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Not broken -fixed, for CE users its just a texture replacement. The embrasures are identical in value. I'd recommend using the regular CE ones which retain my textures but also are open to editing from other mods.
Sorry, its actually now 1.6, I added full compatibility recently.
Wasn't this mod 1.6-ready?
(Now it's only labeled 1.5!)
I have to change the def to avoid a incompatibility with other embrasures, if I do that I will have to change the def name, which would give everyone invisible walls. Turkler provided me with some code to do the switch without harming saves. I'm also implementing several patches for other mods and am adding some minor changes here and there. As for versioning, I don't know if its that simple. I decided to release everything at once when I have time so I'm working on it now.
@Giggles
Glad to hear it man.
I can do that for you I think.
I will be uploading a complete fix in a couple of days. If you want the fix now add
"<drawStyleCategory>Walls</drawStyleCategory>" in place of "<placingDraggableDimensions>1</placingDraggableDimensions>".
I'll look into it. Wasn't aware.
What mod was it out of curiosity?
I tested it on my end and there actually isnt any incompatibilities. They have have had a mod conflict with wall defs.
My mod adds embrasures yes. If you don't see them its a mod conflict.
As for the soft incompatibilities with wall armor, if you don't mind me asking, what sort of incompatibilities have you heard of? Anything egregious or more edge cases?
Acts a literal wall you can place that uses vanilla methods to make it functional as an embrasure. Seamless embrasures uses, or used, drawerType RealTime with C# in a custom Draw override that would update each frame as if its animated impacting your TPS whenever they're on screen and more so when theres more of them.
There are other embrasure mods that do literally the same thing, but none of them use the wall textures that ReBuild uses. I play with it and like their HD wall textures, but an embrasure if used would just look awful since the textures didn't match. This mod opts for placeable walls as opposed to a wall attachment. I hear that there are some soft incompatibilities when used with wall armor though which is weird.
It's very jarring
because i misplaced it in photoshop, thanks for pointing this out, mod is updated
Yes, for CE its just a simple texture replacement with an identical thingdef. For everyone else it adds a the embrasure to their game new. I tested before my mod and after my mod and there's no errors in transferring. Also, thanks for asking... I realized I needed to give everyone without CE access because of you. I updated the mod, thank you. LOL
Bradson: "[2:09 AM]
Seamless uses, or used, drawerType RealTime with C# in a custom Draw override. That gets called far more frequently than the default MapMeshOnly
[2:07 AM]
It's essentially as if they were animated, updating overy frame, except with nothing animation related getting computed there
[2:08 AM]
Usually doesn't matter much and only when having them visible on the screen anyway
[2:09 AM]
It takes relatively large amounts of embrasures for this to cause lag"
I think you're referring to seamless embrasures (SE). I wouldn't imagine so, its using vanilla methods via XML. No different than sandbags code wise. In reference to SE I'm told it was the specific implementation method to make the embrasures seamless.
TL;DR you should be fine, mod specific
just wondering, would placing too much of them hurt performance? I saw one embrasure mod doing that and I wonder is it just that modder's specific issues or do all embrasures do that