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Forum » SpaceEngine » Archive » Work progress and public beta test - 0.9.7.4
Work progress and public beta test - 0.9.7.4
sinsforealDate: Wednesday, 30.12.2015, 17:21 | Message # 1036
Space Pilot
Group: Users
United States
Messages: 129
Status: Offline
Quote SpaceEngineer ()
Okay, patch 08.

Download SE 0.974 patch 08 (44 MB)
Mirror 1
Mirror 2

Installation instructions:
To install, extract this archive into SE 0.973 folder and replace the files. Make sure you are made a backup copy of the 0.973.
As always, don't forget to remove the cache folder.
If you have ATI Radeon and latest drivers, delete the system/atioglxx.dll file.

Known issues:
This patch did not tested on XP (sorry, Win7 update broke XP loader somehow on my computer)
Supermassive black hole system may not generate in some galaxies and star clusters
Sagittarius A* black hole located not exactly in the canter of the Milky Way galaxy
Accretion disk size, brightness and animation may be weird in some procedural systems
Ship warp effect may cause huge FPS drop and lags on weak systems (disable "Hi-quality black holes" in settings to fix that)
Various glitches with ships physics and autopilot logic are possible
Labels and ship engines looks glitchy in Oculus Rift
All localizations except Russian are out of date (of course)

Changes:
Updated exoplanets catalog (18 Oct 2015)
Camera motion mode or controlled ship is restored after closing of the Map Mode
Added ability to cancel autopilot "Warp to" and "Fly to" commands
Added switch between full and abbreviated names of constellations
Improved stability at extreme screen resolutions
New physically accurate rendering of black holes, neutron stars and white dwarfs with accretion disk
Animated surface of neutron stars and white dwarfs
Added ability to replace procedural supermassive black hole with catalog entry
Catalog entry for Milky Way's supermassive black hole Sagittarius A* and its stars
Catalog for some famous relativistic objects (systems with black holes and neutron stars)
Added ability to specify star mass, radius and temperature in the star script
Added Y brown dwarfs
Added ability to specify locked position of a body relative to parent body with simplified script syntax (Refplane "Static" and "Fixed")
Implemented correct orientation of extrasolar systems (RefPlane "Extrasolar" for inclination and ascending node)
Improved rendering of late M-dwarfs
Smoother solar spots
Added new atmosphere model "Pluto" (HarbingerDawn)
Atmosphere models are included in the memory manager
Added exoplanet names approved by IAU
Integrated Klud's mods for selenas and asteroids

Bugfixes:
Fixed rings blending with clouds and atmosphere
Fixed seam artefact in rings
Fixed star sprite in a barycenter
Fixed star density in Milky Way
Fixed inability to select a deepspace object as a refbody/target for a ship using GUI buttons
Fixed bug with star particle visible through black hole
Fixed various rendering bugs in the Map Mode
Fixed planet particles rendering in front of water/clouds
Fixed foreground labels rendering in front of planets
Fixed instability in hyperbolic orbits solver
Fixed bug with sun shining through ocean
Fixed camera pushing when landing on planet with Left+Right mouse drag
Fixed too many cloud layers on planets with thin atmosphere
Fixed localization change in the Chart Mode
Fixed offsetting of a landed ship when time flow is accelerated
Fixed bug with camera velocity display
Fixed bug with sudden camera rotation when collide with terrain
Fixed specular spot on Oceanias
New object selection method in Oculus Rift

*** HAPPY NEW YEAR! ***


Yes I love you space engineer! And with this release I also get a new gpu! So I can't wait to see the fps I get!





"Man once looked up at the stars and wondered, Now all we do is look at our hands and hesitate"
 
BambusmanDate: Wednesday, 30.12.2015, 17:43 | Message # 1037
Pioneer
Group: SE team
Germany
Messages: 408
Status: Offline
another great patch amazing work.
 
VladVoivodeDate: Wednesday, 30.12.2015, 17:48 | Message # 1038
Astronaut
Group: Users
Netherlands
Messages: 41
Status: Offline
Thank you Space Engineer!!!
 
DeathStarDate: Wednesday, 30.12.2015, 17:53 | Message # 1039
Pioneer
Group: Users
Croatia
Messages: 515
Status: Offline
Great! Can't wait to check out the new animated surfaces for WDs and neutron stars. Also, the ability to replace procedural supermassive black holes with catalog ones is awesome. Why not do the same for neutron stars and white dwarfs for nebulae? (so we can have things like the Crab/Vela pulsar)
 
SpaceEngineerDate: Wednesday, 30.12.2015, 18:22 | Message # 1040
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4795
Status: Offline
DeathStar, press F3 and enter Crab Pulsar




 
DeathStarDate: Wednesday, 30.12.2015, 18:41 | Message # 1041
Pioneer
Group: Users
Croatia
Messages: 515
Status: Offline
Quote SpaceEngineer ()
DeathStar, press F3 and enter Crab Pulsar


Nice! I thought that the feature was only for supermassive black holes(due to the changelog), but for some reason didn't bother to actually check in-game.

Anyways, you did a fine good job with the update(as usual). May 2016 be yet another happy and productive year for SpaceEngine!
 
quarior14Date: Wednesday, 30.12.2015, 19:34 | Message # 1042
World Builder
Group: Users
Pirate
Messages: 642
Status: Offline
Small problem with the translation (French), otherwise it is very beautiful.

(Number of planets : Nombre de planètes)

(Number of moons : Nombre de satellites)
Soon a manual for accretion disks?
Otherwise I wish you a good year (a little early) to all people of the Earth.

