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Messages - ThryllSeekyr

#2176
Quote from: shaolin_monkey on 30 June, 2014, 01:44:12 PM
Second, Enslaved:  Odyssey to the West - damn fine game, largely scripted and choreographed by Alex Garland.  I love it, as it's a kind of loose retelling of Monkey/Journey to the West, in a futuristic setting.

I went to a preview of this game in the BAFTA centre in London,  courtesy of Ninja Theory (I plastered their facebook page with Monkey/Sun WuKong stuff, and I think they invited me just to shut me up).  They sung Alex's praises to heaven and back for his work on this. 

However, when I quizzed Alex about it he was very modest and said that in fact Ninja Theory had the game story and structure in place already, and he just fine-tuned it and added a more cinematic feel. 

Anyway, this game has hands-down the best playable opening sequence EVER!  Real seat of your pants stuff!

Alex Garland, isn't he connected with the Dredd film that was made nearly two years ago.

On the Subject of STEAM's - SUMMER - SALE....

I've been buying too many games....

To name a few .....

I now have.....

The entire Dungeon - Siege - Trilogy (Minus Space - Siege which is not for sale on Steam. Such a shame, but it's got some bad reviews.)

The Batman - Arkham-City (GOTY) & Origins as well as Batman - Lego 1 & 2

All the original X-COM games. (Not the latest ones. Which I already own on X-Box-360). I think these games before the internet.

Some survival/crafting simulations based on the success of Minecraft.

Beasts of Prey. Not really worth playing yet, and it has Dinosaurs.

The Forest It's like that mini-series called Lost, except you alone on island and your son taken from you by some native mutants (Or so they say...)  and you have to gather supplies from around the plane wreck  and also gather stones, leaves, twigs, and logs (I can't do this in the game no mater how hard I try!) to built a camp site with free standing torches, a fire-pit, log-holder (Which I can't use yet!) a rabbit-cage, a one-person temporary-shelter, (used for sleeping in.) hunting-shelter, (Provides some protection from the natives, but can't be slept in.) Log-Cabin, (Provides more protection from Natives and need to have the temporary-shelter built inside it if you want to sleep in it.) Traps, garden, wooden walls, stairs, platform, a raft.(There is also a House-boat you can build, but I 've only seen tis mentioned in the Official-Wiki and not in the game so far as I could see.) I wasn't able to build anything other than the temporary-shelter, the fire-pit with some free-standing-fires, a rabbit cage of these because I didn't read this! You can also harvest animals for food and the cannibals for body parts if your lucky enough to kill one. Just don't let them catch you twice. [spoiler]They put you in a cave that you need to escape from the first time they over power you. [/spoiler]

Dark-Out It's a bit like better looking version of Starbound and less intuitive. I wasn't able to get far in this before gi9vng up. I will consult the wiki's and a You-Tube video tutorial  about this game later. 

Signs of Life. It looks the same, but less puerile looking. Here is the official Signs of Life - Wiki. I haven't played it yet.

Space-Engineers  I wasn't sure about this game, but I think it's more of building game than a survival one. Except you wearing a space-suit on a large platform with huge red space-ship floating in space. You have a jet-pack that you can use to fly around. Just be careful you don't hit anything really hard or fall. I explored the platform and entered the huge red space ship, but couldn't do more with that or build any thing without  finding out more about this game.   Compared to Elite -Dangerous space appears to brighter and as I flew away from the platform and I found another huge blue space ship. (Which I couldn't enter after finding the door. Something to do with my jet-pack and lack of gravity.) There is also lots of asteroids. Some of them were absolutely huge and the terrain on them very rugged. The textures are very convincing and very hard to walk on. Again this had some thing to do with the lack of a atmosphere with gravity, I guess. I flew away from it looking for the huge red space ship and it's attached platform which was looking very small by distance. When out of the corner of my eyes, I noticed the asteroid I just left had a entrance. While I noticed that few of them had holes in them, this one was hollow. So, flew back after having some problem with controlling the jetpack. (It has flight-assist and non-flight-assist for Newtonian-Physics flying.) It seemed bigger on the inside and the tunnel  soon lead to central cavern where over tunnels were found to leading off in other directions. Again I couldn't land here, and just kept flying. (I think the only reason, I can walk on the platform is that it's magnetic, and I have magnetic boots. Everything else is effected by weightlessness.) It was kind of more colourful inside as well. I think there were some yellow or gold, and some red, blue  textures. I eventually exit the asteroid and returned. I made a video of this as well as Dark-Out and will upload them sometime later.


