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Update 01.088 - UI Transparency, Rotating Sun, Voxel Support

Discussion in 'Change Log' started by Drui, Jun 25, 2015.

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This last post in this thread was made more than 31 days old.
  1. Drui Keen Update Guy Administrator

    Messages:
    1,369
    Summary
    The option to set the transparency of your UI has been added (under “Game” tab in “Options” menu). We’ve also added the option to set sun rotation (in world settings). The minimum value is 1 minute and the maximum is 24 hours. Additionally, we’ve implemented the voxel support for grids. When the option is enabled, any static grid which isn't attached to a voxel will become dynamic. Another implemented option is to disable the jet-pack usage in the world, so the player will not have a jet-pack at all. Also players can choose not to have tools in their inventory when they spawn in the world. All options are listed under “world” settings and are applicable for both scenarios and classic worlds. Lastly, projected blueprints can now inherit ownership from the projector itself. Corresponding check-box has to be checked for this feature to work. This feature is available only for the scenario edit mode.



    Features
    - UI transparency (community feature by mexmer)
    - world option: sun rotation
    - world option: voxel support for grid
    - world option: disable jetpack
    - world option: spawning without tools
    - projected blueprint can now inherit ownership from projector

    Fixes
    - fixed issue with invite via Steam
    - fixed welders causing lags (still WIP) (community fix: yajiedesign)
    - fixed crash in Havok
    - fixed crash when changing hostility settings
    - fixed welder model
    - fixed issue with projector turning welded blocks off
    - fixed issues with multiple mods upgrading the same value
    - fixed oxygen generator auto-refill synchronization (community fix: mexmer)
    - fixed welder help others synchronization (community fix: mexmer)
    - fixed warhead projection explosion

    EDIT 06/26/2015:
    Update 01.088.012
    - fixed with sensor switching on/off
    - fixed solar panels and oxygen farm working in dark environment
    - fixed HUD not showing properly
    - fixed turrets not targeting enemy blocks
    - fixed loading of some worlds
     
    Last edited: Jun 26, 2015
    • Like Like x 15
  2. Mr Engineer Apprentice Engineer

    Messages:
    467
    Wooo! Amazing! Never expected that!
     
  3. rumcajs03 Trainee Engineer

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    75
    I see what you did there Keen! Preparations for planets under way!
     
    • Like Like x 7
  4. Jason45PC Trainee Engineer

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    24
  5. .pho Trainee Engineer

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    64
    Some contents finally :)

    Thanks
     
  6. AdmObir Apprentice Engineer

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    159
    Nice update Keen!
     
  7. Appw0905 Trainee Engineer

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    16
    Cool! Get'n ready 4 planets! Also I'm one of first 5!
     
  8. PeterHammerman Junior Engineer

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    652
    1 step closer to planets ;)
     
    • Like Like x 2
  9. Don Jacobs Junior Engineer

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    657
    Ah, Fixes :)

    And thank Mexmer for transparency :pbjt:
     
    Last edited: Jun 25, 2015
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  10. oldark1 Trainee Engineer

    Messages:
    16
    Awesome! How does incoming meteor direction work with rotating sun? Always from the sun still or from the default start position of it?
     
    • Like Like x 1
  11. KRP_one Trainee Engineer

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    10
    ehhh . no optymalization and no Amazing :)
     
  12. David Halston Apprentice Engineer

    Messages:
    334
    Ahhh goood planets are under way!
     
  13. Commander Rotal Master Engineer

    Messages:
    4,942
    ...


    NEXT next week is going to be huge? (Like... planetary huge?)

    (Sun rotation looks nice but it'd be more useful if we could change it's position from inside the game to combat DX11Darkness. DX11 is dark and full of errors.)1
     
    • Like Like x 7
  14. Ulfsark Master Engineer

    Messages:
    3,057
    • Like Like x 2
  15. xzosimusx Junior Engineer

    Messages:
    662
    Nice fixes and that menu transparency is awesome!

    No compound blocks yet though :,(
     
  16. Flyinghamhock Trainee Engineer

    Messages:
    2
    Could we see the skybox move with the sun? that way it'll feel like the asteroids are moving through space, and not the sun. It'd be more realistic/fun to watch the stars move through your station windows!
     
    • Like Like x 5
  17. Ulfsark Master Engineer

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    3,057
    ROFL!
     
    • Like Like x 1
  18. waterlimon Senior Engineer

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    1,499
    Theyll totally publish moons in preparation for planets next time :D
     
    • Like Like x 1
  19. PsicoPato Senior Engineer

    Messages:
    1,096
    3 steps closer to planets!!!

    THANKS KEEN!!! :pbjt:
     
    • Like Like x 2
  20. Z0ckerchrisLP Trainee Engineer

    Messages:
    28
    A rotating sun? I have a strong feeling we are very close to seeing planets.
     
    • Like Like x 1
  21. DS_Marine Apprentice Engineer

    Messages:
    494
    - world option: disable jetpack
    Interesting. Should the suit with jetpack be a constructible item that we could put in the (new) inventory slot of the medical bay, so we can switch to it once we progress enough? Implementing this could be good, so ppl could mod their own different kinds of suits (can fly but weaker, walks slow but high armor resistant to projectiles, etc).
     
    • Like Like x 9
  22. WardenWolf Junior Engineer

    Messages:
    556
    Okay, now THIS is a great update! Fixing the welders, and the welded blocks being turned off problem. As well as other cool things. The UI transparency is a godsend for certain types of work.
     
  23. iN5URG3NT Senior Engineer

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    1,131
    Nice. That was fast.

    I'm a bit disappointed you can't move the sun in game though, it would have made a great tool for lighting dark areas during construction in creative.

    Also, Mexmer is a hero.
     
  24. Scorpion00021 Senior Engineer

    Messages:
    1,409
    Sweet update! Time to rethink stations and solar panel orientation. Also might play with station voxel anchoring. Any way we could get improved asteroid-block penetration in the future like it used to be? Might be useful since structures will rely on anchor points. Its currently difficult to build aesthetic pillars when all of the armor blocks dont seem to penetrate the ground.
     
  25. MiChAeLoKGB Junior Engineer

    Messages:
    763
    Well, there are errors, at least performance errors. Dont tell me that with my PC it normal to get 18FPS in middle of nowhere, when with DX 9 I get 90FPS+
     
  26. mhalpern Senior Engineer

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    2,117
    I think you meant no optimization- yet you are incorrect- see that "fixes" list? there's just no reason to spotlight them.
     
  27. Morphik Apprentice Engineer

    Messages:
    186
    I forsee a lot more use for the Auto Aligning scripts for solar panels and Oxygen farms.

    Edit: Never mind, I just tested it. Solar panels and Oxygen farms still get 100% from the old static location of the sun. Kinds ruins the impact when your solar panel gets full power in complete darkness.

    Picture's are worth a thousand words, and yes that LCD is being updated by a timer block to show current power.
    [​IMG]
     
    Last edited: Jun 25, 2015
    • Like Like x 4
  28. tharkus Junior Engineer

    Messages:
    712
    Wow very interesting features, and THANKS mexmer :)

    i agree with a couple of people here, the skybox should rotate as the sun , that could give a more realistic feel.
     
    • Like Like x 2
  29. Commander Rotal Master Engineer

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    4,942
    I'm pretty sure he rofl'd because he got the reference :)
     
    • Like Like x 1
  30. mhalpern Senior Engineer

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    2,117
    Now we need to figure out the axis of the sun's rotation, and build rotating solar farms to match it.
     
    • Like Like x 2
Thread Status:
This last post in this thread was made more than 31 days old.