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XenoCow Entertainment
United States
เข้าร่วมเมื่อ 13 พ.ย. 2014
I make videos that range from pencil animations to video game gameplay. Hang around if you want to relax and have a good laugh every once and again.
Transponder Control/Display | ByteSized Starbase Tutorial
Dislikes: 0
-----------------
In this tutorial I show you how to set up a transponder in Starbase. You will learn how to add a small button to your ship that acts as both a control for your transponder being on/off and also a display for whether you are inside a safe zone or not. The code for the program is listed below. If there is something you'd like a short tutorial on, tell me about it in the comments!
Needed Materials:
+ Transponder
+ Basic Yolol Chip
+ Yolol Chip Socket
+ Warning Light Button
+ Control Panel (place to put the button)
- - - - - - - - - - - - - YOLOL PROGRAM - - - - - - - - - - - - - - - - -
//Safezone Indicator and Transponder Control
transN=:trans transO=:trans btnN=:SZ btnO=:SZ //Setup First Values
blnkN=:SZblink blnkO=:SZblink
IF (NOT :inSZ) AND (NOT :trans) THEN blnkN=0 btnN=1 END //Update...
IF :inSZ AND (NOT :trans) THEN blnkN=0 btnN=0 END //Internal...
IF (NOT :inSZ) AND :trans THEN blnkN=1 btnN=1 END //States
IF :inSZ AND :trans THEN blnkN=10 btnN=1 END
IF :SZ!=btnO THEN transN=(NOT transO) btnN=(NOT btnO) END //Press
IF transN!=transO THEN :trans=transN END //Set Button & Trans.
IF blnkN!=blnkO THEN :SZBlink=blnkN END
IF btnN!=btnO THEN :SZ=btnN END
transO=transN btnO=btnN blnkO=blnkN GOTO4 //Set Olds to News
//Variable Table:
//Warning Button :SZ = ButtonState, :SZblink = ButtonEnableBlink
//Transponder :trans = transponderActive, :inSZ = insideSafeZone
//Internal transN = transponderOnNew, transO = transponderOnOld
// btnN = buttonOnNew, btnO = buttonOnOld
// blnkN = ButtonBlinkNew, blnkO = buttonBlinkOld
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Table of Contents:
00:00 Intro - You Know Why by Loyalty Freak Music
00:13 Showcase
00:37 Materials - Hydro Dip Different Items by Crafsman
01:17 Adding the Program & Setting up Devices
02:40 Demonstration & Explanation
03:31 Outro - Stardust by Loyalty Freak Music
----------------------------------------------------------------------------------------------------------
Music:
"You Know Why" by Loyalty Freak Music
www.chosic.com/free-music/all/?keyword=Loyalty%20Freak%20Music&artist
"Hydro-Dip Different Items"
By @TheCrafsMan
Used with permission from Crafsmama
"Stardust" by Loyalty Freak Music
www.chosic.com/free-music/all/?keyword=Loyalty%20Freak%20Music&artist
Find me on...
Odysee:
odysee.com/$/invite/@XenoCow:8
BitChute:
www.bitchute.com/channel/zdXFBXRs9Awm/
Rumble:
rumble.com/c/c-343105
TH-cam:
www.youtube.com/@XenoCowEntertainment
(Don't mind us tags here)
#starbase #mmo #tutorial
-----------------
In this tutorial I show you how to set up a transponder in Starbase. You will learn how to add a small button to your ship that acts as both a control for your transponder being on/off and also a display for whether you are inside a safe zone or not. The code for the program is listed below. If there is something you'd like a short tutorial on, tell me about it in the comments!
Needed Materials:
+ Transponder
+ Basic Yolol Chip
+ Yolol Chip Socket
+ Warning Light Button
+ Control Panel (place to put the button)
- - - - - - - - - - - - - YOLOL PROGRAM - - - - - - - - - - - - - - - - -
//Safezone Indicator and Transponder Control
transN=:trans transO=:trans btnN=:SZ btnO=:SZ //Setup First Values
blnkN=:SZblink blnkO=:SZblink
IF (NOT :inSZ) AND (NOT :trans) THEN blnkN=0 btnN=1 END //Update...
