Welcome, Guest
You have to register before you can post on our site.

Username
  

Password
  





Search Forums

(Advanced Search)

Forum Statistics
» Members: 1,076
» Latest member: nekomune
» Forum threads: 1,065
» Forum posts: 5,609

Full Statistics

Online Users
There are currently 76 online users.
» 0 Member(s) | 76 Guest(s)

Latest Threads
Ship 120 Sectors Away Fro...
Forum: Bug Reports
Last Post: AnrDaemon
1 hour ago
» Replies: 16
» Views: 1,546
2020-10-06 Shores of Haze...
Forum: Updates
Last Post: QuakeIV
3 hours ago
» Replies: 65
» Views: 2,204
Unable To Enter Game
Forum: Bug Reports
Last Post: Haggis
11 hours ago
» Replies: 44
» Views: 83,181
Game freezes upon opening...
Forum: Bug Reports
Last Post: KraylonV
10-20-2020, 08:37 PM
» Replies: 2
» Views: 90
[Designer] Idle Animation...
Forum: Arena of Ideas
Last Post: Vhwatgoes
10-20-2020, 11:41 AM
» Replies: 0
» Views: 23
Underwater Biodome Reside...
Forum: Bug Reports
Last Post: Deantwo
10-19-2020, 07:16 PM
» Replies: 0
» Views: 31
2020-10-09 Exchange Cache...
Forum: Updates
Last Post: Deantwo
10-18-2020, 10:06 PM
» Replies: 16
» Views: 806
Ordinance selection is br...
Forum: Bug Reports
Last Post: QuakeIV
10-17-2020, 04:16 PM
» Replies: 2
» Views: 84
Requesting the spec for t...
Forum: Design Studio
Last Post: Interfect
10-16-2020, 08:19 PM
» Replies: 4
» Views: 265
Remove Sex, Keep Procreat...
Forum: Arena of Ideas
Last Post: Athena
10-15-2020, 06:41 PM
» Replies: 10
» Views: 298

 
Photo [Designer] Idle Animations
Posted by: Vhwatgoes - 10-20-2020, 11:41 AM - Forum: Arena of Ideas - No Replies

It would be cool to have idle animations on ships. Since it still needs to fit into the data budget, I think complexity will be reasonable.

[Image: Q9MMu4n.png]

Potential applications:

  • Functional Observatories/Orreries
  • Moving engine parts
  • Coffee replicator [beam in coffee (startup) -> spinning coffee bubbles (active) -> coffee goes into garbage (deactivating)]
  • Breathing/beating organs
  • Deploying animated bridge (eg. Gipsy Danger)
  • Milling Wind Mill
Rules:
  1. Add State gives 4 options
           a. Inactive. A starting, resting, "off" state. If there is no inactive state, the loop will stop on whatever "Active" state is active at the time, and start on "Active 1" when the design spawns. All animations have and start with an "Active 1" state.       b. Startup. Starting the animation will run through these states before entering the loop.       c. Active. The active cycle of states. They show at their "time". "Delays" would add time to the cycle, effectively pausing the timer if they are present. They mean there is a delay before that part shows. All animations start with an "Active 1" state, and it cannot be removed.       d. Deactivating. Turning off the animation will run through these states before resting on "Inactive" once again. Using a time from the loop will be when the loop breaks, and states will be spaced using "delays". Breaking the loop means that, when the trigger to turn off is made, the last loop will run all its states from time 0 to the deactivation time.                i. Deactivating states with different times or 0 delay will cause errors, and shouldn't let you leave this window without sorting them.
  2. Powered means that the reactor must be on for the animation to start. Pressing switches or sitting down or otherwise, nothing will happen. If there is no "Powered" or "Event", the animation will always loop from the moment the design spawns.
  3. Events are triggers that activate the animation. "Switches" and "Proximity" use the same placement function as door switches. Occupied Seats are "Associated" with the animation part.
  4. Animations are made using a Part -> Make -> Animation function. 
  5. For the sake of preventing too much abuse, voids, barriers and paths cannot be associated with these states. They are treated like landing gear for collision and volume.

Transform was another idea. Instead of states, they would just move like turrets using rotations and degrees per second. Spinning things would cover most animation needs, and be more fluid at the same time. Maybe make a hard vertex budget for transformations, as they'll probably be heavier at runtime and they're harder to include into the data budget.
aX    aY    aZ    T    PlaceAxis
  • Absolute X degrees
  • Absolute Y degrees
  • Absolute Z degrees
  • Time Interval (frames, or 1/60 seconds), the how frames between updating the angle.
  • PlaceAxis, select the spot the thing spins around.


