wizardoftrash. From what I understand, absolutely. If you can build a construct which is made of voxels + elements and blueprint it and sell it, I don't see why you can't do it with a construct of just voxels.

     

    I agree. I think it would be interesting if you could apply this blueprint to an already existing construct. You could just slap down column after column, instead of painstakingly sculpting each and every one.

     

    but this isnt new, and official for a long time

     

    blueprint is given name for any saved creations

     

    available from 1 voxel, with or without elements attached

  10. As far as I'm aware haven't reached the singularity yet, coders still have to work with a variety of real world limitations. 

     

    I mean, sure, is your idea technically feasible? Yes, of course it is. The question is, is it feasible for a single shard MMO with a server-client architecture? I don't mean so much technologically as economically. I think we can all agree it would be awesome to basically get Space Engineers: The MMO with millions of players online at once. But the required processing power on the server side would probably be prohibitively expensive.

     

    The same goes for wheels, rotors, pistons, rails, and similar general-purpose mechanical bits. It's too costly on the server side to do all the required calculations all the time. These things can be done relatively cheaply you might think, but think of the scale involved. Think of the millions of constructs that need to be checked if they're leaky whenever they're interacted with, of all the little wheels on vehicles rolling across surfaces, etc. Things add up very quickly and can add an enormous overhead on the server architecture.

     

    I feel people are right when they say you need to temper your expectations. This game isn't going to be the next Space Engineers, it's more likely going to be Eve Online with voxels.

     

    The devs may go and see what they can add in terms of advanced survival mechanics when the game is live, when they see what they are earning, where the game is going, and what their servers cost when they are up and running. But you need to understand they can't make such things a priority.

     

    :( i didnt mentioned survival aspect

     

    and i am aware of the process of calculation everytime for the deployment of the air voxels within the spaceship everytime a ship will start

     

    what if it isnt server side calculated, but by the cpu of the 100 clients around, a remote calculation that will be done almost instantly

    once air point clouds setup in the enclosed room of the ship, at ship start, there wont be more calculation unless there is a modification of the hull, breach opened, but once detected the elements send alarm message and the calculation is canceled

     

     

    you talked about wheels, yes but there are many ways to fake them

    NQ mentioned there will be hoover ships, with following terrain behaviors

    What does it cost to make a decorative animated element, with no physical and mechanical properties, but just the animation of a rotating wheel, and stick it to a car like hoover ship?

  11. Yes please.

    giphy.gif

     

    After what I've seen in Space Engineers, I would rather this be placed at the bottom of the "would be nice" list. As this is more survival oriented, it doesn't quite belong here. NQ has said they are planning on some survival elements, but if it involves oxygen, I would think that it would come in form of oxy bottles in your inventory. Which is what SE uses if you do not enable "airtightness."

     

    the tittle "air voxel" is about data storage and mechanic, i didnt mentionned any survival gameplay (only at the end, in the Edit of my first post)

    i know the survival aspect of the game isnt plan for close future

     

    mechanics mentioned are:

    - ships hull status, segmentation of the ship for detection, prevention of enemy boarding during assaults

    - possibility to build voxels on a moving spaceship, especially if your first created voxel is a floating voxel

  12. Jeronimo,, sweetie, air-voxels are still taking memory space in the server. They are transparent, non-collisional voxels. It's like saying a 512x512 image, that has 35% of its pixels as transparent, somehow, has a reduced byte-size of 35%.

     

     

    Servers will still have to track those voxels' locations / orientation as well, so, there's precious server data wasted. 

     

     

     

    I agree on your "atmosphere generation Element", but it could act as a "scan-fill" function in a ship that enables a certain voxel surface amount as "atmosphere", thus, breathable.

     

     

    true, Data 0, is also a stored data, but i believe much lighter than you say, it isnt associated with much information, so could weight only 1 or 2 bytes

     

    client side it doesnt have any rendering process,

    and the ships will be sightly longer to laod, maybe 1 mili second more

  13. it can be OP as a resource gathering faction, but can be very weak in a strategic war, thus is inherently balanced by the mechanics the players are bound to. Imagine a bunch of ants playing the game.

     

    what is a colony if the queen isnt around?

