Official Game Feedback

  • jacob1
    5th Apr 2014 Developer 0 Permalink
    @Darkn1883r (View Post)
    I don't think the first ever worked, the second might be useful ...

    @maxa8 (View Post)
    it can't be made without the console

    @Schicko (View Post)
    I wanted PROT to go through everything, but still wanted something to eat it, I chose VOID randomly and made it just go through everything else.
    Also I told Simon about the date thing a long time ago, apparently you can still type "sort:date" into the search bar, but it's sort of annoying.

    @benthecrazy (View Post)
    One time a save categorizer was written, but in haskell. I never tested it but I heard it worked sort of well. I think it would be cool too, but I can't see it happening (requires server side changes)

    @arK (View Post)
    I actually wanted to have it in the current version but when I asked mniip for help he said he would do it himself and pushed it to a separate branch ... But right now it lets you get/set selectedr/l/a, get/set brush size / shape, get/set fpscap, and get the current fps.
  • mniip
    5th Apr 2014 Developer 0 Permalink
    @jacob1 (View Post)
    @benthecrazy (View Post)

    The haskell categorizer did work, but it had a terrible interface and was a pain to install
  • CeeJayBee
    6th Apr 2014 Member 0 Permalink

    Nothing to see here...

    Edited 3 times by CeeJayBee. Last: 6th Apr 2014
  • arK
    6th Apr 2014 Member 0 Permalink

    @jacob1 (View Post)

     Yeah, I noticed the new branch. Is it ready? It's just sitting there for 3 weeks since the last commit.

  • jacob1
    6th Apr 2014 Developer 0 Permalink
    @arK (View Post)
    probably needs more things, right now all it does is fill in the gaps in the current api with a totally new way. Also Simon pointed out that things like selectedLeft aren't actually part of the simulation. The only other places they could really belong are the old tpt api (no), or a new game api (?). We have a long time to figure this out though, there's only been 7 commits since the last version anyway.
  • Sandwichlizard
    14th Apr 2014 Member 0 Permalink

    NBLE GLITCH with new see id:1512057

     

  • boron-335
    16th Apr 2014 Member 0 Permalink

    I have build 283 of 89.2 on a mac, and the prop tool seems to just delete things. Also the main page download button didn't work, it gave me version 89.0. I had to find 89.2 in powder-mac32.zip.old, this might be why I have this issue.

  • Schicko
    19th Apr 2014 Member 0 Permalink

    Not sure if this is a bug or even if it is already known. Invisible photons:

     

     

    Edit: Easy way of replicating it: Put DMND. Use PROP to set its type to PHOT. I first found it through a different way though. I used a laser to produced cyan/orange beam which went through glass. I noticed "empty" spaces in the glass which turned out to be black photons. Why and how does it happen though?

    Edited once by Schicko. Last: 19th Apr 2014
  • jacksonmj
    20th Apr 2014 Developer 0 Permalink

    @Schicko (View Post)

    It's not considered a big problem because they disappear on the next frame (or at least, they do for me).

     

    I can't say exactly why it happened without seeing the save which produced them. In most photon interactions, photons with ctype=0 (no wavelengths of light present) should be killed as soon as they turn black, instead of on the following frame. There's probably some bit of code somewhere which misses that particular check.

  • Schicko
    21st Apr 2014 Member 0 Permalink

    @jacksonmj (View Post)

     

     

     There are black spaces where the photons enter the glass. I agree that it's not that big of an issue though, I just thought that it looked strange.

     

    @jacob1 (View Post)

     

    But are there plans on making PRTI non permeable to protons in future updates? I (and I'm sure others will find it helpful too) would really like it if this is done as it would useful in transporting protons around. Another issue I don't like is how sometimes when protons go through PRTI/PRTO, it changes their temperature and thus also their tmp channel. Please fix these.

     

    Edit: Please reply to me, I really want to know if there are plans on fixing these portal-proton issues. I am working on a compact project involving protons and it can't work unless portals work properly with them. I'd like to know now so that I can look for other ideas instead of waiting for a fix for this if portals aren't going to be fixed :/ There would be no point in me continuing the project in the current direction if it isn't going to work..

    Edited once by Schicko. Last: 22nd Apr 2014
Locked by jacob1: Old / not enough space in first post