Search found 1428 matches

by Oxyd
Mon Aug 03, 2020 11:26 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.18.38] Modded Power Armor grid tiny with 1366x768 and 100% UI size
Replies: 10
Views: 5307

Re: [0.18.38] Modded Power Armor grid tiny with 1366x768 and 100% UI size

The GUI is designed for 1920×1080 px screens or larger. If your screen is smaller, you're supposed to use a lower UI scale. That said, there is a bit of space at the bottom, so I'll see if I can move the description to the bottom to show a little bit more of the grid. But no matter what, at that scr...
by Oxyd
Fri Jul 31, 2020 3:34 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.36] Biters unable to path around forest
Replies: 2
Views: 1445

Re: [0.18.36] Biters unable to path around forest

Can you still reproduce this in 0.18.38?
by Oxyd
Fri Jul 31, 2020 3:01 pm
Forum: Not a bug
Topic: [Oxyd] [0.18.36] Biter attack groups stuck because of stuck spitters
Replies: 1
Views: 942

Re: [Oxyd] [0.18.36] Biter attack groups stuck because of stuck spitters

This seems to be caused by the Walls Block Spitters mod, which somehow makes it impossible for spitters to damage the trees. So I'm going to call this a bug in the mod, not in the game.
by Oxyd
Fri Jul 31, 2020 1:07 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.37] Biters still do not group before attack
Replies: 11
Views: 5457

Re: [0.18.37] Biters still do not group before attack

Yeah, I was just fixing this. We were trying some changes, but now went back to the pre-.36 way, so it should work just as it did before. Thank you kindly! I assume you mean .39 will have it fixed? Because the save and analysis I did was in .38... Yep, the fix will be in .39. I've been quite depres...
by Oxyd
Thu Jul 30, 2020 4:36 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.37] Biters still do not group before attack
Replies: 11
Views: 5457

Re: [0.18.37] Biters still do not group before attack

Yeah, I was just fixing this. We were trying some changes, but now went back to the pre-.36 way, so it should work just as it did before.
by Oxyd
Wed Jul 29, 2020 4:11 pm
Forum: Pending
Topic: [Oxyd] [0.18.37] Error when resuming wave defense game (AI PathFinder)
Replies: 2
Views: 914

Re: Error when resuming wave defense game

Could you post the save as well?
by Oxyd
Mon Jul 27, 2020 3:55 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.36] Biters not grouping before attacking
Replies: 16
Views: 6909

Re: [0.18.36] Biters not grouping before attacking

The download links are both expired. But is this still happening in .37? I think it should be fixed already. Edit: I have just been informed that we haven't released .37 yet, which might make it difficult for you to test. Anyway, I already fixed a bug like this that Klonan reported to me directly, s...
by Oxyd
Wed Jul 15, 2020 2:53 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.34] Biter Pathfinding (flickering)
Replies: 1
Views: 2423

Re: [0.18.34] Biter Pathfinding (flickering)

Thanks, fixed in 0.18.37.
by Oxyd
Tue Jul 14, 2020 3:50 pm
Forum: Pending
Topic: [0.18.34] RCON issues: out of order responses, multipart trick unavailable.
Replies: 3
Views: 1804

Re: [0.18.34] RCON issues: out of order responses, multipart trick unavailable.

Indeed, TCP should handle large packets for us. (Why Valve would implement something like RCON over UDP is beyond me.) I also don't understand why you're trying to use any marker commands. Each EXECCOMMAND contains an ID and the RESPONSE_VALUE then echoes this ID back to the client. This is what you...
by Oxyd
Tue Jul 14, 2020 3:10 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.18.31] Duplicate junk RCON responses
Replies: 2
Views: 2751

Re: [Oxyd] [0.18.31] Duplicate junk RCON responses

Thanks, fixed in 0.18.36.
by Oxyd
Mon Jul 13, 2020 2:42 pm
Forum: Not a bug
Topic: [Solved] Bugs won't attack anymore / spawners consume 0 pollution inside cloud
Replies: 2
Views: 1065

Re: Bugs won't attack anymore / spawners consume 0 pollution inside cloud

Hello, it looks that your attack cost modifier is set to 0, which means that no amount of pollution will provoke an attack. To reset the attack cost modifier back to 1, you can use the following command: /c game.map_settings.pollution.enemy_attack_pollution_consumption_modifier = 1 Unless the game s...
by Oxyd
Thu Jul 09, 2020 11:40 am
Forum: Resolved Problems and Bugs
Topic: [0.18.35] Bonuses window items duplication
Replies: 1
Views: 2027

Re: [0.18.35] Bonuses window items duplication

Thanks, fixed in 0.18.36.
by Oxyd
Thu Jun 04, 2020 11:51 pm
Forum: General discussion
Topic: Async auto save in multiplayer but not in singleplayer?? Why??
Replies: 8
Views: 3643

Re: Async auto save in multiplayer but not in singleplayer?? Why??

valneq wrote:
Thu Jun 04, 2020 11:27 pm
Oxyd wrote:
Thu Jun 04, 2020 11:08 pm
Windows doesn't have the fork system call, which async saving is based on.
That does not explain why the OP claims to have non-blocking save in multiplayer without any Linux/MacOS system involved. How does that work?
I don't see them claiming that. I think you misread.
by Oxyd
Thu Jun 04, 2020 11:08 pm
Forum: General discussion
Topic: Async auto save in multiplayer but not in singleplayer?? Why??
Replies: 8
Views: 3643

Re: Async auto save in multiplayer but not in singleplayer?? Why??

Not running a server. Single player I don't want to have to wait for saving. Reading through some of the questions / answers in that thread is appears for some reason they can't do non blocking saves in windows but they can on Mac / Linux. No real reason given, just that it can't be done. Really cu...
by Oxyd
Fri Apr 24, 2020 9:41 pm
Forum: News
Topic: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record
Replies: 59
Views: 27755

Re: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record.

We don't store or cache any collision check data, it would be far too much data to store a map of the whole world for every combination of collision mask. How about some temporary chunk-level cache that is released quickly when it's not used within X ticks? You could view the chunk component contra...

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