Search found 111 matches

by kumpu
Wed Dec 13, 2017 10:31 pm
Forum: Technical Help
Topic: [0.16.0] Excessive RAM usage during startup -fixed in 0.16.1
Replies: 4
Views: 1391

Re: [0.16.0] Excessive RAM usage during startup -fixed in 0.16.1

Loewchen wrote:Might be caused by "parallel loading of high resolution sprites": 54548
Presumably. The loading is also faster overall now (before and after the graphics stage).
by kumpu
Wed Dec 13, 2017 9:28 pm
Forum: Technical Help
Topic: [0.16.0] Excessive RAM usage during startup -fixed in 0.16.1
Replies: 4
Views: 1391

Re: [0.16.0] Excessive RAM usage during startup

Bilka wrote:Update to 0.16.1 and see if it still happens please
Thank you, the issue appears to be fixed. That was quick.
by kumpu
Wed Dec 13, 2017 8:20 pm
Forum: Technical Help
Topic: [0.16.0] Excessive RAM usage during startup -fixed in 0.16.1
Replies: 4
Views: 1391

[0.16.0] Excessive RAM usage during startup -fixed in 0.16.1

Hello, Since I updated to 0.16 the game completely eats my RAM away during startup, up to 99%. PC freezes for a good 20-30s, and I can't blame him, the poor bastard. After that it slowly comes to life again, and eventually the game finishes loading. It seems to happen at the "Loading Graphics&q...
by kumpu
Fri Nov 24, 2017 11:37 am
Forum: Implemented mod requests
Topic: Optional "Belt-Immunity" for cars
Replies: 2
Views: 1270

Re: Optional "Belt-Immunity" for cars

Thank you :D
by kumpu
Tue Nov 21, 2017 11:14 pm
Forum: Implemented mod requests
Topic: Optional "Belt-Immunity" for cars
Replies: 2
Views: 1270

Optional "Belt-Immunity" for cars

- Added optional "has_belt_immunity" property to the unit prototype. Can you make the same for cars too, please? Very useful for air vehicles. Would solve a long existing issue with my mod. Thanks! (I know the immunity equipment will work for cars in 0.16, but this would be a far superior...
by kumpu
Tue Oct 31, 2017 5:20 pm
Forum: Mods
Topic: [MOD 0.16] Helicopters
Replies: 117
Views: 54013

Re: [MOD 0.15] Helicopters

Hello kampu, I like and use the helo a lot in my current map. Especially the remote control is very usefull. The list of possible marked map locations is a long one for me. Would it be possible to sort the markers, or be able to add a search function? Regards, k u mpu, but yeah I can do that. What ...
by kumpu
Tue Oct 31, 2017 1:53 am
Forum: Mods
Topic: [MOD 0.16] Helicopters
Replies: 117
Views: 54013

Re: [MOD 0.15] Helicopters

Thanks guys, did release now. Changes from 0.1.0 are mostly internal. Bilka, that sounds interesting but the current setup works so why change it? :) Also, I can't get markdown to work on the mod portal for the life of me... Can someone fill me in on what's going on with that? Please... :? Greeting...
by kumpu
Sat Sep 23, 2017 5:16 pm
Forum: Mods
Topic: [MOD 0.16] Helicopters
Replies: 117
Views: 54013

Re: [MOD 0.15] Helicopters

Thanks guys, did release now. Changes from 0.1.0 are mostly internal.
Bilka, that sounds interesting but the current setup works so why change it? :)
Also, I can't get markdown to work on the mod portal for the life of me... Can someone fill me in on what's going on with that? Please... :?
by kumpu
Mon Aug 14, 2017 2:08 pm
Forum: Mods
Topic: [MOD 0.16] Helicopters
Replies: 117
Views: 54013

Re: [MOD 0.15] Helicopters

This should be a potential rabbithole and it a total feature-creep red flag. I'm sorry to expose you to the idea, but... man it would be cool to see a base in full operation with chinooks whirling overhead with valueables and trains underneath doing the heavy hauling. I always thought that in a gam...
by kumpu
Tue Aug 08, 2017 10:55 pm
Forum: Mods
Topic: [MOD 0.16] Helicopters
Replies: 117
Views: 54013

Re: [MOD 0.15] Helicopters

Gooosh yeah I'm a retard. Totally forgot to include a tech when I disabled the recipes. :D Sorry. Leave your version here, that's totally fine. Xtrafresh you have no idea how motivating it is to see something like that. You thought about whats going on, put work into it, etc. Thanks, and also thanks...
by kumpu
Sun Jul 30, 2017 2:47 am
Forum: Mods
Topic: [MOD 0.16] Helicopters
Replies: 117
Views: 54013

