Space Engineers - Say goodbye to Starmade and Blockade runner.
16,985 replies, posted
[QUOTE=Civil;46050099] It is also a bad idea to add a thing like that when the game wasnt built with that as the main functionality.[/QUOTE]
what
[QUOTE=Civil;46050099]
+ It is also a bad idea to add a thing like that when the game wasnt built with that as the main functionality.[/QUOTE]
uhh not really? its not like you have to redo the whole game to make oculus work with it. they said they'll work to make the game nvidia 3d vision compatible and its the same as oculus engine-wise
[QUOTE=damnatus;46050692]uhh not really? its not like you have to redo the whole game to make oculus work with it. they said they'll work to make the game nvidia 3d vision compatible and its the same as oculus engine-wise[/QUOTE]
I personally have the dk1 and making a game work with it is not trivial. Scale and menus have to be carefully considered. The movement of the characters, if done wrong, can easily cause severe motion sickness. The integration of the rendering pipeline for full scene reprojection may not be easily supported in their engine. Not to mention time warp stuff and the new features coming out in the sdk.
It isn't as simple as "include <oculus>" or I guess in this case "using oculus;" - in theory engine work and in game feature work must be done to support a rift and not cause me to become sick (literally).
[QUOTE=bord2tears;46050772] The movement of the characters, if done wrong, can easily cause severe motion sickness.[/QUOTE]
Can it, though? I feel like it can be solved with a simple motion sensor sensitivity variable.
[QUOTE=damnatus;46051633]Can it, though? I feel like it can be solved with a simple motion sensor sensitivity variable.[/QUOTE]
I'm not sure what you mean.
[QUOTE=Sgt Doom;46046609]I love the ease of installing skyboxes that also make the ambient light much darker.
[IMG]http://i.imgur.com/PfBG7Uj.jpg[/IMG]
[IMG]http://i.imgur.com/x8zmckk.jpg[/IMG]
[editline]edit[/editline]
I've also found myself falling into the same trap as I did with Gmod i.e. downloading practically every single model in existence because I keep thinking "I [I]might[/I] find a use for it"[/QUOTE]
what's that skybox?
ultimately, yes there is a lot of work to make something properly VR
however, it can be fun to experience your favorite games in surrounding 3D, even as a tech demo
when they get the fully fledged .dll modding in, i hope to see some riftification of Space Engineers, just so that I can witness myself crashing into asteroids
[editline]22nd September 2014[/editline]
if the rendering engine doesn't require total hacks to get made into oculus 3D, the biggest challenge is the user interface
SE is big on on-screen information... which is horrible in VR
dead space style 3d menus would work well, though
this is also the solution a minecraft rift mod used, and people said it worked great
[editline]22nd September 2014[/editline]
but doing that in a game like Space Engineers changes the whole gameplay flow in regard to UI information being a passive thing, which is a good example of how you don't just port games to VR and expect them to play the same
its kind of like how you don't just port a RTS into first person (but that'd be radical)
[QUOTE=Pigbear;46053209]what's that skybox?[/QUOTE]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=310923377[/url]
Meet SECT! Survival ready salvage craft:
[t]http://i.imgur.com/BnSLopL.png[/t]
[B]S[/B]alvage / [B]E[/B]xtended-range [B]C[/B]argo [B]T[/B]ransport
[t]http://i.imgur.com/xADwkD4.png[/t]
Turns out the 4x version can drill holes clean through ships.
[t]http://i.imgur.com/3MUu4CT.png[/t]
Small industrial ships are fun to build
[QUOTE=bitches;46053376]ultimately, yes there is a lot of work to make something properly VR
however, it can be fun to experience your favorite games in surrounding 3D, even as a tech demo
when they get the fully fledged .dll modding in, i hope to see some riftification of Space Engineers, just so that I can witness myself crashing into asteroids
[editline]22nd September 2014[/editline]
if the rendering engine doesn't require total hacks to get made into oculus 3D, the biggest challenge is the user interface
SE is big on on-screen information... which is horrible in VR
dead space style 3d menus would work well, though
this is also the solution a minecraft rift mod used, and people said it worked great
[editline]22nd September 2014[/editline]
but doing that in a game like Space Engineers changes the whole gameplay flow in regard to UI information being a passive thing, which is a good example of how you don't just port games to VR and expect them to play the same
its kind of like how you don't just port a RTS into first person (but that'd be radical)[/QUOTE]
If/when occulus support is in they might have to run with the hud off, because I don't think they would change everything about the UI.
Also, the part of my previous post which was "dumb" according to this thread was a quote from Palmer Luckey, not exactly the same but it says the same thing.
maybe you changed the quote but I find the "don't add oculus support to already existing games" pretty dumb
It's not that hard if you wrote the damn game yourself. Hell, I've even started some basic Oculus support for Multi Theft Auto and I sure as fuck don't have the source code to GTASA.
you guys forgot. Not only has keen written this engine [I]themselves,[/I] but they've already re-written massive parts of it. See 64bit and see-through windows. They can do it again for oculus if enough support is shown to do it.
[QUOTE=Tmaxx;46060005]you guys forgot. Not only has keen written this engine [I]themselves,[/I] but they've already re-written massive parts of it. See 64bit and see-through windows. They can do it again for oculus if enough support is shown to do it.[/QUOTE]
Basically this.
It won't be something that will happen soon, since they have a lot on their plate already, but they don't seem like the kind of devs that would be like "nah, that's too hard".
Why do we always get into arguments about what the devs can and cannot do?
[QUOTE=Wickerman123;46060153]Why do we always get into arguments about what the devs can and cannot do?[/QUOTE]
Because people spout off nonsense.
