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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: *Lua Tech Inc.* V2.151 - Humvee tweaked!
Discovered that the psy implant mod has some function name conflicts, and I am fixing. I also have fixed some crashes with the viral bomb, and got rid of the lag flames. Both of these are now fixed in 2.153.
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Tue Jun 30, 2009 8:28 pm |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: *Lua Tech Inc.* V2.151 - Humvee tweaked!
mail2345 wrote: Discovered that the psy implant mod has some function name conflicts, and I am fixing. I also have fixed some crashes with the viral bomb, and got rid of the lag flames. Both of these are now fixed in 2.153. You're so crazy at Sparkle Magic, mail. I swear, when you get cut in real life you do a function Update(self) to apply a bandage!
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Wed Jul 01, 2009 7:16 am |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: *Lua Tech Inc.* V2.151 - Humvee tweaked!
LowestFormOfWit wrote: mail2345 wrote: Discovered that the psy implant mod has some function name conflicts, and I am fixing. I also have fixed some crashes with the viral bomb, and got rid of the lag flames. Both of these are now fixed in 2.153. You're so crazy at Sparkle Magic, mail. I swear, when you get cut in real life you do a function Update(self) to apply a bandage! Why? When you can do it the hacky ini way?
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Wed Jul 01, 2009 3:11 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: *Lua Tech Inc.* V2.153 - More bug fixes!
Because it does not crash the game. Anyway, healing is just fairly simple and was just uploaded as a demo of persistent effects.
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Wed Jul 01, 2009 6:09 pm |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: *Lua Tech Inc.* V2.153 - More bug fixes!
Just played the update. Psy imiplant didn't work for me some time before, but now it's fixed, GJ. Other than that, the gravity hook now looks delicious with the new sprites, though the offsets must be wrong.
I have no idea what the bullet marker or the viral bomb do. Maybe you should state it more clearly in the description.
That's about it, I love your mods.
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Thu Jul 02, 2009 2:20 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: *Lua Tech Inc.* V2.153 - More bug fixes!
Bullet marker marks a target for destrcution via drones, which need a special ship.
The viral bomb explodes and infect people which explode into more bombs.
I had to get rid of the ability for the virus controlled pod to spread the infection due to crashes.
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Thu Jul 02, 2009 2:30 am |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: *Lua Tech Inc.* V2.153 - More bug fixes!
Now, I wonder if any Lua mods whatsoever works in the next build. It could radically change.
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Thu Jul 02, 2009 6:04 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: *Lua Tech Inc.* V2.153 - More bug fixes!
Why would data remove lua support? Unless you meant things like better attachable control, but the basics should not change. Sure, I might have to take some time upgrading stuff to the non-hackish interface, but it would still work.
Anyway, I have something interesting planned for next update.
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Thu Jul 02, 2009 6:06 am |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: *Lua Tech Inc.* V2.153 - More bug fixes!
mail2345 wrote: Why would data remove lua support? Not like that. Like somehow change how parts of Lua works.
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Thu Jul 02, 2009 6:10 am |
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TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
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Re: *Lua Tech Inc.* V2.153 - More bug fixes!
Most of the stuff that we use in Lua is also what he uses in the game. Unless he decides to totally recode the engine, there's no way that Lua functions will change that drastically.
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Thu Jul 02, 2009 8:24 pm |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: *Lua Tech Inc.* V2.153 - More bug fixes!
TheLastBanana wrote: Most of the stuff that we use in Lua is also what he uses in the game. Unless he decides to totally recode the engine, there's no way that Lua functions will change that drastically. I'd love some not-so-hackish workarounds to do what we'd like to do. As thought provoking an innovative as I love we're being with some of these mods, sometimes you have to sit back and wonder....why can't I just DO this?
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Thu Jul 02, 2009 8:35 pm |
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TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
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Re: *Lua Tech Inc.* V2.153 - More bug fixes!
Of course, there are still Lua functions that have yet to be implemented. I'm just saying that those that are already in place are unlikely to be changed.
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Thu Jul 02, 2009 8:55 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: *Lua Tech Inc.* V2.153 - More bug fixes!
Except for some fixes to stuff, like RemoveMO or SetPlayerBrain outside of activities.
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Thu Jul 02, 2009 11:30 pm |
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ShnitzelKiller
Joined: Sun Mar 22, 2009 7:30 am Posts: 168
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Re: *Lua Tech Inc.* V2.153 - More bug fixes!
Come on, the best part of this pack is the TK mod, potentially, if the bug could just be fixed!!! If you are 100% sure you will never fix this, can you direct me to an invincible actor so that it won't crash whenever a psy guy dies?
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Fri Jul 03, 2009 3:59 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: *Lua Tech Inc.* V2.153 - More bug fixes!
Push and hold 1.
Anyway, as I said, all the predecessors had this bug.
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Fri Jul 03, 2009 5:36 pm |
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