Search found 111 matches

by kumpu
Thu Jan 12, 2023 9:53 pm
Forum: Modding interface requests
Topic: LuaRendering.draw_on_map
Replies: 20
Views: 7415

Re: LuaRendering.draw_on_map

+1 from me as well, seems very useful.
by kumpu
Fri Sep 06, 2019 5:43 pm
Forum: Mods
Topic: [MOD 0.16] Helicopters
Replies: 117
Views: 52979

Re: [MOD 0.16] Helicopters

@Karakurt I used this tutorial viewtopic.php?t=5336
by kumpu
Fri Jun 21, 2019 6:35 am
Forum: Mods
Topic: [MOD 0.16] Helicopters
Replies: 117
Views: 52979

Re: [MOD 0.16] Helicopters

Hm you'd need to create the spritemasks... Lot of work... :D
by kumpu
Mon Jan 14, 2019 11:43 pm
Forum: Won't implement
Topic: LuaEntity::play_sound()
Replies: 19
Views: 6659

Re: LuaEntity::play_sound()

Uhm hello? Was my question stupid or anything? You said you're open to talking.
by kumpu
Mon Jan 14, 2019 9:50 am
Forum: Won't implement
Topic: LuaEntity::play_sound()
Replies: 19
Views: 6659

Re: LuaEntity::play_sound()

Bump.
by kumpu
Tue Jan 08, 2019 6:24 pm
Forum: Won't implement
Topic: LuaEntity::play_sound()
Replies: 19
Views: 6659

Re: LuaEntity::play_sound()

So to be clear are we talking about stopping sounds too or just starting custom ones? You said you can't return a handle because sounds aren't saved. But I think that would be fine, if you're able to check if they're valid during load. Stopping would be cool but I can live without it. I would mainly...
by kumpu
Tue Jan 08, 2019 5:49 pm
Forum: Minor issues
Topic: Mining fields reset (modded) vehicle sound
Replies: 3
Views: 1292

Re: Mining fields reset (modded) vehicle sound

I tried "match_progress_to_activity" but it doesn't work, the only difference is that it now cyclically resets even when not doing anything.
And I already made an interface request which you yourself said you won't implement :D
by kumpu
Tue Jan 08, 2019 3:49 pm
Forum: Minor issues
Topic: Mining fields reset (modded) vehicle sound
Replies: 3
Views: 1292

Mining fields reset (modded) vehicle sound

When I fly my chopper (carmod) over miners it stops the engine running sound loop and resets to the engine start sound. Flying over other entities does not trigger this. I made a short video where you can see what's going on. I should also mention that the sound emitting entity is not the one the pl...
by kumpu
Tue Jan 08, 2019 9:40 am
Forum: Won't implement
Topic: LuaEntity::play_sound()
Replies: 19
Views: 6659

Re: LuaEntity::play_sound()

Bilka wrote: ↑
Mon Jan 07, 2019 9:36 pm
https://lua-api.factorio.com/latest/Con ... #SoundPath already supports build, close and various other sounds.
Yes but the sound needs to follow the car.
by kumpu
Mon Jan 07, 2019 8:59 pm
Forum: Won't implement
Topic: LuaEntity::play_sound()
Replies: 19
Views: 6659

Re: LuaEntity::play_sound()

Can you just make it so that I can trigger custom sounds at will for an entity, it's clearly possible from C++ to play car open, close and no fuel sounds. Maybe you'd define some custom sounds in the prototype, like you can with the afore mentioned. I really don't want to resort to entity hacks agai...
by kumpu
Mon Jan 07, 2019 2:13 pm
Forum: Won't implement
Topic: LuaEntity::play_sound()
Replies: 19
Views: 6659

LuaEntity::play_sound()

Yes you can play sounds at a position, but the sound's position can't be locked to vehicles, like e.g. engine noise. And rather than having to do a crazy entity hack it would be great if you implement it :) Additionally, if it's not too inconvenient to implement, return a handle to the new sound ins...
by kumpu
Mon Jun 25, 2018 12:13 pm
Forum: Modding discussion
Topic: Divorcing behavior from entities
Replies: 21
Views: 7695

