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An all new physics engine has been integrated, the new master server should be up and operational tomorrow, and Gabe's replaced the...
Posted by [ZanMgt]Aaron on May 21st, 2012
An all new physics engine has been integrated, the new master server should be up and operational tomorrow, and Gabe's replaced the DirectX9/XNA powered cursor with a pure Windows handled one! (fixing some issues with letterboxing, as well as mouse traveling upwards, etc).
The wyUpdate.exe included with 0.59.1 should function properly with future update as well. The recent server move had previously caused a few issues that should now be resolved.
The new physics system allows for ships to immediately receive tighter bounding boxes and more responsive collision, so you can finally do things like strafe the Starbreaker without worrying about being knocked out into space by the old wonky collision spheres!
We did some bouts in the multiplayer to try out the collisions and had a blast during some dogfights!
We've even kept some little debug boxes floating about for you to run your ships into; its given us some ideas on debri that could fly out of a busted ship to smack up against your cockpit... =D
We have unfortunately picked up on a few bugs however; one where it appears the collision box is being knocked out of place from the model allowing you to occasionally fly through portions of larger ships like the Starbreaker, and another where you can force your way through an opponent during the online play.
Although we'll be investigating these issues, humanoid movement is the main focus for this next week now that the physics have been integrated!
We've replaced the mouse cursor with a proper windows cursor instead of a DirectX/XNA cursor for a few reasons: 1) the DirectX cursor could "hang" or for some reason travel across the screen unexpectedly 2) A windows cursor is far more responsive, and 3) it allows us to maintain a two-dimensional style of collision.
Update - Gabe discovered a glitch where the mouse cursor can get to be a bit offset and inaccurate if you move the Blockade Runner window from its starting point, so try to keep the window dead center!
MrVorgra kindly shared a bunch of his prefabs with us for 0.59.0 that had their placement and firing data a askew. This has been corrected in 0.59.1, so give the new prefabs a try!
Report bugs in the Bug Reports Thread, and stay tuned for further updates!