Search found 10 matches

by Mavoc
Wed Oct 07, 2015 10:28 am
Forum: Modding
Topic: Anyone noticed any changes for modding in 1.0(?)
Replies: 5
Views: 470

Re: Anyone noticed any changes for modding in 1.0(?)

I have never had an issue with getting info on an object that just left the map. In fact I have a function DoesObjectExist which checks a reference's Pos.x to see if it is still on the map. I have had a different quirky issue that seems to only affect me along with seeing bugs from players also with...
by Mavoc
Sun Oct 04, 2015 10:06 pm
Forum: Modding
Topic: Issue with multiple sprites containing markers
Replies: 13
Views: 554

Re: Issue with multiple sprites containing markers

I have concluded that there is something wrong with my game that is causing markers to not behave the same for me as with other people running the same mods. So I have put my mod that is marker heavy on hold in the hopes that the 1.0 patch will fix things for me. Seeing as I had been bouncing betwee...
by Mavoc
Wed Sep 30, 2015 10:39 am
Forum: Modding
Topic: Issue with multiple sprites containing markers
Replies: 13
Views: 554

Re: Issue with multiple sprites containing markers

The sprite code is in the 4th post and it is type 4 so there is no rotation. The fact that the woodsaw has correct item placement for you but not me really makes me wonder what on my end could be causing the issue.

All the vanilla objects seem to work correctly.
by Mavoc
Wed Sep 30, 2015 3:55 am
Forum: Modding
Topic: Issue with multiple sprites containing markers
Replies: 13
Views: 554

Re: Issue with multiple sprites containing markers

So do you have multiples in your spritepng to compensate? Or do you work some other magic to correct this jitter?! These were the first 2 crates my mod was using, but I have since added a few more for other uses. I have 3 along the right side as those spots work, and as I use more I use these image...
by Mavoc
Tue Sep 29, 2015 5:59 pm
Forum: Modding
Topic: Issue with multiple sprites containing markers
Replies: 13
Views: 554

Re: Issue with multiple sprites containing markers

I now have multiple crates working by just using the locations I found to be good regardless of distance between each crate in the map. Sadly it makes my map bigger then it needs to be due to the dead space. Red square is where the loaded stack appears for each position. Notice that when the marker ...
by Mavoc
Mon Sep 28, 2015 11:55 pm
Forum: Modding
Topic: Issue with multiple sprites containing markers
Replies: 13
Views: 554

Re: Issue with multiple sprites containing markers

The red squares are where the loaded object appears. The alignment grid is set to 16 pixels. The sprites are defined as follows with only the sprite's x/y changing as I try different placements in the map. BEGIN Sprite x 0 y 0 w 2 h 3 RotateType 4 TopAligned false BEGIN Marker x 1 y 1 orientation.x ...
by Mavoc
Mon Sep 28, 2015 10:52 pm
Forum: Modding
Topic: Issue with multiple sprites containing markers
Replies: 13
Views: 554

Re: Issue with multiple sprites containing markers

No, these are in essence 1x1 tables
by Mavoc
Sun Sep 27, 2015 2:49 am
Forum: Modding
Topic: Issue with multiple sprites containing markers
Replies: 13
Views: 554

Issue with multiple sprites containing markers

I have been having a hell of a time getting 2 objects, each with 1 slot/marker, to behave and display the loaded material in the correct location. I kept getting 1 object that worked correctly and the other having the loaded material noticeably offset from the marker position. After a ton of tinkeri...
by Mavoc
Mon Sep 21, 2015 7:30 pm
Forum: Modding
Topic: Lua tricks I've learnt so far...
Replies: 4
Views: 1131

Re: Lua tricks I've learnt so far...

what about making the delay random at initalisation or why not using just simple integer values, that also would prevent running all Updates at once after pause mode. The most disadvantage is like its best advantage, As more objects you have, as less often the code will be run. But im thinking that...
by Mavoc
Mon Sep 21, 2015 9:40 am
Forum: Modding
Topic: Lua tricks I've learnt so far...
Replies: 4
Views: 1131

Re: Lua tricks I've learnt so far...

You can further optimize the Update function using random delays. Lets say we have 6000 objects that are running this script and 10 seconds is a good enough de-spamming delay. Also lets assume we just loaded a saved game with all these objects. In your example 1 frame every 10 seconds will run DoStu...

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