• Space Engineers - Say goodbye to Starmade and Blockade runner.
    16,985 replies, posted
[QUOTE=Kommodore;45721630]SE cost me slightly more than a sandwich[/QUOTE] Yeah, considering what I spent and how long ago I spent it I should really stop bitching. Also, Steam says I spent 190 hours playing, which beats Skyrim, GTAIV, and Far Cry 3 combined. Hours for dollars it's up there with Gmod, with or without bugs. And to be fair, as much as some bugs annoy me until they get fixed, this game is nothing compared to Gmod. Yes, I probably should stop bitching as much.
Yes, please.
[QUOTE=Wickerman123;45721182]ALPHA.[/QUOTE] Such a dodgy excuse, you don't go into beta or retail and rebuild the engine at either of those stages. :v:
[QUOTE=Magman77;45722542]Such a dodgy excuse, you don't go into beta or retail and rebuild the engine at either of those stages. :v:[/QUOTE] you don't rebuild the engine at any stage...
To be honest this game paid for itself for me when it was a basic ship building game. That's all I ever wanted. It's one of only two early access games I have bought because it met my expectations that early. Everything that has come out so far is just a bonus, but huge props to the devs for sticking to a weekly release cycle. AAA companies can't even brag about that and to see such consistency on Steam Early Access is practically unheard of.
[QUOTE=Gentry;45722552]you don't rebuild the engine at any stage...[/QUOTE] Yes you do, it's called alpha where features and content can come or go to any degree. SE is not the working model for game development.
[QUOTE=Magman77;45722604]Yes you do, it's called alpha where features and content can come or go to any degree. SE is not the working model for game development.[/QUOTE] you don't rebuild the engine lol
Physics engines usually aren't too integral to the overall engine that they can't be tweaked, changed, or swapped out at a later date. Heck, Valve's transitioning from Stock Havoc to their own Source Physics Engine, have been for a few games now.
jesus christ i started a shitstorm. Really, I'm not upset in the slightest with Keen. They've done a stellar job on every front and sit up with KSP as a display of just how you should do Early Access games. Im just one of the few whiny bastards wjo wants to see a bit of optimization now so I can continue my trend of building hugeass skeletons of impractical vessels. Features are cool though, hoping we get drones or 3d printers soon so I can work on an all-in-one carrier design
[QUOTE=Gentry;45722552]you don't rebuild the engine at any stage...[/QUOTE] Try telling that to ZanMGT whose XNA framework was discontinued by Microsoft. [editline]18th August 2014[/editline] [QUOTE=Magman77;45722542]Such a dodgy excuse, you don't go into beta or retail and rebuild the engine at either of those stages. :v:[/QUOTE] But you do in alpha. [editline]18th August 2014[/editline] [QUOTE=Gentry;45722684]you don't rebuild the engine lol[/QUOTE] The DayZ team did. Not that it worked out for them, DayZ is a steaming pile of crap, it should be advertised as pre-alpha. I'm not dissing the team, that's just how games are at that stage. Damn our Game for UNI was barely playable when we had to demo it in front of class - we weren't alone though, phew! [editline]18th August 2014[/editline] The arrogance in this thread is unsettling.
[QUOTE=Wickerman123;45722808]Try telling that to ZanMGT whose XNA framework was discontinued by Microsoft. [editline]18th August 2014[/editline] But you do in alpha. [editline]18th August 2014[/editline] The DayZ team did. Not that it worked out for them, DayZ is a steaming pile of crap, it should be advertised as pre-alpha. I'm not dissing the team, that's just how games are at that stage. Damn our Game for UNI was barely playable when we had to demo it in front of class - we weren't alone though, phew! [editline]18th August 2014[/editline] The arrogance in this thread is unsettling.[/QUOTE] I used to run a few pages for ZanMGT, bunch of really cool dudes (and a cool girl too). They got totally helicopter dicked by the engine changes, thats probably what killed their game to be honest.
Uh it's not dead, they just released a Unity Standalone to founders. Go follow them on Facebook, they've been posting daily updates for months!
I added pop up missile turrets to that behemothian piece of shit I've been working on since before heavy armor. Its been fun to see this thing evolve as new features come out [video=youtube;NfMsUqAFluA]http://www.youtube.com/watch?v=NfMsUqAFluA&feature=youtu.be[/video]
Is there a way to make turrets stop being so damn paranoid? Its pretty annoying when I turn on the turrets and my ship instantly goes into attack dog mode at every little ownerless peice of junk I have lying around. IMO there should be an option to have turrets target ownerless things.
[QUOTE=Gentry;45722684]you don't rebuild the engine lol[/QUOTE] Uh yeah, you do. That's part of designing a game. Sometimes in the realization of the concept, modules that interact and make up the sum which is the engine become inadequate or under-specialized and must be replaced, so you rebuild the engine to suit the changes you make. Not every game rehashes a pre-built engine and gets written on high-level script. [editline]17th August 2014[/editline] [QUOTE=Wickerman123;45722808]But you do in alpha.[/QUOTE] Were you trying to refute what I said? You realize you're supporting my point by saying that, right?