Re: [MOD 0.15] Helicopters

The key bindings are set to non-consume, which means they shouldn't block anything. But since we don't live in a perfect world were everything works as expected, its still possible they're causing this behaviour. Let me know what you find out! Also, maybe try a new map without the mod in the first ...
by kumpu
Wed Jul 26, 2017 3:59 pm
Forum: Modding interface requests
Topic: Selection Box coords; support for semi-trucks.
Replies: 6
Views: 2657

Re: Selection Box coords; support for semi-trucks.

d3x0r wrote:maybe I should make a flat paper sprite with a 0, 0 mark on it.
Good idea, maybe even draw a grid on it.
by kumpu
Wed Jul 26, 2017 12:55 am
Forum: Modding interface requests
Topic: Selection Box coords; support for semi-trucks.
Replies: 6
Views: 2657

Re: Selection Box coords; support for semi-trucks.

Really not sure if I understand this... Your problem is that the collision/selection box always rotates around its center, ignoring the initial 0,0?
If so, what you could try is doing the offset in the sprite. Not sure if this is helpful for you issue as I don't quiet get it :)
by kumpu
Tue Jul 25, 2017 3:11 am
Forum: Mods
Topic: [MOD 0.16] Helicopters
Replies: 117
Views: 54013

Re: [MOD 0.15] Helicopters

The heli collision box in this orientation seems to be too far south for the sprite. Yeah they don't quite match, even with that fix. Same for selection box. Has to do with the center of rotation for the model, either that or I'm too stupid. I figured it was good enough so meh. It's one of those ti...
by kumpu
Mon Jul 24, 2017 1:05 am
Forum: Not a bug
Topic: [0.15.30] custom-input blocks walking
Replies: 2
Views: 828

Re: [0.15.30] custom-input blocks walking

Thanks for the report however you're misunderstanding what that actually means. if a key sequence with the exact same hotkey exists in the game it doesn't block it. if there's another hotkey that uses *some* of the keys then it doesn't get fired because the game detects other modifier keys are pres...
by kumpu
Sun Jul 23, 2017 11:49 pm
Forum: Not a bug
Topic: [0.15.30] custom-input blocks walking
Replies: 2
Views: 828

[0.15.30] custom-input blocks walking

Consider this: { type = "custom-input", name = "foo", key_sequence = "SHIFT + S", consuming = "script-only" }, This will stop the player from moving down (or any direction with the corresponding key) while holding shift, even though consuming is set to "s...
by kumpu
Sun Jul 23, 2017 6:21 pm
Forum: Mods
Topic: [MOD 0.16] Helicopters
Replies: 117
Views: 54013

Re: [MOD 0.15] Helicopters

When landing in WE orientation the fake entity remains in NS orientation creating an invisible wall just south of the Heli. Yup, that's a bug. Didn't consider that create_entity does not support orientation. Fixed it, thanks! The heli collision box in this orientation seems to be too far south for ...
by kumpu
Sun Jul 23, 2017 3:02 pm
Forum: Mods
Topic: [MOD 0.16] Helicopters
Replies: 117
Views: 54013

Re: [MOD 0.15] Helicopters

This is an amazing mod, Kumpu! It's incredible how superior this is to the other current flying vehicle mods. I really hope you'll continue with this, and as others have suggested, make some variations (a more basic, slower, more lightly armed and armoured one, perhaps a cargo helicopter) I read th...
by kumpu
Fri Jul 21, 2017 10:34 pm
Forum: Mods
Topic: [MOD 0.16] Helicopters
Replies: 117
Views: 54013

Re: [MOD 0.15] Helicopters

About the mod, the current heli is a bit on the overpowered side compared to how easy its to get. Propably should have some basic one for passenger use only at current tech level and higher research like with hitec and military bottles for the Apache. Valid point, and I might do that in the future....
by kumpu
Thu Jul 20, 2017 1:57 pm
Forum: Mods
Topic: [MOD 0.16] Helicopters
Replies: 117
Views: 54013

Re: [MOD 0.15] Helicopters

looks interesting... as soon as I have some time I will give it a try :) Thanks! ;) The key bindings are set to non-consume, which means they shouldn't block anything. But since we don't live in a perfect world were everything works as expected, its still possible they're causing this behaviour. Le...

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