To Be Continued....
#2177
My second Elite-Dangerous - Premium-Beta[/b] video.....if your really observant, then you'll notice that it's from just before it's update to .2.

in case your wondering, I've been trying to download the third part (Which is really the second part...) of this video on and off or the last the weeks. After some false starts and occasions where needed to restart my computer. I think it's been left on now, since the middle of last week.

I really need to learn more about using streaming-videos.

I hear it's faster.

Nothing much more to say here, except that Shadowplay stopped recording at about 10.14 minutes into it. Fortunately , I had docked and landed and was safely ensconced within my designated hanger while trading as this happened.

#2178
Film & TV / Re: Game of Thrones season 4
27 June, 2014, 06:43:54 PM
Quote from: Richmond Clements on 25 June, 2014, 10:17:21 AM
QuoteSee what I mean!


No. She is not the creepy one here.

You, may almost be half-right there, but I'm now revoking my comment that she was ever alluring.
#2179
Quote from: GrootI...AM...GROOT
#2180
Quote from: Spaceghost on 27 June, 2014, 02:49:49 PM
Well, technically, (and I can hardly believe I'm about to share my views on the ethnic persuasion of the Teenage Mutant Ninja Turtles) they were dropped into the goo in the sewer, mutating as they grew, learning everything they knew about the world from Splinter and an old TV they found.

Since there is no such thing as genetically determined behavioural differences between ethnic groups, the Turtles would begin to mimic those figures in the media that they most identified with. If one, or all of them, found themselves identifying more with black people whilst growing up, perhaps they would begin to mimic black-American speech patterns etc.

That might also explain why Mikey sounds like a Californian surfer, despite having grown up entirely in New York. Underground.

Okay, I forgot to consider a child growing in a adult will pick-up the language taught to them by school/their mentor/their parents and accent/lingo from everybody around them in the area they grow up in.

Obvious....

Yes, I never considered that and I think it's strange that a native New-Yorker would sound Californian. Perhaps he stowed away on a plane to the east coast every week-end and they rubbed off on him more or maybe it's typical cartoon logic.
#2181
This looks good, but I've never known about it since I heard it was being made into a film.

Are these alien heroes, the reason why I can't back into my Guild-Wars-Two account?
#2182
Quote from: King Pops on 26 June, 2014, 06:52:53 PM
I don't know about you, but they definitely look green to me

They sound like typical male Afro-Americans to me....
#2183
Quote from: locustsofdeath! on 26 June, 2014, 06:44:15 PM
I THINK the mayor is referring to the fact that there's been some uproar because the Turtles "look like black dudes" because of their noses and lips (these are the main reasons given).

I'm with the crowd that thinks they look like Shreks, but the "Turtles look black" crowd is bigger.

Was there a uproar... because this doesn't bother me at all.

They already have a lot of other ethnic in them.... remember they're mutated Turtle, Ninja's with classic Italian names.
#2184
Quote from: King Pops on 26 June, 2014, 06:13:28 PM
Quote from: ThryllSeekyr on 26 June, 2014, 05:26:22 PM

... The fact that t5hey seem more ethnic and ones of darker-persausion doesn't bother me at all. As they once were seemingly white-bread American Teenagers who just happened to also be Mutant Turtles. Who were given classic and well known Italian Renaissance names and have been taught the ancient and unconventional Japanese Martial-Art of Guerrilla fighting called Ninjitsu by a mutant Rat of Asianorigin as well. Such tightly packed cultural diversity. I guess America filled with ethnics just like the rest of the world.
4

What the absolute fuck are you going on about?

I'm just referring to the fact that I think they are now Afro-American Mutant-Turtles, named after famous Italian Poets, Artists, Engineers...etc and they practice a fighting art that was started by the Japanese peasants who fought against the empire.

I'm just saying, I don't have problem with this and think it's cool.

