Search found 64 matches

by Lou
Sun May 26, 2024 1:01 pm
Forum: News
Topic: Friday Facts #412 - Undo/Redo improvements & Car Latency driving
Replies: 61
Views: 9006

Re: Friday Facts #412 - Undo/Redo improvements & Car Latency driving

... I understand that this is a good way to fix it, but I have one question. What happens if, let's say I have a very long delay and I shoot down an object on a tank, then restore it before my "physical" tank should crash into the object. What exactly happens if the tank breaks the object...
by Lou
Sun May 26, 2024 12:38 pm
Forum: News
Topic: Friday Facts #412 - Undo/Redo improvements & Car Latency driving
Replies: 61
Views: 9006

Re: Friday Facts #412 - Undo/Redo improvements & Car Latency driving

Awesome, now please fix shooting weapons in Multiplayer, which is far worse than the Vehicles. Like merely holding the "Shoot" Button causes the Game to lag like mad, if there is any latency, even if you dont have Ammo at all, its like its trying to send my mouse coordinates every game ti...
by Lou
Fri May 24, 2024 4:24 pm
Forum: News
Topic: Friday Facts #412 - Undo/Redo improvements & Car Latency driving
Replies: 61
Views: 9006

Re: Friday Facts #412 - Undo/Redo improvements & Car Latency driving

I'm very excited for low latency driving! Any chance this will help with throwing grenades at trees (with no biters around)? I'm sure weapons are a whole other thing, but I noticed those things together last multi-player game I was in. Grenades do not have latency hiding. That being said, there is ...
by Lou
Fri May 24, 2024 2:15 pm
Forum: News
Topic: Friday Facts #412 - Undo/Redo improvements & Car Latency driving
Replies: 61
Views: 9006

Re: Friday Facts #412 - Undo/Redo improvements & Car Latency driving

Do these changes also apply to the Spidertron in manual control mode (not via remote control)? No, only "cars" meaning entities with CarPrototype, which in the base game is only the car and the tank. Simulating spidertron would be both more expensive (legs) and less needed (no running int...
by Lou
Fri May 24, 2024 2:10 pm
Forum: News
Topic: Friday Facts #412 - Undo/Redo improvements & Car Latency driving
Replies: 61
Views: 9006

Re: Friday Facts #412 - Undo/Redo improvements & Car Latency driving

Awesome, now please fix shooting weapons in Multiplayer, which is far worse than the Vehicles. Like merely holding the "Shoot" Button causes the Game to lag like mad, if there is any latency, even if you dont have Ammo at all, its like its trying to send my mouse coordinates every game ti...
by Lou
Fri May 24, 2024 2:05 pm
Forum: News
Topic: Friday Facts #412 - Undo/Redo improvements & Car Latency driving
Replies: 61
Views: 9006

Re: Friday Facts #412 - Undo/Redo improvements & Car Latency driving

svalorzen wrote: ↑
Fri May 24, 2024 12:22 pm
I do wonder what's going to happen when you cross a railway in a car and there's a train coming. You'll think you can make it, but the car actually gets run over by the train? Doesn't sound like a lot of fun :(
Unfortunately, simulating train movements for latency hiding is currently a no-go
by Lou
Mon Dec 13, 2021 4:02 pm
Forum: Duplicates
Topic: Multiplayer crash when replacing a broken power pole
Replies: 2
Views: 1855

Re: Multiplayer crash when replacing a broken power pole

Hello and thank you for the feedback. This issue should be fixed in the next release (1.1.50) . If it persists in 1.1.50 please let us/me know.
by Lou
Mon Dec 13, 2021 3:39 pm
Forum: Resolved Problems and Bugs
Topic: [Lou][1.1.43] Crash when power pole is destroyed
Replies: 6
Views: 2538

Re: [Lou][1.1.43] Crash when power pole is destroyed

It evaded me for a long time but it will be fixed as of next version. The issue was caused by a feature where Reactor (one of the components of the injector was Reactor) would increase its boundingbox when connected to a neighbouring Reactor of the same type. (This feature will be removed in next ve...
by Lou
Mon Dec 13, 2021 12:58 pm
Forum: Not a bug
Topic: [1.1.46] Electric pole ghost removal creates weird connections between other poles
Replies: 24
Views: 6342

Re: [1.1.46] Electric pole ghost removal creates weird connections between other poles

lyvgbfh wrote: ↑
Fri Dec 10, 2021 8:40 am
Thank you! For reference, this is the same thing with "only right angles" connection logic applied. I personally find it preferable.
What exactly do you mean by "only right angles". Not connecting any poles that have different both x and y coordinates?
by Lou
Wed Dec 08, 2021 3:23 pm
Forum: Not a bug
Topic: [1.1.46] Electric pole ghost removal creates weird connections between other poles
Replies: 24
Views: 6342