Everyone else, would you use this feature? What would you do with it?

Print this item

  Underwater Biodome Residents Don't Work
Posted by: Deantwo - 10-19-2020, 07:16 PM - Forum: Bug Reports - No Replies

A player had built a biodome underwater on a semi-habitable world. The world was in the outer orbit zone, so it is almost always mostly dark and especially underwater it is dark.

Since citizens don't work at night, and it is almost always dark underwater it seems that they wont' work because underwater isn't actually a harsh environment while in a biodome.

This is a minor issue coming from the biodome making citizens inside think it isn't a harsh environment and it being technically night all the time for them, which then means they require electricity in order to work.

Need to test if this also happens on harsh environment worlds.

Print this item

  Ordinance selection is broken
Posted by: jakbruce2012 - 10-15-2020, 10:11 PM - Forum: Bug Reports - Replies (2)

Ordinance cannot be loaded into weapon bays, tries to load into the wrong weapon module, IE when I'm sitting on energy weapon it tries to load the lenses into the atmosphere bay instead, and fails.

Edit: It seems sitting at the actual console works, command char is where the issue occurs.

Print this item

  Transfer fuel can fail and disappear
Posted by: Rockinsince87 - 10-15-2020, 12:03 PM - Forum: Bug Reports - No Replies

If transferring fuel from one ship to another via the transfer screen, sending all units via the [Send Cargo] button, at once will fail if there is not enough room on the ship receiving the fuel. This will result in the source ship losing all it's fuel. 

Using [Send some cargo] button and entering the correct amount after doing some math will always work.

Print this item

  Ringworlds FPS drops when in First-person / Third-person.
Posted by: Zensras - 10-13-2020, 04:54 PM - Forum: Bug Reports - Replies (3)

For the past several weeks,  I've noticed that certain arcs have massive framerate drops to the point that movement is an issue.  I'm not sure if it Hazeron trying to render multiple arcs that have large amounts of vegetation at the same time or something else. It makes colonization pretty bad for people who like to fly/glide around and work on buildings.

Turning down settings does absolutely nothing and cutting vegetation in the local from area doesn't help either.   Getting into a ship and looking into a corner brings the framerate back up.

Print this item

  Game freezes upon opening construction menu
Posted by: Kosgev - 10-13-2020, 03:44 PM - Forum: Bug Reports - Replies (2)

Hazeron freezes upon opening construction menu (F11) when attempting to load the blueprints.

Print this item

  Demiavatar Doesn't Take The Con
Posted by: Deantwo - 10-12-2020, 07:20 AM - Forum: Bug Reports - Replies (2)

A demiavatar doesn't seem to take the con when they go into their offline state. Only way to check this is by giving the demiavatar an officer berth and using another avatar as the captain's berth.
It is also a little confusing on rather or not they are supposed to be able to work as officers while they occupy a captain's berth.

Suggestion: Add a checkbox option to the Bio window's Biology tab indicating rather the demiavatar should automatically take the con on their stationed ship when entering their offline state.

Print this item

  Inverted ships kill themselves
Posted by: Caotical - 10-12-2020, 01:33 AM - Forum: Bug Reports - No Replies

The inverted ship is back has been for about a month or so. Wanted to test and confirm before reporting.

Print this item

  Remove Sex, Keep Procreation
Posted by: Deantwo - 10-11-2020, 09:24 PM - Forum: Arena of Ideas - Replies (10)

The mating animation is horrible and ridiculous.

I suggested Hazeron to a group of people that had never hear, they immediately saw the "ages 17+" tag and read the "sex" warning. They dismissed the game after that, since their computer is in the living room where their whole family is.

Basic solution is to just remove the mating pose and animation. Instead have a more cartoony version of it, face the screen to black of the avatars involved and then have the "bonk" message of success after stamina drain or whatever. Onlookers wouldn't need to even know that it happened at all, or they can just see a small heart sprite above the creatures similar to what you see in Minecraft when breeding animals.

There is nothing wrong with procreation apart from that. Though it is nice to keep procreation mostly PG, even if you want the game to be for an somewhat mature audience.

If this was done, the worst offender of "ages 17+" tag could be removed and make the game a lot more acceptable.

The update for reference: (Update thread) 2019-10-31 Animal Poses

Print this item

  Gas Giant Resource Zones
Posted by: KraylonV - 10-11-2020, 11:22 AM - Forum: Bug Reports - No Replies

It is not clear what resource zone is what on the core of a gas giant. Resource Zone number is missing on the World Map.

[Image: qyTPc1u.jpg]

PS: Also that gas giant had unlisted Ice.

Print this item