Ultimate space simulation software

Search found 14 matches

by The_Blazer
16 Oct 2018 08:42
Forum: Development
Topic: Work progress 0.990
Replies: 1451
Views: 493641

Work progress 0.9.9.0

23625 I use SE in a little planetarium under wine/Linux, Steam dont be usefull for us From my understanding Valve recently added a heavily upgraded version of Wine to Steam that manages to run a lot of Windows games, so SE might actually be able to run better than before under Linux if it uses Stea...
by The_Blazer
23 Sep 2018 08:04
Forum: Development
Topic: Work progress 0.990
Replies: 1451
Views: 493641

Work progress 0.9.9.0

22995 Or you want to read 100% technical blog posts? I'm pretty sure there's people who would enjoy that... there are many popular technical/programming blogs out there after all. I'd be interested for one! It might also help the PR for the game, people tend to be more invested in projects that upd...
by The_Blazer
25 Jun 2018 12:12
Forum: Development
Topic: Work progress 0.990
Replies: 1451
Views: 493641

Work progress 0.9.9.0

Script command to load custom image and put it on top of screen as overlay I hate being a buzzkill but I can think of many ways this could be horribly abused by trolls... That said, I love the nebula randomizer. It looks like it can produce quite a lot of variety from a single nebula file, which is...
by The_Blazer
23 Jan 2018 05:38
Forum: Feedback and Suggestions
Topic: New names for default ships
Replies: 9
Views: 1836

New names for default ships

Since I like birds I'd propose: Milvus-class shuttle and Vultur-class shuttle Milvus is the scientific name for kites, vultur is for a species of condor. My reasoning for adding "x-class shuttle" rather than just giving them unique names is that both shuttles look like something that would...
by The_Blazer
21 Nov 2017 05:55
Forum: Development
Topic: Work progress 0.990
Replies: 1451
Views: 493641

Work progress 0.9.8.1 = 0.9.9.0

In other engines it is overcome differently, for example, the generation of textures for the last levels using double-precision numbers. However, they are very slow on most GPUs Maybe there's something I'm fundamentally misunderstanding, but could double-precision numbers be calculated on the CPU r...
by The_Blazer
07 Nov 2017 05:46
Forum: Development
Topic: Work progress 0.990
Replies: 1451
Views: 493641

Work progress - 0.9.9.0

15263 No, the new textures will be much more demanding. Is there a measure (yet) of how much this will be in terms of VRAM? Will lower-end systems be able to switch to lower-quality textures through the options menu or will SE just not run/stutter constantly if you don't have enough graphics memory?
by The_Blazer
23 Oct 2017 10:08
Forum: Development
Topic: Work progress 0.990
Replies: 1451
Views: 493641

Work progress - 0.9.9.0

14975 Not before shadows, I hope. Procedural rocks and stuff without casting shadows would look worse than these ground textures do, I think. Agreed. In terms of detail level, the next step after detail textures should be shadows cast by objects including terrain (hopefully with a unified system th...
by The_Blazer
15 Sep 2017 16:41
Forum: Development
Topic: Work progress 0.990
Replies: 1451
Views: 493641

Work progress - 0.9.8.1

13534 Maybe better to delay galaxies for the next version Maybe this will sound a bit cynical, but games with frequent update cycles generally get more attention than games that update very rarely (unless they are big AAA releases, which is not our case). So yeah, releasing a more frequent stream o...
by The_Blazer
13 Jun 2017 07:34
Forum: Development
Topic: Work progress 0.990
Replies: 1451
Views: 493641

Work progress - 0.9.8.1

8506 I don't see any reason for making scripted spacecraft and then make them pilotable... Gameplay? Things like the scenarios in Kerbal Space Program. Stop this ship from crashing into the planet; rendezvous with the Explorer in this shuttle from this planet; reach this station from this moon, etc.
by The_Blazer
04 May 2017 08:34
Forum: Development
Topic: Work progress 0.990
Replies: 1451
Views: 493641

Work progress - 0.9.8.1

Added the color picker dialog. Finally I managed to add a color palette to the planet editor. Acid clouds are just to demosntrate how it works: scr00587.jpg That's cool! Custom planets getting better and better, I like it... Hopefully one day terrain editing can be added as well, imagine all the co...
by The_Blazer
15 Apr 2017 05:36
Forum: Development
Topic: Work progress 0.990
Replies: 1451
Views: 493641

Work progress - 0.9.8.1

6072  I planning to make it even more simple, with a switch of presets, like in modern games: Low, Medium, Hight, Ultra, Custom Please don't reduce the options menu too much if you are planning to release on Steam, especially if you plan on releasing commercially. A lot of the PC gaming fanbase lik...
by The_Blazer
21 Mar 2017 15:48
Forum: Development
Topic: SpaceEngine TODO
Replies: 137
Views: 82954

SpaceEngine TODO

SpaceEngineer wrote:
Qr Bbpost [LIST UPDATED ON 14 December 2015]

Uh, maybe this should be updated? I know that most fans here know about the newer versions already, but the 0.978 release was in 2016 and an out-of-date list might give the impression of dead development to newcomers.
by The_Blazer
10 Feb 2017 16:18
Forum: Development
Topic: Work progress 0.990
Replies: 1451
Views: 493641

Work progress - 0.9.8.1

[size=100] You can run  [/size] [size=100] *.se [/size] [size=100]  file from SpaceEngine by opening console ([~] key by default) and typing this command: [/size] Wouldn't it be better to have some GUI buttons for this? Also, it would be pretty cool if you could just click on a .se file and...
by The_Blazer
10 Oct 2016 12:06
Forum: Feedback and Suggestions
Topic: Suggestions & Feedback about the Website and Forum
Replies: 297
Views: 76553

Re: Suggestions about new website

Here are a few off the top of my head: 1. The posting system on the forum is still dated. If you look at something like Reddit, you can post in a window at the bottom or top of the page, so that you can write your post and quickly scroll back up if you need to read or check something. We could reall...