Jacob1's Mod

  • jacob1
    14th Oct 2012 Developer 0 Permalink
    @Michael238 (View Post)
    OK, but actually, the version I posted there was newer than version 19.2, you discovered a bug from an unreleased version! I will look into why and make sure that bug doesn't happen when the final version (19.3?) is released. I tried that version, and I can reproduce it now.

    That doesn't explain why it first told me you saved it with an earlier version of my mod though, that didn't have the glitch. It really doesn't matter though.
  • jacksonmj
    14th Oct 2012 Developer 0 Permalink

    @jacob1 (View Post)

    Detecting greater than instead of greater than or equal to doesn't help when you've cooled the TSNS so that it detects cold things. Setting temperature is easier than setting tmp2 (particularly for people who don't know how to use the console). That's why the default was changed to tmp2=1 - so that a 1px gap can be left between TSNS and the conductor and it will work fine with cold things, without having to change tmp2.

     

    However, the ctype thing sounds interesting.

  • jacob1
    14th Oct 2012 Developer 0 Permalink
    @jacksonmj (View Post)
    I know, but it makes it less confusing when you first draw it. I probably should have kept the radius at 1 because of that, but the not equals to part is still needed.
  • ghostiger
    15th Oct 2012 Member 0 Permalink

    @jacob1 (View Post)

     OK, I checked what you said about the screen scale 2, it's true: if I disable large window it reads pressure perfectly fine, even in fullscreen mode. Large window size seems to be the problem. I like to play on scale 2 because it allows me to actually see a thing (scale 1 is ridiculosly small) while being able to switch windows to do other stuff without having to exit fullscreen with alt+tab (too slow). It's nice that you found the problem, I'm gonna wait 'till your mod's next version to play on scale 2 without fullscreen. Thanks for your work man. 

  • cj646464
    15th Oct 2012 Member 0 Permalink

    Are the new elements gonna be in your mod version 19.3. And when will it be out?

     

  • jacob1
    15th Oct 2012 Developer 0 Permalink
    @ghostiger (View Post)
    Ok, I guess the reason I never noticed is my screen is too small to play in double size, so it's hard to test when I can't select elements or click any buttons on the bottom.

    @cj646464 (View Post)
    Yes, and either this week or whenever the next version of tpt++ comes out. If it doesn't come out by later this week, i'll probably release it anyway.
  • jacob1
    20th Oct 2012 Developer 0 Permalink
    Version 19.3 Released!

    Version 19.3 10/19/12
    Fix minor problem where PBCN and PLCN wouldn't clone until a frame after they were activated. Fix really long comments not loading, the comments not being drawn to the very bottom, bugs with the resizing comment box, jump when past certain comments, and scrolling when typing certain letters in the comment box. Use {t:id|text} to link to forum threads and {s:query|text} to start a save search (added by me in tpt++ first). Added tpt++ elements: DMG and TSNS. Fix being unable to save PIPE sometimes (error when saving, invalid element). Fix some moving solid crashes. Fix HUD showing incorrect values with double scale enabled. Don't load selected elements or render mode in saves anymore. Fix tpt bug that will cause you to get logged out sometimes when you shouldn't. Fix another tpt bug where Newtonian gravity wouldn't get reloaded after reloading a save - thanks to jacksonmj for the fix. Make VIRS last longer. Enable the # of votes icon on all saves for everyone.

    Do not publish saves made with DMG or TSNS, they won't load for other people, but I didn't put in any protection against it. Your stuff will probably load once those elements are officially out in the normal game. Also, this fixes a lot of comment scrolling / text area bugs.
  • cyberdragon442
    20th Oct 2012 Banned 0 Permalink
    This post is hidden because the user is banned
  • jacob1
    20th Oct 2012 Developer 0 Permalink
    @cyberdragon442 (View Post)
    oops, I fixed the link. I always do the first post first, and make it a direct link. I then copy the post and paste it here, changing the words a little and making it a link to the whole download page.

    I must have copied the stuff from the first post, then changed the link after. Then forgot to change the link to go to the download page when I posted it here.
  • --Justin-Gnail--
    20th Oct 2012 Member 0 Permalink

    How come tsns detects what its conducting to? I understand that it's a "equal or greater temperature" but shouldn't the particle its conducting to not count? Also the particle eraser erases walls if your flood fill erasing.