Search found 152 matches
- Tue Nov 02, 2021 9:15 pm
- Forum: Technical Help
- Topic: [1.1.45] Screen Tearing
- Replies: 3
- Views: 1601
Re: [1.1.45] Screen Tearing
Nevermind, it was obs that is causing it
- Tue Nov 02, 2021 9:09 pm
- Forum: Technical Help
- Topic: [1.1.45] Screen Tearing
- Replies: 3
- Views: 1601
Re: [1.1.45] Screen Tearing
No, I downloaded version 1.1.44 to compare it, and 1.1.44 has its vsync still work on the exact same system configuration. Wait for vsync is also enabled on both version.
- Tue Nov 02, 2021 8:01 pm
- Forum: Technical Help
- Topic: [1.1.45] Screen Tearing
- Replies: 3
- Views: 1601
[1.1.45] Screen Tearing
Screen Tearing on linux 1.1.45. No screen tearing at 1.1.44.
System info:
System:
Kernel: 5.14.15-zen1-1-zen x86_64 bits: 64 compiler: gcc v: 11.1.0
Desktop: Cinnamon 5.0.6 Distro: Arch Linux
Machine:
Type: Laptop System: LENOVO product: 20QVCTO1WW v: ThinkPad X1 Extreme 2nd
serial: <filter ...
System info:
System:
Kernel: 5.14.15-zen1-1-zen x86_64 bits: 64 compiler: gcc v: 11.1.0
Desktop: Cinnamon 5.0.6 Distro: Arch Linux
Machine:
Type: Laptop System: LENOVO product: 20QVCTO1WW v: ThinkPad X1 Extreme 2nd
serial: <filter ...
- Tue Nov 02, 2021 7:23 pm
- Forum: Won't fix.
- Topic: [1.1.45] Objects rendered by LuaRendering will draw above objects with higher y axis
- Replies: 2
- Views: 1772
Re: [1.1.45] Objects rendered by LuaRendering will draw above objects with higher y axis
My use case was like this,
https://i.imgur.com/8r29hnV.mp4
I wanted the archon blue flame aura to keep animating even when the archon is not moving, however, there is no way to make it look normal. For the video I done it using LuaRendering to give the archon its aura animation. If I give the aura ...
https://i.imgur.com/8r29hnV.mp4
I wanted the archon blue flame aura to keep animating even when the archon is not moving, however, there is no way to make it look normal. For the video I done it using LuaRendering to give the archon its aura animation. If I give the aura ...
- Tue Nov 02, 2021 2:10 am
- Forum: Won't fix.
- Topic: [1.1.45] Objects rendered by LuaRendering will draw above objects with higher y axis
- Replies: 2
- Views: 1772
[1.1.45] Objects rendered by LuaRendering will draw above objects with higher y axis
Graphics rendered by LuaRendering::DrawAnimation always drawn on top of all other non-scripted graphics even which have the same render_layer. For example, let's say there is an assembler at {0, 0}, if LuaRendering draw another animation at {0, -2} with render_layer="object", the newly created ...
- Mon Nov 01, 2021 9:20 pm
- Forum: Modding interface requests
- Topic: BeamAttackParameter source_offset for more entities
- Replies: 5
- Views: 2414
Re: [1.1.45] source_offset not applied for BeamAttackParameter
On action_delivery, the source_offset only gives final offset to the beam starting point and doesn't rotate with the shooter. This is different behavior compared to laser-turret where the source_offset of the attack_parameter itself provides a rotating offset where it follows the rotation of the ...
- Mon Nov 01, 2021 9:14 pm
- Forum: Modding interface requests
- Topic: New library function request: calculate_distance
- Replies: 0
- Views: 832
New library function request: calculate_distance
Hi, I am wondering whether distance calculation can be moved to c++? As of now, even though it is widely used, most distance calculation has to be done on lua side. I am wondering can it be moved c++ where it is faster. The proposed implementation is to either put it as a function on LuaGameScript ...
- Sun Oct 31, 2021 7:21 pm
- Forum: Modding interface requests
- Topic: BeamAttackParameter source_offset for more entities
- Replies: 5
- Views: 2414
BeamAttackParameter source_offset for more entities
Seems like source_offset property is not applied on BeamAttackParameter if the attacker is type:Unit
unit.attack_parameters = {
type = "beam",
source_direction_count = 32,
source_offset = { 999, 999 },
range = 5 * uscdat.range,
cooldown = uscdat.cooldown / 0.4,
cooldown_deviation = 0.05 ...
unit.attack_parameters = {
type = "beam",
source_direction_count = 32,
source_offset = { 999, 999 },
range = 5 * uscdat.range,
cooldown = uscdat.cooldown / 0.4,
cooldown_deviation = 0.05 ...
- Sun Oct 31, 2021 8:33 am
- Forum: Documentation Improvement Requests
- Topic: BeamPrototype start, ending, head, tail missing descriptions
- Replies: 1
- Views: 475
BeamPrototype start, ending, head, tail missing descriptions
Hello, It seems that the documentation on prototype/beam can be elaborated a little bit. A simple explanation on how beams with head and tail segments actually behaves would be nice. From my tests it seems that every around 64 unit length, a single segment has to be drawn, and if the source image is ...