Now, that I thinking about how they are supposed to represent most common Americans, despite their mutation and the fact that they are reptilian.

Perhaps Michael Bay should make only one of the them of African heritage and make one other a classic Red-Neck from the south, Jewish from the East and Indian from the Plains in between.

On second thought, scrap that idea. It would make more sense that they all come from the same country sharing the same blood.

They are Brothers from the same Clutch after all.

Yet, the idea of being able to have such a humanity in their blood in the first place might be harder to explain seeing as they began life as regular turtles.

How else would you introduce the characteristics of human racial stereotype on them when they were dropped into sewer full of radioactive green ooze?
#2185
Film & TV / Re: Pacific Rim 2!
27 June, 2014, 10:42:35 AM
I hope they improve it this time.....

Boy, was I tempted to really say what was on my mind, but stopped myself from writing it.....
#2186
Was I too late, did somebody beat me to putting up the second trailer for this film?

I'm not even on the correct website, this one is different, but my comments will still go to the same place.

I hope this is the right thread for this, but saw this on another page and thought it's worth sharing here.....

New Teenage-Mutant-Ninja-Turtles and Splinter briefly shown here and that news about the Turtles really being aliens...Nah, I think it's definitely wrong. I don't know why that rumour were started in the first place. It's the type of thing that would cause a lot of loyal fans to get annoyed. The fact that t5hey seem more ethnic and ones of darker-persausion doesn't bother me at all. As they once were seemingly white-bread American Teenagers who just happened to also be Mutant Turtles. Who were given classic and well known Italian Renaissance names and have been taught the ancient and unconventional Japanese Martial-Art of Guerrilla fighting called Ninjitsu by a mutant Rat of Asianorigin as well. Such tightly packed cultural diversity. I guess America filled with ethnics just like the rest of the world.

I don't care what anybody says about this film. I think it's going to be a winner that will make up for failure for the first series of films.

I was given the impression that there was more than two trailers, but that is all there is!
#2187
Film & TV / Re: Mad Max - Fury Road
26 June, 2014, 04:23:04 PM
who is she?
#2188
New things I've noticed in this phase of the BETA.....



Three new star systems.....I've just started playing this and I've only noticed two.....Aulin with the planet Nirvana, Nirvana-Enterprises ( Smell's like Teen-Spirit.) , LHS 3006 (I never visIted the place, thinking it was the other system that sounds a lot like it!) and Styx.......I also noticed the status indicator for my Landing-Gear and Fuel-Scoop. Great work there, but I would I don't think the L.G. has a verbal audio cue from my ship's computer when I use it. There is no visable or audible cues for the Ship's head-lights being toggled (Except, when you are close to another object and facing it.) and mine displays the word ASSIST (Up the top right, but to the left of my Info-Feed-Holo.) next to where F. A. is clearly switched off. My Ship's computer will now say in small red writing (Just above my Radar-Display!) the words Mass-Locked when ever I boost too close to or inside the floating space-stations. (Well, I think that is correct.)  As well, being getting the words NAVI, PROX appearing (Up the top left side of screen to the right of my Com-Feed-holo. Yet, I still can't see the difference between the meanings of both warnings.) I now get the words Slow-Down (If I throttle too close to another planetary body or a sun. (Appearing in the same place where the words Mass-Locked appears.) Yet, I think the word GRAVITY replacing either one of those two other words if I'm too close to planet when trying to flying past it another point in one of it's orbits. (On the other of it most of the time!) This time, my ship's-computer displays the message in the I.F.H. that it's Dropping me from the jump, because I got to close.



There is also, another holo-indicator that says Escape-Vector in bright blue in the dead-centre of my view screen whenever I'm trying re-enter my jump after a Interdiction. I'm not really sure if this is suppose to happen or even if I have recalled it the right way. Apart from the new Hauler ship )Which, by what I can see of it in this here video, looks a lot like a very squat version of American-Space-Shuttle (After having another look at it ...maybe not!) and because Zorgon-Peterson (One of the known Space-ship manufacturers in this game. The other two are Saud-Krueger and Falcon-Delacy (Who designed and built the Sidewinder. I'm currently flying. As well as the Cobra-Mark-Three.) ) likes cats...is perhaps going to be named after some kind of Feline.) I've never seen one in game yet, and been able to afford one, let alone descent upgrades fro my current Sidewinder. The new Orbis station, also featured in this video does look a lot like the huge-wheel shape facility from 2001 : A Space Odyssey. So, hearing the Blue-Danube being played while watching the new Hauler docking is quite appropiate.  As many of the Classic-Elite veteran will tell you that it's the very same midi-tune being played by their ship's Docking-Computer from that very first Elite game. Over thirty years ago now.

