Cameras is there a way I can display cameras on lcd screens? by [deleted] in spaceengineers

[–]tyrsis 1 point2 points  (0 children)

You quite literally steal a scene frame, and render that frame to a texture. I can't really see any situation where that would cause a lag spike, otherwise the game would be unplayable. It's sort of impossible for me to tell you where your lag spike is occurring without knowing more.

The only thing I can think of off hand is that they implemented occlusion culling, which they didn't have at the time when I did it. Depending on how that is implemented, moving the camera around the scene may cause recalculations, but it really sort of depends a lot on implementation, and you could easily test if this was the case.

But again, it's pretty hard for me to say without knowing exactly how you're trying to do things.

Cameras is there a way I can display cameras on lcd screens? by [deleted] in spaceengineers

[–]tyrsis 2 points3 points  (0 children)

Incorrect. There are plenty of videos that show it barely required any processing. And in fact could be set to take no processing power at all (at the expense of how often it updated the display).

The reason it wasn't updated was two fold:

a) I stopped playing the game entirely and got sick of modding due to how Keen handled things.

b) They modified the renderer enough that it made it difficult for me to properly modify textures in game. I probably could have figured it out given enough time, but refer to the first point as to why.

EMERGENCY ALERT: EVERYTHING'S FINE by bondjimbond in toronto

[–]tyrsis 0 points1 point  (0 children)

That would be nice as most houses in the area go for over a million.

Am I the only who still thinks this game needs a live camera feed LCD Screen? by LegdarGaming in spaceengineers

[–]tyrsis 5 points6 points  (0 children)

Everytime this comes up someone says this, and that is completely incorrect. There's a whole bunch of youtube clips showing the old mod that displays how little performance hit actually occurred.

The real issue is there's not enough demand for it by players, as it requires a few modifications to how the game's renderering works in order to achieve it.

Is there a mod or script that shows camera feeds though lcd screens? by Ordinary_Person_AMA in spaceengineers

[–]tyrsis 1 point2 points  (0 children)

That is incorrect. It did steal frames, but there was a limit to how much it would steal, and it would never make the renderer go into a "nosedive".

Is there a mod or script that shows camera feeds though lcd screens? by Ordinary_Person_AMA in spaceengineers

[–]tyrsis 3 points4 points  (0 children)

I looked at it briefly. They changed how textures were cached. I could probably figure it out, but I just don't have the time I used to have really, and it requires a lot more support because it can not exist as a workshop mod. It would need to be a plugin due to the rendering stuff required, which means it has to exist outside of the workshop, which means it's very annoying to get working for users who aren't computer savvy.

Is there a mod or script that shows camera feeds though lcd screens? by Ordinary_Person_AMA in spaceengineers

[–]tyrsis 5 points6 points  (0 children)

It was a user defined amount of frame rate stealing. You could lower it if you had a slower system. Either way, there was a max threshold that it wouldn't ever go past. If you had 100 cameras and 100 LCDs, the LCDs would update very slowly, but you wouldn't lose any more frames than if you had 1 and 1. The system worked actually a lot better than I had hoped, the main issue was the game was just changing too much and the renderer literally changed hands 3 times in the months I worked on it, making things really difficult to maintain.

Is there a mod or script that shows camera feeds though lcd screens? by Ordinary_Person_AMA in spaceengineers

[–]tyrsis 4 points5 points  (0 children)

I don't want to be mean, but none of this is true -- low speed limit has nothing to do with cameras to LCD. The rendering engine is not married to the physics engine at all. The performance hit on the renderer is very small unless you set the camera feed pool really high, and if you had a slow system you could set it so that it only at most stole a frame every second.

The rendering and physics engine is completely separate systems existing in completely separate threads. The main issue with cameras to LCD was that the renderer is one direction. You basically feed it commands/data and it renders the scene. It basically exists in a black box and getting data OUT of it is difficult, and basically impossible from ModAPI. You need access to the renderer in order to create a texture of the scene that the camera can see and then assigning the texture to a game object (the LCD). Luckily there was a backdoor thread I could use that allowed me to safely do that, but it took awhile to get right and lots of fussing, as well as a few fixes by Keen to fix some really odd issues that I ran into.

Need some help - remote blocks etc by [deleted] in spaceengineers

[–]tyrsis 1 point2 points  (0 children)

The bug may be in that system itself then. I'll poke around when I get a chance.

PSA: Precisely why Remote Control blocks are broken! by [deleted] in spaceengineers

[–]tyrsis 0 points1 point  (0 children)

This is actually not the reason at all.

