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Forum » SpaceEngine » Archive » Work progress - 0.9.7.3
Work progress - 0.9.7.3
QuontexDate: Sunday, 01.02.2015, 09:56 | Message # 46
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Quote second-ich ()
Would it be possible to create water only in certain areas?
Since we are talking about water, would it be very difficult to make the edges of the water fade out ?

Now that I think about it fully, No. We wouldn't be able to edit sea level without overly complicated algorithms.





 
DiscovererOfWorldsDate: Tuesday, 03.02.2015, 18:38 | Message # 47
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in SE 0.9.7.2 there are no rivers?




the universe is made to be explored, but no one will ever visit it all
 
SpaceEngineerDate: Tuesday, 03.02.2015, 22:12 | Message # 48
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Quote DiscovererOfWorlds ()
in SE 0.9.7.2 there are no rivers?

They are flooded with the volcanic lava, so almost not visible. It will be fixed in the next patch.





 
SouthernOracleDate: Friday, 06.02.2015, 17:57 | Message # 49
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Any chance that the move to OpenGL 3.3 for galaxy and nebulae rendering will fix the crash on workstation GPUs (Quadro 4000 here)? I can run the program fine with Nebulae turned off in the viewing options, but as soon as I enable them and look towards one I get a hard crash with no error log or anything. Harbinger suggested turning them off and it worked like a charm and I can explore again, but I'd love to be able to turn them back on!

Edited by SouthernOracle - Friday, 06.02.2015, 18:36
 
SpaceEngineerDate: Friday, 06.02.2015, 22:07 | Message # 50
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SouthernOracle, you will be able to test it soon.




 
second-ichDate: Friday, 06.02.2015, 22:22 | Message # 51
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SpaceEngineer, what do you think, would it be possible to create:

- water only in certain areas (dry canyons and rivers on the same planet?
- make the edges of the water fade out ?
 
SpaceEngineerDate: Friday, 06.02.2015, 22:31 | Message # 52
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Quote second-ich ()
- water only in certain areas (dry canyons and rivers on the same planet?
- make the edges of the water fade out ?


Of course possible. The question is when (= in which version).





 
second-ichDate: Saturday, 07.02.2015, 12:49 | Message # 53
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Thanks for the reply!

Quote SpaceEngineer ()
The question is when (= in which version).
Well, do you think that could be possible in 0.9.7.4 or 0.9.7.5 or do you think this will probably not be implemented in the next few years?

And another thing that I would want to ask you:
I would dearly love an option that makes your mouse movement smoother (for all people who don't have a joystick). If you look around in "free mode" with your mouse you can't really achieve a smooth movement which is particularly uncomfortable for other people if you want to show them something in Space Engine. Of course you can use the "aircraft mode" or "spacecraft mode" but than it is pretty difficult to control if you fly or look around. Would it be possible to make an option that smooths your movement but gives you also a good control and for instance doesn't move on, and on, and on like in zero gravity?


Edited by second-ich - Saturday, 07.02.2015, 19:40
 
Destructor1701Date: Saturday, 07.02.2015, 19:59 | Message # 54
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I think a height map for the water should be totally doable.

It'll be initially primitive, but that doesn't matter. Just give it a term in the texture so that if the slope angle goes too steep, it transitions to a frothy texture - that way, if it protrudes from the landscape at the wrong angle, it may just look like a waterfall.

The same things are already done with landscape - the animation of the textures (well, the scrolling) might be problematic on the blend - I don't know.





 
Joey_PenguinDate: Saturday, 07.02.2015, 23:25 | Message # 55
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This is supposed to be a bugfix/polish of .97.2, so we should probably keep the feature creep to a minimum cool




Careful. The PLATT Collective has spurs.
 
Destructor1701Date: Saturday, 07.02.2015, 23:42 | Message # 56
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Excellent point.




 
SpaceEngineerDate: Sunday, 08.02.2015, 09:26 | Message # 57
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Quote second-ich ()
I would dearly love an option that makes your mouse movement smoother

Yes I want to implement this too. But it is a bit difficult with the current camera code.

Quote Destructor1701 ()
It'll be initially primitive, but that doesn't matter. Just give it a term in the texture so that if the slope angle goes too steep, it transitions to a frothy texture - that way, if it protrudes from the landscape at the wrong angle, it may just look like a waterfall.

This will be implemented together with a good 3D water.

Quote Destructor1701 ()
The same things are already done with landscape - the animation of the textures (well, the scrolling) might be problematic on the blend - I don't know.

This is impossible. Textures from the atlas applied in SE not at the terrain rendering stage, but at the terrain textures generating stage. The same for clouds - this is why they are not animated.





 
RetsofDate: Sunday, 08.02.2015, 23:51 | Message # 58
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Question, will the bugfixes include planet atmosphere visuals not corresponding to their physical stats? Also, perhaps a way to manually select the reference body when flying a ship?
 
DiscovererOfWorldsDate: Tuesday, 10.02.2015, 21:55 | Message # 59
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a question: when will fix hurricanes sometimes cut in half?




the universe is made to be explored, but no one will ever visit it all
 
AlabeoDate: Wednesday, 11.02.2015, 12:39 | Message # 60
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Vladimir, SpaceEngine seems to have weird "fetish" for me to spawn Tidally locked Terras whenever I search for Temperate Terras... Can you fix that? It's getting old to see just tidaly locked Terras all the time now x_x I've followed your planet creation guide to search for earth-like planets but Space Engine generates massive amounts of Tidally locked Terras.

Edited by Alabeo - Wednesday, 11.02.2015, 12:40
 
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