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Work progress and public beta test - 0.9.7.4
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| Salvo | Date: Monday, 23.11.2015, 20:10 | Message # 826 |
 Star Engineer
Group: Local Moderators
Italy
Messages: 1400
Status: Offline
| Quote SpaceEngineer (  ) on my system FPS drops from 300 to 3 in interstellar flight.
I'm afraid of what could happen on mine...
The universe is not required to be in perfect harmony with human ambition.
CPU: Intel Core i7 4770 GPU: ASUS Radeon R9 270 RAM: 8 GBs
(still don't know why everyone is doing this...)
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| Eliam | Date: Monday, 23.11.2015, 20:13 | Message # 827 |
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Observer
Group: Users
France
Messages: 11
Status: Offline
| Amazing.
With the blueshift/redshift it would be fun to create a mod with relativistic effects on time. Speeds would be limited under c but due to time dilation effects the travel between two different points would only take few seconds in camera proper time with an enormous acceleration.
For example starting at Earth in 2014 and choosing to go to Adromeda would take a little more than 10.35 seconds in camera proper time with a 200 million g acceleration + deceleration phase. The arrival year would then be around 2,502,014.
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| Tac1017 | Date: Monday, 23.11.2015, 20:23 | Message # 828 |
 Explorer
Group: Users
United States
Messages: 167
Status: Offline
| Would there be a way to keep a procedural set universal for future releases so people can be looking from the same set of planets regardless of version, and so "Terraphase", or where people need to find another planet that satisfies them? I would HATE to do that again, being I found a Pinkworld Terra that is just off the small lobe of Barnard's loop.
(Just for those who are wondering, I put scans in ''My latest finding that's earth-like"
The Terra Hunter of the Milky Way!
(By the way, I was born in 2001, NOT 1972 XD)
Edited by Tac1017 - Monday, 23.11.2015, 20:26 |
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| OMGspace_engine | Date: Monday, 23.11.2015, 23:17 | Message # 829 |
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Observer
Group: Users
Brazil
Messages: 19
Status: Offline
| About an older post "reversed floating-point depth buffer", it will be available in 9.7.4 ???
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| anonymousgamer | Date: Monday, 23.11.2015, 23:26 | Message # 830 |
 World Builder
Group: Global Moderators
United States
Messages: 1011
Status: Offline
| Quote OMGspace_engine (  ) About an older post "reversed floating-point depth buffer", it will be available in 9.7.4 ???
It was already implemented in patch 6.
Desktop: FX-8350 4.0 GHz, 8 GB DDR3 RAM, EVGA GeForce GTX 1080 FTW 8 GB, 2 TB HDD, 24 inch 1920x1080 screen Laptop: Core i5 480M 2.66 GHz (turbo 2.93), 8 GB DDR3 RAM, AMD Radeon HD 6550m 1 GB, 640 GB HDD, 17.3 inch 1600x900 screen
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| Destructor1701 | Date: Tuesday, 24.11.2015, 04:22 | Message # 831 |
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Pioneer
Group: Users
Ireland
Messages: 533
Status: Offline
| As usual, fantastic work, Space Engineer. I had a thought...
On the topic of red/blue shift:
Quote On these screenshots, each pixel is assumed to have sun-like spectrum, so missing data from IR/UV is simple constants in the code.
So, as I understand it, blue-shift is so-called not because everything turns blue, but because everything shifts frequency towards the blue end of the spectrum - to higher frequencies.
At low relativistic velocities, visible colours will subtly start to re-assign to higher-energy visible colours. This ought to mean that red tends to yellow and green, green tends to blue, and so on. As the field-strength increases, the universe seen through the forward lobe would shift kaleidoscopically through the spectrum, and lower, sub-infrared radiations would start to slip into the frequency bands of visible colours and follow them in the kaleidoscope.
So, I'm not sure I understood your post fully - is that what you're saying you're planning?
