Jacob1's Mod

  • jacob1
    5th Oct 2012 Developer 0 Permalink
    @Xorite (View Post)
    Thank you! Hopefully I can get a c++ version out soon so that it isn't outdated from the current tpt version for much longer.

    Edit: see previous page or first post for version 19.2 plus a changelog. It lets you make really long comments like in tpt++, allows longer signs like tpt++, and fixes some other minor things. I'm using it as a tpt++ replacement for now.
    Edit2: And it looks like I forgot to fix the lag bug when opening interfaces occasionally. I was going to copy the fps limiter tpt++ just got, and replace tpt's slightly broken one, but forgot. Maybe the next version, when that happens. It isn't too bad most of the time, only in some interfaces like sign or prop.
  • The-Fall
    6th Oct 2012 Member 1 Permalink

    Hmm. Well done again, Im glad you havent stopped developing.

  • jacob1
    6th Oct 2012 Developer 0 Permalink
    @The-Fall (View Post)
    Well, I sort of have stopped developing. I did this whole version randomly today in a few hours. I haven't done anything with my mod for a month before today. I am going to port it to c++, but first, I want to fix all the bugs tpt++ has because I don't want to port my mod when it's still buggy with missing features. (and I just like fixing bugs)

    I might randomly do another version in the future, but it's not guaranteed or planned. It will happen when/if tpt++ adds new elements or features. For sure it will fix the fps problem in my above post, and add the {t:11117|thread link} thing I did for tpt++ (I forgot those 2 today). This was done because I need to be able to post long comments. Even before tpt++, I was going back to the website to post longer comments.
  • ghostiger
    10th Oct 2012 Member 0 Permalink

    @jacob1 (View Post)

     The mod is great! But something happened with the pressure indicator on the top right of the screen. In the normal TPT my nukes could create pressures above 200, in this mod, the pressure indicator shows very small pressure changes even for big explosions, however, the efect of the bomb seems to be the same as always, sugesting that the pressure indicator is bugged. Is this an intentional feature of the mod, or a bug? 

  • jacob1
    10th Oct 2012 Developer 1 Permalink
    @ghostiger (View Post)
    Are you using this save?


    I see a problem that's causing that save to activate differently, the PBCN in tpt generates NEUT at every point on the glass the first frame after sparking it, and in my mod it generates the NEUT slowly, so that it takes an extra frame for the DEUT to react. Maybe this is causing less pressure to be generated, I will check. (edit: I was close, but the only problem was that it took an extra frame to set off)

    I think less pressure actually is being generated, the pressure meter works fine for me. I will fix the above bug and see if that's the problem.

    Edit: Ooh, new tpt elements. DMG (force bomb) and TSNS (temperature sensor). Sensors is a new category (I knew that though, he said a few days ago on irc that he wanted to do that. I will have to release a new version of my mod with these soon. (probably next week, not much time this week)

    Edit2: fixed the above glitch, you'll have to see whether it's fixed or not. After testing more, it's hard to notice a difference, the average pressure still maxes at 12-16 with and without the fix, and spikes at 60 right when it's set off. The timing of when the DEUT is set off might matter though, if it takes 2 frames to set off instead of 1 like it was, then it could be less powerful. Also, I had ambient heat off and didn't try any other of your bombs.

    Edit3: fixed all the bugs in my list (including all the comment and comment scroll area bugs), except for the pressure one (it's not just with my mod), and some save that doesn't work right (a gol simulator with electronics) that i've known about a while. I'll make sure that save works right when making my tpt++ mod.
  • ghostiger
    11th Oct 2012 Member 1 Permalink

    @jacob1 (View Post)

     The pressure thing happens with all my bombs, I get 0 pressure when detonating any nuke (after the detonation it varies between -3 and 3), but if I use streamlines they still move as if more pressure was generated. I uploaded a save with a more recent nuke and a streamline grid called "0-Kelvin Deuterium Nuke test". Now I am sure that at the start of the explosion it indicates 0 pressure in version 19.0, 19.2, 19.2 legacy. BUT in the normal version it indicates 270 pressure units since the first explosion frame. 

  • jacob1
    11th Oct 2012 Developer 0 Permalink
    @ghostiger (View Post)
    Ok, that is strange, because it does say 270 pressure for me. Maybe it's something in the custom HUD settings. Have you changed any? go to MORE->HUD2->RSET to reset any changes you may have made, and if that was the problem, maybe tell me which setting it was. I've tried switching between the original and new HUD's (which only changes the settings now), changing the # of decimal places pressure goes to, enabling pressure displaying in the coordinate text instead, and it still showed 270 for all of those.

    At the beginning (first frame after explosion, press f), it also spikes at about 12000 pressure in my mod and the original. Do you get that spike in my mod?
  • nmd
    12th Oct 2012 Member 0 Permalink

    @jacob1 (View Post)

     Yes! thank you jacob1!

  • The-Fall
    12th Oct 2012 Member 0 Permalink

    Will Vibrarium be added.

  • jacob1
    12th Oct 2012 Developer 0 Permalink
    @The-Fall (View Post)
    Oh, maybe. I haven't added it yet, because I don't know if it's going to get into the official version yet (and then what it's id number would be). I made it in tpt++, it needs some more changes and then I will show Simon. He already said yes when Fast-Driver asked I think. If it does get added, I'll add it here; if it doesn't, i'll still add it anyway (but as a mod element).