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Update 01.147 - Bug Fixes and Improvements

Discussion in 'Change Log' started by jolk, Aug 4, 2016.

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This last post in this thread was made more than 31 days old.
  1. jolk Public Relations

    Messages:
    5
    Summary
    Hello Engineers! This week's update brings you a round of bug fixes and improvements, as well as the addition of the auto orientation feature. In our dev diary this week, you'll hear from Space Engineers programmer Lukas, who will tell you more about the visual scripting he's been working on.
    The auto orientation feature will help you with building by rotating blocks so that connector pieces are always connected to the grid. All blocks now have one side defined as a "mountpoint". The block will rotate with the mountpoint facing the grid when pressing T (configurable in controls).
    When a block has more than one mountpoint the feature will make it rotate between them.
    In the case a block does not have a defined mount point it will rotate to the "backside" of the block

    Fixes this this week include the problem with Pirates not shooting grids that have a block assigned to them. Also, the atmospheric lander should now allow you to land with it safely - you will no longer need to glide, and instead you can descend. We also fixed the issue with rotors snapping/exploding after loading your saves. The issue with projections when they were turned off or on in DS was also fixed.
    Check below for the full list of this week's fixes and improvements!




    Features
    - added auto orientation feature for block

    Fixes
    - fixed character jump
    - fixed pirates are not shooting grids with one block assigned to Pirates
    - fixed walking on alien sand has the grass animation.
    - fixed safety Locking Blocks Conveyors
    - fixed log spammed when blueprint resources runs out.
    - fixed uneditable grids in creative mode missions
    - fixed straight conveyor tube NOT available in large grid
    - fixed rotors snap after loading
    - fixed welding projections are sometimes not possible
    - fixed battery does not function properly through toolbar shortcuts.
    - fixed turning on Projectors with stored blueprints activates the Station-laying boundary box
    - fixed enable/disable Sabroids [Spiders] is missing in advanced menu
    - fixed disabled thrusters still working
    - fixed unable to complete 10th basic tutorial
    - fixed character standing in cockpit with jetpack on
    - fixed piston head connectors disapearing
    - fixed small beacon block group problem
    - fixed projection is not visible after turning projector off and on again
    - fixed being unable to go down with atmospheric lander
    - improved mouse control for character


    Update 004
    - fixed crash in add constraint
    - fixed crash in antenna
    - fixed rotation for clients on other clients
     
    Last edited: Aug 5, 2016
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  2. Speshal_Snowman Apprentice Engineer

    Messages:
    175
    Wow early update!!
     
    • Funny Funny x 1
  3. Scorpion00021 Senior Engineer

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    1,409
    "fixed being unable to go down with atmospheric lander"

    :eek:
     
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  4. I23I7 ME Tester Staff

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    3,817
  5. Killacyte Senior Engineer

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    1,659
    Wow, earliest update ever! Also, not bad!
     
    • Agree Agree x 2
  6. Animal 22 Trainee Engineer

    Messages:
    25
    Lack of moving focus to the monitor when Lukas looks at it make smy inner camera operator want to hit someone with a brick. And really no demonstration of the auto orientation feature?
     
    • Agree Agree x 1
  7. 3eepoint Junior Engineer

    Messages:
    907
    Nice Update, but is nobody talking about the censored script parts ?
     
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  8. Mix-martes86 Senior Engineer

    Messages:
    1,110
    Huh... blurried tab title in the presentation of the visual scripting... some secret stuff we're probably gonna get teased about sometime. Given how those are all about pirate behaviour and encounters, I say it's something related to (autonomous, dynamic) AI ships instead of the regular "programming block" ships.
     
    • Agree Agree x 2
  9. DasStrudelMonster Trainee Engineer

    Messages:
    76
    Seriously awesome work on this one guys, thank you!
     
  10. joemorin73 Junior Engineer

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    949
    You noticed that too? I also saw some blocks were blurred out too.
     
  11. macgeifer Apprentice Engineer

    Messages:
    137
    they have so many new things in the pipeline. i really hope we will see something in the near future and they can finally fix the physics issues. pistons and rotors were "fixed" several times (never really fixed or broken again^^)

    let me see...
    -update renderer
    -dx11 textures
    -sound
    -netcode

    what we really need:
    -improved and reliable physics
    -netcode
    -visual fix for planetary rendering (looks really strange when flying in atmosphere)
     
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  12. Deepflame ME Director Staff

    Messages:
    370
    Please check the Dev branch and give some feedback on the MP movement behaviour, on-going tweaks are being made and constructive feedback is always appreciated. :)
     
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  13. LFCavalcanti Senior Engineer

    Messages:
    1,377
    Okay, nice, fit and dendy... is it?

