Brute
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I made a guide
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Thanks!
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I have tested the new version on wooza's servers for a while now. There are some minor bugs that I know of[1], but certain people want me to publish, so I have just updated the mod in the steam workshop and pushed …
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While a UI overhaul is certainly preferable, I think there is a solution everyone could live with:
1) Show rookies a server browser that is filtered for "NS2", with rookie only servers enabled, no full, (no empty?), no passworded
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Why? It just means that people don't change the default (like it is the case in many other areas, too, i.e. browser settings, mobile phone settings, ...). When presented with a list of all servers, they choose the big ones, when pr… -
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missed some
pattern: ^|[^:"/]//
./core/lua/MixinDispatcherBuilder.lua
./ns2/lua/LOSMixin.lua
./ns2/lua/SelectableMixin.lua
./ns2/lua/GUIEventTester.lua
./ns2/lua/OwnerMixin.lua
./ns2/lua/Up… -
Got multiple request from people who want this for their servers. So I made it a stand alone mod and wrote a readme that will hopefully cover everything.
https://github.com/eBrute… -
Maybe I should write a readme file, but "getting this running" should be simple.
There are two parts to it. The mod and the web server.
The mod is currently part of Wooza's Potpourri, but I can make it its own mod, or you could int… -
I don't have all the answers.
Observation: New players place mines to close together, until someone tells them it's a bad idea.
Solution: Visual indicators. Blueprint is green -> fine, orange -> will cause chain r… -
(Quote) I don't set the position (well I do, but disabled that for this video). I updated the workshop with a minimal version.
153. Remark: Documentation should say that World_TestRayOverlap(origin, direction, distance, filter) assumes a normalized direction. I used the current velocity as direction and it took me some time to realize that…(Quote) No, I thought of either a change in the coords multiplicationlocal function Multiply(v, w) if w.origin ~= nil then local result = Coords() …
144. Feature Request: Entity_GetChildByName(entityId, name)
Sure, I can use tags, but it feels dirty.
145. Bug: using_player.lua:
local highlightColor = Co…Made a video for the other thread, but may as well post it here:
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Above, you have mentioned the minecraft block placing procedure, which made me thinking. Whether you require global or local coordinates most of the time may depend strongly on your use case, and no matter how you name the function…136. Bug: single character variables likelocal a = 0 --- number
do not show up in the interface
137. Bug:<…Regarding 132: Tian Long Ba Bu (天龙八部) is a game listed in the Games Supported by GeForce Experience list. So their detection algorithm just gets it wrong.(Quote) Thanks. Works perfectly now.
132. Remark: Nvidia Shadowplay screen recording autodetects the game title as "Tian Long Ba Bu". No idea why or how, but maybe that String looks familiar to someo…(Quote) I have only one solid object and do not care about ragdolls. I need to know the location of the center of mass, so I know where to add pairs of local forces that have point symmetry. Here, I made a video. Note that the 4 hoverpads are not…(Quote)#131 is severe
125. Bug: Colorpicker:- H behaves strangely. Typing 250 results in 249. Pushing the slider to 360 results in 300. Typing 500 gives 319.
- Setting S to 0 or nothing resets H …
I thought it was related, since the floor is from the vertigo package and the graphics bug looks like some specularMap is read from some random part of the memory. Also it's the only message in console and both occured with the same update (i think)…124. Bug:Compiling 'vertigo/decals/Indent.surface_shader' vertigo/decals/Indent.surface_shader(7) : Undeclared identifier 'specularMap' vertigo…
I tried to mimic the Label functionality. So there is an automator that creates the text in edit mode. Additionally there is a script that listens for the SetText event.
Was kind of tricky to combine both with lots of pitfalls. I.e. the automa…Since the mass and the center of mass are now taken into account (yeah!), let me reformulate #115 as the numbers have changed now:- Forces are fine now. Repeatedly calling Collision_AddForce(collisionId, 9.81 * mass * message.deltaTime * grav…