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Update 01.131 - Improved HUD Markers & Voxel Optimizations

Discussion in 'Change Log' started by Drui, Apr 21, 2016.

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  1. Drui

    Drui Keen Update Guy Staff

    Messages:
    1,415
    Summary
    This week's update brings you much improved HUD markers which means less text-spam and clutter on your screen while playing. Also all the markers now render by depth order, fade in & out and group together according to the situation and player's orientation. We will keep improving this system in the future though and we welcome your feedback!
    We also made significant voxel modification optimizations this week, so there should be less stuttering, lagging and freezing when changes to voxels are happening (e.g. mining and explosions). And last, but not least, our modding community on github continues with the improvements of the programmable block/ModAPI. Plus we just updated the github source with the fresh game code ;) Thanks again guys!



    Features
    - improved HUD markers
    - voxel modification optimizations
    - Space Master now has the option to delete all floating objects
    - improved programmable block

    HUD Marker behavior:
    - less text spam; markers now fade their titles out when not looking at them and their distance label is reduced in size
    - signal grouping; signals that are very far away are now clustered into a single signal on the screen with a small summary of what it contains
    - signal type symbology; signals now also show their relationship to the player through a symbol, instead of just colors. This should also be helpful if you are color blind
    - signals now render by depth order, which means the nearest signal is always on top of the stack. This slightly improves readability in the case of many signals on a pile
    - exclamation marks next to an icon indicate hostile contact within 1km of that location
    - holding Alt will reveal all text tags like you saw with the old HUD system

    Fixes
    - fixed crash when loading world
    - fixed flashing highlight remain on if you move cursor to older cube hatch
    - fixed wrong camera when in remote
    - fixed jump drive still draining power when turned off
    - fixed blocks are not deleted in limited world
    - fixed wrong tooltips in edit screen
    - fixed camera get's into characters head in cockpit
    - fixed camera gets into characters face when flying
    - fixed bug with infinite Inventory
    - fixed spherical generator max. power is negative
    - fixed serious simulation speed drops caused by new particles
    - running time information is now available as a double instead of a long (Malware)
    - fixed a bug where clients would cause servers to reload their PB scripts (Malware)
    - added the ability to check if a player is an admin or a promoted user via ModAPI (Rexxar)

    Update 007
    - fixed crash in physics
    - fixed crash in conveyor system
    - fixed crash with pistons
    - fixed crash with wheels
    - fixed crash with spotlights
    - fixed merged or out-of-screen gps signals are hard to find
    - fixed spherical gravity generator eats too much power
    - fixed exploit in MOD API
    - fixed assemblers don't start from battery power
    - fixed crash with IsAdmin and IsPromoted (scripting)
    - fixed dots of different textures on planets
     
    Last edited: Apr 22, 2016
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  2. OfftheRails

    OfftheRails Trainee Engineer

    Messages:
    10
    Looks like another good update. The GPS tags in my latest world have just hit the point of unusability. Timing couldn't be better :)
     
  3. Diegor34

    Diegor34 Apprentice Engineer

    Messages:
    109
    Ty for the update! i'll try as soon as possible!
     
  4. Elsephire

    Elsephire Apprentice Engineer

    Messages:
    122
    [​IMG]
     
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  5. Thales M.

    Thales M. Senior Engineer

    Messages:
    1,005
    UI changes are great. Voxel optimization is noticeable. Entering/leaving cockpit sound is good.

    Bugs:
    - Drill turn on/ff sound is too high.
    - Light is blinking in fighter cockpit.

    Issues:
    Crosshair is now disabled if I press TAB. But it was useful in fights. Because UI covers the target sometimes and removing UI makes target clear:
     
    Last edited: Apr 21, 2016
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  6. 3vil_Luigi

    3vil_Luigi Apprentice Engineer

    Messages:
    191
    Update! \o/

    EDIT: Pretty much everything on this update is perfect :O The HUD stuff is awesome and there are so many fixes - also, DAMN these particle effects look sweet :3
     
    Last edited: Apr 21, 2016
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  7. PsicoPato

    PsicoPato Senior Engineer

    Messages:
    1,097
    Just fucking awesome!!! =)
     
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  8. doncdxx

    doncdxx Apprentice Engineer

    Messages:
    438
    Voxel optimization? I'm digging it.

    WIP particle effects look awesome.
     
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  9. Hemp Plan[e]t

    Hemp Plan[e]t Apprentice Engineer

    Messages:
    157
    1000. page
     
  10. Auhrii

    Auhrii Apprentice Engineer

    Messages:
    274
    Those new particles... we must have them.
     
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  11. TherianUlf

    TherianUlf Apprentice Engineer

    Messages:
    356
    What improvements were made to the programming block? i didn't see any details in the change list.... I am assuming stability?
     
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  12. Gector

    Gector Trainee Engineer

    Messages:
    7
    Nice update, thanks keen!

