Search found 192 matches

by OvermindDL1
Fri Jan 10, 2020 4:58 pm
Forum: News
Topic: Friday Facts #329 - Campaign reassessment
Replies: 78
Views: 33840

Re: Friday Facts #329 - Campaign reassessment

This is the main prototype that we have been working on so far. A single map which starts small but grows after each objective is complete. This would emulate Freeplay gameplay in that the player can build very large bases and expand in the directions they want, but with quest objectives to steer t...
by OvermindDL1
Fri Dec 06, 2019 7:40 pm
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 45750

Re: Friday Facts #324 - Sound design, Animated trees, Optimizations

If you keeps your eyes centered, then you can see the wave effect going on and almost predict where its going to be next. That's generally what I see in real life. Like a pecan tree field nearby, I live in an extremely flat area, so the wind quite literally makes rippling waves across the whole fie...
by OvermindDL1
Fri Dec 06, 2019 5:02 pm
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 45750

Re: Friday Facts #324 - Sound design, Animated trees, Optimizations

I quite want it on, but perhaps instead of a toggle you could add a slider for 'intensity' of the effect (a simple 0-N bias scale, where 0 is off (can just not run that shader then, fallback to the normal texture shader) and non-0 is a scale, can even turn it above 1.0 for a 'larger' effect (likely...
by OvermindDL1
Fri Dec 06, 2019 4:11 pm
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 45750

Re: Friday Facts #324 - Sound design, Animated trees, Optimizations

The tree animation made my eyes water. Will there be a way to switch it off in game if I find it too distracting? Yes, there is a toggle in the graphics settings. Though it pains my heart a little to see people jumping to turn it off - I hope you'll give it a chance at least :) I quite want it on, ...
by OvermindDL1
Sun Nov 10, 2019 5:38 pm
Forum: 1 / 0 magic
Topic: [0.17.76] Crash on load: "PropertyTree::getType()"
Replies: 2
Views: 1152

[0.17.76] Crash on load: "PropertyTree::getType()"

Same mod set had been working fine before unchanged, but loaded this time and this crash happened while the game was loading (mods used is in the log, CargoShips and BI was edited to not crash on 0.17.75+ via tiny edits as documented in their respective 0.17.75 issues). Native code crash, here's the...
by OvermindDL1
Mon Sep 09, 2019 9:02 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 363371

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

2. Take the fuel value off wooden beams. Raw wood is only used in two recipes: making wooden beams, and making big wooden poles. The latter is an Iron Age tech anyway so you've got, or are close to getting, electric inserters by then. It means that once wood is turned into a beam, it's somehow immu...
by OvermindDL1
Fri Aug 23, 2019 5:29 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 290
Views: 113382

Re: Friday Facts #309 - Controversial opinions

Something else about bots to add to my prior reply, it was suggested to me that a roboport should only control a limited amount of bots, perhaps in a limited area (only that roboport), which I quite like the idea of to keep their 'limited range throughput' part and lower their overall power.
by OvermindDL1
Fri Aug 23, 2019 4:14 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 290
Views: 113382

Re: Friday Facts #309 - Controversial opinions

I've had a few thoughts about a lot of these for a lot of years now: Electricity I'd personally prefer if electricity had only a maximum amount it could transfer on a given energynet, say, 1MW or 10MW or whatever for the lowest tier, however you could have different 'tiers' of energynets, such as th...
by OvermindDL1
Fri Jul 05, 2019 5:17 pm
Forum: News
Topic: Friday Facts #302 - The multiplayer megapacket
Replies: 39
Views: 18243

Re: Friday Facts #302 - The multiplayer megapacket

@Raiguard: Which one? Tapemeasure at least seems to not need them seperate. I don't know - can mods do things when you hover over something? Does the server tell clients what you click on, or just that you click? Currently "pressed a button" and "selected something" are differen...
by OvermindDL1
Fri May 24, 2019 4:49 pm
Forum: News
Topic: Friday Facts #296 - All kinds of bugs
Replies: 58
Views: 27930

Re: Friday Facts #296 - All kinds of bugs

NULL checks are critical and should be absolutely everywhere. And result in instant failure of the application, with full debugging trace. The first line of any new C function that I write is literally just a list of any pointer parameters with: assert(parameter != NULL); assert(parameter2 != NULL)...
by OvermindDL1
Fri Apr 26, 2019 10:13 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.31] Sidebar Options UI inconsistency when reaching Size taller than Screen
Replies: 8
Views: 2048

Re: [0.17.31] So what happens if that Sidebar Options thing is larger than my Screen is tall?