Re: [1.1.46] Electric pole ghost removal creates weird connections between other poles

In the example, adding 4th connection to the central pole seems consistent with a "clean grid", while the diagonal wires smell like spaghetti A grid is wasteful on the number of connections, near 50% of the connections are unnecessary in a simple grid. More with diagonals. The question is...
by Lou
Wed Dec 08, 2021 11:44 am
Forum: Not a bug
Topic: [1.1.46] Electric pole ghost removal creates weird connections between other poles
Replies: 24
Views: 6342

Re: [1.1.46] Electric pole ghost removal creates weird connections between other poles

Under vanilla, or even modded where the default/longer wire reach is needed, I'm just not seeing the "need" to spend the time (potentially making the connection code more complex) to fix this. Even in vanilla, substation and large pole reach, or upgrade-plannering poles up a step both lea...
by Lou
Wed Dec 08, 2021 11:41 am
Forum: Not a bug
Topic: [1.1.46] Electric pole ghost removal creates weird connections between other poles
Replies: 24
Views: 6342

Re: [1.1.46] Electric pole ghost removal creates weird connections between other poles

I feel this is actually working correctly - having (even real) poles connected to each other even via a ghost is singalling "this is supposed to be a network". Therefore, upon removing ghost, its neighbours SHOULD try to recconect in a way to remain in one (before reconnection hypothetica...
by Lou
Wed Dec 08, 2021 11:29 am
Forum: Not a bug
Topic: [1.1.46] Electric pole ghost removal creates weird connections between other poles
Replies: 24
Views: 6342

Re: [1.1.46] Electric pole ghost removal creates weird connections between other poles

One thing I would say is a bug, or more a bad feature, is the amount of connections added. Connections per pole are limited and, especially with long distance power poles, a precious resource. Poles should not gain a wire if they are already in the same electrical network. Ideally they would choose...
by Lou
Thu Dec 02, 2021 6:28 pm
Forum: Not a bug
Topic: [1.1.46] Electric pole ghost removal creates weird connections between other poles
Replies: 24
Views: 6342

Re: [1.1.46] Electric pole ghost removal creates weird connections between other poles

Hello and thank you for the input. I feel this is actually working correctly - having (even real) poles connected to each other even via a ghost is singalling "this is supposed to be a network". Therefore, upon removing ghost, its neighbours SHOULD try to recconect in a way to remain in on...
by Lou
Thu Nov 04, 2021 10:36 am
Forum: Resolved Problems and Bugs
Topic: [Lou][1.1.43] Crash when power pole is destroyed
Replies: 6
Views: 2538

Re: [Lou][1.1.43] Crash when power pole is destroyed

Thanks! The video really helped, reproduction succesful. Looking into the problem...
by Lou
Wed Nov 03, 2021 3:13 pm
Forum: Resolved Problems and Bugs
Topic: [Lou][1.1.43] Crash when power pole is destroyed
Replies: 6
Views: 2538

Re: [Lou][1.1.43] Crash when power pole is destroyed

I spent some more time trying to reporudce this (both in singleplayer and as multiplayer client) and still no luck :(. Do you have some more specific reproduction instructions?
by Lou
Wed Nov 03, 2021 11:35 am
Forum: Resolved Problems and Bugs
Topic: [Lou][1.1.43] Crash when power pole is destroyed
Replies: 6
Views: 2538

Re: [Lou][1.1.43] Crash when power pole is destroyed

Hello and thank you for the report. I loaded the save (both in 1.1.43 and latest dev version) and have not encountered the described issue (no "disconnected from grid" icon, entity functioning normally, upon pole destruction -> no crash) and without reproduction I cannot find source of the...
by Lou
Wed Sep 22, 2021 12:24 pm
Forum: 1 / 0 magic
Topic: [Lou] [1.1.37] Crash Report - Crash while game is paused
Replies: 4
Views: 2352

Re: [Lou] [1.1.37] Crash Report - Crash while game is paused

Hello! Thank you for bringing this to our attention. The crash originates from openGL library and we do not have reasonable way to fix (or even reproduce) the issue since it is possibly dependent on your setup. I will move this topic to 1/0 Magic. If you are still experiencing these crushes you can ...
by Lou
Thu Aug 26, 2021 2:10 pm
Forum: Not a bug
Topic: [Lou] [1.1.37] Single Power pole network doesn't connect when edited in blueprint editor
Replies: 4
Views: 2330

Re: [Lou] [1.1.37] Single Power pole network doesn't connect when edited in blueprint editor

ad ... you can even see how a connection is created upon placing down the blueprint but then immediately removed again ... : this is actually not the case, the connections rendered are between poles in cursor and poles/ghosts placed "bellow" them - since right after placing BP they have sa...

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