#2189
Film & TV / Re: Game of Thrones season 4
25 June, 2014, 09:32:12 AM
Quote from: Richmond Clements on 24 June, 2014, 08:45:45 PM
Quote from: JayzusB.Christ on 24 June, 2014, 08:34:49 PM
Quote from: ThryllSeekyr on 24 June, 2014, 04:40:20 PM
... that creeping, yet alluring young girl...


Hmmmmm.

Yes... quite.

I really meant to say creepy and not creeping.......





See what I mean!



#2190
The new content and fix's wit the latest update with Beta 2...

Quote from: Michael Brooks - Executive ProducerPremium Beta 2 is now available. I've copied the change log below, please read the important bit at the top!

New Content/Features

- New space station type added (Orbis)
- Added Hauler ship type
- 3 x new visitable systems (Styx, Aulin and LHS 3006)
- German language support added
- Incremental install added (it will need to do a full install on its first use)
- Animated pilot added
- Price item bought for added to trading interface
- Customisable controls for galaxy map added
- Rear beacons inside station turned on
- Hyperspace effect tweaks
- Anaconda cockpit art improvements
- Lakon Type 9 cockpit art improvements
- Audio tweaks for Galaxy Map
- Additional controllers added
- Cloud layers use height separation for normals generation
- Charge bar for supercruise/hyperspace added to left panel
- High resolution screen capture added (Alt-F10)
- Art improvements for large docking pads
- Eagle cockpit art improvements
- Updated stars with hotspot colours
- GUI added to aid escaping masslock
- General audio tweak and balance pass
- Hyperspace arrive and depart VFX tweaks
- Add a default joystick device that maps to first available joystick
- Animation added to opening of star map
- Default descriptions for populated systems added to galaxy map
- More individual descriptions for systems added to galaxy map
- Updated trade goods
- Added connection stats debug (CTRL+B)
- Option for pilot gender added
- SCreenshots now saved in My Documents\Pictures folder

Crash Fixes

- Prevent crash when authority change occurs
- Fix for alt-tab crash
- Fix for crash in AI null value
- Fix for nullpointer crash in schematics
- Fix crash in location lighting shutdown
- Fix crash in faction interogation for AI
- Fix softlock caused by LogicTriggerGlitch receiving negative damage
- Material crash fixed
- Fix for assert when enabling / disabling SSAO
- Fix for server island crash
- Fix for crash spawning AI
- Fix for ejecting cargo crash
- When resurrecting, wait properly instead of soft lock
- Fix to stop crash when quitting the game at the same time as dying
- Fix for vertex crash in galaxy map

