SteveRock
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Comments
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You start with seamoth blueprint now.
We are definitely balancing this stuff as we go. -
This should be fixed now in Experimental.
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if it took a few hours, that is expected and acceptable for now. I know why this is happening - don't consider it high priority quite yet.
if it happens much sooner than that, then let me know. -
heh thanks for the reports. we'll fix this soon..maybe not friday, but very soon.
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eek ok, sending this to Slava. Can you post repro steps? tho Slava can probably reverse engineer this.
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hmm it's interesting that this is related to accelerating..perhaps it's an FMOD sound issue...can you reproduce this? if so, send Subnautica_Data/output_log.txt to stevenan at gmail dot com
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thank you for playing! we try our best
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heh awesome vid man. reminds me of those old crysis vids with thousands of barrels
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thanks - we'll look into it.
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does it seem correlated with memory usage at all? you can view mem usage by keeping task manager open
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this one seems weird. is it consistent? you can cheat a seamoth with "spawn seamoth"
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Yeah, out of memory. we will address this soon. for now, do save regularly.
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yeah we'll have a fix for the far-sinking issue soon
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should be fixed any moment now..
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I think eventually we'll definitely limit what kind of material you can actually dig with it. Then there will be other tools to dig more materials.
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Exo suit
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Please pastebin.com your output_log.txt
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jus to be clear, you're running windows on the macbook right? we don't support a mac version yet (tho it might be coming soon)
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I think this is the approach we'll take for now. A full 3D map is possible, but would take a lot of work and it's not clear it's really necessary or much more useful than a good, customizable beacon system.
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of course we can take steps to eliminate/reduce garbage, such as by using pools, but that takes work and time. so we have to weigh these tasks against all other tasks we have currently. by my latest audit, GC spikes were not too frequent, but I will…
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We respectfully disagree. When you buy early access, you are buying a partially complete game. That is absolutely what we state on all our press. It sounds like you do not want that - so please, DO NOT BUY OUR GAME. It's not for yo… -
no that's a bug we will fix.
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There are probably bugs in there somewhere, which is why we've released it before making an announcement. If you find consistent and reproducible bugs, please let @…
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No promises, but it is something we know people want, and we know it could be really cool. I would encourage you to follow the game on steam, or sign up for our mailing list, because if we add it, we will notify all avenues
in Saddened with lack of MP at SN core Comment by SteveRock December 2014
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thanks for the kind words man
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awesome work!
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well SN is using Unity with a heavily customized voxel terrain engine. Future Perfect is using Spark tho! -
i see. yeah that could be neat. noted.
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hmm that sounds like it'd only be useful in low vis situations? like dark caves?
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we wanna do something like this..but exact implementation may be tricky. with pinging, i'm not sure how much information we'd have to store to really make it useful as a map.
is that what you guys are talking about? some sort of automap…