+1
Planned

Colorblind datapad option

Tyler Owen (Lead Developer) 5 months ago in Graphics/Visual Performance • updated 5 months ago 2

From Steam forums:


Hi, nice game I must say, I really enjoy the survival, but I have problem with datapad using. The cursor is almost invisible for me. Can You Devs please change cursor (active button) to more contrast colour to other buttons?
Thanks in advance :)

+1
Under review

Mac build 0.5 unplayable due to performance issues

Thrantor 10 months ago in Graphics/Visual Performance • updated by Tyler Owen (Lead Developer) 7 months ago 9

I just got the most recent build off of Humble Bundle after the announcement today and I was excited to play. However, after downloading it, unzipping it and starting it. At beautiful, 1440x900(i think) it was unplayable. maybe 3 frames a second. After turn quality down to simple, it sped up to around 5 frames a second. I've got a somewhat newish macbook pro(Four Core I7) with a built in Nvidia GT 650M. But... it's just chugging away?


Is there a configuration that I'm not doing correctly? I'm hoping to play this game.

0
Planned

Better support for 4:3 and 5:4 resolutions

Mr. Fusion 2 weeks ago in Graphics/Visual Performance • updated by Tyler Owen (Lead Developer) 6 days ago 1

The visor and the HUD does not scale down properly (or rather, at all) to 4:3 or 5:4 aspect ratios and gets just cropped on the sides, making some important information not visible.

0
Fixed

HUD bobbing is "twitchy"

Mr. Fusion 3 weeks ago in Graphics/Visual Performance • updated by Tyler Owen (Lead Developer) 2 weeks ago 2

The HUD bobbing feature added in 0.61.2 tends to be, for the lack of a better description, "twitching": on top of the normal random smooth "swaying" motion it also jumps small amounts (10-20 pixels, maybe?) in random directions in a non-fluid way. It happens both while in motion and standing still, and I feel as if it's slightly affected by the terrain the player character is standing on, a bit more frequent when standing/moving on slopes.


It also happens very often when left clicking on objects and using Enter or LMB to activate Datapad buttons or select inventory items, resulting, for example, the HUD jittering all around when moving a large number of items quickly between inventory and container.

0
Fixed

White line at the bottom of the screen when crouching

Mr. Fusion 3 weeks ago in Graphics/Visual Performance • updated by Tyler Owen (Lead Developer) 2 weeks ago 1

When crouching down while standing still, during the downward movement a white line appears at the bottom of the screen of a moment, then disappears when the fully croached position is reached. It looks as if the new helmet/hud bob is not constrained enough and allowed to lag behind too much before starting to follow the movement of the field of view in this specific case.


It can also happen while moving, but I guess the movement related bobbing dampens it enough so that it very rarely lags enough for that white line to show.

0

Hab status display has repeating lines that fill the screen

The hab status display issue is still present in the public 0.61 version. At one time when I interacted with the status console inside the hab, the status screen came up with the heater's power status line filling the entire screen for a few seconds, then it went back to normal.

0
Planned

Dust devils pass through habitats

Mr. Fusion 1 month ago in Graphics/Visual Performance • updated by Tyler Owen (Lead Developer) 1 month ago 1

Dust devils can enter the area/volume occupied by the habitat model and even stay inside the model for a long while before moving on. While this is likely an extremely rare thing to happen, it still doesn't look right when it does happen.


I don't know if there is an animation or effect for when the dust devils appear and disappear or they are always spawned out of sight to avoid the need for such thing. If there is, they could simply dissolve when getting closer than a few meters to a habitat, and if there isn't, they could temporarily get a specific movement direction away from the habitat location when they get into the vicinity of one (in a radius large enough so that they can't touch the systems and the solar panel mounts either) instead of the normal random wandering behaviour.


This is probably an issue with anything else large enough for a dust devil to visibly pass through it, such as the PRT model.

0
Fixed

Why only 4 out 6 lights are lit in the airlock when depressurized?

Mr. Fusion 1 month ago in Graphics/Visual Performance • updated by Tyler Owen (Lead Developer) 2 weeks ago 3

Is there a reason why only 4 out of the 6 lights are lit in the airlock room when it's depressurized?


The difference in color and light level, compared to how they look like (all 6 of them) when the airlock is pressurized seems to hint at that they may be in a lower power mode, so turning 2 of them off on top of that feels a bit unnecessary.


And if it is the reason, I think the pattern is not the best, since the middle and one of the side pairs are lit. If the two side pairs were lit instead, they'd better illuminate the equipment lockers along the sides of the room, or if only the center pair would be lit, it would save even more power and provide even lighting to the whole room.


(In case they are different, I noticed this at the South-West habitat location.)

0
Under review

Exterior version of airlock room much brighter than interior

Mr. Fusion 1 month ago in Graphics/Visual Performance • updated by Tyler Owen (Lead Developer) 1 month ago 1

When hab power is off and thus the internal lights are off, there's a very visible difference between the light level of the exterior and the interior version of the airlock room, whereas it shold be practically the same. The exterior version has a rather bright indirect ablient light level coming from nowhere even when the door is closed (at night it almost feels like being brighter than outside), while the interior version is pitch black, save for the red emergency light.