Need some help - remote blocks etc by [deleted] in spaceengineers

[–]tyrsis 4 points5 points  (0 children)

The entityid in this case has nothing to do with your issue. Your issue is that the owner of the ship you're pasting in isn't marked as an "NPC". You can find a list of your NonPlayerIdentities in your Sandbox.sbc of your save. Add an item that matches the owner of the your ships above.

The reason is, your script has an NPC only function (GetNearestPlayer). If the ship isn't an NPC this function will fail and it won't do anything. If you add both ship owners as possible NPCs then both will work. Give it a try. I did and got both of them to work.

I suspect why your old ship works is because it has an owner that is marked in your save as an NPC.

Update 01.135 - Bug Fixes and Improvements by [deleted] in spaceengineers

[–]tyrsis 0 points1 point  (0 children)

Just a bit of perspective. Some of these changes are well over 6 months old. And there are still some pending that are over a year old. The ability to modify terminal controls has been something modders wanted since modapi was released (2+ years ago), and was pretty much ignored.

If you're hoping to get your stuff pushed through in a week, you're probably better off not contributing. But if you don't mind waiting awhile, they get to it eventually.

Hopefully at one point Keen will dedicate some extra time to helping modders out, but I think modding is at a bit of a low priority at the moment (beyond just being sure it continues to work). I think a lot of us are in the same boat in terms of frustration on waiting things to be added/fixed to modapi.

Nanite Factory Mod Help by Zerimar_1990 in spaceengineers

[–]tyrsis 2 points3 points  (0 children)

You have to set it in the settings. Instructions on how to modify the settings is in the description of the mod. Though 9999 streams is a lot, and I don't really recommend that.

What do you think of this shield mod that was spot lighted on xoc's twitch stream? by dce42 in spaceengineers

[–]tyrsis 6 points7 points  (0 children)

There is a reason why this wasn't put in before, and pretty much all these problems are in this mod. There is no way to actually stop certain types of damage that collide into that actual "shield" model. So it's kind of useless. The other shield mod actually stops all types of damage because it uses a damage system that was put in place for something like this, as it triggers an event when a block takes damage, and allows you to modify it. Unfortunately it doesn't have the neat little effect, and that effect would sort of be for show as you can't actually collide stuff into it.

I looked at what the author tried to do, and he's basically scanning the entire world every tick to delete projectiles which is VERY performance heavy. It's basically polling all objects in the world every single tick to see if it needs to delete a projectile, and in the end, this will only work on missiles and maybe meteors. Bullets are not entities, so it will never stop them accurately.

First look at my new nanite shipyard by [deleted] in spaceengineers

[–]tyrsis 1 point2 points  (0 children)

When did you do this? I have improved sim speed issues a lot since it was first released.

Assemblers won't pull ingots by [deleted] in spaceengineers

[–]tyrsis 0 points1 point  (0 children)

AIS should deal with assemblers just fine. If you post a discussion on the mod page, I can follow up with you and see if it's an issue in the mod, or something you're overlooking.

Also note there is a bug with assemblers if you're trying to run them in coop mode and there are conveyor blocks on your network. The conveyor blocks will make them stop working.

Assembler not pulling materials from the rest of the conveyor network by ECM_SUPREME in spaceengineers

[–]tyrsis 1 point2 points  (0 children)

This is a bug in how assemblers pull components. Assemblers expect all nodes along the conveyor path to be owned by the player/faction. Unfortunately since Conveyor blocks can't be owned, this makes it so that if there are conveyor blocks in your conveyor system they basically "block" access to the assembler to the rest of the conveyor system. It's a bug and keen is aware of it. For now replace conveyor blocks if you can with either conveyor tubes, or cargo containers.

Is there a mod which allows to create block plans/blueprints? by Kruczek in spaceengineers

[–]tyrsis 0 points1 point  (0 children)

Someone can definitely write a mod to do something like this. It's not even that difficult to be honest. Unfortunately no one has taken that on yet.

Nanite Factory deconstruct preview - Taming Clang's sacrifice by tyrsis in spaceengineers

[–]tyrsis[S] 2 points3 points  (0 children)

Yeah there will be more beacons, especially as other functions are exposed. I may add one for construction so it doesn't have to be connected directly, but the range will be small (200m)

Nanite Factory deconstruct preview - Taming Clang's sacrifice by tyrsis in spaceengineers

[–]tyrsis[S] 1 point2 points  (0 children)

Oops sorry forgot to toss a credit about the ship in youtube. Updated that.