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Author Topic: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!  (Read 236856 times)

forsaken1111

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #780 on: September 26, 2015, 02:49:50 pm »

Where would that list be? i think i missed it.
http://blog.marekrosa.org/2015/04/guest-post-by-ondrej-petrzilka-space_17.html
That's where they announced that the new netcode is coming, back in April, but have since said that planets/scenarios have been the focus for now as they want them ready and done before they tackle the netcode so people will be able to play with them right away once multiplayer is fixed.

They don't give a timeframe for any of it as its all continued alpha development. I'd expect it to take another 2-3 months realistically.
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Zanzetkuken The Great

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #781 on: September 26, 2015, 04:23:50 pm »

Where would that list be? i think i missed it.
http://blog.marekrosa.org/2015/04/guest-post-by-ondrej-petrzilka-space_17.html
That's where they announced that the new netcode is coming, back in April, but have since said that planets/scenarios have been the focus for now as they want them ready and done before they tackle the netcode so people will be able to play with them right away once multiplayer is fixed.

They don't give a timeframe for any of it as its all continued alpha development. I'd expect it to take another 2-3 months realistically.

Must be working under the belief that whatever fix they wind up implementing for the netcode now might prove to have a whole host of unseen problems when those two features are implemented.
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forsaken1111

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #782 on: September 26, 2015, 05:13:02 pm »

Yeah. I guess planets are a huge change in how the voxel side of the engine works and renders things, so they want to get that ironed out first.
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Mephisto

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #783 on: October 12, 2015, 08:57:03 am »

At some point during the past two weeks, VideoSAGE started up a new season. Direwolf20 of modded Minecraft fame also started a series of his own. This made me want to get back into it.

After 30 hours (including the destruction of BFS Overkill MK1 after several hours of construction and no backup save), I came up with this thing. That screenshot was taken before my most recent set of modifications, which include a strip of modded station grinders on top of the jump drives. I'm a little disappointed that I had to cover up three faces of said drives but having floors throughout my ship is nice.

The last time I played was before jump drives and oxygen were added. I'm proud to say that this is both jump (1000km with four drives full) capable and pressurized (though just the bridge as refineries are leaky in the configuration I've got).

Once I get a hangar up for the welding ship that's pictured latched onto the side, I'll be able to drill entirely through asteroids.
« Last Edit: October 12, 2015, 09:56:40 am by Mephisto »
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DarkGhost

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #784 on: October 20, 2015, 05:46:14 pm »

Did they implement the new multiplayer engine yet? They've been working on it for six months... The originally said it would take eight weeks.

Perhaps they're rolling it into the planets update, which would presumably be a big structural change as well.

Still, the only reason I haven't played space engineers in half a year is because the multiplayer engine is so bad.

That said, at least they fixed clamps.

To answer you :
The netcode ain't changed yet but we're still working on it (as a moderator, we're helping abit too, after all).
Current status is unreleasable, but atleast it has shown some improvements at some point. But then there is some sync issues that you would HATE to see, wouldn't take "that" long to fix, but since the focus is set on planets, well ... Can't say much, eh.


(And yes, I never posted here before. Just been an active reader, but a ghost'ish poster)
Where would that list be? i think i missed it.
http://blog.marekrosa.org/2015/04/guest-post-by-ondrej-petrzilka-space_17.html
That's where they announced that the new netcode is coming, back in April, but have since said that planets/scenarios have been the focus for now as they want them ready and done before they tackle the netcode so people will be able to play with them right away once multiplayer is fixed.

They don't give a timeframe for any of it as its all continued alpha development. I'd expect it to take another 2-3 months realistically.

Must be working under the belief that whatever fix they wind up implementing for the netcode now might prove to have a whole host of unseen problems when those two features are implemented.



Hence why the decision of doing a bugfix period. That was purely to fix most problems that would make the planet release unplayable. (Hint at the ship RAM usage when it's far away, and such).

