I don't think we need cubemapping... However, having a specular map for textures would be freaking awesome. No more metallic grass, anyone? It'd give the illusion of reflections, and make textures look a bit more believable.
Starhaiden, you're completely missing the point - in the current public build, moving a turret like that on a ship is impossible, and the movement of the turret itself is also impossible.
I could of easily build a bigger turret for the GIF, but I wanted something small i could push out quickly...
Block rotation has a shortcut, hold left CTRL and scroll your mousewheel, make sure the mouse is off the advance build panel.
As for the others, +1. We need some shortcuts!
Brah, chuck on symmetry mode and go nuts! Detailing is super easy, try carving some Nordic patterns into the faces of the hammer head, and throwing a little more color on it, like a bit of brown for the handle and stuff.
Good luck man!
We already have collision damage as an option for servers - And you can set up damage pulse to auto-trigger when something is near it with logic. I don't see the need for this.
if you're that worried about doing alpha damage, use huge damage cannons/beams to knock out shields, then missiles all the way. That'll wipe out nearly any ship, if you 'distract' the point defense by firing off a few hundred swarmers first.
Actually, a bug-free break-off system is something I've wanted for a very long time. I've just accepted that it isn't a priority at the moment, and will wait patiently till it is stable enough for use on servers.
I've told you it's current limitations. Work with them or stop complaining just...
No, it is a part of the game, because it's there ready to be used - like many other features in the game it needs work.
As far as I can tell it is exactly what you are asking for - it does work, you just can't break off too many parts at once, or the game will crash. You can split large ships...
The game will use crazy amounts of resources if you set it to do so.
Other than that, the recent performance updates bumped me up from 120 fps average (looking at moderate-size entities) to about 230.
Not impossible, just extremely difficult. It means pulling apart the game code and adding new triggers for events - which IS possible, strictly speaking, if you have the know-how about de-obfuscation.
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