No word on stats. Blodo will set those. For now I've cloned the BW GB stats from the Hessian one, and the Civvy stats from the IMG one (since they're both about similar sized and with a similar loadout). These are subject to change, since all I was really interested in was playtesting the model and hitbox. Which worked fine on both ships.
Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.
Mostly retired Discovery member. May still visit from time to time.
Dev update: Started work on what I hope will help with fixing the lag. To do this, every ship model (and ultimately also stations) will need to be edited. The way I've read how the game calculates hits on the Starport suggests that it uses trees to do it most efficiently. At the bottom there's the individual convex shapes that make up the actual surface area, but above these there can be one or two levels of further grouping which a convex shape is wrapped around to test if the underlying components that are part of the group could be hit. Right now we use one layer which wraps around the entire ship - I'm now working on grouping so that the second layer is in use (in vanilla ships this is visible in that parts breaking off of a ship destroy part of the hitbox instead of all of it). This second group could save a ton of unneccesary calculations, especially if the group count on the model is very high (20+ components).
I'm starting with things larger then a freighter.. transports, gunboats and capital ships. It is a lot of work since it will also require each model to be edited.
Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.
Mostly retired Discovery member. May still visit from time to time.
Dev update: Continuing work on redoing the hitboxes. It's slow work...
Per discussions with Blodo, reverted the Hegemon to it's original cargo size (2750). Miners and pirates, enjoy.
Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.
Mostly retired Discovery member. May still visit from time to time.
(11-16-2012, 09:00 AM)AeternusDoleo Wrote: Per discussions with Blodo, reverted the Hegemon to it's original cargo size (2750). Miners and pirates, enjoy.
Pavel, the Hege is such a juicy target... and cannot run anyway, even without a cruise nerf.
Remember the times when Hegemon indies were flying around... these were good times when there were actually pirates and when there were pirated lanes because there was a steady stream of easy targets moving through.
None of these things have happened in the last weeks any more.
May they solo-mine. It's good for Discovery as it centralises and streamlines player movement from a few periperhy systems (mining systems) to the main capitals. They will not be a danger for a cooperative mining operation at all.
(11-16-2012, 09:25 AM)Durandal Wrote: Have either the Liberty Gunboat or Lane Hacker gunship replacement that I submitted been implemented?
Liberty Gunboat did get a replacement (or rather, a retexturing). Not sure where it came from. I do not recall a Lane Hacker gunboat submission, at all.
Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.
Mostly retired Discovery member. May still visit from time to time.
(11-16-2012, 09:25 AM)Durandal Wrote: Have either the Liberty Gunboat or Lane Hacker gunship replacement that I submitted been implemented?
Liberty Gunboat did get a replacement (or rather, a retexturing). Not sure where it came from. I do not recall a Lane Hacker gunboat submission, at all.
Hm. Shape is quite different from the current version. And this one suffers from the same problem as some other models - that the crosshair center isn't in the fat part of the ship by default. That causes gameplay issues (much like the current Asco being very hard to hit, although a hardcoded crosshair location adjustment sorts that model out). But for newer models I'm not going to accept such - adding a large elongated nose that extends for more then half the length of the ship, no. Also, whats with the opened missile pods at the edges? Seems to me like this gunboat isn't quite sure wether it wants to be a dual missile silo or have engines. The model quality is good, but the design concept isn't, so I'm going to have to reject that one. The LiGB retexture is in though.
Dev update: Continuing work on the models and hitboxes. It's a good moment to also adjust MAT files where needed, to prevent texture conflicts. This may cause some models to appear differently in the game - if so, the new appearance is how the designer originally intended it.
Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.
Mostly retired Discovery member. May still visit from time to time.