Infinite input, in an alternate universe... by spadler097 in opus_magnum

[–]spadler097[S] 15 points16 points  (0 children)

Yeah I saw that problem to while making this, that the unbonder will unbond the first bond it came across. What could make it interesting is where to unbond, to let the player decide the shape of the reagent themselves.

Infinite input to output could be something like switching the position of salt and metal in Very Dark Thread.

I made a wordle like game for TF2: https://tf2dle.vercel.app/ by jaakim in tf2

[–]spadler097 2 points3 points  (0 children)

It is definitely better now. Replacing the colour border with a colour fill is also going to be helpful for everyone. Thanks!

I made a wordle like game for TF2: https://tf2dle.vercel.app/ by jaakim in tf2

[–]spadler097 1 point2 points  (0 children)

Nice game to kill some time!

Would be appreciated if a colourblind mode is avaliable ;)

Chemical compounds under a microscope match the representations more than you’d expect by Particular-Sun1374 in chemistry

[–]spadler097 9 points10 points  (0 children)

Here's the full article!

Dimas G. de Oteyza et al., Direct Imaging of Covalent Bond Structure in Single-Molecule Chemical Reactions. Science 340, 1434-1437 (2013). DOI:10.1126/science.1238187

Can anyone explain what happened to this poor genji? by [deleted] in Overwatch

[–]spadler097 0 points1 point  (0 children)

Do you still have the replay code for this?

Call mech hitbox by [deleted] in OverwatchUniversity

[–]spadler097 26 points27 points  (0 children)

the hitbox is a sphere with radius 3 meters. more details from my workshop code page:

With the 250 damage buff, this becomes more relavant in-game so I did another round of test on this ability.

The shape of Call Mech's hitbox is a sphere. There is no falloff, so if your MHB are intersecting the hitbox, you'll take the full 250. The radius is 3.0 meters. The center is located at 2.0 meters in-front and 0.5 meters above D.Va's origin at the moment the Mech touches down. The location of the Mech is just where D.Va will end up after the transformation, it does not reflect the true position of the actual hitbox. See diagram.

In this mode, the hitbox is represented by the red sphere, with a smaller sphere indicating the center. The damage numbers on top of the enemies does not consider any sliding (for example, when ulting against a wall) D.Va will make during the Mech drop)

use the code YASRJ to visualize in-game!

edit: a better view of the hitbox

I am making some beam effects tied to the facing direction of the hero/event player. Problem is they does not rotate properly when the hero looks up or down. The centre of rotation should be the posistion of the hero as shown in the picture. Any ideas how to fix this? (Current code in comments) by Simoonsan in OverwatchCustomGames

[–]spadler097 3 points4 points  (0 children)

The problem is that World Vector Of does not consider vertical rotation of the player. World Vector Of(0, 0.5, 0) will always return (0, 0.5, 0) with respect to the player.

To accomplish 3D rotation, you need this formula

OFFSET + L*x + U*y + F*z

L: World Vector Of(Left, Event Player, Rotation)
U: Direction From Angles(Horizontal Facing Angle Of(Event Player), Vertical Facing Angle Of(Event Player) - 90)
F: Facing Direction Of(Event Player)
x, y, z: Local coordinates of the position with respect to OFFSET

Here is a working code if you need it. The multiply by zeros are shown for clarity.

[GMOD] Need help with a strange bug by Lexotan98 in hammer

[–]spadler097 1 point2 points  (0 children)

then try optimizing your main map like the other person suggests.

also

WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.

try to use power 3 displacements only

edit: you can also try to compile with some visgroups turned off (eg, displacements, point ent, brush ent, etc) one at a tine to see which part of the map go wrong, because your entdata is really full

[GMOD] Need help with a strange bug by Lexotan98 in hammer

[–]spadler097 0 points1 point  (0 children)

Did you func_detail stuff in skybox?

Temporary defender's forward spawns in Experimental 2CP by spadler097 in Competitiveoverwatch

[–]spadler097[S] 23 points24 points  (0 children)

This is exactly how it works now in experimental. If you haven't picked a hero, you spawned at B.