#Concentrated Solar
1 messages · Page 1 of 1 (latest)
Hi there,
I wanted to text you via dm, but we need to be friends atleast, so I sent you a request ^^
But since I don't know if you're using Discord frequently, I also wanted to try texting you here like this.
I wanted to offer my help with your mod and also ask for a remote interface for your tower global table
This is unexpected
I keep procrastinating working on this for other persuits
Feel free to submit a pull request
Guess I have to get into git again XD
but oh well, Ill manage
If you have some specific points I can look at it
The command and conquer laser chain mechanics I'm not planning on doing for a while because effort
yeah those werent my focus anyway. i wanna make a mod that adds sound and some visual stuff when the power tower gets turned on, so it looks and sounds like Helios One from Fallout New Vegas
Ah very fair
Ok so mainly exporting the remote interface
On holiday currently so afk but I can do that relatively soon
I'll play around with your mod till it works and then submit the changes on git
Yeah thinking about it idk if the global table would be useful, currently "turning on" is only present when it heats up, which is just the heat sprite
So if that's enough you should be able to just change the textures?
Nah I just need access to all the towers and mirrors. I could keep track of them myself ofc, via registering in my own table, but thats double the effort for something that already exists ^^
@sleek geyser submitted a pull request with the changes that I need for my mod to work ^^
https://github.com/pettett/ch-concentrated-solar/pull/3
Cheers, looked at it - can I ask why it recreates the table rather than direct returning it?
I'm assuming that's called each frame so overhead from GC etc
Or is there a barrier between mods and this saves duplicating the entire mirror table
Ok I tested it myself and yeah its this one so nice
renaming mirrors to mirror_count but otherwise pushing that
Oh also maxMirrors varies per surface - changed it so that needs a surface input (this should be the surface of the tower) (space exploration / expansion future proofing)
Pushed the changes back to this pull request thing, could you confirm still all good
because returning the table creates a copy. and creating a copy of a table that can contain multiple entries for towers which themselfs can have up to 500s of mirror entries is quite a large undertaking. and since i only need the tower entity and the number, it makes a thinner version of it
Yeah this was me working that out
sorry I send messages in a ramble lol
i know that it varies per surface ^^
i dont take that value raw, i calculate it myself with the surface that is currently needed. you know, i only wanna access the constant value
For the sake of having an easy to understand api for the next person I don't want to return the raw value
this is why it was already just a local in the util area
maybe you should know that im calling the interface every time a tower or mirror gets placed. which means that i now would need to call that one form a loop for every surface that exists and save that value
?
you should just be able to call it for each tower
no need to save them
could have it be part of the towers remote interface method if you prefer
yeah nvm i dunno why i was saving them in the first place
nah just leave it at how you had it before this
kk
..with surface parameter
should be released now with 0.3.4, looking forward to seeing your graphics
Alright we got a problem
You made a mistake and I didn't notice it
it should look like this
instead of this
2nd one will just not work at all because of missing parameter for the surface_max_mirrors function
@sleek geyser
its the same
I tested it, it works - surface_max_mirrors is a function
because it is not attempting to call the surface max mirrors function, its literally passing it
(@dapper sorrel )
i.e. lua has functions as first class values and doesn't really distinguish between anonymous functions and functions in variables
then i just did a classic example of "double testing" something and getting an error because you missed a spot and assume your "fix" is necessary 
makes sense that it works without my "corrections" as well
yeah no worries, happens to us all lol
@sleek geyser its done
#mod-dev-showcase message
looks amazing. I especially love the remnants, that is some great blendering
Tbf tho, the model already existed in fallout. I just mangled it a bit more down