#looking for someone with intense mod knowledge
1 messages · Page 1 of 1 (latest)
no. The border is also there for a reason, you don't want to go outside of it
i very much do
the E in TUNE stands for exploration, of all kinds
if theres a way to get out of the space sector and into unexplored space i wanna know
again, there isn't, and even if you think you want to go outside of it, you actually don't want to and simply think that because you don't know what would happen if you did
thats the fun, isnt it? not knowing what will happen
nothing good will happen. You will just run into increasingly more physics issues as you get further away, and they already happen inside the current limits
Well i still want to see and ive learned if u just use ur character movement u can leave the borders, im gonna explore tomorrow, maybe send a camera probe out
make a new creations and character system 😈 (custom cameras and objects can go much far out, though triangles and decimal prescision gets weird at that distance (even going a few km away results in weirdness, and going to a simple 100km (average space height over ocean) completely breaks anything that isn't the size of a mountain or larger)
the only real way you can achieve these distances without massive consequences is by moving the world around the player, which with a lot of objects can get quite laggy (in tm mods at least) as we don't have proper object parenting yet, and using the tm api one cannot move the existing objects, only ones they have given reference to and are added by that mod
Like the dark matter engine in futurama, the ship doesn't move through space, space moves around the ship
I had been thinking of something, but it might just be a distant pipe dream
To turn the space around a creation into something that can be interacted with, so a contraption can be made to contract space time infront of it and expand space time behind it, like surfing a space wave.
That solution also breaks in multiplayer
unless you manage to have everything run client side and do weird stuff to other players client side, though tm modding isn't capable of that, and probably will never be
It would also mean running physics client side, which would be a mess
space sector is empty beyond a few km from the center, the skybox is literally just a flat projection behind the objects that gets shifted as the camera rotates, no matter how far you go, 0% chance you'll reach one of those stars
, that's infinitely less than 1% chance
and if there were more things out there, then there would likely not be a border at all
space sector itself is very small, only like 20km^3 or smth, which is still smaller than the space you can see standing on a flat (to a sphere) ocean on earth (an example), which is around 50km radius, which I understand you'd want more than that, but it'd require almost making the game again with a custom built physics engine to get it to behave correctly, which can have many bugs arise from that and'll probably get quite laggy at much larger scales
I mean, you asked if it is possible (didn't specify in a mod in the description, but I guess that should be implied as it's in the modding forums channel), yes, of course, just make a new game lol, or re-export the game without it, or some thing that removes the border by going through the files, but that ain't modding anymore, and it's more of just.. breaking the tos and having a mostly separate game (still under flashbulb's copyright registration, ect.), so you cannot use it with other updates, or you'd have to re-do it, and it will not be compatible with multiplayer, though this can end quite bad, and, nobody wants that over a wall
Any direct modification of game files is against the EULA
as you get further away from the origin it gets lower precision, and in this scene in unity, it only gives 1 decimal place of precision at only a few hundred kilometers away (origin is on surface), which means jittery movement, and can also likely cause problems with physics, and this is a default cube, which only has 8 vertices, lets see what a sphere looks like, huh, that looks strange, when moving away, even the camera has these problems, which might not be the most calm experience for some people, then if we go a few thousand kilometers away the sphere looks even worse and the camera jitter is almost sickening, physics even has such problems (but more exaggerated because it needs lots of precision for good calculations), as floats can only store so many digits, which has major problems with objects of smaller relative size, even with larger ones, like this earth object, which has problems with precision for collisions, making simple small objects like a cube bounce almost randomly with only gravitational force on it's surface
then if you try moving things around the player or camera, rigidbodies aren't going to like that without some loop if you just parent it, so they just stay in the same spot as before 🤷♂️ making it look strange when the player moves, as the static objects move around the player but the rigidbodies do not, and as for the creation physics, it's going to be difficult to stop them from just going at 1000 km/h and going through the object, or even correct collisions in general, it's just a mess, small worlds are better in most cases
or, you could write your own game engine using some other number object for positions (or multiple floats, eg. xDecimals = 7832740, xMain = 9807872, xMainTwo = 2830182, x = xDecimals / 10^7 + xMain + xMainTwo * 10^7, though this'd be laggy and scale quickly), but Trailmakers isn't intended for physics simulation, it's just a fun vehicle building sandbox, and that's all that matters to the design of the game