- Sat Oct 30, 2021 4:24 am
- Forum: Modding interface requests
- Topic: Add Prototype:Unit:idle_animation
- Replies: 0
- Views: 802
Add Prototype:Unit:idle_animation
Hello, Is it possible to add idle_animation property to Prototype:Unit? For example, Prototype:Character can have idle_animation property via armor_animation table. The way it works is by checking if speed == 0 then play idle_animation. Like usual, the type of this property is RotatedAnimation. Use ...
- Tue Apr 20, 2021 3:26 pm
- Forum: Modding interface requests
- Topic: render_layer for sticker
- Replies: 1
- Views: 1057
Re: render_layer for sticker
Apparently, my use case can be satisfied using LuaRendering. However, the idea of more control over render_layer itself might have some use in other case
- Mon Apr 19, 2021 10:14 pm
- Forum: Modding interface requests
- Topic: render_layer for sticker
- Replies: 1
- Views: 1057
render_layer for sticker
I would like for sticker to have render_layer so I can render sticker behind the object it sticks to. Would like if this is extended to all animation, but just sticker is fine. My idea was to make an idle animation for enemy units that is decoupled from its actual movement, which I decided to ...
- Mon Apr 19, 2021 9:07 pm
- Forum: Modding help
- Topic: Animation Render Layer
- Replies: 0
- Views: 785
Animation Render Layer
Is there a way to control animation rendering layer for objects that doesn't have an explicit render_layer property? e.g. I want a sticker that renders below the object it sticks to.
- Fri Apr 16, 2021 1:23 am
- Forum: Modding help
- Topic: How do I use sound aggregation?
- Replies: 0
- Views: 768
How do I use sound aggregation?
I wanted a sound to be played at most once every tick, so that they can't stack up and make one giant loud sound. I tried to use sound aggregation but it seems to not work?
sound =
{
aggregation =
{
max_count = 1,
remove = true,
},
filename = "__sc-redux__/sound/dragbull.wav",
volume = 1 ...
sound =
{
aggregation =
{
max_count = 1,
remove = true,
},
filename = "__sc-redux__/sound/dragbull.wav",
volume = 1 ...
- Thu Jun 27, 2019 6:32 pm
- Forum: Modding discussion
- Topic: Fluid fueled locomotives?
- Replies: 5
- Views: 2463
Re: Fluid fueled locomotives?
Hi, I'm the creator of Diesel Locomotive mod. Thank you for giving so much effort into diesel locomotive. Regarding the pumps, if I'm not mistaken, you can give its energy requirement very small number like DBL_EPSILON or FLT_EPSILON and it will works just fine without any power pole. I believe it ...
- Thu Feb 01, 2018 10:22 pm
- Forum: General discussion
- Topic: So... Let's talk about bots, and how to fix them properly...
- Replies: 160
- Views: 71949
Re: So... Let's talk about bots, and how to fix them properly...
No, you are the one missing the point here. No one intended to nerf bots for the sake of belts. Bot nerf advocates most likely want to nerf bots just for the sake of it. We just think bots are too cheaty so we don't use it at all. The idea here is to change something that is perceived as a cheat to ...
- Wed Jan 31, 2018 7:28 pm
- Forum: Mods
- Topic: [MOD 0.16] Diesel Locomotive
- Replies: 74
- Views: 27622
Re: [MOD 0.16] Diesel Locomotive
To Steinio, thanks for using/testing my mod, I will check geothermal around the weekend to see the problem. Diesel locomotive only search for fluids, that means geothermal have a fluid with no icon. Most likely I will implement some check for fluid with no icon for next version.
- Wed Jan 31, 2018 7:22 pm
- Forum: Mods
- Topic: [MOD 0.16] Diesel Locomotive
- Replies: 74
- Views: 27622
Re: [MOD 0.16] Diesel Locomotive
Personally, I like them separate. I would say, though, to swap the graphics between the two trains so that the diesel looks like the newer / more advanced one. ;)
Why tho? I thought people want to leave the vanilla one alone.
Is there any way to change this code so that it will dynamically ...
Why tho? I thought people want to leave the vanilla one alone.
Is there any way to change this code so that it will dynamically ...
- Mon Jan 29, 2018 7:50 am
- Forum: Mods
- Topic: [MOD 0.16] Diesel Locomotive
- Replies: 74
- Views: 27622
Re: [MOD 0.16] Diesel Locomotive
I'm thinking of changing the mod from making a separate train that accepts fluid fuel to just forcing vanilla locomotive to accept fluid fuel IN ADDITION to solid fuel. How do you guys think?
- Tue Jan 23, 2018 2:59 pm
- Forum: Ideas and Suggestions
- Topic: Diesel. Liquid fuel instead of solid fuel
- Replies: 50
- Views: 20050
Re: Omni-liquid Fuel Burning for Vehicles
I made a diesel locomotive mod that pretty much do what you requested, only for train though. If you want a feature I might implement it.