I totally agree!
Someone has to go in the elements and change the element numbers so that the TPT elements are first and have there original number and the rest go after the tpt elements.
Ok, i won't delete love.
It did for me and i only had one file of it and it was causing compiling issues.
GOOD NEWS
FIRST BUILD HAS BEEN COMPILED
Note:
This is a BUILD
this is for testing purposes only
it lags horribly
and has bugs.
http://www.mediafire.com/download/wervkwmw5pfiv6t/Powder-legacy.exe
also, it seems that water has been broken:O
i am currently looking at it.
Someone has to go in the elements and change the element numbers so that the TPT elements are first and have there original number and the rest go after the tpt elements.
GOOD NEWS:
The first build just got fixed!
Alot of bugs were fixed!
Download:https://www.dropbox.com/s/7xusa8ol7hb5qmn/Powder%20Sim%202%20BUILD.zip
Total Failure. aqua regia = white hole, dest vanishes, bomb won't even place, and those are just the ones I immediately noticed.
Harsh Verdict:
unsalvageable, please try again
EDIT: Flammable substances also ignite imediately
This mod needs a lot of work. a lot of things are reacting when they shouldnt, and a lot of things are broken. I would advise the person in charge to get a dev to take a look at some of the code and give some advice on what to do. There are a lot of elements that have been implemented into this mod at once. I personally would have implemented only a few at a time and get them to work properly before adding more. The way you guys are doing it is a bit wreckless and can be dangerous to some computers.
It is only a test build.
We will fix it for the final release.
I will take note, and do it next time.
I know, we need to fix things.
All elements id number has to change. (TPT elements first then mod elements.
Also to note, we are compiling on a beta build of tpt so that is why we some problems
No, those are definately not beta problems, those are your problems. -_-
EDIT: What aweful thing is this in Simulation.h, here's one cause of death, lines 2714-2724:
int drawOn = pmap[y][x]&0xFF;
if ((
(drawOn == PT_STOR && !(elements[t].Properties&TYPE_SOLID)) ||
drawOn==PT_CLNE ||
drawOn==PT_BCLN ||
drawOn==PT_CONV ||
(drawOn==PT_PCLN&&t!=PT_PSCN&&t!=PT_NSCN) ||
(drawOn==PT_PBCN&&t!=PT_PSCN&&t!=PT_NSCN)
)&&(
t != PT_CLNE && t != PT_PCLN && t != PT_BCLN && t != PT_STKM && t != PT_STKM2 && t != PT_PBCN && t != PT_STOR && t != PT_FIGH && t != PT_CONV)
)
{
parts[pmap[y][x]>>8].ctype = t;
if (t == PT_LIFE && v < NGOL && drawOn != PT_STOR) parts[pmap[y][x]>>8].tmp = v;
}
I update our repo with the latest changes in the tpt repo.... So, don't blame me... Also the element stalk(COFFEE.cpp) is using Vine Mode which won't be supported on the next release of TPT.
I probably fixed one problem: elements aren't spawning as the right element.