Sincerely yours,
DarkGhost
KSH Moderator

Edit : Ty for the notice ... That fail.  :(
« Last Edit: October 20, 2015, 06:40:37 pm by DarkGhost »
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Zanzetkuken The Great

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #785 on: October 20, 2015, 06:32:13 pm »

Think you messed up the quoting a bit there.

Minor bit of curiosity, is all the stuff you are rewriting being done in a way that would reduce later work in making a Linux or Mac port?
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DarkGhost

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #786 on: October 20, 2015, 06:47:35 pm »

Think you messed up the quoting a bit there.

Minor bit of curiosity, is all the stuff you are rewriting being done in a way that would reduce later work in making a Linux or Mac port?

Quote-mess fixed, ty for that notice !
The netcode change wouldn't change anything on the Linux/MAC port. Steam network is the previous/current netcode. Future one will be RakNet (the one used by Rust).
AFAIK, both are compatible with Linux and MAC. (Atleast, Steam network code is compatible with Linux. Gotta check for MAC, never been too interested to it)
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PTTG??

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #787 on: October 20, 2015, 10:55:03 pm »

I love net 3.0.

(1.0, you went to websites and read stuff from companies. 2.0, you went to websites and said stuff to companies. In web 3.0, you just say stuff and companies come to you...)

In all seriousness, cool beans. I'm glad to hear that netcode is still being worked on, and I'm totally on board with planets being the priority right now; there is something at works (ish) in place, and planets are REALLY REALLY REALLY cool.

I can't wait to play out The Martian in Space Engineers...
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DarkGhost

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #788 on: October 21, 2015, 07:28:34 am »

Actually, let's list the major changes that are being worked on (as in not released yet, can't speak of their precise state due to NDA) :

  • Planets (More than confirmed, don't think I gotta speak of it ...
  • Netcode
  • Multi-core / Multi-threading optimization

Planets : Well. You know the deal already, I think ? It has been spoken about again and again both by players and teased by developpers in the update videos.

Netcode : Switching from Steam network code to RakNet. Current issues being mainly about synchronisation. "Rubber banding" effect as reduced drastically. UPS and FPS are constant now (even on a non-server desktop as host using the 64-bits dedicated server executable).

Multi-threading : No information were given at all. It's still worked on, that's all can be said, unfortunately.

There is no news about a possible port to Linux/MAC, but pretty sure it could happen once the main features are released due to simple logic. Who would port an unfinished game ? It would just drastically increase the work that has to be done, plus all the bugs differing from one OS to another, and so on.

NPC/AI : Pirate drones are there. <hint> Those "ships" are smarter than you actually think. </hint>
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forsaken1111

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #789 on: October 21, 2015, 07:32:17 am »

NPC/AI : Pirate drones are there. <hint> Those "ships" are smarter than you actually think. </hint>
Oh god. Did you guys tie in the AI project to space engineer's hostile craft? Are they learning?!
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DarkGhost

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #790 on: October 21, 2015, 07:44:07 am »

NPC/AI : Pirate drones are there. <hint> Those "ships" are smarter than you actually think. </hint>
Oh god. Did you guys tie in the AI project to space engineer's hostile craft? Are they learning?!

Not at that point, nope. That's what everyone wants to do, but it ain't "that" close to be done. I'm more thinking of "Survival smartness".
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forsaken1111

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #791 on: October 21, 2015, 08:47:54 am »

I have noticed that they're very reluctant to run over into my gunwall.
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Sergius

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #792 on: October 22, 2015, 08:35:57 pm »

Nice update. Finally batteries aren't useless for ships with reactors.
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PTTG??

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #793 on: October 23, 2015, 03:24:49 pm »

Planets, man! Planets!

I'm looking forward to plaaaaanets.
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Mephisto

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Re: Spacegineers... Spengineers... Space-Genners... SPACE ENGINEERS!
« Reply #794 on: October 23, 2015, 03:54:43 pm »

New doors! You can pass through said doors at any angle!

This means the space bugs can probably fit through them easily as well if you accidentally leave a door open but let's not talk about that.
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