IF :inSZ AND (NOT :trans) THEN blnkN=0 btnN=0 END //Internal...
IF (NOT :inSZ) AND :trans THEN blnkN=1 btnN=1 END //States
IF :inSZ AND :trans THEN blnkN=10 btnN=1 END
IF :SZ!=btnO THEN transN=(NOT transO) btnN=(NOT btnO) END //Press
IF transN!=transO THEN :trans=transN END //Set Button & Trans.
IF blnkN!=blnkO THEN :SZBlink=blnkN END
IF btnN!=btnO THEN :SZ=btnN END
transO=transN btnO=btnN blnkO=blnkN GOTO4 //Set Olds to News
//Variable Table:
//Warning Button :SZ = ButtonState, :SZblink = ButtonEnableBlink
//Transponder :trans = transponderActive, :inSZ = insideSafeZone
//Internal transN = transponderOnNew, transO = transponderOnOld
// btnN = buttonOnNew, btnO = buttonOnOld
// blnkN = ButtonBlinkNew, blnkO = buttonBlinkOld
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Table of Contents:
00:00 Intro - You Know Why by Loyalty Freak Music
00:13 Showcase
00:37 Materials - Hydro Dip Different Items by Crafsman
01:17 Adding the Program & Setting up Devices
02:40 Demonstration & Explanation
03:31 Outro - Stardust by Loyalty Freak Music
----------------------------------------------------------------------------------------------------------
Music:
"You Know Why" by Loyalty Freak Music
www.chosic.com/free-music/all/?keyword=Loyalty%20Freak%20Music&artist
"Hydro-Dip Different Items"
By @TheCrafsMan
Used with permission from Crafsmama
"Stardust" by Loyalty Freak Music
www.chosic.com/free-music/all/?keyword=Loyalty%20Freak%20Music&artist
Find me on...
Odysee:
odysee.com/$/invite/@XenoCow:8
BitChute:
www.bitchute.com/channel/zdXFBXRs9Awm/
Rumble:
rumble.com/c/c-343105
TH-cam:
www.youtube.com/@XenoCowEntertainment
(Don't mind us tags here)
#starbase #mmo #tutorial
มุมมอง: 149
วีดีโอ
How I Coded a Camera in a Video Game | Starbase Project
มุมมอง 1674 หลายเดือนก่อน
Dislikes: 0 This video is a line-by-line breakdown of all the systems and programs that made the camera ship I built in Starbase possible. This camera ship: th-cam.com/video/RSCOxoS_m3M/w-d-xo.html I first lay out the entire system in broad terms before going into each step of the program individually. I show all the necessary code alongside clear diagrams to teach you how to manage such a comp...
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มุมมอง 2.4K6 หลายเดือนก่อน
Dislikes: 2 After many months of off-and-on work on this, I finally finished this camera ship. I know there has been much discussion about whether to add cameras to Starbase, but the truth of the matter is that we already have one... Even if it takes ~10 minutes per frame... It uses 625 range finders and 258 YOLOL chips to render monochrome images of whatever you want. If you are interested in ...
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มุมมอง 1486 หลายเดือนก่อน
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Dislikes: 2 After years of waiting, we finally can get our hands on some new features in Starbase. Frozenbyte seem to be, at least for now, making good on their promise to return to development of the game. In this video I briefly explain how to try the new features, what features have currently been added, and which we still have to wait for. Read the news yourself: forum.starbasegame.com/thre...
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มุมมอง 2.1K8 หลายเดือนก่อน
Dislikes: 4 Frozenbyte, developers of Starbase, just released an announcement about their return to development after a long hiatus. Go watch that video first if you haven't already. th-cam.com/video/EFmEXGaBSmk/w-d-xo.html This video covers what was shown in the announcement video but was not said, but mostly goes over the huge Q&A session that happened afterward. So, really it was YOU that ma...