The visible light portion of that should be easy enough - just shift the colour values of the pixel by some quantity commensurate with the field strength through which that pixel is seen. After that - outside the visible spectrum - your Sun Spectrum model would work... or you could cheat and wrap back around the colour values - it's not like we'd know the difference :p
The "Hue/Saturation" tool in Photoshop illustrates the effect (though not along the scientific spectrum, it would seem):



Combined with the g-lensing and the varying warp field strength gradient, this could end up looking '60s tie-die-T-shirt trippy
A bit like the MIT indie game "A Slower Speed Of Light":
Edited by Destructor1701 - Tuesday, 24.11.2015, 04:22 |
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| OMGspace_engine | Date: Tuesday, 24.11.2015, 11:41 | Message # 832 |
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Observer
Group: Users
Brazil
Messages: 19
Status: Offline
| Quote anonymousgamer (  ) It was already implemented in patch 6. Where I can download it?
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| Canleskis | Date: Tuesday, 24.11.2015, 14:07 | Message # 833 |
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Space Pilot
Group: Users
France
Messages: 117
Status: Offline
| Quote OMGspace_engine (  ) Where I can download it?
Here http://en.spaceengine.org/forum/21-3022-1
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| OMGspace_engine | Date: Wednesday, 25.11.2015, 14:37 | Message # 834 |
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Observer
Group: Users
Brazil
Messages: 19
Status: Offline
| I'm having an issue with the HUD, it looks like all images was changed. The mouse icon was changed to an random icon too: http://i.imgur.com/rGvLnH2.jpg
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| niseminoshiro | Date: Wednesday, 25.11.2015, 17:50 | Message # 835 |
 Observer
Group: Users
United States
Messages: 15
Status: Offline
| OMGspace_engine, did you edit any pak files?
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| OMGspace_engine | Date: Thursday, 26.11.2015, 00:09 | Message # 836 |
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Observer
Group: Users
Brazil
Messages: 19
Status: Offline
| Quote niseminoshiro (  ) did you edit any pak files? No, I just downloaded the patch and moved to the "C:\Games\SpaceEngine 0.972" folder, replacing repeated files and merging foldersAdded (26.11.2015, 00:09) --------------------------------------------- Problem solved, I just installed it in my brother's PC and worked, so I copied all the Space engine directory and worked in my PC 
Edited by OMGspace_engine - Wednesday, 25.11.2015, 21:09 |
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| Canleskis | Date: Thursday, 26.11.2015, 13:56 | Message # 837 |
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Space Pilot
Group: Users
France
Messages: 117
Status: Offline
| Quote OMGspace_engine (  ) OMGspace_engine
You must download and install the 0.9.7.3 patch first, then install the 0.9.7.4 patch
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| SpaceEngineer | Date: Thursday, 26.11.2015, 14:01 | Message # 838 |
 Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
| Quote Tac1017 (  ) Would there be a way to keep a procedural set universal for future releases so people can be looking from the same set of planets regardless of version, and so "Terraphase", or where people need to find another planet that satisfies them? I would HATE to do that again, being I found a Pinkworld Terra that is just off the small lobe of Barnard's loop. This could be very complex system. I plan to implement it in future, but not now.
Quote Destructor1701 (  ) So, as I understand it, blue-shift is so-called not because everything turns blue, but because everything shifts frequency towards the blue end of the spectrum - to higher frequencies. Yes.
Quote Destructor1701 (  ) So, I'm not sure I understood your post fully - is that what you're saying you're planning? I already made this.
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| Tac1017 | Date: Thursday, 26.11.2015, 14:09 | Message # 839 |
 Explorer
Group: Users
United States
Messages: 167
Status: Offline
| Space engineer, can you think of adding in multisystem comparisons and atmospheric compositions?
The Terra Hunter of the Milky Way!
(By the way, I was born in 2001, NOT 1972 XD)
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| abrasax | Date: Friday, 27.11.2015, 17:17 | Message # 840 |
 Space Tourist
Group: Users
Serbia
Messages: 33
Status: Offline
|  This happens on all planets in fisheye projection with patch 0.9.7.4 (0.9.7.3 and 0.9.7.2 work fine). The same happens on laptop (core i5 480m, geforce gt420m, 6gb ram) and desktop (core i5 4690k, geforce gtx 970, 8gb ram) PS Great software, keep up the good work!
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