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Messages - LoLBert

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61
Creativity / Re: Drawings Megathread
« on: August 08, 2015, 10:12:19 AM »
another skype doodle

started out as just a horse but i couldnt help but turn it into lady godiva


62
Creativity / Re: Drawings Megathread
« on: July 26, 2015, 03:02:00 PM »
those are absolutely lovely

63
Games / Re: Space Engineers (Jump Drive)
« on: July 09, 2015, 12:01:28 PM »
Update: Space Engineers has added Jump Drives!

Ships can now install a jump drive which will allow your ship to jump a massive distance. There is a set minimum distance which the ship can jump. The jump drive also functions from its own specific battery blocks, which I'm assuming will allow larger ships to jump the more battery blocks you have. Players that are not seated in a chair, roosterpit, or cyro chamber will not follow the jump.  Small ships that are not connected by connectors or landing gears will also not follow the jump.

This is a great addition prior to planets which will fix the gap between having large planets which are incredibly distant from each other.

Video here: https://www.youtube.com/watch?v=nBo_qY_vYdc

The hype is real, friends.

64
Creativity / Re: Drawings Megathread
« on: July 02, 2015, 08:09:56 PM »
Bagoop Scoopschire and IM:P-UNITY keeps it cool this summer!

well i absolutely adore this

65
Creativity / Re: Drawings Megathread
« on: July 02, 2015, 04:49:04 PM »
can that be the new mascot of this thread



that would be a bit unsettling though, don't you think

66
Creativity / Re: Drawings Megathread
« on: July 02, 2015, 01:16:29 PM »
things ive done yesterday






67
Bump. I recently found this game and it is way too amazing for the Blockland community to not be crazy about this.

Bought it two days ago.

68
Games / Re: Space Engineers (DirectX 11, Station Rotation)
« on: June 11, 2015, 04:07:24 PM »
So today's update still isn't out yet so I'm guessing it's either really good/large or Keen is just having some difficulties. Either way, I hope it's a good one.

69
Creativity / Re: Drawings Megathread
« on: June 05, 2015, 01:00:50 PM »
see, even somethin about his stick figures are charming and would make a great webcomic. Damn it Boost

70
Creativity / Re: Drawings Megathread
« on: June 02, 2015, 01:31:57 PM »

71
Games / Re: Space Engineers (DirectX 11, Station Rotation)
« on: May 29, 2015, 10:19:51 PM »
There currently isn't any. Its mainly a spaceship creator. Any form of goal in the game is strictly player driven at the moment.

72
Games / Re: Space Engineers (DirectX 11, Station Rotation)
« on: May 29, 2015, 10:13:31 PM »
I would assume, but the frame rate is lower. I know stuff about graphics and computer knowledge so if anyone can tell why dx9 runs faster than x11 then that'd be great.

73
Games / Re: Space Engineers (DirectX 11, Station Rotation)
« on: May 29, 2015, 10:55:18 AM »
my comp can't run dx11    \o/

it can run it but fps is atrocious. Oh well, It's still great for ppl with good comps.

74
Creativity / Re: Drawings Megathread
« on: May 28, 2015, 11:14:05 PM »
someone told me to draw richardbutt on stream but i forgot what it looked like. yolo


75
Games / Re: Space Engineers (Auto-Pilot, Bug Fixes)
« on: May 28, 2015, 04:23:52 PM »
I seriously doubt planets are going live until months from now, or at least a month.

But still the update today is pre damn good.

Update:
DirectX 11 renderer has been added to the game. It is available as an option in Graphics settings and players can choose between the old DX9 and the new DX11 (the game has to be restarted after that). The main advantages of the DX11 renderer are better game performance and visual look of the models. The renderer is still in early stages of development, so some bugs and visual issues may be present.

The DX11 renderer of the game uses physically based rendering (PBR), which helps to achieve a more realistic look, especially for metallic surfaces. For modders, it means that they will have to create a new set of textures for DX11: albedo, metalness, ambient occlusion, gloss, color change, emissive and alpha masks. For existing models it is possible to use our DX9 to DX11 texture converter, but in the future we recommend making PBR textures first, and then converting them to the last-gen format.
We will be slowly replacing old placeholder models with reworked assets. Five updated blocks are released in this update (Beacon, Gyroscope, Warhead, Projector, Spotlight). Keep in mind that pretty much all models have to be recreated from scratch, and it's a slow process. Therefore it might be a while before the next updated model pack is released.

Additionally, players will now have the option to rotate a static station by switching to rotating mode (via pressing the 'B' button). The station created in the Station rotation mode will not allow blocks separated from it to be merged again.

video: https://www.youtube.com/watch?v=OJweMz-IXJ8

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