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News:

Planet Explorers Released!

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 11 
 on: September 17, 2017, 12:13:00 PM 
Started by RebelDroideka - Last post by Zifei
It will be from another point of view. We'll see if we can import the old player character into the game.

 12 
 on: September 17, 2017, 04:57:04 AM 
Started by RebelDroideka - Last post by RebelDroideka
That is excellent news. Thank you. After hearing nothing for a while, I was getting worried.

Quick questions about how the continuation will work: will we take control of a new character, or continue as our character from PE1? If the latter, will there be a Mass Effect-esque system to import a save file for the sequel? And, most importantly for me, at least, will we get closure on the fates of our character and the others on the McTalk if we don't directly continue as our PE1 colonist?

 13 
 on: September 16, 2017, 06:08:00 AM 
Started by Thundercraft - Last post by Iron Newt
From messing about terrain travel speed can be limited by CPU & media speed.

For reference on an i5-7600K @ 4.4GHz & a 330k IOPs NVMe SSD I can cruise at, a cpu limited, 130~135km/h on unexplored terrain with very minor pausing. Over explored terrain I'm able to travel at around 280km/h, which seems to be SSD limited, before significant glitching occurs. With my voxel cache on a rotational drive it's more like 45~50km/h & 80~90km/h, which is HDD limited in both cases.

 14 
 on: September 16, 2017, 04:37:30 AM 
Started by Thundercraft - Last post by Zifei
The flying part is kinda borked, the Unity 5 physics were very different from the Unity 4 ones, that was the major issue. We tried to minimize the effects as much as possible, but right now, it is what it is.  :(

 15 
 on: September 16, 2017, 04:31:50 AM 
Started by Arsat - Last post by Zifei
The story mode is not procedural, so it's reading the map from the drive. The adventure mode map is procedural, so it's calculating it on the fly.

 16 
 on: September 16, 2017, 04:30:19 AM 
Started by RebelDroideka - Last post by Zifei
This game was never meant to complete the story, the story was too big. It does end the part of the story for the colonists that crashed on Galileo Continent. The rest of the story on Maria will be in PE2 which starts production next year.

 17 
 on: September 16, 2017, 04:24:01 AM 
Started by RebelDroideka - Last post by RebelDroideka
Who else felt let down by the final cutscene and the declaration that there won't be a resolution in the forseeable future? It feels... cheap, to me. The developers, instead of finishing the story, end the game and say "To Be Continued," and then proclaim that they won't deliver that continuation for an undetermined amount of time?

What are other people's thoughts? And, if any of the developers see this, could we please get some clarification on what is actually going on with this?

 18 
 on: September 15, 2017, 10:33:04 PM 
Started by Arsat - Last post by Arsat
lol a own render distance for adv mode...What the deuce ...
I never come to the idea when the render distance in story mode is good in adv mode i must set is manually higher...

The first game i ever have seen this... and i play since ZX Spectrum...



 19 
 on: September 15, 2017, 10:19:17 PM 
Started by Arsat - Last post by Arsat
All this bugs can be seen if you open your eyes. We all have this bugs because a lot of them are engine bugs.

But the devs were lazy and publish the beta of the game and run to a new game. A real big patch who fix all the bugs dont will come.

I can publish my save but you see ... no dev is here and ask for it because... its not a problem of my drivers, hardware or save and they let PE die...

 20 
 on: September 15, 2017, 04:23:03 AM 
Started by Thundercraft - Last post by Thundercraft
Update:
I forgot to mention the strangeness of how the game seems to try to update the terrain when flying. Specifically:

(1) There seems to be a transition when one lifts up far enough above the ground that small details start to become obscured. By "transition" I mean that the game will even stall out (frozen, burning fuel, as the game loads/caches terrain data) when merely moving vertically. Could this be the game loading additional terrain data because the higher altitude allows seeing the distance further?

(2)The game will stall even when there is nothing but ocean below - no visible land. This seems like such a waste of CPU cycles and disk activity, to load or calculate something which is not even visible to the player! What is the game doing - calculating massive cavern systems below the oceans? It should not even bother to calculate the ocean floor unless it is visible from the player's viewpoint several hundred meters above.

(3) Watching how the game slowly draws the landscape, I noticed that the first thing it does is display WATER underneath every square of terrain... But, why? What's the point? Again, this is something that players will never see unless they are flying over an ocean. There should not be an ocean of water under the land, anyway.

(4) With Voxel Cache left on, it does not seem to help flying over explored terrain. But - for me, anyway - turning it off did not seem to improve or worsen performance, either. (See the Voxel Cache / drive error Steam discussion for details.) Flying back over terrain which I've already explored does not seem to be any faster than exploring new terrain. Indeed, it almost seems like the game is trying to update old explored terrain, leading to the same stalling and lack of performance as flying over new, virgin terrain.
   (4.a) As evidence of my theory (updating old terrain instead of properly using it as cache to speed things up), I've noticed that the game will pause/stall to update terrain even over explored terrain when said terrain is still visible below. It does not look like it needs to be loaded from disk or recalculated, but it stalls anyway. And then, right before the game resumes and I can fly again, I noticed that the terrain visibly changes, but ever so slightly. The fact that it subtly changes implies that the game had to recalculate or reload something already there.
   (4.b) Further evidence that the game is not properly utilizing the Voxel Cache (when on) to speed things up is how it forgets explored terrain. When flying over already explored terrain, I get stalled and I watch as it slowly redraws most of it, as if it is unexplored terrain. Strangely, though, this is patchy. Parts of explored terrain remain behind, while other parts just disappear and have to be reloaded or recalculated.

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