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มุมมอง 1.3K9 หลายเดือนก่อน
Dislikes: 0 The team over at Starbase Raceway held a test race on their newly finished track and I participated! In this video I show you my banana shaped ship "Chiquita," my race run, some repairs I have to do after the race, a program I developed to make flying in Starbase easier, my view as a gunner during another person's race (@CommandoDoggo), and finally my attempt at bringing my ship hom...
Hey, Do You Remember STARBASE? Is The Game Dead?
มุมมอง 2.1K10 หลายเดือนก่อน
Dislikes: 6 The short answer is it's not dead, it is being worked on by a small team and we s̵h̵o̵u̵l̵d̵ ̵h̵e̵a̵r̵ ̵s̵o̵m̵e̵ ̵n̵e̵w̵s̵ ̵i̵n̵ ̵A̵p̵r̵i̵l̵ ̵2̵0̵2̵4̵ ̵(̵n̵e̵x̵t̵ ̵m̵o̵n̵t̵h̵ ̵f̵r̵o̵m̵ ̵t̵h̵e̵ ̵t̵i̵m̵e̵ ̵o̵f̵ ̵w̵r̵i̵t̵i̵n̵g̵ ̵o̵f̵ ̵t̵h̵i̵s̵)̵ HAVE ACCESS TO A TEST VERSION OF THE GAME WITH MANY NEW FEATURES Go check out the video! After that, we should be able to get our hands on som...
Basic Ship Maintenance (Refueling) | ByteSized Starbase Tutorial
มุมมอง 38011 หลายเดือนก่อน
Dislikes: 0 *Correction:* In the fuel rod replacement section, I say "press F" but I should have said "press E" -Thanks to @swampbillies1776 for pointing this out. In this tutorial I show you how to refuel and maintain your space ship in in Starbase. You will learn how to refill your thruster propellant and replace your generator fuel rods. If there is something you'd like a short tutorial on, ...
Cosmetics (Endo Armor) | ByteSized Starbase Tutorial
มุมมอง 24111 หลายเดือนก่อน
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I Got My First NUKE While Drunk... | War Thunder: M18 GMC Gameplay
มุมมอง 134ปีที่แล้ว
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Piloting a Deadly Ship Made of Trash | Starbase Gameplay
มุมมอง 398ปีที่แล้ว
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มุมมอง 363ปีที่แล้ว
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Yes its dead lol, 2 or 3 people is not enough for a proyect this big, look at space engieneers team, and their game is simpler, this has to be sold to a bigger studio, they are never finishing this game.
It is a bit comatose right now, isn't it. 😅
Has the game become faster? Not in terms of FPS but in terms of gameplay. I have some things to do in the real world. And are the stations useful now?
Well no updates have come to the "live" branch of the game, but the warp on the test side does make getting around quicker... Although it doesn't matter much on that version of the game since you can spawn items. There isn't much progress while the 0-3 developers wait (probably put on other tasks) until Steam addresses an issue with their peer-to-peer system that makes any multiplayer sometimes not connect players.
ye its dead xd
For the moment, maybe. There is development going on, the 2-3 guys (down from I think over 50 before launch) are running into more problems than anticipated. There have been patches to the test universe almost weekly, sometimes multiple times a week. But from a what you can do now point of view, there's not much new since the last major post-launch patch and not a whole lot of players to do it with.
