The Realistic Science Mod

  • jacob1
    28th Nov 2012 Developer 0 Permalink
    yeah, I found the bug, it's with Positrons, there is a line that says for (ry>2; ry>3; ry++), and obviously that doesn't work (infinite loop). That must have been put there by accident.

    instead of fixing it now though, @firefreak11, did you only change the element descriptions, the text in the hud, and the name displayed on top? I can update this to the latest version for you easily if you tell me what else you changed, because it's easy to update mods that only change this and I can find any other changes and add them in.

    Edit: and specifically, did you change any properties for elements not in your mod? I see you changed the menusections of some elements, but is that it?
  • The-Fall
    28th Nov 2012 Member 0 Permalink

    Jacob, you also derped up the velocitys of Nuleus and tritium. And apparently this was not compiled with the Fast fourier transforms for gravity, as the gravity field updates very slowly.

     

    Positrons also crash the game.

  • jacob1
    28th Nov 2012 Developer 0 Permalink
    @The-Fall (View Post)
    Anything that is broken is not my fault, but I will fix the problems.

    Not being compiled with GRAVFFT is my fault though, I thought I did... I think my mod defines that inside defines.h, where it shouldn't. I just copied the visual studio project file from my mod, and I can fix that one too.

    Ok, i'm updating it now anyway, if I missed anything you will have to add those in.

    Edit:
    I changed a few things during the update to the latest source:
    create_part was slightly rewritten, so I updated those to allow your particles to work, and also made it shorter
    I fixed UQRK's reactions, it was looking in pmap[] only, not photons[]. Also, I fixed this same problem in PHOT, GLUON. MSON, AQRK, CQRK. There may be even more, are there any other reactions of yours that don't work? When you make something TYPE_ENERGY, you have to search in photons[], not pmap[], I think I told you that but maybe not?
    changed HLUM.c, which is unused. I still fixed it though
    I added Realistic Science mod to the intro text, and the version only shows in the HUD when in debug mode. I can change this if you want.
    I didn't do too much else outside of the element files. I will wait for a comment before doing anything
  • The-Fall
    29th Nov 2012 Member 0 Permalink

    What does "Liquid Heliums" Unusual propertys afford it? What are the properties?

  • firefreak11
    29th Nov 2012 Member 0 Permalink

    @jacob1 (View Post)

     OK so now I see I made a bunch of mistakes. Thanks for fixing them. Could you send me the new source and I will compile and release it.

    @The-Fall (View Post)

     Its still a WIP but I think its the element that reacts with FUME and GEL but I will make more reactioins later.

  • jacob1
    29th Nov 2012 Developer 0 Permalink
    @firefreak11 (View Post)
    ok, but it was only the same mistake repeated.

    I put the source, with a statically compiled version here

    You have to check to make sure I didn't miss anything though, I might have. I didn't copy over any changes in powder.c when updating the source that I can remember, so if you had stuff in there you may have to copy it back in from your old source.

    And it might not be 2.2.1 anymore really...
  • firefreak11
    1st Dec 2012 Member 0 Permalink

    @jacob1 (View Post)

     OK I will sort this out this weekend

  • koo1man435
    1st Dec 2012 Member 0 Permalink

    I make analong electronic circuits as a hobby, and I have been wishing for a version of powder toy with much more realistic electronics/electricity.  I don't know a lick of programming, but if you want someone who knows the theories...

  • firefreak11
    1st Dec 2012 Member 0 Permalink

    @koo1man435 (View Post)

     What are your ideas?

  • RedCactis
    2nd Dec 2012 Member 0 Permalink

    never works on my computer got any ideas why?