I really want to play SE more, but I'm having a hard time being creative.
[QUOTE=Woovie;46061080]Because people spout off nonsense.
I really want to play SE more, but I'm having a hard time being creative.[/QUOTE]
Get a new mod something like gears ,try and build something innovative ,or like me push the boundries of what is onsidered sane.
I think having an atmosphere system would be kind of cool, it'd drive you to have more ships that actually have a purpose, or even multiple purposes. Not being able to go out and interact with the world directly for whatever reason would be cool as shit, you'd have to have you and your buddy or whatever build up each other's ships as you go so you can actually do stuff with them. Gone are the days of single purpose ships since in most cases it would be far more convenient to have a multipurpose ship that can do mining, welding, salvaging and maybe have a few weapons on it just because.
It'd be kind of neat if we were literally unable to go outside for more than 30 seconds or something.
30 seconds is way too low, if they're going for realistic in that regard, 6-8.5 hours from the looks of it, but if you can go that long in the game, what is the point of the mechanic?
The amount of time you can go without oxygen in the spacesuit might as well be close to how long energy lasts,
if energy lasts the longest, people will just consider the oxygen time the maximum EVA time.
if oxygen lasts the longest, it will be the other way around.
If you're welding, grinding or drilling, you consume more energy. EDIT: or use your jetpack.
Running and sprinting would increase oxygen usage, so would jumping, but if you're doing an EVA, you're going to be using the jetpack most of the time anyway.
This would then have the player think about what resource to save at the expense of the other, which could potentially lead to some interesting situations.
You could also include a portable energy and or air storage device, which would be either attached with a tube to the engineer, and then pulled around. Or it could be something that you could grab, and move it into place, then you could recharge from it, like you do from the medical block right now. Or you could have an extended backpack which would allow you to store more air or energy, or a little bit of both.
But then there's the people who (understandably) don't want to deal with having pressurized ship environments, and having oxygen limit them even more while in their ship would not be okay.
I feel that all of these things would very dramatically change the way the game is played. It is already pretty time consuming to build stuff in survival mode, you don't just grab a block and take it with you to place, no, you have to carry each individual component with you, which leads to a lot of confusion (on my part at least), because it's hard to keep track of how much of each component you need to build what you want to build. Most of the time, I bring too much of one component, and too little of others, which leads to a lot of going back and forth.
If we could somehow streamline the building part of the game (without dumbing it down), that'd be great.
Here's a possible solution:
The last ship you placed a block on is selected.
The selected ship will display how many of each component you need to complete the ship, against how much you're currently carrying, like this
Computers 24/245
Large Steel Tube 0/50
This way, you'd quickly be able to see how much you need of each component.
Then you could introduce another number, shown in (), which would tell you if you have enough components in all of your ships, within a radius, to build the selected ship. Example:
Computers 24/245 (5)
Large Steel Tube 0/50 (32)
The number in the parenthesis indicates that you need an additional 5 computers and 32 large steel tubes (which means that you can go ahead and produce those components. Most of the time, with a new ship, you could just produce the components for each block, but then if something is damaged, you'd find this feature useful.
You could also introduce a 'take required components' button to any inventory entity, which would give the player the components they need, with the click of a button, so you don't have to go in and out of menus all the time to see how much you need and then grabbing it.
If we get a realistic sound mode I'd kill for a suit radio that can play mp3s off my computer. Yeah I can have stuff playing anyway and just alt tab to it but muh emmershun.
Been experimenting with ship bridges. 2 internal designs, one external. The smallest one is something i'll probably use as a default on my smallest large ships, particularly in survival (though i'll probably ditch the decorative consoles for that purpose)
[t]http://i.imgur.com/BixBRqt.jpg[/t][t]http://i.imgur.com/mR02mCR.jpg[/t]
[t]http://i.imgur.com/vh3i3RE.jpg[/t][t]http://i.imgur.com/y4XpESM.jpg[/t]
[t]http://i.imgur.com/tAYmeO4.jpg[/t][t]http://i.imgur.com/JBIDdHt.jpg[/t]
[t]http://i.imgur.com/qFpuytM.jpg[/t][t]http://i.imgur.com/jwmKZjV.jpg[/t]
[QUOTE=Wickerman123;46060153]Why do we always get into arguments about what the devs can and cannot do?[/QUOTE]
Because they keep surprising us by changing things that seem difficult.
[QUOTE=Sgt Doom;46063784]Been experimenting with ship bridges. 2 internal designs, one external. The smallest one is something i'll probably use as a default on my smallest large ships, particularly in survival (though i'll probably ditch the decorative consoles for that purpose)[/QUOTE]
Fucking ban this sick filth.
Trying out these orange thrusters, goes rather nicely with the darker colour scheme, and especially in darkness.
[t]http://i.imgur.com/TY0eV7o.jpg[/t]
[t]http://puu.sh/bMElP/615ef3ae3a.png[/t]
The time of prophecy is at hand. The end times have begun.
I think some of the in-game announcer sounds, like the suit telling you that it's low on power, would benefit from sounding more robotic/sterile/less-human.
If it was possible to mod that, I'd do so.
[QUOTE=ElectricSquid;46070920]I think some of the in-game announcer sounds, like the suit telling you that it's low on power, would benefit from sounding more robotic/sterile/less-human.
If it was possible to mod that, I'd do so.[/QUOTE]
If there is a way, you should change it to Microsoft Sam.
[sp]AIEOU[/sp]
Has anyone tested this invader script?
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=316380987[/url]
Seems like it might be fun, and perhaps one could stick more ships into it. Perhaps even FP's space hulk :v:
We're probably gonna get this today
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=318356994[/url]
Maybe also more stuff
What is it supposed to be?
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