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Work progress and public beta test - 0.9.7.4
anonymousgamerDate: Wednesday, 30.12.2015, 01:24 | Message # 1021
World Builder
Group: Global Moderators
United States
Messages: 1011
Status: Offline
Quote second-ich ()
While we are at the subject, I have found a weird planet with a kind of checkered pattern.


I'm going to assume that a binary pair are eclipsing each other. That tends to cause weird shadows.





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
 
Destructor1701Date: Wednesday, 30.12.2015, 01:56 | Message # 1022
Pioneer
Group: Users
Ireland
Messages: 533
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I thought the new depth buffer was supposed to have eliminated that artefact?




 
SpaceEngineerDate: Wednesday, 30.12.2015, 08:58 | Message # 1023
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
Quote Destructor1701 ()
I thought the new depth buffer was supposed to have eliminated that artefact?

No. Eclipse shadows are not related to the depth buffer.





 
SpaceEngineerDate: Wednesday, 30.12.2015, 16:43 | Message # 1024
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
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  • All localizations except Russian are out of date (of course)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! ***




  •  
    sinsforealDate: Wednesday, 30.12.2015, 17:21 | Message # 1025
    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 # 1026
    Pioneer
    Group: SE team
    Germany
    Messages: 408
    Status: Offline
    another great patch amazing work.
     
    VladVoivodeDate: Wednesday, 30.12.2015, 17:48 | Message # 1027
    Astronaut
    Group: Users
    Netherlands
    Messages: 41
    Status: Offline
    Thank you Space Engineer!!!
     
    DeathStarDate: Wednesday, 30.12.2015, 17:53 | Message # 1028
    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 # 1029
    Author of Space Engine
    Group: Administrators
    Russian Federation
    Messages: 4800
    Status: Offline
    DeathStar, press F3 and enter Crab Pulsar




     
    DeathStarDate: Wednesday, 30.12.2015, 18:41 | Message # 1030
    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 # 1031
    World Builder
    Group: Users
    Pirate
    Messages: 649
    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 (140.6 Kb) · 9034389.jpg (135.5 Kb)





    Quarior

    Edited by quarior14 - Wednesday, 30.12.2015, 19:36
     
    the_nerervarineDate: Wednesday, 30.12.2015, 20:43 | Message # 1032
    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 # 1033
    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 # 1034
    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 # 1035
    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
     
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