~ YOLOL Program: ~ //Safezone Indicator and Transponder Control transN=:trans transO=:trans btnN=:SZ btnO=:SZ //Setup First Values blnkN=:SZblink blnkO=:SZblink IF (NOT :inSZ) AND (NOT :trans) THEN blnkN=0 btnN=1 END //Update... IF :inSZ AND (NOT :trans) THEN blnkN=0 btnN=0 END //Internal... IF (NOT :inSZ) AND :trans THEN blnkN=1 btnN=1 END //States IF :inSZ AND :trans THEN blnkN=10 btnN=1 END IF :SZ!=btnO THEN transN=(NOT transO) btnN=(NOT btnO) END //Press IF transN!=transO THEN :trans=transN END //Set Button & Trans. IF blnkN!=blnkO THEN :SZBlink=blnkN END IF btnN!=btnO THEN :SZ=btnN END transO=transN btnO=btnN blnkO=blnkN GOTO4 //Set Olds to News //Variable Table: //Warning Button :SZ = ButtonState, :SZblink = ButtonEnableBlink //Transponder :trans = transponderActive, :inSZ = insideSafeZone //Internal transN = transponderOnNew, transO = transponderOnOld // btnN = buttonOnNew, btnO = buttonOnOld // blnkN = ButtonBlinkNew, blnkO = buttonBlinkOld
It feels like I'm obligated to optimize (or at the very least compact) some of that code with all those IFs:b EDIT: the curse of yolol
Here's at the very least an alternative way of updating the internal states. btnN=1-:inSZ+:trans blnkN=:trans*(1+9*:inSZ) How to get to that becomes a bit easier to see when one notices that trans dictates whether blnkN is on or off and inSZ dictates the strength. And for btnN it is a question of inversion. An inversion because only one field is 0, so from inSZ AND NOT trans to NOT(inSZ AND NOT trans) which is the equivalent of NOT inSZ OR trans, which in yolol can be written as 1-inSZ + trans. To help see these interactions, one can write a logic table, where on the left one writes every logic bit and on the right the output. inSZ trans & blnkN btnN 0 0 & 0 1 0 1 & 1 1 1 0 & 0 0 1 1 & 10 1
Thank you. That is for sure the more efficient way of going about it. I probably would have done something similar if I wrote the code now. This is actually quite an old program of mine, maybe since right after launch... That being said, for beginners, a bunch of If statements make more sense than all that math, simple as that math may seem. Hopefully those that want to add this to another chip or just want it to be faster will see your comments.
@@XenoCow It's not necessarily the more efficient way, as it introduces more updates to the network (and too many of those and there's lag). It's what I wrote, an alternative. Maybe better, maybe worse. Though for beginners seeing how much something can be compressed is also a good experience.
@@JerbilKonai I should have been clearer. I meant YOLOL chip line space efficient and faster. I get that. But on the other hand, I get the feeling many players, or at least the ones we are currently lacking in the game, may not want to become programmers just to get something working. Just manually adding something to a ship is challenge enough for plenty of people. That's not to say I won't ever show complex YOLOL (as that breakdown of the camera, the decoder in particular demonstrates), but the ByteSized series is intended for any player of any skill level to understand. I would like to get into the nitty gritty of YOLOL some time. I have some of a script written for a short series that teaches people how to program using YOLOL, we'll see if I ever get around to it. 😅
Watch the original showcase here first to understand what is going on: th-cam.com/video/RSCOxoS_m3M/w-d-xo.html
See how I programmed this camera here: th-cam.com/video/Q-KZDB45854/w-d-xo.html
I wrote a python framework for writing autohotkey scripts that would then type out the YOLOL scripts into game. Worked nice for when you have a huge amount of different variable increments that need to be updated. the lack of proper container iteration in starbase requires some inventive problem solving.
That sounds very useful! I think for my purposes, having the whole YOLOL programs written by the python programs helped me to understand some of the weird ways, like the alternating offsets of the rangefinders as well as just the many times I needed to edit tons of chips at a time. The player-made work-arounds and hacks are part of my favorite part of what this game allows. Most games, especially MMOs, don't have many ways players can actually innovate around the constraints.
Something about using the two layer solution for decoding? Decode each line in parallel and then put them together in order afterwards?
That could potentially be done. The main reason it's done sequentially now is because the strings that hold the characters to be printed are 127 characters long (or can be up to) whereas the encoded chunks are only 13 characters long. That being said... I just looked back through the code and realized that they don't share the strings between them. I must have just kept doing it that way since at the beginning of the project I thought I could put as much as I wanted onto a string so all the decoders would have shared the three strings. Thanks for pointing that out. That shouldn't be a difficult change.
I just made the change so that all the decoders run in parallel. It is so much faster now! Taking a picture now takes between 35-126 seconds down from of 3-12 minutes. Thank you very much for pointing out that flaw for me!
You is crazzy.... great job =]]
Thank you very much. I don't think I'll be taking on any projects this big again for a while.
the number of yolol chips alone is pretty amazing. how long did this take??
