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Rapporter et oversættelsesproblem






Just giving some advanced warning for people to switch back to the official mod when it's done
I too actually started this mod only for myself. I was annoyed at the time that we could blow the holy hell out of the blast door material (not the new 3 block automated one mind you...) and waltz into someones base. A blast door should be able to take a lot more than one rocket. So graphene came into being. But alas, I too could not have it on my server unless it were published.. :D
So I marked it as Alpha, so people wouldn't complain. It grew, then came Beta. Then DX11 came and I regretted it. :P
Actually. Since I have played this recently, I've discovered a weird glitch. My new graphene lines of cubes will sometimes disappear. I have likewise found that sticking something like a light somewhere on it, will bring it back and stay back. But.. hmm.
So the code needs to be cleaned up I guess.
This was mostly just a temp thing for my personal server to tide me over till you got yours updated. I'd have set it private... But then my server could'nt load it.
I asked if it were ok to fork on your mod page months ago... But received no reply.
Whats's the latest? Your is pretty much my favourite mod. Would love to see it ported over to DX11.
Anyway, what we SHOULD do.. is just team up and crank this out.
Most my time has been spent trying to make the mod also work in DX9 mode. The textures show up in DX9 as of now. But they can only be recolored in DX11.
I have a little question (and before it i have read some page's of comment and i didn't found that question :p), can you maybe do the same for small blocks ?
Have a nice day and thank you again :D
I can barely understand what your trying to say. I can't descipher half the words you use.
What exactly is the problem with DX9?
As I don't have a machine capable of running in DX9 mode. I currently no information to go on.... 'a big problem' tells me precisely nothing.
Both my sources and the compiled mod are here: https://dl.dropboxusercontent.com/u/1196508/Space%20Engineers.7z
I'll look forward to hearing the results of your investigation
You can't combine the 2 mods. That won't work. It's a drop in replacement.
I made it for my personal server. Where everyone plays DX11 only. Because all my friends have machines that get massive performance boost from being in DX11.
Myself, I updated my gaming rig to WindowsX. For me the game crashes on start-up in DX9 mode under WinX. So have no choice but to run in DX11. Where it works perfect. This doesn't bother me as doing so literally doubles my FPS. What this does mean, is I have no way of testing or making the mod compatible with DX9. So unless keen fix their game. This mod will never work with DX9.
This is a niche mod, designed for a very specific scenario.
The only reason this was made public, is because it has to be, to be loaded by the server.
If it works for you great. If not, then don't use it.
I just know it's tough enough to have named my utility ship the OP Mobile, as in Over Powered
A large cube is 150KG, vs 500KG for a lightblock and 3000KG for a heavy.
I only made this so I wouldn't loose my entire fleet to the graphene mod not being updated, im not a modder. Just a frustrated end user. I will fix up the other large blocks at some point, the small blocks are not gonna be a priority in my life.
And yes, this works very well for huge ships. the lightweightness means you need much less thrusters and gyros... less lag, etc. It's what I use it for.
No, this won't work in DX9. It won't ever work in DX9. If you need DX9, use the original mod.
Here: http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=332768931
It's a drop-in replacement. Not addon.
Updating that stuff is on my todo list.
If SE get explody. Often for me it helps to go into %appdata%\SpaceEngineers\mods and delete everything in there... The game will redownload it all when you start it up again.
The implimentation is a minimal effort kludge of duct tape and silly string.
Was'nt expecting anybody to try downloading and using this.
Giving serious consideration to doing a proper job now I've got the asset creation pipeling figured out and setup locally.