     

    would be fun if you could hack in your favor that colony

  14. :lol:  You are hilarious

     

    It talks about saving voxel elements in a library, but nothing about blueprinting or selling them.

    ~probably one of those "you'll have to wait and see" situations

     

    really? you didnt understand? i cant help you sorry

     

    what do you think blueprints are for? 

     

    google the definition of blueprint maybe

     

    its not the same definition as pokeball i can tell you

  15. no seriously guys, spaceships wont be premade fully scripted meshes, and most of it, you ll be living inside

     

    so if you are happy with a sspaceship built in minecraft, and have enough time and imagination to animate it with your own dreams, thats good for you, then go back on  minecraft right now

     

    and dont reply to a pre alpha game mechanic topic if your dont understand what pre alpha or mechanic means

  16. Thanks for insulting my intelligence again  ;)  really helps your argument. You spent 2/3rds of your response dissing me.

     

    Since we are talking about an MMO here we'll have to get real for a second. Lets say I'm in a ship, and it is under attack. How exactly is that damage going to be scored? You are assuming parts of the ship get damaged and destroyed creating holes. Since this is an MMO, I'll let you in on a little secret: things will probably have health bars.

     

    Damage to a ship =/= hull breeches

     

    The most likely scenario here is that the construct as a whole will have an overall health bar (possibly determined by what material it is, its size, its overall mass, etc), each of the constructs elements will have their own health bars (for attacking specific systems). When an element gets damaged, it needs to be fixed, if destroyed, possibly replaced. You might have to stop or land to make this happen depending on the building restrictions they put into the game. If the ships main structure (overall health bar) gets damaged, it needs to be repaired, if it is depleted, it is probably destroyed.

     

    Will there be voxel deformation? possibly as an effect to show how damaged an element is or how damaged the ship is, but the bullets won't be punching actual holes in your digital ship. It likely is not realistic for a game built for large numbers of simultaneous players to track functional voxel damage.

     

    TLDR: Get ready to be dissapointed, because you may have put your expectations in the wrong place.

     

     

    how do you think in term of "mechanics" your overall health bar could be coded?

     

    to remind you, ships will be fully built out of voxels, none of them will be scripted, have any feeling or sensitivity or transmit any information to any other voxel or elements

     

    you are depth sitting high on a branch of a tree watching the stars while a lumberjack is cutting off that same tree

  17. In terms of scale for C-Y space and the K-packs:

     

    Calabi-Yau is theorized as beginning to occur at perhaps 1/1000000000000000 of a meter.

     

    Atomic scale is matter is composed of atoms, and the distances of the pieces of the atoms exist at 10^15 meters. That is 0.000000000000001 meters. Atomic scale fits in C-Y space.

     

    If we take a person to be on the average 1 and a half to 2 and a half meters tall – we consider the Calabi-Yau distances to be about 2 million million million times smaller than a human.

     

    So what the tech likely does is deconstruct matter at the atomic level, then stores that mass in the C-Y space. The Blueprint attached to the tech can then reassemble the resultant stored masses/atoms (of the correct type) back into the right material.

     

    You may find that storage of actual items is out of scope and you cannot carry a "ship" in your pocket, only all the required materials which the "voxel gun" (or whatever the build tool will be called) then spits out according to blueprints. It would, from a certain perspective, appear that you are "unstoring and object".

     

    yeah thats the nano compression concept, that a stadium once compressed to maximum could fit into a foot ball

    the concept story is good if you dont look too far behind for answers

     

    in reality, if this kind of compression could be made possible, then the foot ball will have the weigh of the stadium once compressed, since the compression is about taking out all empty space (air) between protons and neutrons

     

    but this part we d better not mentionning it

     

    maybe that how Thor's hammer is made

  18. hey wizardoftrash, i m opening here very crussial playabilities issues for this game:

     

    - ability to build on a moving spaceship (do you have any idea how such a thing could be done mechanicaly talking?)

    - ship status (health of the ship, detection of breaches)

     

    you should go back on pokemon forum if you think things are made by magic

    + not everyone have time to watch flies during 6h, and switching to youtube to make yourself busy while waiting

     

    most people have work, get home around 8pm and get up at 6 or 7am, are you aware of that?

     

    so try be more constructive next time

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