Okay I have collected the Evidence for a GUI Bug, At 100% UI Scale after starting the Game normally, the Scrollbar does not exist despite the List definitely going offscreen. Then I have set it to 75% UI Scale in the Settings, and all of a sudden a Scrollbar appeared for that List!!! And then I wen...
by OvermindDL1
Sun Apr 14, 2019 1:56 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3875
Views: 1238025

Re: Bugs & FAQ

AAI Industries fixes the nil left in the list, though angels still should ignore nil's since the engine itself does. :-)
by OvermindDL1
Sat Apr 13, 2019 1:16 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3875
Views: 1238025

Re: Bugs & FAQ

Also same issue as @mutkanum. The full error is: ``` 136.158 Error ModManager.cpp:1294: Failed to load mod "angelsrefining": __angelsrefining__/prototypes/override-functions.lua:529: table index is nil stack traceback: __angelsrefining__/prototypes/override-functions.lua:529: in function '...
by OvermindDL1
Sat Dec 15, 2018 7:46 pm
Forum: News
Topic: Friday Facts #273 - Cutscene controller & Localisation plan
Replies: 79
Views: 33357

Re: Friday Facts #273 - Cutscene controller & Localisation plan

Zoom out to a height where both origin and destination are visible and then zooming in again would give a sense of overview, which is great when the player wants to figure out where the camera is moved to. This can be combined with slow movements for scrolling, which will allow the scroll movement ...
by OvermindDL1
Fri Oct 26, 2018 8:26 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 213148

Re: Friday Facts #266 - Cleanup of mechanics

You know we have wearable armor with grids, vehicles with grids, kind of have buildings with 'grids'/modules, why not have items with grids? Going with that matter Manipulator theme earlier it could also have a grid, say with some starting equipment such as a `Solar Panel`, `In-Hand Construction`, `...
by OvermindDL1
Fri Oct 26, 2018 4:26 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 213148

Re: Friday Facts #266 - Cleanup of mechanics

No loss of efficiency from switching to electric smelting while still using boiler-driven steam power? Interesting. Yeah this is weird here, I always found the efficiency loss going to electricity to be a great balancing measure, especially early game, and in my considerations to go to electric sme...
by OvermindDL1
Fri Jul 27, 2018 2:20 pm
Forum: News
Topic: Friday Facts #253 - Fans & Fun
Replies: 74
Views: 32714

Re: Friday Facts #253 - Fans & Fun

Jap2.0 wrote:That's odd, I'm not getting anything like that. Is that limited to the EU?
I'm getting it in the USA too, all good though. :-)
by OvermindDL1
Fri Jul 20, 2018 9:09 pm
Forum: News
Topic: Friday Facts #252 - Sound design & Map editor
Replies: 93
Views: 44130

Re: Friday Facts #252 - Sound design & Map editor

As mainly a late game player i often find myself reloading creative mode mod . Creating a small setup and testing it using items like creative belt loaders and fluid sources.Saving a blueprint, unload the creative mod and then resuming my main game. If the Map editor is to be truely powerfull i wou...
by OvermindDL1
Tue May 29, 2018 2:31 pm
Forum: News
Topic: Friday Facts #244 - Localised plurals & Modernisation progress
Replies: 68
Views: 31521

Re: Friday Facts #244 - Localised plurals & Modernisation progress

and in future we would like to create Vulkan and Metal backends Oh there is no point in making a metal backend anymore, the authors of Vulkan (Khronos) made a metal/vulkan conversion library that let's vulkan run on metal (interestingly benchmarks show it to be faster than the equivalently written ...
by OvermindDL1
Fri May 25, 2018 10:13 pm
Forum: News
Topic: Friday Facts #244 - Localised plurals & Modernisation progress
Replies: 68
Views: 31521

Re: Friday Facts #244 - Localised plurals & Modernisation progress

fiery_salmon wrote:So I will be unable to update to .17. A pity.

Yay, I am the 1%!
What do you have?! OGL3.3 is on the order of rather ancient at this point... o.O

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