This is my Starmade.

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    Starmade; a place where long sticks generate power, weapons poke holes through solid blocks of steel, and detached objects can magically move alongside the object they fell off without any evident form of propulsion.

    Hello, I am Crusade. This document will provide an insight into my playstyle and the issues I have encountered. Please be aware that this document will be mostly subjective, and my opinion is not that of Schine, the admin/mod team, or anyone except myself.

    Alrighty, so as a lot of you know, I am an RP builder/player in Starmade.
    However this has not always been the case. Once upon a time I pushed the limits of Starmade, building PVP focused ships/turrets and accidentally destroying servers in the process. Over time I have shifted from building weapons and getting the biggest stats possible, to settling for smaller, more detailed ships containing full interiors and asymmetrical elements. I chose this path because I have an artistic and creative mind. I produce music, 3d model, and mess around with graphic design - my choice to move to RP builds only seemed natural.

    After shifting to a more RP focused playstyle, I started noticing issues with Starmade. Mostly minor things, like thrust plumes not rotating with the block, transparency being 27 different kinds of broken, LOD models not orienting with their collision mesh correctly, dark interiors not actually being dark, gravity/player desyncs on servers, wall clipping making prisons impossible, bad AI pathfinding around stars (there is none), turrets attempting to fire through the ship they’re attached to, or through allied ships, destroying them in the process. The list goes on, but as you can see, there are issues that I, as an RP player find rather annoying. I’m sure the more major issues, such as turrets ignoring line of sight are an issue to PVP players as well.

    When I play Starmade, I tend to focus on building. Usually utilising commands to remove any hostiles that come near me while doing so. One day this backfired on me, when another player on a server arrived in the sector I was building in, and unknowingly fired upon me with turrets that were meant to be inactive. I simply el deleto’d the ‘hostile’ ship as i would any other.

    I had my destroy_entity privileges removed. RIP NFD.
    RIP Turretbro. You shall be missed.


    In my opinion, there are a few glaring issues with Starmade;


    ACCIDENTAL DAMAGE:
    A ‘time revert’ option in-game for entities, to remove accidental damage from pirates or hostile players, perhaps saving the state of active entities 5-10 server saves to avoid mishaps, accessible with a command such as “entity_restore_state [number 1 - 10]” With 1 being the most recent restore state. Restore states may only save segments that have been edited/changed to save on performance overhead.

    BUILDING:
    Setting wedges in wedges on rails is a pain. You need to move the rail entity to place the wedges you want flush against other wedges. Being able to place wedges flush against others would be a lifesaver. Same goes for heptas, tetras, corners and slabs!

    BREAK-OFF
    Restoring this to the partially working state it once was in will be a godsend for cinematic pictures, as well as a massive creative boost for 3d exports and renders. Export the parts of a broken-up ship and render them in blender/3ds/maya? Yes please.

    IN-GAME NORMAL MAP COMBINER
    This one is a little out there - but sort of necessary.
    Having a tool to combine a normal map + emissive map + specular map into one TGA from 3 PNG files would be a very useful addition. An option to separate them back into separate maps would also be useful for editing/rendering/3d exports.

    DIRECT SMENT INTERACTION
    A folder that the game scans, installs all valid blueprints and moves the SMENTS to a ‘installed’ folder at game runtime will save new players a bit of hassle dealing with the cryptic renamed ZIP files.

    RAIL ENTITY PLACEMENT
    The options to load blueprints to place on rails would save the average user 900 trillion hours of rail entity placement time. Loading a blueprint would preview the loaded entity much like a copy/paste area. However, scrolling would cycle the dockers the ‘paste’ area is located on, since dockers can only have one valid orientation when first placed on a rail, scrolling would instead cycle the docker selected.

    RAIL ADDITIONS
    Hinges: Free spinning rail dockers that move through physics interaction, and not directly powered by the rail, this would allow wheels, turnstyles, flaps, etc

    Sliders: Free-moving basic rails, physics based interaction much like a hinge, except it has linear motion instead of rotational. This would allow collision detectors/dampeners and cool motion based effects

    Intangible dockers:

    An invisible rail docker. Come on.

    Hinges, sliders, and rotators should also all have intangible options. Currently it’s impossible to create a rotating warp ring and that really annoys me.


    I may add more to this document, though it’s unlikely because i’m 80% laziness, and i’ll probably forget.
     