258 chips is quite a lot... It probably took 2-3 days of time, but spread over many months. I even made early version way back in 2021 in the closed alpha but that didn't go anywhere.
Nice, well done, i like it❤
Thank you very much! I think it shows how I was learning the software and getting more comfortable as the song gets more complex as it goes on.
Just bought the game and it’s so niche it’s a crime. I wish devs steadfastness and luck to see this project through. This is worth it
It is unfortunately niche. I think between coming out when there were a few other big name space games, plus an overblown hypetrain in combination with a rushed release due to the financial issues/over-optimism on the devs part has been a recipe for low player numbers. The handful of programmers working on it now should be more sustainable for the company so that we might at least get to a beta 1.0 kind of state which should have enough to do to promote some more players.
I knew this game capable of running code but not to this level, it's actually incredible what you can get to do if you have the paitience.
Yeah, I'm sure there's even more potential locked in even what we have now. Here's hoping we get all sorts of other new and exciting devices to put the language to use.
Development seems to have picked up since this video, but as someone who doesn't own the game, the playerbase is too small for an MMO
Yeah it has, I have addressed that in more recent videos. That is very true. At the moment, it is more like a shared single-player sandbox than an MMO... There are occasional player-run events like the recent EosCon that bring players together, though.
4:02 so an orthographic camera?
Exactly. It's a bit strange, but it does the job.
Wow
( * > *)
you frigging did it!!! :)
I did! It took me quite a bit of work, though.
Totally reminds me of that fish from finding nemo!
It is admittedly a little fish like with the eyes. 🐠
I love it! Wanna have a picture of the dragonwing. Please XD
Thank you. Yeah, I'm happy to take a picture for you. Just tell me where sometime on the weekend or late evening Oceanic time and we can work something out.
Nice! Now add a neural network so it can recognise some objects!
Don't give me any ideas... I mean, the actual network would be possible, I think training it would have to be done outside the game if you wanted it trained before the end of the universe.
@@XenoCow Yes I will! Instead of a sensor wall you could have only a few sensors doing a scanning motion.
That's possible, but man would that be slower. You would be able to get higher resolution images, or wider angle... but now you have to do a bunch of triginometry to map those points from the scanning range finder onto a flat plane of the image. It's doable, but would take a good deal of thinking and tinkering to get working. You would save some complexity by not having so many addresses maybe.
I remember the Profix Cult 😌
I don't think I have heard of them before. The only cult-like groups I can think of were those Dark Star guys or maybe Collective. I don't think the normal PvPers quite count.
This reminde me the earlier days of Space Engineers when players want to make rotating radar out of sensor block, with coding it could be scaning or imaging done in a similar kind of way. Nowaday we know ray tracer method is very demending in term of performance but with much muturer mods and plugin also hardware it's much more possible to do the same thing. Sadly Starbase dev aren't as friendly as Space engineers toward the game and the community, hope we'll see change for the good of the game.
Yeah, Starbase is still in that kind of state where not many features are officially supported yet. It's a double edge sword. One one side it motivates people to make all sorts of crazy inventions for themselves using what they can (YOLOL, the in-game programming language is actually quite powerful, but the devices are still limited). Navigation near the starting stations, for instance was player driven since there was no map. With the introduction of the map in the test universe, there won't be as much need for that particular solution, though. But on your point of the devs, I am still waiting to make a final judgement of Frozenbyte. It's not like KSH has been without its own faults (Did they ever fix ladders switching the jetpack on/off?). I too hope dearly that Frozenbyte can pull through, this game engine is too cool to let go the way of the dodo.
this is 1950s technology
but still cool
It is pretty much, just fewer vacuum tubes and tape reels. 😅
i have a fun idea for this if the speed of taking the photo were to be faster... it'd be a neat way for long distance detecting of other ships :b
Yeah, It could be made faster if you have many chips per range finder. I just didn't want to spend a fortune and an eternity filling in the code into all of those. I also don't know if the game would be able to run over 1000 chips at once... All those range finders already lag the game a little. If you just wanted an image like the one on the viewfinder, it would totally be doable, though!
