News

  • Hauling Tasks

    dcfedor's picture

    Hey Folks! A little bit of progress today between admin stuff. Focusing on the hauling task.

    My initial attempts to solve hauling involved writing code to search for storage zones, and do special handling whether there was a matching item to stack on, or empty space in the zone. It involved generating special interactions to fetch the haul item and direct it to the destination stack, or

  • Lighting Update, and Admin

    dcfedor's picture

    Hey Folks! Sorry for the missed post yesterday. Late phone call, then had to run and help with dinner. And unfortunately, both yesterday and today involved a lot of admin type tasks. So I didn't get much development done.

    Fortunately, someone else did!

    Chris has been working away on a revamped lighting model, and was able to get it checked-in today. And lucky you, you get to

  • Hauling vs. Spawning Loot/People

    dcfedor's picture

    Hey Folks! Hope everyone had a good weekend. Pretty low-key here, but that was a welcome break.

    Back at the office, I unfortunately had a lot of admin tasks to do in the morning. And only got a bit of development time in the afternoon. However, I think I'm starting to form a picture of what I need to do next. And how to do it.

    I want to setup a way for AI to haul items to a

  • Uninstall Tasks

    dcfedor's picture

    Hey Folks! A bit better for progress today, as I added the ability to paint "uninstall" tasks around the ship, plus some other fixes and improvements.

    Getting uninstall to be paintable ended up requiring a small change to the code that auto-generates install/uninstall interactions. I added some extra data to each that describes which action menu item it relates to, so the

  • Job Menu, Task Icons, Cancel Tasks

    dcfedor's picture

    Hey Folks! Despite yesterday's big announcement, most of my time was spent actually developing. So I have a fair amount of progress to share!

    I tweaked the job menu layout a bit to look more streamlined and consistent, and started working on a second menu for action tasks. The first menu lets us setup build/install tasks, and this new menu will likely include things like "

  • Ostranauts Being Published by Modern Wolf!

    dcfedor's picture

    Hey Folks, big news today! As some of you might have already noticed, a new publisher was announced today. And they're going to be publishing Ostranauts! Introducing, Modern Wolf:

    This is actually not the first time I've worked with some of the folks at Modern Wolf. Some of you will remember me mentioning Fernando Rizo before, who helped with

  • Lighting Update, and More Build Menu Tasks

    dcfedor's picture

    Hey Folks! I'm still sort of midway through the latest work on build menu tasks, so I decided to show some of Chris's progress in today's screenshot.

    Chris has been rewriting the visibility/lighting code to support arbitrary shadow shapes. Previously, all walls and items had to have shadows made up of axis-aligned blocks, which looked bad when paired with diagonal walls

  • Build Jobs Menu

    dcfedor's picture

    Hey Folks! Hope everyone had a good weekend. The city was throwing a kids party in the park, so that was a big chunk of the day. And chatting with my folks back home is always nice.

    Back at work, I managed to get a decent amount of coding done. And even a bit of art!

    I'm still in the process of fleshing-out the jobs painting menu that Michael setup for bulk-commands. I'

  • Nav Station Tasks, and Job Queue

    dcfedor's picture

    Hey Folks! A bit of work today on a different task type, some UI tidying, and revisiting the job queue.

    Even though I can now add and remove tasks based on damaged walls appearing and being patched, there are a few other task types I'd like to support. And one of them is something Michael proposed a while back: a periodic maintenance or check-up task.

    In this case, the nav

  • Automated Tasks

    dcfedor's picture

    Hey Folks! A good chunk of the day was on admin stuff, but I did manage to wrap-up most of the automated task system I was planning.

    I ended up having to change the way IDs are assigned to objects when they mode switch. I needed the old ID applied to the new object before it started receiving conditions, so tasks triggered by adding a condition would have the right ID.

    It took a