Search found 183 matches

by OvermindDL1
Fri May 24, 2019 4:49 pm
Forum: News
Topic: Friday Facts #296 - All kinds of bugs
Replies: 58
Views: 14502

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: 897

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: 3607
Views: 573359

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: 3607
Views: 573359

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: 16418

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: 105965

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: 105965

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: 18433

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: 25825

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: 17977

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: 17977

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
by OvermindDL1
Fri May 25, 2018 9:55 pm
Forum: News
Topic: Friday Facts #244 - Localised plurals & Modernisation progress
Replies: 68
Views: 17977

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

Maybe because they are now exclusively developing the new graphics for DirectX with Vulcan/Metal following later (maybe, but no date given and the 1.0 release is heavily targeted). Did they ever release download figures for the different operating systems? I suspect that the steam downloads for LIn...
by OvermindDL1
Fri May 25, 2018 9:08 pm
Forum: News
Topic: Friday Facts #244 - Localised plurals & Modernisation progress
Replies: 68
Views: 17977

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

kse wrote:That was a bombshell to start the weekend off.

Dropping Linux support, man, I thought you guys were cool :(
Wait what? Where'd you get that?!
by OvermindDL1
Fri May 25, 2018 8:22 pm
Forum: News
Topic: Friday Facts #244 - Localised plurals & Modernisation progress
Replies: 68
Views: 17977

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

Although DX11FL10 came out a little bit after OGL3.3, the original DX11 came out before. The FL10 change was fairly substantial in that it unlocked newer hardware capabilities (honestly it should have just been a DX12 bump). Ah, I think we are not talking about the same thing. DirectX 11 feature le...
by OvermindDL1
Fri May 25, 2018 6:32 pm
Forum: News
Topic: Friday Facts #244 - Localised plurals & Modernisation progress
Replies: 68
Views: 17977

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

... By using OpenGL 3.3 Core and DirectX 11 feature level 10.0 Yeah these are not equivalently aged... >.> I agree, DX11 was released with Windows 7 in October 2009 and OpenGL 3.3 was release alongside of OGL 4.0 in March 2010 (as a kind of OGL4 feature level DX10), DX11FL10 and OGL3.3 both target ...
by OvermindDL1
Fri May 25, 2018 6:26 pm
Forum: News
Topic: Friday Facts #244 - Localised plurals & Modernisation progress
Replies: 68
Views: 17977

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

And here I thought localization of this sort of thing would have been standardized and wrapped into packages like timezones have been. If you need, I'm fine with continuing to believe everyone speaks Czech or English. It's a fair assumption. There are, the gettext style took over (there is a progra...
by OvermindDL1
Fri May 25, 2018 4:29 pm
Forum: News
Topic: Friday Facts #244 - Localised plurals & Modernisation progress
Replies: 68
Views: 17977

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

This made it clear, that having different translation key for every possible form for every language would be too crazy, so we invented something more generic. Every project that doesn't use gettext for localization invariably winds up improperly remaking gettext incompletely... >.> (Not my phrase,...
by OvermindDL1
Thu Feb 01, 2018 4:12 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 798622

Re: Development and Discussion

Anyone have any ways to get gardens when using the alien biomes mod? It seems the vanilla biomes are hardcoded (and I'd prefer not to locally edit the mod as that makes putting it on the server more troublesome for players).
by OvermindDL1
Thu Feb 01, 2018 4:08 pm
Forum: Pending
Topic: [0.16.16] Crash on desync: "State and scenario saver doesn't match"
Replies: 2
Views: 526

Re: [0.16.16] Crash on desync: "State and scenario saver doesn't match"

Thanks for the report. We've seen this issue a few times but nobody knows how to reproduce it which makes it incredibly difficult to fix it. Do you know of any way to reproduce the crash? It seemed very random, I tried to duplicate it a few times (trying to get the save closer to the exact crash po...
by OvermindDL1
Thu Feb 01, 2018 4:05 pm
Forum: Mods
Topic: [MOD 0.18.x] Natural Evolution - All things Alien!
Replies: 848
Views: 286958

Re: [MOD 0.16.x] Natural Evolution - All things Alien!

TheSAguy wrote:This seems to be a Factorio issue to do with Scenarios. See post here.
Well, that thread is causing quite a commotion. ^.^;

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