General Fixes/Tweaks

- Server moderated docking pad control added
- Interdiction frequency balancing
- Fix Anaconda's collision avoidance to prevent flying into asteroids
- Station name and status information always available
- Format changed for galaxy map coordinates
- Apostrophe can now be used in galaxy map search
- Kinematic optimisations
- Improved prediction for Oculus Rift
- Control sticks can now be used in menus
- Various text fixes
- Missing texture on capital ship fixed
- NPCs can now check if another NPC has a bounty
- Hyperspace exit flash restored
- Functions panel now indicates that flight assist is in cruise mode and cannot be changed
- Contacts aren't counted until they are fully resolved
- Ships no longer need an armour module
- Fixed X52 controller naming
- Greebles optimisations
- Cobra death explosion tweaks
- In windowed mode, don't update display mode in response to focus events
- Various trading tweak
- Better cargo integrity checks
- General avoidance behaviour improvements
- Don't make target locking SFX if weapon isn't deployed
- Stations appear on scanner at fixed distance
- Ships must be within range for docking request to be accepted
- Try and reduce AI tendency to ram opposition
- Move FOV setting out of presets section in options screen
- Additional safety checks for authority changes
- Camera lag and orientation clamping for gun and navigation sights
- LODs for ships and weapons updated
- Reduce message spam when spamming the supercruise control
- Fix for gimballed weapon sights
- Physics around docking port improved
- Clean up session change in supercruise
- Network connection and session creation takes into account connection health scoring
- Star database fixes
- Assorted audio tech fixes
- Wait until station voice has stopped speaking before performing the timeout
- Emergency drops force FAOff which blends out over a duration
- Stop friction noises continuing when docked
- Fixed vertical stalk scaling on larger landing pads
- Emergency drops cause ghost controls to fight with which blend out over a duration
- Change ship's voice to use the headset effect atmospheric effect setting when at the galaxy map
- Fix for the flashing black boxes on AMD cards.
- Collision damage improvements
- Added a separate row type for toggle bindings to help with the toggle mode confusion
- Fixed a mouse scroll losing focus bug.
- Tweaked docking assist params (remove angular help and lowered linear help so docking still requires you to at least roll properly to align).
- Keep the processing flight scheme active when in the galaxy map to preserve your speed
- FSD charge rate changes while you're charging, rather than being fixed when you start charging
- Fix message spam when docking is declined
- Add '+' to allowable search characters in galaxy map
- Supercruise speed balanced (Top speed lowered, acceleration lowered, min speed increased, gravity wells shrunk, star mass lock reduced)
- Fixed hull health discrepency when docked
- Confirm equipment purchase added
- Outfitting screen remembers list location after cancelled or failed request
- Canister infor split into two lines
- Fighter and large AI behaviour tweaks
- Fix network token deadlock
- Fix faction choice in single player scenario
- Flight assist off warning added
- Fix beam lasers passing through things and not causing damage
- Deactivate Proccessing_Flight while docked ('Docked' is now a distinct state)
- Show the inner-sphere for bodies from further away if you're moving at non-trivial speeds.
- Fix for trying to access MotionLineInstances before they are created
- Drop request time from 20 to 10 seconds for docking requests
- Don't disconnect if other party pauses
- Set defaults for shadow view near plane bias values. Expose these values as a shadow quality setting.
- Fix AI idle behaviour after scanning player
- Upped drop out speed and distance limits by a factor of 5
- When near a stellar body (within 4x it's "radius"), need to align away from the body to supercruise.
- Fix mask counter being reset between transitions
- Fix for motion lines being visible coming directly at the player
- Changed slice algorithm and shaders on planets to use the proper vertex and texture coordinates.
- Emergency air timeout now 10 minutes
- Deploying the cargo scoop or the landing gear will reduce the speed of the space ship
- Bounty hunter AI improvements
- Moons can now have moons of their own
- Prevent the "No fire zone entered" message if you're docked
- Bobblehead a little less crazy
- Reduce cockpit jitter in supercruise
- Cache cockpit blow out state across transitions
- Correct the firing bones used for the adv torp pylon
- Updated Advertising Drones beam effect. Fixed alignment of beams in relation to drone beam projectors
- Added Saitek Pro Flight Rudders to device list
- Reduced star spin rates
- Stop NPC Eagle friendly fire making you a hostile
- Better interaction of FAOff and throttle controls
- Updated hull explosions, removed spinny spinny smoke and rebalanced the textures
- The player should stop using the breathing mask once inside a space station
- The oxygen in the breathing mask should be replenished when docked
- Emergency drops cause damage to hull and modules
- Interdiction don't count as emergency drops anymore
- Ring optimisations
- Added new death explosion to the Cobra, also rebalanced hangar flares and removed the vertical anamorphic
- Fix "Don't report crimes against me" not working
- Damage states added to Anaconda
- Changed the inertia tensor for ships from a 10m radius ball to a box the size of the ship
- Fixed "no firegroups set" spam
- Shadowing improvements
- CustomiseCrime allowing ships to have bounties in lawless jurisdictions - now converts local to nearby bounty if local is lawless.
- You can no longer dock upside down
- Fix for missing activity lead to incorrect UI for railguns when retracting
- Improved resize handling
- Red ring of the star lens flare now has a nicer offset so it doesn't linger across the screen
- Coriolis optimisations