    It's nice to have better tool to design scenarios, maybe opening up possibilities for autonomous ships with better AI behavior, but...

    What we really need/want to know is what is being done to address the problems we have since forever in this game, like the Piston and Rotor problems discussed in a recent thread, maybe talk about performance improvements to address multiplayer de-sync problems, future improvements to the Dedicated Server.

    The old problem with communication: If you don't say what you are doing or what is your opinion on something, you allow people to make up their own speculations and that generally leads to negative results.

    That's my impression right now, that these problems are not being addressed and they will not be addressed, since you just don't talk about them. Oh and please don't say I should watch the streams to get information, most people don't have the time or schedule for that, this kind of information should be talked about in a blog post or these weekly videos.
     
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  14. kingkrieg Apprentice Engineer

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    161
    THANK YOU for this 2 fixes, i was going insane with the rotors in SP Survival/Creative!
     
    • Agree Agree x 2
  15. Sir Sulo Apprentice Engineer

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    214
    For me, turning projectors off crashes the game now .-.
     
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  16. posthy Apprentice Engineer

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    109
    Such early update! I wonder if you KSH guys will use that visual scripting tool only for a few demo/tutorial scenario or maybe we will get an official plot? I'm pretty sure some members of the community will create wonderful campaigns. You'll be challenged! :)
     
  17. Rabir Trainee Engineer

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    72
    When can we except optimization update? Since my external GPU died, SE barely produce 15 FPS in space, without planets... While I run Rocket League with 60+ FPS... Now compare their graphics...
     
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  18. macgeifer Apprentice Engineer

    Messages:
    137
    you cant compare this. think about the real time physics and voxel deformation in the background.
     
    • Agree Agree x 2
  19. SCP 106 [SPS] Trainee Engineer

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    20
    Did anyone else see for the Visual Scripting tab with the blurred scripts, it was titled 'SE_RogueLike_SM'! Sounds exciting.
     
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  20. KingdomBragg Junior Engineer

    Messages:
    544
    Looking good. I'm enjoying the dev diaries as it gives us an insight to the long term work that we don't normally see with the weekly updates. Thanks :)
     
  21. Anubis 2 Trainee Engineer

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    60
    The new one is so cute
     
  22. K Man Trainee Engineer

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    44
    I'm likely in the minority here, but that was the most boring dev video yet. Just my silly opinion and bad taste, but I would have preferred a robot reading the fix list with spaceships flying around in background and that nice music you've been working on playing.
     
  23. 666Savior Apprentice Engineer

    Messages:
    191
    so in the example they showed using the scripting, it was essentially a basic tutorial. Does this mean that keen might redo their tutorials into something less klunky? I feel like on screen prompts and such would work better than LCD's with a wall of words.
    Aside from that, the scripting looks like a very useful tool and i cant wait until it is implemented so i can try and fail at using it:p :D
     
  24. Carlosmaid Apprentice Engineer

    Messages:
    175
    [​IMG]

    Pope approves this update.
     
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  25. Damadark Trainee Engineer

    Messages:
    98
    I would love to see this visual scripting applied to programmers blocks. I am terrible with programming and when a script breaks I can't even fix it to work again. Still a milestone for future Space Engineers.
     
    • Agree Agree x 3
  26. Rabir Trainee Engineer

    Messages:
    72
    Voxels are only deformed when you modify them, after that the 3D model gets generated and uplaodedto the GPU... If they constantly re-generate voxels when they are not updated, they do something really wrong... So yeah, when you don't modify the terrain, you can compare them...
     
  27. FlakMagnet Senior Engineer

    Messages:
    1,551
    Interesting update ..... and likewise, I am intrigued by the things we couldn't see rather than what we could :)

    Anythng improving the amount of background activity in the game is a good thing, as space can be pretty...er...empty.
     
  28. derletztewiderstand Trainee Engineer

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    9
    please where is an update to the stable?
     
  29. mojomann71 Junior Engineer

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    578
    Going by past ones I say the 18th update is the next probable Stable update. :)
     
    • Agree Agree x 1
  30. zdzier Apprentice Engineer

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    133
    door grouping still broken. Cuz thats hard to fix, im sure...
     
Thread Status:
This last post in this thread was made more than 31 days old.