[QUOTE=Magman77;45723753]Not every game rehashes a pre-built engine and gets written on high-level script. [/QUOTE] unless it's call of duty
[QUOTE=ossumsauce;45723814]unless it's call of duty[/QUOTE] Well, yeah, unless it's the game series with a profit model basically entirely built around avoiding technology development. :v:
[QUOTE=woolio1;45722765]Physics engines usually aren't too integral to the overall engine that they can't be tweaked, changed, or swapped out at a later date. Heck, Valve's transitioning from Stock Havoc to their own Source Physics Engine, have been for a few games now.[/QUOTE] Wait what? Which games have the old engine? What was wrong with Havoc?
[t]http://i.imgur.com/YIa461b.png[/t] I made a fighter that isn't fugly. I'm rather proud of this. Light armament, but pretty agile and tough so far. Also, Armor Thrusters and the fighter cockpit should be core parts of the game they make such a difference in design
[QUOTE=ElectricSquid;45724141]Wait what? Which games have the old engine? What was wrong with Havoc?[/QUOTE] Thought it was pretty well known that Havoc struggles with larger physics computations. You see a lot of issues in Gmod, for instance, because it can't keep up. Newer source games, from TF2 onward, have used increasingly modified versions of Havoc for more precise physics computations. Just like Source is a modified GoldSrc, the current Havoc build in something like CS:GO is a highly modified Havoc. Same for Portal 2.
[QUOTE=woolio1;45724271]Thought it was pretty well known that Havoc struggles with larger physics computations. You see a lot of issues in Gmod, for instance, because it can't keep up. Newer source games, from TF2 onward, have used increasingly modified versions of Havoc for more precise physics computations. Just like Source is a modified GoldSrc, the current Havoc build in something like CS:GO is a highly modified Havoc. Same for Portal 2.[/QUOTE] fill a dumpster with ragdolls and watch as your computer, the server, and anyone else on the server lags all the way out
[QUOTE=Magman77;45723753]Uh yeah, you do. That's part of designing a game. Sometimes in the realization of the concept, modules that interact and make up the sum which is the engine become inadequate or under-specialized and must be replaced, so you rebuild the engine to suit the changes you make. Not every game rehashes a pre-built engine and gets written on high-level script. [/QUOTE] I don't think most people realize what an "engine" is. An engine is just a term used to refer to all the bits that make up the platform for a game. Physics, graphics, AI, scripting, events, lighting, and all the other parts act like modules in the platform, they can be rewritten or replaced entirely depending on need. Yes, most engines are giant, almost monolithic software packages with integrated development tools, like Unity or Unreal, but it'a very rare to see a published title running on a stock engine. Take TitanFall, for instance. In name, it runs on Source, from the CS:GO branch. However, most of the graphics pipeline was completely replaced, I believe it uses a different physics engine, and most of the code base was rebuilt from the ground up. Additionally, all the AI is handled through Microsoft's cloud compute platform, something which wasn't possible in stock source. And that's normal. That's what happens in game development. That's how it works.
[QUOTE=Birdman101;45723418]Is there a way to make turrets stop being so damn paranoid? Its pretty annoying when I turn on the turrets and my ship instantly goes into attack dog mode at every little ownerless peice of junk I have lying around. IMO there should be an option to have turrets target ownerless things.[/QUOTE] Turn off "Target Moving Objects" in the control panel. Pretty sure that only affects small rocks and not big ships, though I could be wrong.
[QUOTE=woolio1;45724271]Thought it was pretty well known that Havoc struggles with larger physics computations. You see a lot of issues in Gmod, for instance, because it can't keep up. Newer source games, from TF2 onward, have used increasingly modified versions of Havoc for more precise physics computations. Just like Source is a modified GoldSrc, the current Havoc build in something like CS:GO is a highly modified Havoc. Same for Portal 2.[/QUOTE] [QUOTE=paindoc;45724323]fill a dumpster with ragdolls and watch as your computer, the server, and anyone else on the server lags all the way out[/QUOTE] Oh. [I]Oh.[/I] I know exactly what you mean now. yeah, that could stand to be improved.
[QUOTE=ElectricSquid;45725027]Oh. [I]Oh.[/I] I know exactly what you mean now. yeah, that could stand to be improved.[/QUOTE]That's something that practically no physics engine does well. If a game doesn't start chugging when you fill the collision buffer with more items than can be iterated through in a single frame then its just cheating by ignoring most of them. Either that, or they use a really quick and dirty collision resolution that just sort of pushes objects away from each other but doesn't actually stop them intersecting.
Efficient Vertlet Integration is extremely hard to program and run on top of the already hungry requirements of a high fidelity game.
I think I missed a few patch notes, how do you make those yellow buttons that control things?
[QUOTE=blazingfly;45725608]I think I missed a few patch notes, how do you make those yellow buttons that control things?[/QUOTE] It was added in the last update. There is a button console block that you place and then walk up to it and hit G which will allow you to add a single action to each of the 4 buttons based on the blocks and groups you have on the ship or station that it is connected. You can then hit T on the yellow buttons to activate the action on the button.
[QUOTE=Magman77;45721021]they're presently building on top of a physics engine that isn't really capable of what they're asking from it, and netcode that reduces its already shaky functionality down to the most rudimentary interactions.[/QUOTE] Could you please explain this accusation?
I think these arguments need to stop. It's obvious here that some people are uneducated in certain areas of game development. That and people are contradicting themselves all over the place. It's really not worth arguing any more. Feel free to clear confusions up but just don't argue about it.
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