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Messages - Haplo

#1606
Releases / Re: [MOD] (Alpha 3) PowerSwitch
April 30, 2014, 06:04:48 PM
Maybe.. but better late than never. ;)
#1607
My advice for you right now is: Don't overreact.
Take a step back, take a breather, and especially: sleep a night over it. And if you tomorrow still think, that you should do so, then do it. But don't make decisions while you're stressed out, as it always results in snap decissions which are most often not what you really would decide when you're cooled off.
So, don't decide anything right now, do it tomorrow. A night away from all the stress always does wonders. :)

The world is full of people, who don't share your views and who will always try to push theirs to be the one accepted. They'll argue and argue. You can only try to explain your reasonings, but even then there are always some, who don't want to hear you out.
The only advice for these situations: Keep cool, sleep a night over it and when you're relaxed and cool, then decide what you're gonna do about it.

Just my 2 cents..
I don't mean anyone special with my descriptions, this is just something I've learned the hard way..
#1608
I think what he means is, if you do this in your code and set the gridSide to -1:

        public override void Generate()
        {
            if (gridSide < 0)
                fadeDir = (int)System.Math.Floor(UnityEngine.Random.Range(0.0f, 3.99999f));
            else
                fadeDir = gridSide;
            ...
        }


This way you have an optional random side generator.
(But it's not always said, that a valley is generated...)
#1609
Releases / Re: [MOD] (Alpha 3) PowerSwitch
April 29, 2014, 11:44:01 AM
Added a new variant of the PowerSwitch: This time the wires are invisible!
You can see the power flowing, but not the power lines themself.

Special thanks to iame6162013 for the wonderful idea of the invisible wires.

Here is how it looks after you built them:


#1610
It wouldn't be easy to make something like that.
You'll have to find all your buildings and save their positions and defs.
Next you'll watch out for their health. If it falls under a threshold you have to mark it as possible damaged. If it then is suddenly not there any longer you can build the blueprint according to the saved Def.

On another note: I would make automatisms for the fighting an optional thing. Not a part of the main release, as it takes most of the fun out of the game, if it does everything automatically for you..
Just my thoughts...
#1611
What about you make a Baby variant, that has little health. After a defined time you destroy this pawn and spawn the normal muffallo at its position?
#1612
Outdated / Re: [MOD] (Alpha 3) Atomic Power
April 28, 2014, 05:15:49 PM
I think the health of 300HP is too low. You should be able to let it stand around for at least two days without an meltdown. One longer raid attack..
I'd prefer 600HP or 800HP or give it a nice round 999HP  ;)
#1613
Outdated / Re: [MOD] (Alpha 3) Workplaces
April 28, 2014, 01:24:46 PM
Yes, if you want, you can do that. :)
Or if you mean, if I would do that: Maybe. It depends on my free time..
#1614
If you're using the german version as the source, I don't know if you have download access to it, but I've updated the git to 0.4.420 a few days ago. Most of the changes should be in there :)
#1615
Quote from: Architect on April 28, 2014, 04:22:52 AM
Quote from: Haplo on April 28, 2014, 12:48:54 AM
That looks like an variable overflow issue. I think there was such an issue with the emergency lights from BetterPower. Do you have emergency lights built? They may cause the problem, when there is a code problem and they are in an switching loop..

The emergency part of the wall lights was removed in the latest update of BetterPower? If this mod pack is running the latest version, there shouldn't be any issues from BetterPower.

I didn't meant your current build, as I know that you worked something out there. I think he is trying to get the older built to run, as he doesn't want to loose his savegame. It just was a suggestion for him to try to repair his older game, not a slight on your work :)
#1616
Help / Re: How to call a .dll from the Map Generator
April 28, 2014, 06:19:50 AM
I'm unsure if it works, but try <li Class="MountainGenner.OptionalSide, MountainGenner">
Where the second is the Assembly Name.
#1617
That looks like an variable overflow issue. I think there was such an issue with the emergency lights from BetterPower. Do you have emergency lights built? They may cause the problem, when there is a code problem and they are in an switching loop..
#1618
Help / Re: Set_Lit light problems
April 27, 2014, 05:11:01 PM
It is the alpha channel.
255 is fully visible, while 0 is invisible. Or something like that. :)
#1619
Help / Re: Set_Lit light problems
April 27, 2014, 05:02:34 PM
No problem, glad I could help. :)
#1620
Help / Re: Set_Lit light problems
April 27, 2014, 04:58:52 PM
Fair enough ;)
I'll await your find patiently. 8)