Taking Questions about Mixintos and Overrides


#101

rp_test_world [size=20]+[/size] zzz_rp [size=20]+[/size] rp_silence [size=20]=[/size] :+1:


#102

Minimized window?

That’s… not default behaviour now though, is it? That sounds extremely like rp_developers_dreams

zzz_rp is part of RP (-rp, rp, zzz_rp) and does nothing/wrong stuff alone… You might want to try switching rp_test_world with rp_developers_dreams too.


#103

Glad it worked, though if you have a suggestion for how to better word it, I’ll update the post.


#104

yes, if you play fullscreen, the game minimizes when you start it. Not that it is a big thing, it is just a minor annoyance :smile:

yes, that will be it.

It does not specifically mention that it is the last file name that relates to the same json name. So adding a sentence that describes that would be useful imo.


#105

Oh, that. That’s… RP’s fault, I’m afraid. I could fix that by not using dir and instead rely on a binary module or something like that. It’s likely something that will not happen with the next RP. For now, however, I recommend playing in windowed mode…


#106

Sort of unrelated question: How does “region_collision_shape” work?

I’m trying to create a a piece of furniture that is 1 voxel tall, 10 voxels wide and 20 voxels deep and I’m trying to allow them to be place-able into this type of pattern:

I’m using the colission shape from the picket fence:

"region_collision_shape" : {
         "region": [
            {
               "min" : { "x" : -1, "y" : 0, "z" : -1 },
               "max" : { "x" :  1, "y" : 3, "z" :  1 }
            }
         ]
      },

Now when i build the furniture and place it short end to short end they fit nicely but when you try to place them short end to long end there is a decent sized gap between them.

Any help would be appreciated :smile:


#107

That is because the collision shape does not rotate together with the object when you rotate the object. I had this problem too with my stairs.


#108

Well this ruins my plans for adding this type of furniture in my next update. . . . :frowning:

Any plans on making collision shapes rotate with the object? @sdee


#109

Thanks for bringing it up! I had not realized they didn’t rotate. Hmmm…

Well, at least now it’s on our radar! Feel free to make a bug :wink:


#110

Okay will do after I do more testing. :slight_smile: Also were the original debugging tools removed? I tried to activate them but kept getting an error when I tried to load the game. Apparently the font in notepad was allowing me to mispell “enable” the five times I tried it. . .


#111

I recommend Notepad++, it spellchecks AND you can set it to lua/json and it’ll highlight keywords. Very useful :wink:


#112

I still have no clue on how these collision shapes work but I’m not sure if that’s the issue. I don’t quite see how they even play a part in the placing of objects, as I can place two tables over-top of each other.


#113

Collision shapes prevent people from running through objects.

Actually I’m not totally sure how the collision shape is affecting your original problem :stuck_out_tongue:

Can you put in a screenshot or diagram of the gap?


#114

I guess I was only assuming that was the issue. lol

Well time to ruin the surprise:


Somewhere I thought I heard that one game unit was 10 voxels, so that’s why I made the porportions 10 x 20.

The idea is to make them place able in the orientations in that diagram I posted a little earlier


#115

Tatami! ) So awesome.

Hm… is there any space around your .qmo?

The world does have a square grid, and objects are indeed scaled down from qubicle to 1/10th their size by default. Oak Logs are 9x9, but their qubicle model is 10x10. So yes, models that are 10x20 ought to tile.

I would try making 10x10 square blocks and see what happens when they rotate, to help figure out where in the process the (literal) disconnect is happening.


#116

The matrix is the same size as the tatami

I figured that was the case. I scaled the file in qubicle to 20x40 and now they are closer but they overlap by one and are off by one voxel.


I’m wondering if maybe qb file is a little off-center:


#117

When I was working with my train tracks, they were 16x16. I’ve set the render_info’s scale to 1/16th (i.e. 0.0625) and it worked fine without overlapping (one track per tile), including rotations. But then again, I didn’t bother with collision boxes.

What happens when you have them odd numbered, i.e. 21x41?


#118

They were. /facepalm

After fixing that they work. (and i found out i need to increase my graphics lol) :smile: I love to make all the little silly/stupid mistakes like this. :fearful:

At least it’s interesting to learn about these things though? :blush:


#119

indeed! can’t learn/improve without trying first… :+1:


#120

Is it possible to override something that isn’t in the mods folder?
Something such as the thought_hungry.png and thought_sleepy.png?