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General 0.990 Discussion

Posted: 27 Feb 2019 10:22
by Mosfet
GP300 wrote:
Source of the post I just wanna make sure it's not a waste of time due to major changes.

If context.cfg files on latest builds are of any indication about the workings on the contextual music feature in 0990, there are no major changes. Few new classes for us to play with, allowing music customization of specific GUI menus.

General 0.990 Discussion

Posted: 22 Mar 2019 02:33
by Stellarator
GP300 wrote:
Source of the post I've just started to build my own library of sounds and sfx for all the classes and before I continue with that I just wanna make sure it's not a waste of time due to major changes.

I don't mean to dis your effort in making your additions, but why don't you instead mute the SE music and have your music playing on Windows with a media player? SE actually used less CPU on my computer when I didn't have the SE music on. As for sfx, I think the file format is the same.

General 0.990 Discussion

Posted: 23 Mar 2019 10:48
by GP300
I use the context-function to play different sfx/ambient sounds just like the music is different depending on where you currently are in SE.  =)

General 0.990 Discussion

Posted: 23 Mar 2019 22:39
by A-L-E-X
Stellarator wrote:
GP300 wrote:
Source of the post I've just started to build my own library of sounds and sfx for all the classes and before I continue with that I just wanna make sure it's not a waste of time due to major changes.

I don't mean to dis your effort in making your additions, but why don't you instead mute the SE music and have your music playing on Windows with a media player? SE actually used less CPU on my computer when I didn't have the SE music on. As for sfx, I think the file format is the same.

I wanted someone to add this great Superman music to SE, this is amazing (I love full instrumental orchestras).
https://www.youtube.com/watch?v=olg5vR4PlyM
Thats the extended theme!

General 0.990 Discussion

Posted: 23 Mar 2019 22:59
by Stellarator
A-L-E-X wrote:
Source of the post I wanted someone to add this great Superman music to SE, this is amazing (I love full instrumental orchestras).
https://www.youtube.com/watch?v=olg5vR4PlyM

Hmm, that is in fact pretty good. I can just imagine the first interstellar vessel being launched to a symphony like this.

General 0.990 Discussion

Posted: 24 Mar 2019 04:05
by A-L-E-X
Stellarator wrote:
A-L-E-X wrote:
Source of the post I wanted someone to add this great Superman music to SE, this is amazing (I love full instrumental orchestras).
https://www.youtube.com/watch?v=olg5vR4PlyM

Hmm, that is in fact pretty good. I can just imagine the first interstellar vessel being launched to a symphony like this.

My two favorites are that and the extended Star Trek theme that was played a few minutes into the first Star Trek movie.
https://www.youtube.com/watch?v=b52b4yORX6U
It's played with a slower cadence than any of the "theme music" but that's why I think it's better than any of the introductory Star Trek theme music.

General 0.990 Discussion

Posted: 24 Mar 2019 10:00
by SFGameZ64
In the changelog on the work progress post, there is a change that says "[font=Roboto, sans-serif]Uncontrollable space ships on pre-defined orbits". I assume this means that there will be a .sc file for ships similar to the way .sc files work for planets and moons. Does this mean that we can define custom orbits for things like satellites around our modded worlds? Or will this be exclusive to things like the Hubble Space Telescope and other satellites in our solar system?[/font]

General 0.990 Discussion

Posted: 30 Mar 2019 12:44
by JackDole
KaRRyer wrote:
Source of the post No, Space engine will be release at the end of april

May I ask where you got this information from? Or did you only guess? I can also guess: on the 7th of August. That is my birthday.

General 0.990 Discussion

Posted: 31 Mar 2019 09:08
by HarbingerDawn
SFGameZ64 wrote:
Source of the post Does this mean that we can define custom orbits for things like satellites around our modded worlds?

Yes

General 0.990 Discussion

Posted: 31 Mar 2019 22:15
by stongduke
JackDole wrote:
KaRRyer wrote:
Source of the post No, Space engine will be release at the end of april

May I ask where you got this information from? Or did you only guess? I can also guess: on the 7th of August. That is my birthday.

Well now you just jinxed it. Every time someone makes a guess the dev moves the release date back a month. Currently release is set for 26th of November 3246.

General 0.990 Discussion

Posted: 03 Apr 2019 22:11
by DoctorOfSpace
For those curious about the landscape resolution settings available and the differences in quality between them I have taken the following screenshots in 3840x2160, opening in a second tab is advised for comparison

In 1920x1080 with landscape resolution set to 2160p this is my VRAM use, so this should tell you how demanding this can be. You can see my other settings in the following screens, MSAA 8x and so on which adds onto memory use.
Image

landscape res 480p
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landscape res 720p
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landscape res 1080p
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landscape res 1440p
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landscape res 2160p
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landscape res 4320p
Image

General 0.990 Discussion

Posted: 03 Apr 2019 22:12
by TheRedstoneHive
RIP my VRAM.

General 0.990 Discussion

Posted: 04 Apr 2019 00:24
by Stellarator
Hmm, there is surprisingly little difference between a max landscape resolution of 1080p and a max of 4320p. Without the comparison, I wouldn't have been able to tell the two apart, besides minor details like scaling.

General 0.990 Discussion

Posted: 04 Apr 2019 00:29
by SpaceEngineer
DoctorOfSpace, no difference is noticeable on these screens. You must find more mountainous area - difference in LOD/resolution will be visible on mountain ranges. Also, displaying quadtree node bounding boxes is also very informative: as LOD increased by 1, number of rendered nodes (and textures) almost doubling. Displaying modes are toggled by Shift-P in the debug mode.

Stellarator, limiting by 1080p is the default mode, even on RTX 2080 I use it. But in VR difference is very prominent: I can see significant degrade in 3D rocks quality in few meters distance. So I implemented separate terrain resolution settings for VR and desktop modes.

General 0.990 Discussion

Posted: 04 Apr 2019 00:33
by DoctorOfSpace
Have to open them in another tab and click from one to the next, there is a difference in each.  The difference is imperceptible on the forum due to small size of screens vs full resolution.