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  • Re: [MOD] EEex (v1.0.0)

    There's a new opcode in master, #408 (ProjectileMutator)! This effect works similar to Opcode #403 (ScreenEffects), in that the resource field of the opcode points to a Lua object. For example, say y… (View Post)
  • Re: [MOD] EEex (v1.0.0)

    @Galactygon: If it helps the devs track it down any, my fix is as follows: In CGameText::Render(), I've replaced the CVidFont::RenderTextWrap() call's x and y args with the following formulas: local … (View Post)
  • Re: [MOD] EEex (v1.0.0)

    I can include an engine hook that fixes this in the next EEex release. That never really bothered me until you pointed it out, now I can't unsee it :#. This looking better? (For anyone curious what i… (View Post)
  • Re: [MOD] EEex (v1.0.0)

    @DavidW: I think executing ZoomLock(FALSE) will unlock the viewport if you run it after StartCutScene(), as it uses the same internal function that the cutscenes use. If that doesn't work I can inves… (View Post)
  • Re: [MOD] EEex (v1.0.0)

    @Ludwig_II: Should be fixed in v0.8.6-alpha. Turns out it was an engine bug, where if you left clicked on a portrait, it would call a Lua function without updating the correct global. This was fine i… (View Post)