When I first heard of this game, I had imagined building something like this and adding it to a base inside of a gas cloud to act as a radar. I never fully got into Star Base, mainly because I was on a laptop that didn't run star Base very well, but it's fascinating to see someone had a similar idea, perfected it, and then used it in a wholly different application.
Yeah, I am actually surprised that I am the first one to do this. Maybe others attempted it and didn't share, or they decided not to due to the amount of work. As for a radar, I think that would totally be possible. As you could see in the rangefinder, if you only need an on/off signal, then it can work in just about real-time.
Oh this is a great idea ! So good !
Thank you. I doubt I am the first to think of it. Just the first to be crazy enough to spend the time to do it. ;)
Amazing! 🥇
Thank you kindly!
that button wall is like trippy to look at lol it hurts my eyes good lord wtf that is amamzing
Yeah, it's much easier to look at when it's not so sunny. I probably should have turned the ship around... but then you wouldn't be able to easily see what I was trying to take a picture of. Trade-offs. Thank you. :)
WTF this is insane! Fantastic. Are you a programmer, and how long did this project take.
Thank you! I do do a good deal of programming in my normal day-to-day life, yeah. In actual hours... probably around 25-40 hours. It was split over 2-3 months so it's hard to say.
Nice.... and amazing and crazzy job man...
Ha ha. Thank you very much. I'm glad it's finally finished.
@@XenoCow I haven't played it in over a year, I thought the game was dead, but your video made me want to go back and play Starbase.... xoxox
Oh no, ha ha! Be sure to look into the new "Test Universe" version of the game (check your steam library) if you want to poke around with any of the new features like warp, the map, or siege.
That's pretty amazing :) Glad to see people still playing. Recently got back to playing since the temporary shelving news from the past.
Thank you. I'm glad you like it. Yeah, I hadn't played a whole lot during the lull of the delay time. It is a good time, albeit a little early, to get back into the game. There is at least some more optimism for the future of the game right now.
Wow, just wow!!!
Thank you, and you haven't even seen exactly how it works yet. ;)
what does an endo selfie look like?
The endo rangefinder hitbox seems to be a block or maybe a pill shape... so there's not a lot to see, but go check out my post on the forum here to see the results: forum.starbasegame.com/threads/xenocows-starbase-videos.1380/page-2#post-26045
@@XenoCow still neat
I'll have to get some kind of group picture of a bunch of endos at some point. 😅
Nice work, looks like a Mega project you've been working on! This pretty much rivals my auto turrets in rangefinders and yolol 😂
I clearly was unaware of how complicated this would be. I actually tried this before in closed alpha but the limit on the number of illuminated screens (I used text panels as display pixels) didn't let me see quite as much as I wanted to. If I do end up making that breakdown I mentioned, then you'll see just how complicated this really is... programs to write programs... Thank you, that's a big compliment!
@@XenoCow Well to be precise i think you win on both yolol and rangefinders here. My yolol is quite simple one liners for most of my chips aswell, and I still haven't figured out those new text displays lol.
One liners are probably the only way you were able to get your turrets to be responsive enough. I didn't have to spend as much time as you likely did to get things squished down into as few lines as possible. The text displays aren't too bad once you mess around with them a little, although I wish we had a "color display" or "premium display" so that each character could be individually colored (even better if it could just be a color block instead of this multi-layer nonsense I have to do now to fill a pixel).
I recently picked up starbase and I like it already, Im making a playthrough series as a noob lol
That's great to hear! I'm sure your playthrough will be helpful for those that are either also new or curious what the early game is like from a beginner's direction. If there are any particular tutorials you'd like to see, feel free to suggest them here or even just send me a message in-game or something. :)
So I'm just listening to Nation stuff and I had an idea they might listen to you more than me but what about the ability to buy passports at border stations that will grant entry to national space way and when you have said pass port next time you don't have to do all the validations
Maybe, I don't really know how influential I am with the devs, I don't think they've ever even commented on any of the suggestions I've made on the forums.😅 In any case, are you thinking about just for capital ships? The current plan for nations is that normal ships will be able to pass through borders while just being "detected" but unallied capital ships will be unable to enter except during sieges. I do think it would be interesting to have some sort of passport system that can be used to let players through with some confidence that they are safe to enter while also giving opportunities for blackmarket passport trading.
