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    1. kupu

      Kupu's thread

      Thanks pal. :) To the others, i've cleaned up some of the bubble talk as it got way a bit off topic, but it seems like you concluded your discussion anyway. If you want to carry on, please make use of the threads psteiner referenced. Thanks for all the images showing small problems. This...
    2. kupu

      Kupu's thread

      It was in early SM versions iirc. But regardless ^_^
    3. kupu

      Kupu's thread

      I had just previously explained how 'Simple' or 'easy' doesn't equate to high priority. Nor does it give the request a free pass to be put into the game. I am yet to see "bubble shields" on the internal roadmap or even requested features within Schine.
    4. kupu

      Kupu's thread

      OOOHHH MYYYY. hahahah, great stuff Sven. I'll ask about the texture issue, will try to see if we can find an obvious bugfix with it.
    5. kupu

      Kupu's thread

      The effect is currently applied per block. It doesn't calculate large connected faces and then apply the effect. Because of this, it will break when going over non-cube shapes and fail to tile completely seamlessly when distorted. The effect has always been this way, but it is more...
    6. kupu

      Kupu's thread

      Same thing applies unfortunately. I can understand it being frustrating to see small details sidelined, i feel the same. I've done the same. But it honestly wouldn't make much sense to press for such things yet. As you rightly say, hands are tied with fleets and other large projects for the...
    7. kupu

      Kupu's thread

      Complicated or not, have you tried pouring more water into a completely full vessel? Even if it's only a little bit of water? It simply doesn't fit. Same goes for workload. :) Hopefully they work correctly, other have experienced issues... I'll check them out again when i have time. :)
    8. kupu

      Kupu's thread

      I'll have a look at beams again. Thanks for the comparison!
    9. kupu

      Kupu's thread

      As temporary solutions, it's a possibility that we may build on this. That's why the tests happened. But what i wanted to avoid was people thinking these tests were indicative of our final vision or instead of potential particle effects, or that they would be put into the game "as is". I'm...
    10. kupu

      Kupu's thread

      Can't make the size payload dependent yet. So feck it, go big. It sometimes bugs where they don't billboard correctly, making them look smaller :( Will have to look at this again. good. I removed / changed intensity or rescaled the flares. Then the "bloom" permeates more of the scene...
    11. kupu

      Kupu's thread

      I'll some screenshots into the main post in a bit. I've not been testing these in a cinematic setting with large ships or anything yet. To be honest, cru and bear have done most of this before, just in slightly different methods. It's all just a test that i happened to share.
    12. kupu

      Kupu's thread

      It's been a while since something of substance was posted here. Unfortunately my recent projects have been either conceptual or still in development, meaning i don't have much to publicly show... However, after being inundated by requests from the player base and council, i have been poking...
    13. kupu

      Kupu's thread

      This is pretty strange, i'd not experienced that before when i was on OSX. Reporting these will always be helpful, but definitely try adjusting VBO or turning it off / on first. Quite a lot of rendering bugs we see are fixed by that setting. Things like bloom shouldn't create that, but no...
    14. kupu

      Dev Blog : February 13th 2016

      Rimmer pls.
    15. kupu

      Read by Council Tan/beige/peach blocks

      Re tag to Read by Council please. CIR
    16. kupu

      Read by Council Tan/beige/peach blocks

      All rejections should have an explanation ideally, to avoid duplucated threads or parts of the initially rejected idea being re-hashed. For those asking directly, I've not had a hand in the recent mis used rejections or planned tags to visual suggestions. I'm currently away from my desk...
    17. kupu

      Something to bring back

      This is exactly why i made the change. This also created a need for low level lighting for dimly lit rooms, which people were formally trying to achieve with blocks that are often not ideal to be used for such things (ie;power caps' and logic).
    18. kupu

      Read by Council Lava Wedges

      News to me mate, first i've heard of lava wedges.
    19. kupu

      Kupu's thread

      Firstly, welcome to the forums! On to the problems... 1) Correct me if i'm wrong, but am i seeing slab blocks with light sources showing as white light instead of coloured? If yes, i can fix this. 2 + 3) This is a flaw in the current lighting set up. The light is not dynamically cast, so...
    20. kupu

      Kupu's thread

      :) Funny story... it's not 100% what i meant to put in the game. See, the shield distortion is controlled by another texture, which i have yet to add to the release version. This control texture happens to be tied to the missiles. So i suppose i should probably finish the cleaner missile...