Re: Divorcing behavior from entities

I think from a modders perspective, Drakimor summed it up pretty well... We want modular control over the aspects the game already handles and fill in the remaining gaps with some lua. An electricity consuming train wagon assembly machine that beeps when it's done? Sure thing. { type = "modding...
by kumpu
Sat Jun 23, 2018 2:35 am
Forum: Modding discussion
Topic: Divorcing behavior from entities
Replies: 21
Views: 7695

Re: Divorcing behavior from entities

Redoing all the entities is a bit much asked for but some kind of general purpose/highly customizable entity specifically for modding would open the door to so many possibilities. It would be so great and probably even give me joy in modding the game again. And no one expects the same performance as...
by kumpu
Sun Apr 29, 2018 8:37 pm
Forum: Mods
Topic: [MOD 0.16] Helicopters
Replies: 117
Views: 52979

Re: [MOD 0.16] Helicopters

After your reply that it wasn't possible I said "figures if it (vehicles with no tank controls) was possible/that easy to do, there would be mods making use of it by now". Oh I think it's totally possible. But I can't see many mods where it would make sense. And you have to ask if the ben...
by kumpu
Fri Apr 27, 2018 9:29 pm
Forum: Mods
Topic: [MOD 0.16] Helicopters
Replies: 117
Views: 52979

Re: [MOD 0.16] Helicopters

I meant a platform that controls just like the player but is faster and has no collision. Be that a helicopter, a hoverboard, a jetpack, an UFO, or whatever. Basically, a vehicle you can just enter and never get out of since it's a straight upgrade to player movement rather than those clumsy tank c...
by kumpu
Fri Apr 27, 2018 12:52 am
Forum: Mods
Topic: [MOD 0.16] Helicopters
Replies: 117
Views: 52979

Re: [MOD 0.16] Helicopters

This was suggested before, and I thought about it, but I'm not sure how it would work out in combination with the existing vehicle physics. Probably means creating a new movement system from scratch. And I imagine it would complicate simple tasks like coming to a halt a lot. Oh that "coming to...
by kumpu
Thu Apr 26, 2018 3:47 pm
Forum: Mods
Topic: [MOD 0.16] Helicopters
Replies: 117
Views: 52979

Re: [MOD 0.16] Helicopters

Would it be possible to have an option without tank controls? Helicopters can fly sideways no problem. This was suggested before, and I thought about it, but I'm not sure how it would work out in combination with the existing vehicle physics. Probably means creating a new movement system from scrat...
by kumpu
Tue Apr 24, 2018 7:27 pm
Forum: Mods
Topic: [MOD 0.16] Helicopters
Replies: 117
Views: 52979

Re: [MOD 0.16] Helicopters

Sn1gger wrote:Hi,

I've just updated to 0.16.37 and the helicopter mod seems to have been broken a bit. The rotors are drawing beneath the chopper and it doesn't draw as smooth anymore?
Check out the latest release ;)
by kumpu
Wed Apr 04, 2018 9:50 pm
Forum: Mods
Topic: [MOD 0.16] Helicopters
Replies: 117
Views: 52979

Re: [MOD 0.16] Helicopters

Your helicopter is really amazing! The controling system can almost reach the complexity of vanilla train controling system. Can you extends your framework to ships like those in https://mods.factorio.com/mod/ships_extended? These vehicles works pretty simlar: drive directly, travel from one site t...
by kumpu
Wed Mar 28, 2018 7:02 am
Forum: Won't fix.
Topic: [0.16.35] Setting "Sprite Resolution" to "low" breaks gui
Replies: 6
Views: 2586

Re: [0.16.35] Setting "Sprite Resolution" to "low" breaks gui

posila wrote:On all sprites used in GUI, you should use

Code: Select all

priority = "extra-high-no-scale"
Thanks for the tip!

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