Attachments: 9532051.jpg(141Kb) · 9034389.jpg(136Kb)





Quarior

Edited by quarior14 - Wednesday, 30.12.2015, 19:36
 
the_nerervarineDate: Wednesday, 30.12.2015, 20:43 | Message # 1043
Space Pilot
Group: Users
United States
Messages: 106
Status: Offline
What a great way to end the year!!! Thanks Space Engineer for another fantastic release!




AMD FX-8320 8 core @4.0ghz , AMD R9 290 4GB, 8GB DDR3 @1866mhz, 1TB Hard Drive
 
FireintheholeDate: Wednesday, 30.12.2015, 20:44 | Message # 1044
Pioneer
Group: Translators
Sweden
Messages: 356
Status: Offline
Very neat update. smile Btw, how do I find accretion disks? :unsure:

Nvm found them. :)
Quote SpaceEngineer ()
Fixed star density in Milky Way

Was this really an issue? Wikipedia says the Milky Way galaxy contains 200-400 billion stars, yet SpaceEngine says it has 72 billion. Last patch said something around 200 billion if I recall correctly.





Love SpaceEngine!

Edited by Fireinthehole - Wednesday, 30.12.2015, 20:56
 
parameciumkidDate: Wednesday, 30.12.2015, 20:53 | Message # 1045
Explorer
Group: Users
United States
Messages: 277
Status: Offline
Quote SpaceEngineer ()
Okay, patch 08.


YAAAAY!!!12





Intel HD Graphics 4000 ;P
 
TheGreatAttractorDate: Wednesday, 30.12.2015, 21:40 | Message # 1046
Space Tourist
Group: Users
United States
Messages: 24
Status: Offline
space engineer, I went to look at the crab pulsar (excelent work on the accretion disks, btw), and while I was zooming out, I happened to notice that the pulsar is nearly 1500 parsecs from the nebula. is there a reason for this, or was it just a mistake?

Edited by TheGreatAttractor - Wednesday, 30.12.2015, 21:50
 
LookAtDatDakkaDate: Wednesday, 30.12.2015, 22:11 | Message # 1047
Explorer
Group: Users
United States
Messages: 156
Status: Offline
There a bug with Ice/Gas Giant procedural generation where if you make a giant too small, the "surface" won't render and you can go through them. The clouds won't render because the surface is not generated Not even changing the BumpHeight will fix them. The atmospheric model still renders.

NOTE: I made this planet and you can't find it anywhere in the universe. You have to inject the script into the catalog.



Code
Planet "No Surface"
{
    ParentBody "Sol"
    Class "IceGiant"
    Radius 16902.97
    Oblateness 0.0021
    Obliquity  21
    RotationPeriod 6.572585
    Surface
    {
  BumpHeight 20
  Style 0.87
    }
    Atmosphere
    {
  Model "Neptune"
    }
    Rings
    {
  Texture        "Saturn-rings.*"
  InnerRadius  27014.2142
  OuterRadius  57417.4484
  RotationPeriod  5.835523
  RotationOffset  0
  FrontBright  1
  BackBright   5
  Density   1
  Exposure  1.5
    }
    Orbit
    {
  SemiMajorAxis 5
  Inclination   355.29
  Eccentricity  0.00512
    }
}





NVIDIA 960 GTX 2048MB

Edited by LookAtDatDakka - Wednesday, 30.12.2015, 22:17
 
SpaceEngineerDate: Wednesday, 30.12.2015, 22:15 | Message # 1048
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4795
Status: Offline
quarior14, you obviously didn't read the text below big red line:
Known issues:
  • All localizations except Russian are out of date (of course)

    Quote Fireinthehole ()
    yet SpaceEngine says it has 72 billion.

    Don't look on that number, it is very approximate. Computing all stars in a galaxy or a cluster is possible only in engine generate them all. SE do that for clusters while you flying through it, but for galaxies that may take years.
    Ok, I increased that number 4 times.

    Quote TheGreatAttractor ()
    and while I was zooming out, I happened to notice that the pulsar is nearly 1500 parsecs from the nebula. is there a reason for this, or was it just a mistake?

    That may be error in catalog.
    EDIT: yeah I forgot to include updated nebula catalog.




  •  
    DeathStarDate: Wednesday, 30.12.2015, 22:17 | Message # 1049
    Pioneer
    Group: Users
    Croatia
    Messages: 515
    Status: Offline
    Bug report:



    As you can see, stars look like squares when blueshifted. This also happens to small stars in F2 mode, albeit it is less extreme.

    White dwarf accretion disks are broken, but I am sure you already know that(it is mentioned in the changelog). Also, white dwarf and neutron star surfaces seem broken to me - they're just completely white.

    Fireinthehole, supermassive and intermediate black holes will usually have an accretion disk, so just look in the centers of galaxies and globular clusters. White dwarfs have accretion disks at a fairly high rate, so you can just use "Nearby stars" and check every white dwarf individually, but they're bugged right now(as I said). As for neutron stars, I'm not sure, I guess they just come down to luck smile

    Attachments: 9287778.jpg(303Kb)


    Edited by DeathStar - Wednesday, 30.12.2015, 22:19
     
    HarbingerDawnDate: Wednesday, 30.12.2015, 22:22 | Message # 1050
    Cosmic Curator
    Group: Administrators
    United States
    Messages: 8711
    Status: Offline
    Quote DeathStar ()
    As you can see, stars look like squares when blueshifted

    It's due to the limited resolution of the environment map. You'll notice it's not all stars, there are some which render normally.





    All forum users, please read this!
    My SE mods and addons
    Phenom II X6 1090T 3.2 GHz, 16 GB DDR3 RAM, GTX 970 3584 MB VRAM
     
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