As I know many of you enjoy playing spacebuild because of the building of ships, space stations and exploring the galaxy/waging wars this game might be interesting to you all.
Even though I still have to try it myself, and it still being an alpha the ingame footage so far already looks like it's going into a direction that should everyone should like, and also that it is going to be what spacebuild could never be do to the limitations in Garry'smod.
Note: at the moment it only seems to support Single Player, but let's hope they also add multiplayer support soon :). (they mention it in the features atleast: http://www.spaceengineersgame.com/features.html)
About the game as found on steam: http://store.steampowered.com/app/244850
Space Engineers is a sandbox game about engineering, construction and maintenance of space works. Players build space ships and space stations of various sizes and utilization (civil and military), pilot ships and perform asteroid mining.
Space Engineers utilizes a realistic volumetric-based physics engine: all objects can be assembled, disassembled, damaged and destroyed.
Volumetric objects are structures composed from block-like modules interlocked in a grid. Volumetric objects behave like real physical objects with mass, inertia and velocity. Individual modules have real volume and storage capacity.
Space Engineers is inspired by reality and by how things work. Think about modern-day NASA technology extrapolated 60 years into the future. Space Engineers strives to follow the laws of physics and doesn't use technologies that wouldn't be feasible in the near future.
Space Engineers concentrates on construction aspects, but can be played as a tactical shooter as well. We expect players to avoid engaging in direct man-to-man combat and instead use their creativity and engineering skills to build war machines and fortifications. Space Engineers shouldn’t be about troops; it should be about the machinery you build.
As some of you may have noticed on the spacebuild thread on facepunch, there have been some issues in the dev team regarding Radon. But no reasons are mentioned in there.
For this reason I'm going to mention them here:
Constantly thinks he's better then everyone
Constanly complains about everything and nothing
Doesn't want to work on "garry'smod related" code, cause Garry wrote them
Always comes up with new (non-required) stuff to work on, for example his latest stats system
Makes everything more complex then it should be
Hope this explains some things to you guys as to what happened in the team.
Update Time :D
Gamemode conversion done
Relocation of the HUD into base gamemode
Lightweight SBEP merged into sb4
Conversion of SB4 into a gamemode has finally been completed, we finished the extensions system compatibility with that earlier today and have finally pushed the full thing to github. We've decided to make fluixHUD part of the core since we're a gamemode now. Which moves us onto the new way in which extensions should work.ENSURE YOU PLACE THE LASTEST GITHUB VERSION IN THE GAMEMODES FOLDER
Extensions will now function through addons, where you will keep the main folder structure of the gamemode, and any files you add will then work as though they exist in that location, or at least that's the theory. We will do more testing in the coming weeks to see if extensions still work and can be managed reliably by server admins.
SBEP's SB4 branch on github was a selection from the SBEP Master branch which contained the most used and popular models and materials. We may still need to remove some materials which aren't being used by those models but that would require the decompiling of all the sbep mdls and checking the texture paths which we don't have the software time or inclination to do at this stage in development. SBEP's merge has added a total of 300MB to the projects size, this includes models and the materials for them. This may seem like a lot but compared to what it used to be this is considered 'lightweight', we may even decide to remove further models which we neglected to spot or no longer have a use for, in such case the github will be updated and those models will be removed, I suggest if you want something to really stay, then petition for it on facepunch thread or on the snakesvx forums.
With this huge commit we've finally reached 200 commits total for the SB4 branch, so everybody get your complementary party hat on, and make some noise :P
Quick update for those of you out there keen for some Spacebuild 4
Reworked Extension System
Addition of an 'extensions menu' extension
Master-Slave network nodes
Addition of SB4 into base GMod
The Extension system now uses the net library and allows admins of the server to enable or disable extensions. Clients will receive these net messages and enable/disable their extensions respectively. Extensions can specify whether they want server control or local control ( some clientside only UI extensions come to mind ). At the moment we aren't doing an extension sync on player spawn, so clients may become desynced if values stray from default when a player joins.
The 'extensions menu' extension is designed to add menus/commands to popular admin mods such as ulx or evolve, so that admins can access extensions functionality from their admin mod menu / command system. This is completely optional, and can be removed if required or disabled completely.
We've come up with a design for the resource networks and networks in general for SB4. They will use a master-slave system which means that a single node will be responsible for the thinking going on in a network. The other attached 'screens' will simply echo out the information that the master contains, effectively they become slaves which just show resources and aren't responsible for anything other than that. When a node becomes detached from its master through constraint tree or manual unlinking, the node with the lowest ID should become a new master and setup its own master-slave system. This will enable us to keep resource systems running even in the event a ship gets severed in half.
Finally we come onto the addition of SB4 into base GMod. I contacted Garry around a week ago and asked if he would consider adding SB4 to the base GMod much like he did with TTT. I've since added him to Skype and we hope to open communications within the next week. We mainly wish to know what he wants from us to be able to add it to the base, and we would also like to request some functionality that he can add to the base such as an unweld hook.
Ashley Williamson ( Radon )
PS - If any of you use that thing called twitter and wish to follow some occasional news / rants from me, feel free to follow me on twitter @Xviper_12
PPS - If any of you want to buy me some Coffee, let me know, it's vital fuel you know :P
There have been a lot of complaints on the forums about svn's not working anymore or being out of date.
This is because we switched to github (makes it easier for us devs), from which you can use svn, git and regulars zip download. On the github page, you can also track the changes we do...
You can use the following repositories now:
Zip: Check https://github.com/SnakeSVx/spacebuild/, choose the branch you need (SB3, SB2, ...) and press the zip button
There might still be an error here and there, but we'll try to fix it as fast as we can. But you have to report them to use to know ;)
Hope this helps...