- Fixed issues with internal cockpit panel not showing proper ship schematics
- Fix for selecting Anaglyph 3D rendering resulting in nothing being shown
- Stations no longer show criminal status.
- Canisters display their contents in the contacts list
- Clear contacts list on entering supercruise
- AA modes can now be used with OR
- Fix for items not showing up in black market
- Increase spawn radii for scenarios
- When inside the space station, the ship's heat should increase gradually to some ambient level to simulate the temperature control of the station's atmosphere
- station interior fog now balanced to reflect lighting better
- Fix polyTrails for FrameShift arrival/departure
- Give ai something to do if their drive module is dead
- Improvements to handling of when mouse cursor shown be shown / hidden
- Locked exit button after submitting a transaction to prevent money-making exploit from UI side
- Change to ambient on distant ring cells
- Improved render rejection and lodding of kinematic models
- Change checks on values in algorithm getting barycentric co-ordinates from a ray intersection point with a triangle
- 3D settings in graphics options no longer take effect immediately, only when 'Apply' is pressed
- Push out shadow cascade end distances to fill available shadow map space
- Added Beam effects for the hyperspace clouds
- Fix for scenario initialisation in server
- Fixes the glitch where shadows flash off for a frame while moving
- Fix not emergency dropping when 'hitting' stellar bodies
- AI ships make the same hyperspace clouds as players on arrive/depart
- Quantise shadow cascade alignment axis by angle rather than quantising the vector directly
- Local dust cloud models tweaked in galaxy map
- Absolute magnitude calculation for neutron stars altered
- Reduce the mass range of the injected massive stars
- Moved some bones around in the sidewinder cockpit and rebalanced the damage effects
- Allow players to see unaffordable items when viewing the outfitting parts list
- Increased the speed at which ice forms on the windscreen when close to 0% temperature
- Location targeting is now 'locked' while the hyperdrive is charging
- Detect cases where CustomiseShipCargo is set up with invalid min/max quantities
- Fix for not submitting rocks that aren't spinning to the renderer
- Fix bounty min's that are greater than the max
- Fade Rotation correction out over 2 seconds when you leave the docking bay so it's a less jarring transition
- Reimplement the atmospheric failure ships voice line to take into account the state of the life support system
- Changed shadow filter to work in gamma colour space. This reduces blocky shadow artifacts and makes the size of shadows more consistent between cascades
- Keep the list of the asteroids active when time isn't passing
- When the shipyard is closing down consider the case that the ship is being destroyed
- The Local dust now has a subtle gradient at the end of the galaxy
- High quality shadow settings: Increased resolution
- Re-implemented gunsights
- Don't let the hyperdrive ask anything of the MainGameFlow when it's doing something else (anything that isn't InGame or Paused).
- Commander names that include a hyphen and are 22 characters long now show the last word on the contacts tab
- Galaxy map rendering optimisations
- AI ships can no longer jump when mass locked
- Added more state to SavedGames (heat, power settings, oxygen timer)
- Fix ship voice talking over itself during hyperspace/supercruise jumps
- Updated shadow slope scale calculation to be consistent when using orthographic projections. This also makes it more efficient.
- Fix being able to run out of air when in the station
- Fixed the label for galactic average column as it wasn't showing the whole text
- Fix issues with cursor not responding immediately to changes of state
- Fixed mismatched damage displayed on hull repair screen
- Fixed Bug With Eagle GUI Schematic Target Panel
- Missing stars in galaxy map now displayed
- k-warrant scan and cargo scan gui update from out of range if the fire button is held when flying into range
- Point defence weapons no longer listed in firegroups, they are activated and deactivated through modules
- Oculus fix for lens flares not converging properly
- EjectCargoActivity should only try to queue ejections of cargo units that are not currently ejecting
- Added density controls to the distant ring cell meshes. The density of the ring is now set as number of rocks per Km^3
- Prevent the stick-on damage models used in the Anaconda and Type9 from jittering
- If you respawn with the free sidewinder, bring your money up to a minimum of 1000
- Fixed panels' popup getting stuck
- Fixed the cameras in the hanger from focusing on wrong hardpoints on the Eagle
- Firing in a no-fire zone is now a crime
- Force Flight Assist on when playing frameshift exit effects
- Stop AI Ships attacking even when wanted level has been cleared
- Speed indication bar now "Flips" round when in "Reverse"
- Improvements to turret behaviour
- Heat seeking missiles track the enemy ship
- Added the ability to have modifier keys to input binding
- Weapons no longer turn on/off as you deploy/stow hardpoints
- Hardpoints don't draw power unless deployed (effects heat)
- If you hit an emergency stop but you're going slowly enough to drop safely, just do so
- Location/target/target location panels are mutually exclusive
- Distance to target takes target size into account
- Station shows up with the correct colour HUD
- Fixed the move-mouse-pointer-off-screen-when-using-the-pad-so-it-doesn't-trigger-rollovers thing
- Hardpoint modules can be set to "always deployed", so they ignore the player's "Deploy hardpoints" control. They still retract if unpowered
- Make sure aspect ratio is correctly calculated when Oculus Rift has been selected as an option but the device isn't available
- Fix for HeatSinkLauncher being usable when unpowered. Now it needs to be powered and deployed, but is always deployed when powered

