> Those keys are supposed to do just what you said when num lock is off
Could you please stop treating me like an idiot? I know how NumPad works.
> it's just your keyboard
LOL, I get the same result with screen keyboard. Now what? Conspiracy? :P
> so is it fixed? I can't really tell from what you said ...
"NumPad still doesn't work properly" - I think it's pretty clear.
> I need to know if it works correctly with both numlock on and off.
It doesn't, with both NumLock on and off. When it's on it does Home, End etc. for 1, 2, 4, 6, 7, 8. 5 works fine (cause there is no alternative action for it), 3 and 9 work "fine". When shift is pressed NumPad works the way it should, no numbers, just End, Home etc. When NumLock is off NumPad does nothing.
Shift doesn't affect numpad in TPT at the moment, but apart from that numpad seems to work fine for me.
Edit: shift now affects numpad.
Interesting, thank you. The num lock state provided by SDL doesn't match the num lock state in the comments. However, the unicode values do match the num lock state in the comments (digit characters when num lock is on, 0 when num lock is off and arrows/home/end should be produced instead).
When cracker64 tested on his Win 7 computer, the num lock state provided by SDL was correct (log), though he did say shift+numpad keys were acting strangely. So I have no idea why it's wrong on your computer, maybe some weirdness in SDL, or in how your keyboard/computer is set up.
I've added a workaround in the latest source, so that it checks the unicode value to determine whether numlock/shift are on, instead of looking at the modifier key states provided by SDL.
Heyho!
I'd like to point out some issues in the game. Some of these aren't actual bugs but inconsistent behavior. I've created a simulation that makes the problems more descriptive: id:1491458
1) When shooting CRAY through FILT the resulting particles' color ignores the FILTs tmp. Most modes, such as "AND" and "OR" wouldn't make much sense, but "No Effect" should definitely be considered.
2) When photons pass by DTEC surrounding FILT is colored with the PHOTs color. Bray, although behaving similar to photons when used with FILT, is ignored though.
3) Whenever a photon's ctype (color) turns "black" it is discarded. BRAY instead changes to its default greyish color.
4) When FILT is placed too close to powered clone the spawned photons don't change their color as they should.
5) Lastly it seems that TPT uses a lua variable/definition that is no longer available. When building TPT on fedora with recent lua libraries I get the following error:
In file included from src/lua/LuaButton.h:9:0,
from src/lua/LuaButton.cpp:10:
src/lua/LuaLuna.h: In static member function ‘static void Luna<T>::Register(lua_State*)’:
src/lua/LuaLuna.h:28:19: error: ‘LUA_GLOBALSINDEX’ was not declared in this scope
lua_settable(L, LUA_GLOBALSINDEX);
^
scons: *** [build/src/lua/LuaButton.o] Error 1
A user on stackoverflow claims that
In Lua 5.2 the LUA_GLOBALSINDEX value is no longer defined so this line of code no longer compiles.
I have no knowledge about lua but this appears to be TPT's fault.
I know that most of these issues seem immaterial. That's wrong. Issues (2) and (3) are currently hindering development of an ultra-fast superscalar 28-bit computer (2 frames per clock are probably possible). Some of you may have seen my HD Screen(id:1488087). If (3) was fixed the friggin' photons inside the screen could be replaced with invisible BRAY.