Search found 152 matches

by evildogbot100
Tue Nov 02, 2021 9:15 pm
Forum: Technical Help
Topic: [1.1.45] Screen Tearing
Replies: 3
Views: 327

Re: [1.1.45] Screen Tearing

Nevermind, it was obs that is causing it
by evildogbot100
Tue Nov 02, 2021 9:09 pm
Forum: Technical Help
Topic: [1.1.45] Screen Tearing
Replies: 3
Views: 327

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.
by evildogbot100
Tue Nov 02, 2021 8:01 pm
Forum: Technical Help
Topic: [1.1.45] Screen Tearing
Replies: 3
Views: 327

[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> Mobo: L...
by evildogbot100
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: 442

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 a...
by evildogbot100
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: 442

[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 cre...
by evildogbot100
Mon Nov 01, 2021 9:20 pm
Forum: Modding interface requests
Topic: BeamAttackParameter source_offset for more entities
Replies: 4
Views: 648

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 sho...
by evildogbot100
Mon Nov 01, 2021 9:14 pm
Forum: Modding interface requests
Topic: New library function request: calculate_distance
Replies: 0
Views: 206

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 o...
by evildogbot100
Sun Oct 31, 2021 7:21 pm
Forum: Modding interface requests
Topic: BeamAttackParameter source_offset for more entities
Replies: 4
Views: 648

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, w...
by evildogbot100
Sun Oct 31, 2021 8:33 am
Forum: Modding interface requests
Topic: Small documentation improvement requests
Replies: 243
Views: 27582

Re: Small documentation improvement requests

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...
by evildogbot100
Sat Oct 30, 2021 4:24 am
Forum: Modding interface requests
Topic: Add Prototype:Unit:idle_animation
Replies: 0
Views: 228

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 ...
by evildogbot100
Tue Apr 20, 2021 3:26 pm
Forum: Modding interface requests
Topic: render_layer for sticker
Replies: 1
Views: 335

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
by evildogbot100
Mon Apr 19, 2021 10:14 pm
Forum: Modding interface requests
Topic: render_layer for sticker
Replies: 1
Views: 335

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 invest...
by evildogbot100
Mon Apr 19, 2021 9:07 pm
Forum: Modding help
Topic: Animation Render Layer
Replies: 0
Views: 223

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.
by evildogbot100
Fri Apr 16, 2021 1:23 am
Forum: Modding help
Topic: How do I use sound aggregation?
Replies: 0
Views: 217

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 }...
by evildogbot100
Thu Jun 27, 2019 6:32 pm
Forum: Modding discussion
Topic: Fluid fueled locomotives?
Replies: 5
Views: 1181

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 i...
by evildogbot100
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: 36780

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 ...
by evildogbot100
Wed Jan 31, 2018 7:28 pm
Forum: Mods
Topic: [MOD 0.16] Diesel Locomotive
Replies: 74
Views: 13287

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.
by evildogbot100
Wed Jan 31, 2018 7:22 pm
Forum: Mods
Topic: [MOD 0.16] Diesel Locomotive
Replies: 74
Views: 13287

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 query th...
by evildogbot100
Mon Jan 29, 2018 7:50 am
Forum: Mods
Topic: [MOD 0.16] Diesel Locomotive
Replies: 74
Views: 13287

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?
by evildogbot100
Tue Jan 23, 2018 2:59 pm
Forum: Ideas and Suggestions
Topic: Diesel. Liquid fuel instead of solid fuel
Replies: 50
Views: 9191

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.

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