    Edit: Whoa, nice teaser :D
     
    Last edited: Apr 21, 2016
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  13. Speshal_Snowman

    Speshal_Snowman Apprentice Engineer

    Messages:
    175
    Not first... yet again!!! I need a new hobby :p
     
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  14. licenceforlove

    licenceforlove Trainee Engineer

    Messages:
    29
    Ah f***yes, the HUD improvement is great. I had to disable my Hud to prevent myself from getting eye cancer. Well, no more! Thanks guys!
     
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  15. rexxar

    rexxar Senior Engineer

    Messages:
    1,532
    Good, now I don't have to modify space master :p
     
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  16. FlakMagnet

    FlakMagnet Senior Engineer

    Messages:
    1,551
    cool ... got to be an improvement on the HUD front
     
  17. Hiramas

    Hiramas Apprentice Engineer

    Messages:
    121
    Thanks guys, great update.
    My first though to the signals thing. The idea is great and makes it way better.
    Now, I suggest that the mixed signals get grouped under the strongest signal.
    So, if I have a base there with an antenna and there are 5 ships landed there, the Base Antenna should show up as the Main Signal with it's usual name.
    You could indicate the presence of multiple signals under that one header with an icon.

    The problem is that Navigation would get kinda hard if you have 5 signal groups around you, but you don't know what group symbolises what.
     
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  18. Commander Rotal

    Commander Rotal Master Engineer

    Messages:
    4,979
    Oh, that's ONE HELL of a great addition! Beacon and Antenna clutter were a nightmare, really glad to see this one taken care off.
    Immediate feedback, though: navigating could be made easier if the Cluster Mix would start labelling the individual markers when focussing on it long enough; if i was a Survivalist and had my only source of Ice (i know, i know, it's just an example) in one particular cluster while i have five different clusters to look at i'd need the GPS system to know where i get my Oxygen-fix. Just a quality of life-thing, really, but i see potential for an anti-frustration feature here.

    @Xocliw i appreciate the lack of Cringe. Liking the quote-idea.
     
    Last edited: Apr 21, 2016
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  19. Deepsea

    Deepsea Trainee Engineer

    Messages:
    7
    Great update and those new particles look sweet! Cant wait for them and first person point of view improvements!
     
  20. kr105

    kr105 Trainee Engineer

    Messages:
    28
    OMG best patch note!
     
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  21. Esmea

    Esmea Trainee Engineer

    Messages:
    73
    Hooray for more stability updates!
    Also, I can't wait to use that new SpaceMaster feature
     
  22. aaagamer

    aaagamer Trainee Engineer

    Messages:
    56
    This is a great update, and those new particle effects look very good. It makes me wonder if explosions will exert force on large physics objects once they are implemented.
     
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  23. Rdav

    Rdav Apprentice Engineer

    Messages:
    117
    Great to see some more fixes, and improvements for the Programmable block! Looking forward to seeing some more additions in the coming weeks!
    (access to the locations that we can see on the HUD, 'Proper' cross grid communication hint hint)
     
  24. Ojurb

    Ojurb Trainee Engineer

    Messages:
    3
    New particles might be directed by Michael Bay :munch:
     
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  25. SilentSymphony

    SilentSymphony Apprentice Engineer

    Messages:
    201
    Looks like this update did help quite a bit with the performance issues, Thank You.

    Edit: those hud improvements are awesome too btw!
     
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  26. AdmObir

    AdmObir Apprentice Engineer

    Messages:
    159
    That teaser...those particle effects...sexy!
     
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  27. Scorpion00021

    Scorpion00021 Senior Engineer

    Messages:
    1,411
    Interesting idea for helping to reduce antenna/waypoint clutter. Would have never thought of that. As for a suggestion for reducing clutter going forward, could we maybe implement folders in the GPS menu with custom colors/icons? This way, the visibility property of entire groups of waypoints could be toggled at once.

    One more request. I wish planets could be named, even if its in the .xml file. If the name is left empty, nothing changes. If a player adds a string inside the tag, the planet will display a waypoint to everyone on the server with the planet's name.
     
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  28. BlackScythe

    BlackScythe Apprentice Engineer

    Messages:
    132
    awesome update, just bought that awesome mug. all hail the mug, drink the mug!
     
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  29. lostjounin

    lostjounin Trainee Engineer

    Messages:
    45
    Great update and awesome looking effects!! Explosions are pretty dull to be honest... that much needed impact visual would be very nice :)
     
  30. beelzerob

    beelzerob Apprentice Engineer

    Messages:
    429
    Best update in a long time. Not that the others were bad...this one is just the best! And those particle effects are AWESOME! Space Engineers needed big explosions...big time! Please include a "reactor going critical", please include a "reactor going critical", please inc..... Better yet if there was a "countdown to going critical" aspect as well, where you had to rush to the reactor and intervene in somewhere before it went. Oooo, that'd be fun.
     
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Thread Status:
This last post in this thread was made more than 31 days old.