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      Planned Decluttering the screen: Replace Popup Window functionality with sane alternatives.

      Addendum: It is with no little confusion that, during the production of "StarMade - Anatomy of a Battle", we noted that the Effect indicator icons for Piercing, Punch-Through, and Stop Effects, are all the icon of the Stop Effect. They also occupy the same icon slot (that is to say, when more...
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      Undocking detector? [solved]

      Can confirm the above inconsistency re: Rail Turret Axes outputting a logic signal upon being docked to, but then not turning it off when undocked from. The likeliest option you have is to detect when the Rail Docker (on the turret base) is docked/undocked, and use wireless logic to send that...
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      Undocking detector? [solved]

      Cool. It'll do exactly what you want, and probably isn't a priority for fixing; feel free to use it while it lasts.
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      Undocking detector? [solved]

      Area triggers placed such that they overlap the bounding box of the turret should detect it undocking, as JinM said; they don't detect docked entities, and will only recognize the turret once it is no longer docked.
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      Starmade Visualization

      The bump-maps you've pulled, unfortunately, are not the correct versions; you'll notice that some of the maps, particularly the doors on Atlas_0_bump, are in the wrong slots. The correct, and most up-to-date normal maps are the TGA files of the same names as the PNGs you pulled this stuff from.
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      Starmade Visualization

      Just finished making this GIF, using 3DS Max's animated textures (image list files that call a texture for a certain number of frames)!
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      Starmade Visualization

      I've been doing some work in 3DS Max since the posting of this thread, and have now worked materials out to the point where I have some renders I'm content with showing off: These are using NVIDIA mental ray rendering, which produces fairly convincing results (although I still have a lot...
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      Schines stance on Chain Drives?

      If warp-gates are to be useful as a long-range travel mechanic, they should have a far greater default range in config. The disadvantages (publically visible pathing, requirement for many highly-vulnerable nodes to travel far at all) make networks hard to maintain, in particular on PvP servers...
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      Schines stance on Chain Drives?

      I think I need to reiterate on Jaas's behalf: Although we lack an official stance, the nature of the fixes schema performed (fixing "instanced" drives, which were unstoppable except by other exploits, and charged instantly) indicate that he is able to remove the feature entirely. By engaging...
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      Limit Station Spawning

      This is a valid idea, but the stations will only destroy themselves when their sector is loaded; given that you (as far as I remember) can't tell what a station is until you visit it, this would lead to some frustration for you (or your players, should this be used on a server). If you have the...
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      Odium exploitation BP

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      Jump distance based on max speed.

      Your first statement, that chain drives are not relevant to the discussion because they are odds-on for being removed during an FTL rework, is correct. However, you misunderstand the function of chain drives and why they are an issue. A 1-block jump drive on a ship of any great mass charges in...
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      Confessions of an Odium Pact Leader

      Drama and immaturity or not, it is relevant that the sins, such as they are, of the Odium Pact, be brought to light. Some statements of the OP are untrue, presumably (It is unlikely that the speculated individuals are actually Aceface alts), but much of it has long been held true and is now...
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      StarMade Active Development Timeline

      It seems to me that it should take a negligible amount of further effort when noting updates to the timeline, to include so much as a brief changelog (ie. which categories have been updated, even). This would save your audience a good deal of time in trying to locate said updates, and as such...
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      Reworked Flight

      Using a throttle system would definitely feel nicer than the current direct impulse control, I think, but would probably need some other UI controls to ensure you can still control your ship's velocity (being a vector quantity) independent of the ship's facing; this is an important aspect of...
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      Jump Inhibitor Logic

      I must also agree that this device, and those others like it, are an exploit; I find them quite favourable, though, as they should serve to ease the finding of conflict, and decrease the possibility for cowardice. On the other hand, the innocents already preyed upon by normal jump inhibitors...
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      Logic Jump Inhibitor - Blueprint Fix (?)

      Further attempts to correct unexplained errors in spawning this blueprint. Technology must prevail.
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      Logic Jump Inhibitor 1.1

      The first public development in logic-operated Jump Drive Inhibitors. DISCLAIMER: Blueprint may be faulty, frequent errors have been faced trying to upload seemingly-good copies of this to CC. This self-powering logic inhibitor produces 603,000 discharge/second (Enough to completely stop a...
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      Jump Inhibitor Logic

      This is a thread about Jump Inhibitors and their interactions with logic. In particular, it is about how this can be used to a player's advantage. Obviously, logic can activate a Jump Inhibitor. They act like Flip-Flops, due to coding inconsistencies/the fact that their manual activation is an...
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      Refinery/Extractor Block for planets

      keptick pretty much wrote the book on this topic a while ago with this thread. It's an altogether popular idea, and I'd be thoroughly surprised if it is not implemented.