Kupu's thread

    therimmer96

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    The reports of my death are greatly exaggerated.



    Schine is still here, development continues in earnest. I'll ask about the wiki for you.

    Mini Update: A good deal of (perhaps) unremarkable changes have been made to help remove the "annoying" bits on textures. If you have any that constantly annoy you, please let me know, chances are they annoy me too and a solution needs to be drawn up. I've also tried to to reduce artefacts and errors or discrepancies between blocks of the same type. I'll show one or two examples of this tomorrow to explain in more detail.

    Power update textures happened. No secrets here, they're all in dev builds barring an incomplete power node block.

    As previously mentioned in this thread i'm continuously playing with Hull variants... i've been quite open about being a little unhappy with their current iteration. Recently i have enjoyed the idea of making the patterns more subtle and the colours a little (little!) more colourful. I will show a simple work in progress tomorrow, but the general idea is to have hull blocks visually fall into the "background" and let player builds dictate the tone more than the surface patterns of the block. Advanced blocks were often avoided due to being ugly or blocky, i'd like to change this if i can.

    A few slabs that i had previously written off as "impossible" are now possible. Warp modules and inhibitor module textures will be offered as a decorative block. A couple of new blocks that were requested and tagged as planned are being worked on. I'll check back in tomorrow morning to go over all this.
    Luv u kupoop
     
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    The reports of my death are greatly exaggerated.



    Schine is still here, development continues in earnest. I'll ask about the wiki for you.

    Mini Update: A good deal of (perhaps) unremarkable changes have been made to help remove the "annoying" bits on textures. If you have any that constantly annoy you, please let me know, chances are they annoy me too and a solution needs to be drawn up. I've also tried to to reduce artefacts and errors or discrepancies between blocks of the same type. I'll show one or two examples of this tomorrow to explain in more detail.

    Power update textures happened. No secrets here, they're all in dev builds barring an incomplete power node block.

    As previously mentioned in this thread i'm continuously playing with Hull variants... i've been quite open about being a little unhappy with their current iteration. Recently i have enjoyed the idea of making the patterns more subtle and the colours a little (little!) more colourful. I will show a simple work in progress tomorrow, but the general idea is to have hull blocks visually fall into the "background" and let player builds dictate the tone more than the surface patterns of the block. Advanced blocks were often avoided due to being ugly or blocky, i'd like to change this if i can.

    A few slabs that i had previously written off as "impossible" are now possible. Warp modules and inhibitor module textures will be offered as a decorative block. A couple of new blocks that were requested and tagged as planned are being worked on. I'll check back in tomorrow morning to go over all this.
    Thx for this. The mentioned tiled/blocky look is the first annoying thing that comes to mind. I can only build with standard armor because every other hull part looks very tiled. Not that tiled is bad in general but we don´t really have a choice at the moment.

    Another thing that comes to mind is that the red force fields look a lot more blurred than the other 2 which makes it inconsistent.

    I don´t know if this fits here but we also need different colored consoles to change up the interior style. If you only have blue consoles you automatically want to make all the screens blue.
     
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    If you have any that constantly annoy you, please let me know
    Can something be done about the black background of the block orientation selector window? It's very difficult to tell where a black coloured block is facing.
     
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    Can we get a mirror ball? I can make a disco floor, but I really need a mirror ball...
     

    therimmer96

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    Lots of things are being said about the update.

    However, your textures remain the best part of the game.

    Please work on a different game that we can follow you to <3
     
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    NeonSturm

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    Yes, Textures are good. 3D is good.

    Reactors are something I would have implemented 3 years ago (via adjacent groups of any blocks and scriptable behaviour)
    Weapons I have heard a good suggestion about making them shapeable via blocks - I would have implemented custom projectiles which you can prototype with blocks. But all I can do is making a 2D game - 3D is too laggy on the framework I made.
     

    Zerefette

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    Hello, so this happened.

    Some of the borders are dark and some are white, I replaced the block to fix it cause the asimmetry was unbearable but people on chat said that reporting this could be a good thing.
     

    kupu

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    Hello, so this happened.

    Some of the borders are dark and some are white, I replaced the block to fix it cause the asimmetry was unbearable but people on chat said that reporting this could be a good thing.
    Yep, thanks for the report. Does this still appear when normal mapping is turned off?
     

    Nauvran

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    as always the new textures are seriously amazing, goo job Kupu!
     

    kupu

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    No, the textures slide a bit when mapping is on, when it's off they are all fine.
    I can't reproduce what you're seeing, :(

    Hm, does this happen on freshly placed blocks without symmetry lines? I'm starting to think this may be a side effect of the latest tangent fix* for our normal mapping.

    *Roughly speaking; we had some normal mapping errors that were fixed and now display correctly. However it exposed the way we rotate blocks doesn't play nice with our normal maps.
    Tangent space maps are used purposely to work within scenes where the objects move and rotate independently to each other, but i think we're rotating the textures after all the normal calculation is done, giving us wonky lighting information depending on how they are rotated.

    Because shield blocks can't be rotated under normal circumstances, i wonder if it's a placing error from copy / paste or symmetry.
     
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    Hey Kupu, I have some requests for new decorative block variations.
    -More colors for Pipes
    -Colored Light Bars
    -Green Decorative Cascades
    -More Decorative Conduit Colors
    -The reintroduction of the Power Capacitor Block as a decorative block
    -Colored Glass Door Blocks
    -Colored Beacons
    -Reintroduction of the Scanner Antenna as a decorative block

    This is a long list of suggestions, and I'm sure at least a few of them have been mentioned before, but would you be able to give consideration to them?
     

    kupu

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    -More colors for Pipes
    Not sure if we have this one planned. I'll check with Saber.
    -Colored Light Bars
    Planned and partially completed. Awaiting rotation fixes for 3D objects in symmetry to complete.
    -Green Decorative Cascades
    This could be nice.
    -More Decorative Conduit Colors
    Hm. I'm not overly fond of the current decorative conduit, so in it's current form other colour variants probably won't happen. If i can get a worthy improvement in, then we can consider it.
    -The reintroduction of the Power Capacitor Block as a decorative block
    No. I think those must stay dead to avoid any confusion in the future. I'd like some more green blocks though... (cascade is a nice idea for this).
    -Colored Glass Door Blocks
    A nice idea, i think this may be best implemented if we can have all of them within the same hotbar perhaps... I'll test some things.
    -Colored Beacons
    Another nice idea. I'd have to rope in Schema for this one perhaps, which means i'd postpone this while we hammer out the weapons update.
    -Reintroduction of the Scanner Antenna as a decorative block
    Yes, i think i will, although it might come back slightly different in texture.
     
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    kupu, has there been any work on an updated HUD? There's huge room for improvement over what we have now. I've made improvements myself but there is only so much you can do without modifying code accessible only by Schema.
     
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    No. I think those must stay dead to avoid any confusion in the future. I'd like some more green blocks though... (cascade is a nice idea for this).
    I see where you're coming from with this. I personally like the look of the capacitor block, but it would be easy to confuse with system blocks if it were reintroduced as-is. However, would there be any possibility of a reworking of the texture so it looks different but still really interesting? The big plus about the capacitor and reactor blocks is that they have very "computerized"-looking animations. The cascades have a sci-fi feel to them, while these blocks have a more technical feel. If this mood could be reproduced in some neat animated textures that fit well with a variety of colors and builds, I think it would be a nice addition to the game.