Miles per hour... a true patriot!
It was either that or football fields per beer (although beers are more common as a unit in Canadian).
Yo I saw this yesterday in origin 2, now I know why. Btw how did you get the generator heat monitor? I know it's probably simple but I haven't been able to make something like that on my ships
Yep, I got to learn all about how much a pain in the butt exact angles are in the ship designer to make that one. No worries about questions about simple things, I don't mind at all. If you press U on the generator fuel chamber, there should be a field named "FuelChamberStoredHeat." Rename that field to something easy to read like "GenHeat" and rename the "PanelValue" field to the same thing on your progress bar. You can also change the "PanelMaxValue" field to be 1500 instead of 100 so that the bar fills properly. I hope this helps!
@@XenoCow Thanks a lot!
3:14 Doo doo
I was very confused for a moment there until I clicked on the timestamp... It's not just any doo doo, it's people doo doo! ha ha!
Finally, Freedom Units in space!
It's about darn time, isn't it?
WHAT THE FUCK IS A KILOTON 🇺🇸🦅🇺🇸🦅🇺🇸🦅🇺🇸🦅🇺🇸🦅🇺🇸🦅
Kilometer? I hardly know 'er!
Oh yes today you guys celebrate the Will Smith Alien Movie
ha HA! I have still yet to watch that one. I should get around to it.
Remember kids, Alien Technology's greatest weakness is a Windows95 virus! 😀
You say replace fuel rod by press f but my f says its too heavy ? edit. Oh its E not F
You are very right. Thank you for catching that and my apologies for making that mistake.
@@XenoCow All good great video . Helped alot
Establish first and foremost what "Dead" means and it cannot be specific or exclusive to this game. It must be a standard across all games, what does "Dead" mean?
That's very fair. Personally, I don't really use the term "dead game" myself and was mostly poking some fun at those that accused the game of being a "dead game." If I was pressed to define it, for myself, I would say a game is dead when nobody (zero people) plays it anymore. So, for example, Club Penguin is a dead game since it can no longer be played, and thus is not played, by anyone. There are fan versions, but they are not the original. Similarly, although Super Mario Bros. is very old and has not been patched, I would not consider it a dead game since it still has many players. I would describe the more common version of "dead game" to mean a game with a low player base and/or one with limited future prospects of becoming more popular or being updated. I think that people often have their own levels of trust in the future prospects of games and how many players is a "low" number. Others seem to think that a game that had some number of players and now has fewer while not yet having all the promised features is a "dead game."
The smol ship warp and the map are completely game changing by themselves, love to see it.
Yeah, it's a very strange feeling. The game world now feels very small whereas before it felt impossibly huge.
@@XenoCow its still impossibly huge, this helps a lot though, there is no point in an mmo if its mathematically impossible to come across others. warp could help or make it worse idk. even at the games peak, with lots of players, i think it took way to long to find natural pvp, I remember contracting a squad of mercenaries to protect my miner, only to realize the SZ was so big i didn't need them. the sheer size of the SZ ensured that some of the most fun aspects of the game would not be on display at launch, the game would have had much better player retention if the safe zones were all like they are at arma, which sounds brutal, but if it were combined with functional player stations, it would be acceptable, and good motive to leave spawn.
@@titaniumtemplar3560 Yeah, I'm not necessarily opposed to Warp as a tool to bring players together and letting people actually play the game instead of wandering aimlessly. I'll wait to see how it actually plays out before forming a full opinion on it.
LOD wasnt really fixed, wondering around shops, some ships never load.
Dusty on Discord pointed your comment out to me and says that there is an option in the settings to change that. (I didn't know either) So maybe take a look around there for a solution. :)
options menu and problem solved
Yeah, looks like it was not actually patched in until today.
first
:0
how do you color the armor pieces? Thanks for the video!
Unfortunately, you can't color the armor. That might get added later (there have been some concept art images shared that show exactly that). So, for now you just have to pick from the selection of armor and the colors they are.