More fixes because there were too many for a single post :-)

- Using forward/backward thrust resets throttle fixed
- Fix bounty hunters with no crime scanners - was setting the (basic) scan time to 100s if there was no crime scanner, rather than 3s
- Once a ships engines are taken offline, AI should flee after a variable period of time
- If we fail to lock a vertex or index buffer, don't add it to the list of buffers to be unlocked
- Changed "dumping" price of a commodity from a constant 80% reduction below the galactic minimum to use the per-commodity ReductionBuyHomeGrown scale factor
- AI improvements for police patrols
- When buying ships from the shipyard, make sure the logic requests the appropriate state transitions depending on whether Oculus Rift is enabled or not
- Split bounty hunter state into patrolling and interdiction variants
- Tweaks to galaxy map for oculus
- Allow a chance for patrol pirates to jump away after scooping cargo
- Reduce network debug chatter
- Allow cargo hatch to begin retracting before it has fully extended and vice versa
- Fixed the jumping button focus on the cockpit launch/services panel
- Various WIP changes to get exit/entry into asteroid rings a little more graceful
- Trade Cargo screen: new tweaks, adjustments, fixes, improvements
- Removed Planet/Station/Sun initial lock on icons
- When buying/selling an item, then dropping back to the main page the item I was on should remain the focus
- Fix for unsynced stellarforge timings causing station rotation issues
- Background stars not flattened into background
- Optimisations for damage models
- Animations for small landing pad updated
- Don't allow the game to run without an input system
- Impose some sensible limits on the threading parameters parsed from AppConfig
- Fixing an in the power distrib that might have been hampering the cobra
- Clear the "arrive from supercruise" flag when you buy a ship so you don't appear in the hangar with a fantabulous flash
- Change cockpit glass edges to use different shader that doesn't argue with the background envmap
- Targeting system does its selection based on look direction rather than ship direction. TrackIR, Oculus & manual headlook now works to select targets
- Additional checks for missing space station
- If space station is missing then don't trap the player in a docked state
- Can now supercruise through rings (clusters that add mass locking to be added later)
- Added notification that player must sell cargo before selling their ship (when buying a new one)
- Additional safeguards when receiving authority changes
- Improved the loading when starting docked, there is no longer 1 frame when the ship is outside the station
- Don't replicate variables from a bad packet
- Planets, moons and stars ignores the "amd crash fix" graphic option.They would be rendered even if the amd crash fix is turned on.
- When testing if we're close enough to the station ot request docking, subtract its radius from the distance in the same way as the target UI so we're consistent
- Fix a huge missing texture on the corners of Coriolis station
- Fix for jerky motion in profile builds caused by excessive replication
- Added a way point between full cockpit control and the galaxy map so the player can't get up to any shenanigans while the galaxy map initialises
- Fix a bug where sessions do not start up, due to info lost relating to a cancelled message
- Fix for ship not appearing on other player's scene - due to order of initialisation of components