Robert_GSG

Robert_GSG



28 Aug

Comment

Originally posted by Wakizashi89

So i will get the bluepronts but will only be able to get the overclocks in update 26? Or do i miss something here?

There will be Overclocks in Update 25, obtainable from playing Deep Dives and earning Infused Matrix Cores. In Update 26, we will expand on the system to allow you to infuse Empty Matrix Cores through Machine Events you'll find during normal missions.

Comment

Originally posted by GryphonKingBros

IT IS TIME, BROTHERS.

Q1) Are the deep dives locked to ONLY promoted classes or is it a minimum requirement to have at least one class promoted?

[Reasoning: This would lock people from playing certain classes which would be irritating]

Q2) Do all players need to meet this requirement to start a Deep Dive mission (similar to how the Tutorial terminal is locked in public lobbies) or is the host's status the determining factor?

[Reasoning: None of my friends have promoted any of their characters and I'm the only one with promotions]

Q3) Do you really think you can stop us from creating interdimensional rifts with our beards?

[Reasoning: Let's be honest, haunted caves are the LEAST of our worries]

All answers I give here are based on what currently is the plan and might change at a later point. But as of now:

A1) Only Promoted dwarves can go on Deep Dives. If your Engineer is Promoted and your Scout is not, you need to be on your Engineer to join a Deep Dive, or go level your Scout instead.

A2) All team members need to be on a Promoted dwarf. Only Promoted dwarves can go on Deep Dives and a Deep Dive will only be allowed to start once all team members are on a Promoted dwarf.

A3) No. We do not. And we live in fear.

Comment

Originally posted by pancakeQueue

If machine events require a promotion key, guess I won't be promoting my dwarves until Update 26.

Promote away, we'll make sure that this won't be an issue.

Comment

Originally posted by CombustiblSquid

Super hyped now. Finally, tons of more stuff to collect and customise. But we still don't have a release date :(

"Late September" is as precise as we can get right now.

Comment

Originally posted by plagues138

Dear gsg.

I love you.

Dear plagues138.

We love you too.


11 Aug


09 Aug

Comment

Brings a tear to my eye, it does. :)

Comment

He'd have to be an exceptionally cool guy to do that.


09 Jul

Comment

Originally posted by CosineDanger

If every beard fiber is eventually simulated to the atomic level that's fine, but rough-hewn rocks and dorfs that match their natural habitat are a fine artistic choice.

I'm not attached to the current look of glyphids.

Fewer small floating or oddly pointy bits left after mining would be nice and that might be sorta like a smoothing algorithm maybe?

That has nothing to do with smoothing on meshes as such, but it's something we'd like to fix in time regardless. The little mesh bits you can get stuck on are very annoying.

Comment

Originally posted by TheDiscordedSnarl

... I heard this in Management's voice...

I was going to ask if smoothing would increase framerate because of less polygons (or if smoothing just hides them better, being completely programming-illiterate), but I guess it's a moot point if no smoothing is supported at all.

Edit: "Mesh" for maps? Usually when I hear the word mesh it's used for figures and characters only. So the caverns are generated by taking a shape (say a big cube) and just twisted and deformed before all the other stuff is added?

"Mesh" basically refers to any 3D model - characters, weapons, enemies, and even the ones the maps themselves are made of. And no, smoothing doesn't add or remove polygons - it just alters the way light interacts with polygons in general.

And it is canonically correct to hear every comment I make in Mission Control's voice. :>

Comment

Fixed and thank you!

Keep 'em coming, guys. As a bit of a grammar pedant, I want all typos gone.

Comment

The procedural generation isn't my department, so can't say much too much about it. I do know that we are always working towards reducing the cases you speak of though.

The shading though, I can comment on that: It's a good suggestion, but it's not an issue of phong shading at all. All our models are actually exported with full smoothing turned on, which we then turn off directly in the shader applied to them within Unreal. It is solely an artistic choice - there is nothing keeping us from having smooth models if we so choose.

The actual reason behind it is partly technical: The way we generate the mesh for the actual levels does not currently support any smoothing at all - and so we decided to make that a stylistic rule rather than something we had to fight or try to hide.

I dream of a sort of middle ground where things get smoothed up until a certain angle. We might revisit this later, but there are no plans for it right now.


27 Jun

Comment

Originally posted by torbjorn_bradda

Hey, if there's a style that appeals to you and the design team approves then you put it in >> no question! But I'm always looking for that cultural thread for what makes the style and subject matter go so well together. Like the Lotr dwarf helmet was just begging to be used. And perhaps there's a bit of starship troopers in there as well, at least I'd assume so.

Honestly, I think the knit cap might not have any particular reference to it other than "knit caps are cool" :D

Comment

Originally posted by AceTricks

Good to know this is on the radar.

This issue became an even bigger concern for me due to the road map update which teased weapon overclocks which would introduce even more possibilities; your acknowledgement sets me at ease.

Keep up the great work!

From a long time early access player, and recent supporter pack upgrader: Rock and Stone!

Much obliged. :)

Comment

Originally posted by ShroudedInLight

I'd like to see the firing range built in the hub, that way we could test these out for ourselves.

You and me both. Firing Range is among my dreams for the Space Rig for sure.


21 Jun

Comment

Yeah, this is something we still want to improve. The way we're showing stats is definitely not as intuitive as it could be.


18 Jun

Comment

Good post, Gryphon. I can't say all of this will make it in ( I doubt we'll make customizable layouts for the menus), but you make a bunch of valid points.


17 Jun

Comment

Hmm, that's certainly not intentional. I'll pass this along to the appropriate people.


16 Jun