Teardown

Teardown

Volatile Blackholes
Showing 1-10 of 17 entries
< 1  2 >
Update: 19 Mar @ 4:34am

- Slight optimizations:

Fixed sudden lag spikes whenever a thunderstrike is being rendered (I still have to do something about the physics part being laggy, It mostly comes from teardowns makeHole function itself, cant do much about it)
I also tweaked the gravity code so its a bit more efficient. Nothing huge, im currently experimenting with different algorithms, such as Barnes-Hut and similiar hybrids, the future is bright!

Update: 17 Mar @ 11:18am

- Minor improvements:
- Fixed a typo in options menu
- Adjusted the check for ceilings hover values so it doest push the blackhole underground when covered by debris.
- Options menu will no longer scroll when hovering over a slider
- Gravity anchors will no longer get removed when pressing RMB while zeta cannon config was opened.

Update: 16 Mar @ 1:35pm

- Updated mod thumbnail

Update: 16 Mar @ 1:32pm

Update 1

-Added new tool "Zeta Cannon"
- It allows the user to manipulate the blackhole, Hold shift to access its config menu
while ingame.
-It has 2 modes "Control" and "Grab". Control lets you place a marker towards which the blackhole will move. "Grab" lets you grab the blackhole like physics gun.

- Added new options in the options menu:
- Check for bounds / Makes the blackhole go back to the map whenever it crosses map bounds (The yellow checker pattern around the map). The strenght of the effect can be adjusted in options. Enabled by default
- Check for ceilings / New sub-option for "Hover above ground", makes the blackhole check above itself for ceilings, if one gets detected it will adjust itself to fit. Makes the blackhole not clip through ceilings in small enclosed maps e.g Creeper Facility. Enabled by default
- Added options for whetever the gravity simulation should take into account maps local gravity (This is what caused the "sagging" of debris around the blackhole, turn off to make it be centered). Enabled by default.
- Added new Accessibility tab in options menu, currently it contains one option:
- Epilepsy safe mode: Disables and adjusts some ingame visual effects so they are less sudden and tiring for the eyes. Meant for people with weak eyesight or similiar problems. (Im open for feedback on this one, there is high chance i might have missed some things so please let me know)

- Options menu now has a scrollbar.
- Other minor improvements and bug fixes.

- The mod version has been changed from v100 to v101 this means all your settings will be reverted to default the first time you play the mod. This is to ensure the mod functions properly, if you encounter any issues please first try reverting to default from the options menu. Otherwise you can report it on the Issues and Bugs thread.


Zeta cannon additional information:
While having the tool equipped hold down "SHIFT" to open the config UI, TO switch between panes use "LMB"(Left mouse button) and "RMB"(Right mouse button). Once the desired pane has been selected use your scroll wheel to adjust the option. It saves automatically.
While the "Control" mode is selected "LMB" places markers and "RMB" clears them. Only one marker can be active at a time.

Options menu additional information:
If you didnt know yet, You can use scrollwheel while hovering over a slider to move it by single unit. Its good for fine tuning the values.

Thank you and goodnight! I will answer all the comments and issues tommorow since its late and i been working the whole day to finish this update. Some other things i promised will be added at a later date.

Update: 8 Mar @ 2:19am

- New capsule visual effects
- Cooperative fix/performance improvement for compatibility with Doomdrvk's Small Debris Retainer.
(This time for real it should work, sorry for the last one. It was rushed. Never again)

Update: 8 Mar @ 1:28am

The "fix" left the mod broken and so im reverting

Update: 8 Mar @ 12:55am

- New capsule visual effects
- Cooperative fix/performance improvement for compatibility with Doomdrvk's Small Debris Retainer.

Update: 5 Mar @ 2:48am

- Fixed "Capsule in the face" bug.
- Added both firstperson and thirdperson viewmodel (Some animations too)
- Changed the capsule vox model for a more compact one.
- Ui buttons should no longer slowdown when lagging.
- Blackhole sprite now ignores fog, this is to prevent it from turning black when far away.
- Changed wording of some options
- Options menu now forces first person camera.
- Other minor improvements

Issues im aware of and should be fixed in the next update:
- Crash when blackhole consumes a robot
- Blackholes sometimes not spawning when breaking vials/capsules
- Options getting wiped randomly. (I dont seem to be able to recreate this one, but will still implement some fixes)

Update: 3 Mar @ 7:41am

Update: 3 Mar @ 7:30am

- Fixed issues with blackhole not spawning when using Small Debris Retainer
- Changed tool id from "blackhole" to "novena_blackhole" fixing incompatibility with other mods using the same tool id.
- Made throwing the capsules more similiar to pipe bombs