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This repository has been archived by the owner on Apr 17, 2022. It is now read-only.
type_patch (an actual patch, not a request for one) | by Safety0ff
Currently in trunk, when you have more than one connector and no weapons on a structure, a ugly 2D flashing "light" will be rendered on all connectors.
Rather than fix this unused feature, I've made it so that:
power generators have their tesla puff animation as connector 1
power generators have their plasma rings as connectors 2+
factories have smoke puffs on all connectors ( instead of just one)
I left the default positions in as defaults when there aren't any connectors.
Also, it looked like the tesla puff was only supposed to be active when the power generator is "connected" so I added in the conditional.
I still have to remove the magic numbers that make the power rings start at connector 2 before this patch is considered close to complete.
I'm not sure where is the best place for "#define POWER_GEN_RING_CONECTOR_OFFSET 1". ;)
Misc. note: With the patch the position of the rings can be changed, but their size is still a hard-coded function.
Issue migrated from trac:1932 at 2022-04-15 22:02:55 -0700
The text was updated successfully, but these errors were encountered:
I have been running the patch with t3 bases made and noticed the factories don't puff smoke unless you make a new one after game starts so the premade factories have no smoke.
Hmm, certain factories never get to that part of effectStructureUpdates(). Can you confirm that this doesn't happen without the patch? I don't think this patch would have introduced this issue.
type_patch (an actual patch, not a request for one)
| by Safety0ffCurrently in trunk, when you have more than one connector and no weapons on a structure, a ugly 2D flashing "light" will be rendered on all connectors.
Rather than fix this unused feature, I've made it so that:
I left the default positions in as defaults when there aren't any connectors.
Also, it looked like the tesla puff was only supposed to be active when the power generator is "connected" so I added in the conditional.
I still have to remove the magic numbers that make the power rings start at connector 2 before this patch is considered close to complete.
I'm not sure where is the best place for "#define POWER_GEN_RING_CONECTOR_OFFSET 1". ;)
Misc. note: With the patch the position of the rings can be changed, but their size is still a hard-coded function.
Issue migrated from trac:1932 at 2022-04-15 22:02:55 -0700
The text was updated successfully, but these errors were encountered: