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Oh my, that sounds extremely bothersome!
Hmmm... I suspect this is due to how submarines are stored within savefiles, and how I use/abuse the 'upgrade' tag to get my mod to work.
I think the only way to fix it is to create another mod which overrides the engines to use default settings - but I'm not sure if that will actually work. I'm also not sure how to test this, as I cannot replicate the issue on my end. : S
Oh, that's interesting, when I made the mod I noticed that they disappear sometimes if you use too many propellers at once, but I never figured out what part of the code caused it to happen. I vaguely remember someone writing about this long ago on the Baro discord, about how it would become a problem in the future, but I can't seem to find the message anymore.
The problem with non standard engine sizes is a known issue. Sadly it is not something I can fix on my end. I've posted about it in the Github discussions three months ago. The discussion number is 15711.
Thanks again for trying my mod!
That would explain why it "breaks" differently depending on the load order as you described.
Your enthusiasm for this mod gladdens me, but what you ask is not as simple as you think. I don't even know what the "Oil system" is, much less what such a patch would require.
Immersive Repairs engine.xml code is currently more than 1000 lines, and I do not have the time or will to dig through that at this time.
Therefore I do not accept responsibility for creating a patch mod.
I suggest you ask Immersive Repairs author do to so instead.
As far as I know the oxygen vents use a specific kind of decorative sprite for that; they don't animate like the propeller sprites, but actually rotate.
Oxygen vents have fans inside them that spin, you can see it sometimes when sprite depths been manipulated. I thought if those could spin maybe a saw blade could too -- im looking more into it
PS: Oh and thanks for the info regarding blp files! : D
I was wondering about the same thing, but I don't think it will really work in the end.
As far as I know, the propeller damage is capped to 1 every few seconds; so even if it works, the overall damage will be very slow. I am also unsure if the damage can be applied to structures.
Not sure if I understand your question re. oxygen vent saw sprites.
Would this spinning animation style work for saws? such as the mining crane structures? suppose you put a area of effect damage circle from an invisible always on zero force engine onto the mining crane, perhaps one with the saw blade deleted in place of a void space, would it be possible to create a saw sprite that spun like fans inside the oxygen vents? to create a kind of melee range sub ram weapon? the contraption im jerry rigging is not working out so well.
Если игра сломалась то сама по себе
Найс репорт ошибки без самой ошибки
не умеешь делать моды нормально - съеби нахуй со стима.
Hey that's really cool! : D
The first two games I remember sucessfully modding were TES:III Morrowind, and Warcraft III.
Morrowind definitely used dds files for the textures, and I'm 99% sure that Warcraft III did for some as well.
It's been more than two decades, so I can't remember what tools I used for that though.
I reckon it must have been a bunch of community made tools/scripts, in addition to the Construction Kit CD included with the hardcopy of the game.
These days I rely mostly on GIMP/Blender for texturework.
tripledoubleyou.hiveworkshop.com/members/kellym0.183403/#xfmgMedia
it is the format of textures used by starcraft2, among other games. But where I personally became most familiar with them was in Starcraft2. SC2 sometimes used them in a method known as cubic where the texture could be copy pasted over and over at increasingly smaller pixel count which created an image within an image in the unused corner space until it was just 9 pixels, or sometimes it would be chopped up into the shape of a literal cube set for proper uv wrapping of sky boxes. Im not sure why they did this initially, but they stopped doing it around heart of the swarm, DDS supports exotic alpha channel settings, and can be used to do some pretty amazing stuff. Alot of textures i've ever made have always been dds. Perhaps that is why he is attempting to use them here now in barotrauma? I've always defaulted to png for barotrauma.
I'm assuming these pirate ships are modded; is that correct?
Update to 3644RPM should be live now.
I see in that case, I do believe I can make an adjustment.
Increasing the animspeed attribute from the current "120" to "182.2", should yield the requested RPM of 3644. However - since it is merely a simple sprite animation, it won't actually blur and such as it would in real life. The propeller might even appear to be going backwards at certain speeds. At any rate, it is an extremely simple change to implement, so I will test it out now.
Just make it look like it's actually pushing the sub
And according to that code sprite indeed animates faster at larger force
This is the source code for the updates of the propellersprite:
partial void UpdateAnimation(float deltaTime)
{
if (propellerSprite == null) { return; }
spriteIndex += (force / 100.0f) * AnimSpeed * deltaTime;
if (spriteIndex < 0)
{
spriteIndex = propellerSprite.FrameCount - Math.Abs(spriteIndex) % propellerSprite.FrameCount;
}
else
{
spriteIndex = spriteIndex % propellerSprite.FrameCount;
}
}
The equations in your link are much more complex than that, so I don't think it's currently possible to get the accurate behaviour you are requesting.
Implementing the equations is beyond my skill, but if you have the skills for that, then you can add a discussion/suggestion on the Barotrauma github.
Hello there! And thank you for constructive criticism and the great link!
Did you test the propellers thoroughly?
I've noticed they sometimes act very strangely in the beginning, just when the reactor sputters to life and the electrical grid is balancing out.
<propellersprite texture="%ModDir%/V12.png" sourcerect="0,0,1024,1024" columns="8" rows="4" animspeed="120" origin="0.5,0.5" depth="0.901" />
^This is the line in the XML that creates the animation.
The value of 120 for 'animspeed' is an arbitrary value that I chose - I thought looked good enough to begin with - but maybe I need to fine tune it.
However, I don't think the code currently supports a proper linkage of ship velocity to propeller speed.
I am honoured! Ø__^
: D I have one or two mods in progress which are similar in function to this one.
YESSSSS!!! That enthusiasm improved my mood! Thank you! : D
Thanks to your question the mod should now also work on existing campaigns. o7
From some simple tests, it seems to not work for the active sub in an existing campaign. : C
The propellers load in and are functional, but their placement is wrong.
I tested both vanilla and modded subs; both had the same problem.
However, it does seem to work in every other respect; subs purchased in a campaign after the mod is installed have the correct propeller placement.
...
I don't know why it doesn't work for existing campaign subs - it could be connected to the propellersprite bug that I've reported on the Baro github - but it seems unlikely.
It could also be that I've configured something incorrectly. I'll see what I can do.
Ooh! That's a really good question!
I have not tested this, so I don't know.
I vaguely remember something about campaign subs being different - I think it was that they were embedded in the save file somehow. So that might complicate things.
I'll test it and get back to you!
I've heard people speak of the old propellers many times, but I think this might be the first time that I've actually seen them! Thanks for sharing! : D
https://i.imgur.com/WKlfdsZ.png
Bwahaha! Thanks for making me laugh! Ø__^