Presumably. The loading is also faster overall now (before and after the graphics stage).Loewchen wrote:Might be caused by "parallel loading of high resolution sprites": 54548
Search found 111 matches
- 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
- 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
Thank you, the issue appears to be fixed. That was quick.Bilka wrote:Update to 0.16.1 and see if it still happens please
- 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...
- 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
- 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...
- 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 ...
- 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...
- 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...
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...
- 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...
- 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...
- 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 ...
- 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.
Good idea, maybe even draw a grid on it.d3x0r wrote:maybe I should make a flat paper sprite with a 0, 0 mark on it.
- 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
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
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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....
- 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...