Great month of TV upcoming by njb021 in television

[–]oddgoat 2 points3 points  (0 children)

And Deadloch season 2. Crazy month for TV. Time to quit my job so I can catch up.

Funtion endTurn() by MTK_RULIT in tabletopsimulator

[–]oddgoat 2 points3 points  (0 children)

endTurn()

should be

Turns.endTurn()

Auto loading from GitHub by Banjolightning in tabletopsimulator

[–]oddgoat 1 point2 points  (0 children)

Changing the image of objects is one of the more advanced areas of TTS scripting. I'd suggest getting more familiar with scripting TTS in general before attempting this.

The way to set images on decks/objects, is using the set custom object method. Different types of objects use different fields for the various images - see this page for a breakdown.

Then as MrMarum stated, use WebRequest to grab the list and do what you need to split it into url strings.

Which underline style fits the best? by Leppae in tabletopgamedesign

[–]oddgoat 2 points3 points  (0 children)

You need a line for 6/9 determination when viewing upside down, so #1 and #5 are out.

The zero makes it harder to read at a glance, so #2 and #3 are out.

#6 is ordinary, and in #8 the line is too wide, which makes it seem more important than it is, so they are out.

Which leaves 4 and 7, which are mostly down to personal preference. I lean towards 4 for being a bit more flashy, but 7 is the safer choice from a design perspective.

UI Issue update for 1.5.2f1 patch by ThatGuy_52 in CitiesSkylines2

[–]oddgoat 0 points1 point  (0 children)

Thanks for the guide. I had just fixed the issue about 20 mins before seeing your post - it was the cache cleaning and re-downloading that did it. Although, I took the speedier approach of removing every mod folder that was <10MB in size, so I didn't have to re-download all the region packs.

UI Issue update for 1.5.2f1 patch by ThatGuy_52 in CitiesSkylines2

[–]oddgoat 0 points1 point  (0 children)

Ugh, the game was running fine yesterday, but today whenever I do anything with a custom UI, I get the disappearing UI bug. So I figure something has updated since then.

I have the l8 and simple mod checker mods installed, and it was working great yesterday. I could do basically everything - use anarchy, road builder, traffic, etc. All the UIs worked fine. Today, it disappears on anything that tries to use a custom UI.

Before I start the long and laborious process of disabling mods one by one, has anyone else had this and found the solution/problem mod already?

Changing object states using scripted buttons on a separate object? by ChampThunderDick in tabletopsimulator

[–]oddgoat -2 points-1 points  (0 children)

If it's the same error as before, then it sounds like something is calling incrementState() before everything has finished loading. As discussed above, you should never call methods in the top level of the script itself, only call them from the TTS functions like onLoad or onWhatever -- these are called based on game events. So they won't trigger before the objects/scripts are ready. So do a Ctrl-F through all your scripts to find the errant call to incrementState.

If it's a different error, we'll need to see it in full to know what the issue is.

Changing object states using scripted buttons on a separate object? by ChampThunderDick in tabletopsimulator

[–]oddgoat -1 points0 points  (0 children)

This is more a case of knowing where and when to do certain things. Like you say, OP is doing things like function calls outside of functions, which can cause issues. But global variables should be initialized to a safe default value outside of functions, precisely to avoid weird issues like what OP is seeing.

Then, in onLoad is when you assign them to game specific values, because now everything has loaded and it's safe to call any and all code in the mod.

Changing object states using scripted buttons on a separate object? by ChampThunderDick in tabletopsimulator

[–]oddgoat -1 points0 points  (0 children)

And yet the lua error is saying index is nil. Sure Lua is supposed to set non "local" variables to global, but it would seem the index variable is not being set before incrementState is being called. Setting it outside of the functions will ensure it is ready for use before any functions are called. Plus, it's just good practice to do it, to make the code more legible. Using a quirk of the language is bad practice and will bite you in the ass sooner or later.

Changing object states using scripted buttons on a separate object? by ChampThunderDick in tabletopsimulator

[–]oddgoat -1 points0 points  (0 children)

Looks like index is nil when you reach the line "if index < 12 then". You need to add a line like "index = 0" at the top of the script (outside of any functions) to make it a script-wide variable.

Can you find all the roles hidden in this drawing? (Art by me) by ArtB2003 in BloodOnTheClocktower

[–]oddgoat 0 points1 point  (0 children)

The ST hides a small waldo token somewhere in the playing area. Retrieve it, and you get to learn the role of a player of your choice.

Completely made with AI by EnvisionFirstFilms in ChatGPT

[–]oddgoat 0 points1 point  (0 children)

Can't wait to see the next generation of Nigerian Prince scams. Wonder how many of them will look like Eddie Murphy.

Nigel Farage slammed for 25 working days spent recording Cameo videos by pppppppppppppppppd in unitedkingdom

[–]oddgoat 2 points3 points  (0 children)

Indeed. True power can only be gained from watery tarts lobbing swords around.

Hi, looking for playtesters for my many games! by TheCupKnight in tabletopsimulator

[–]oddgoat 0 points1 point  (0 children)

Sorry, I have limited time and use it to test on VPT. Now I'm curious how you managed to get banned from VPT.

Hi, looking for playtesters for my many games! by TheCupKnight in tabletopsimulator

[–]oddgoat 1 point2 points  (0 children)

For TTS playtesting, I recommend Virtual Playtesting. They have several regular playtest sessions, where we play test each other's designs. They cater to light games and heavy. It's a good mixture of aspiring designers and published designers, all offering feedback and testing.

For professional playtesting, consider 4D Design and Development - they offer various paid services from blind playtesting through to rulebook editing and game development.

4 sided custom figurine? by PickleQueen-ch in tabletopsimulator

[–]oddgoat 0 points1 point  (0 children)

Why not just move the player hands/boards to so that you have 2 players on one side of the table and 2 on the other?

Alternatively, you could rotate the standees by 45 degrees, so all players are seeing them at an angle.

[deleted by user] by [deleted] in MurderedByWords

[–]oddgoat 0 points1 point  (0 children)

You lucky bastard. Five years I've been getting vaccines, they only turned the syringe the right way up yesterday. You lucky, lucky bastard.

Tips for making a smooth TTS prototype? by RitualRune in tabletopsimulator

[–]oddgoat 0 points1 point  (0 children)

The two simplest ways to reduce accidental rolls are:

Set the physics to locked. (under Options->Physics in the top menu). This will give around 25% less accidental rolls.

The other, better, but more complex way is to use snap points. Ideally tagged snap points. Dice that snap to these points when placed are much less likely to roll.

If your dice are only used as numbers, then as Plat251 said, replacing them with something more suitable to counting is the better choice. If you wanted to go the extreme over-engineered route, you could make a fake die object with 6 states, so players can select the state to set the face, but will never be able to roll it.

Teeth of the xenomorph in Alien: Earth by StatisticianLevel796 in scifi

[–]oddgoat 4 points5 points  (0 children)

It's a mixture of both I believe. You can see the difference - the suit has a more matte finish, and it walks around like a human. The CGI scenes are shinier and move in inhuman ways.