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    My only note is about break off. I like having it off by default because it gives players more options for building. For example, I have a few ships that have floating elements on them for a magical kind of feel. I worry that this style would be near impossible if we had break off. Also, it makes hiding docks much easier.
     
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    Well back when Break off worked - people attached their floaty-bits with open doors or area triggers, that worked fine for keeping bits on. It's always going to be off by default, I just feel it would add to the game if the option to enable it worked again.
     
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    lolll hes saying its a "glaring issue" to not have a rollback feature built in.
     
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    As stated in the OP, these are my personal views about Starmade. In my opinion these are glaring issues.
    [doublepost=1484543857,1484543797][/doublepost]EDIT: Yes there are larger issues, such as game balance, and broken AI. but as a builder primarily, these aren't as important as the issues I've pointed out.
     
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    BUILDING:
    Setting wedges in wedges on rails is a pain. You need to move the rail entity to place the wedges you want flush against other wedges. Being able to place wedges flush against others would be a lifesaver. Same goes for heptas, tetras, corners and slabs!
    Oddly, this seems to vary somehow with placement--either the rotation, or relative position in the chunk, or something else. Sometimes flush shapes can be placed, and other times they can't.

    IN-GAME NORMAL MAP COMBINER
    This one is a little out there - but sort of necessary.
    Having a tool to combine a normal map + emissive map + specular map into one TGA from 3 PNG files would be a very useful addition. An option to separate them back into separate maps would also be useful for editing/rendering/3d exports.
    It's late, but I'm missing something here. Combining and separating the normal and specular maps is easily done in GIMP*, but I'm not sure what such an "in-game" feature would mean/look like. Just curious about what you meant by this item.
    (*Happy to explain how if desired, but I assume you probably already know how to do this with a tool of your choice..?)
     

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    Oddly, this seems to vary somehow with placement--either the rotation, or relative position in the chunk, or something else. Sometimes flush shapes can be placed, and other times they can't.
    It's relative chunk position, rolling your ship will usually fix it
     
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    the normal and specular maps is easily done in GIMP*
    There's actually 3 maps in there. Normal, specular and emissive. The specular and emissive both share the alpha channel, having a tool to split and reassemble these built in to the game would be helpful
     
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    There's actually 3 maps in there. Normal, specular and emissive. The specular and emissive both share the alpha channel, having a tool to split and reassemble these built in to the game would be helpful
    Yes, though in creating and manipulating textures I can't say I've personally had a need to separate the specular and emissive maps from each other. But specifically on your post, since there is no texture creation or modification ability currently in-game other than switching texture packs, I'm curious about what you're looking for (adding an in-game texture editor would seem out of place?).

    The normal and specular+emissive maps can be separated by loading the image and then "Add layer mask" using the "Transfer layer's alpha channel" option". This leaves only the normal map in the layer image, placing the specular+emissive map in the layer mask. Then the normal map can be viewed with "Disable layer mask", and the specular+emissive map can be viewed with "Show layer mask".

    If you want to further separate the specular and emissive maps, I believe it can be done by copying the mask and pasting it as a new layer (image). Duplicate this layer and use the Color Threshold tool to reduce it to a black-and-white "mask". Add a mask to the first layer (the one containing a copy of the specular+emissive map) and copy the derived black-and-white image into the mask. Viewing this layer (with mask enabled) now shows only emissive pixels. Use Color Invert on the mask to view only the specular pixels.
     
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    RAIL ENTITY PLACEMENT
    The options to load blueprints to place on rails would save the average user 900 trillion hours of rail entity placement time.
    I can confirm that this time estimate is spot on
     
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    I'm curious about what you're looking for
    Simply a way to streamline the texture mapping process. I know how to separate the 2 maps from the alpha channel, but having the game separate them into individual textures (and having them use the full 100% greyscale map each) would make mapping these elements much easier, instead of having to be mindful about what shade of grey you're using in case you accidentally make something glow instead of be shiny.
    It's just an issue i've had to deal with a fair few times.

    It'll also make rendering much easier - since you could spit out the emissive and specular maps to feed into the 3d modelling program of your choice, without the hassle of using a third party tool as a middleman just to get some more textures.
     
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    It really would be awesome.
    A quick blurb to Schema:

    Please please please please please please please please please please please please please please
    :cry:
    Please please please please please please please please please please please please please please