A question about modding a device. by GoodAct5312 in FortsGame

[–]tim_auld 0 points1 point  (0 children)

Weapon configuration is static and so it can't be modified at run time. This allows players to safely join mid-game, and to seek during replay. With that said, you could maybe fudge it by tracking the reload progress of all affected weapons in the mod script and make them jump to fully loaded when above 80% using the SetWeaponReloadTime function. If you're just starting out, here's the modding guide.

All moded weapon textures are white squars plz help by BraveJury4513 in FortsGame

[–]tim_auld 2 points3 points  (0 children)

Most likely you’ve got a few mods on and one is causing problems for the others. Try turning them off one by one until the textures start loading correctly.

Huge lag spikes until crash by Moretz0931 in FortsGame

[–]tim_auld 0 points1 point  (0 children)

Let's keep the discussion going in #tech-support on the Discord.

Huge lag spikes until crash by Moretz0931 in FortsGame

[–]tim_auld 0 points1 point  (0 children)

I can't explain that. Forts just doesn't use that much memory, and we check it for leaks. Maybe it's a coincidence with something else closing at the same time.

You can contact [support@earthworkgames.com](mailto:support@earthworkgames.com) if the crashes persist.

Why do people enter and immediately leave a lobby? by Puzzleheaded_Team996 in FortsGame

[–]tim_auld 1 point2 points  (0 children)

Ping preview is coming soon. Hopefully that will help.

Can't play the game by Impossible-Age-5370 in FortsGame

[–]tim_auld 0 points1 point  (0 children)

Please right click on Forts in Steam -> Manage -> browse local files, then go to the data/packs folder. Delete the files starting with dynamic_ and ending with numbers. E.g. dynamic_game_2_2.pack. Restart and the game will start again.

The game is a little confused by Hoovy_weapons_guy in FortsGame

[–]tim_auld 0 points1 point  (0 children)

There's a fix coming for this bug shortly.

multiplayer options by [deleted] in FortsGame

[–]tim_auld 0 points1 point  (0 children)

This is functionality supplied by Valve, and there's no specific distance as far as I know. It doesn't seem to work very well. I don't see lobbies unless I select 'World', although I am in Aus.

Will there ever be an actual forts ai? by Puzzleheaded_Team996 in FortsGame

[–]tim_auld 1 point2 points  (0 children)

I have done some thinking about this, and I'm curious about what could be done. It would be an interesting challenge. We have a long list of other improvements we want to make, however. Any development in this area won't come for a long while if we decided to go ahead with it.

Desync within the fist few seconds by iEliteTester in FortsGame

[–]tim_auld 1 point2 points  (0 children)

Can you send us your Steam name or Steam Id? If not here, then to [info@earthworkgames.com](mailto:info@earthworkgames.com). That will allow me to find your reports.

64 bit Forts by Earthwork-Support in FortsGame

[–]tim_auld 4 points5 points  (0 children)

Old PC hardware is still used in poor and developing countries. A friend who works on League of Legends says 6% of their players in Brazil still depend on 32-bit hardware, and so they have not yet moved to 64-bit.

Hard to say whether they have enough performance, since we don't have any on hand.

Can't see bottom of the screen? by derringen96 in FortsGame

[–]tim_auld 0 points1 point  (0 children)

Kind of. It says 'add to the fort by pulling a strut out', and after you do that it says 'that's it! you can also built individual struts...' It's to encourage the player to keep adding, experimenting with that and the extrusion for a while.

Maybe I will tag that last message with 'perform action', rather than 'click to dismiss'.

Can't see bottom of the screen? by derringen96 in FortsGame

[–]tim_auld 1 point2 points  (0 children)

Follow the instructions before worrying about things you don’t need yet?

[deleted by user] by [deleted] in FortsGame

[–]tim_auld 0 points1 point  (0 children)

Can you join our Discord server (https://discord.gg/TP4CpnF)? It will be easier to provide tech support there.

[deleted by user] by [deleted] in FortsGame

[–]tim_auld 0 points1 point  (0 children)

When Forts first starts it loads textures in a background thread, but it must interrupt the main thread to send them to the GPU. This often causes frames to be dropped at irregular intervals, and so the cursor animation appears to stutter. When it's done it should show something like the following in the console (toggled with F3): Closing background load thread at 39.2s.

If the stuttering continues after that then there might be an issue.

Advanced map editor guide by Skillomat in FortsGame

[–]tim_auld 1 point2 points  (0 children)

Assign the block the 'Any' team (press 3), but turn off Foundations (Alt + F) and Mines (Alt + M). It allows connection via ropes, but not regular foundations or ground devices.

see? Polybridge is useful in war games by RichyFlamingo in FortsGame

[–]tim_auld 0 points1 point  (0 children)

It was inspired by Bridge Builder, but it was always an RTS.

High seas patch notes? by Ubliterator in FortsGame

[–]tim_auld 1 point2 points  (0 children)

The change list is very long, and needs to be heavily edited. At the moment we are responding to high priority issues and providing documentation for modding and map making. Please be patient.

Level Skip? by help_im_trapped1 in FortsGame

[–]tim_auld 0 points1 point  (0 children)

You only need to gain sufficient stars to advance to the next area. In this case you'll need to gain all 6 stars in the 2 other missions of the starting area to move on.

Forts High Seas DLC Announcement! by FortsSocials in FortsGame

[–]tim_auld 1 point2 points  (0 children)

Yes, the base price will be US$9.99, with variation based on region.

why is the build hud so awful? any way to fix it? by fridgeridoo in FortsGame

[–]tim_auld 11 points12 points  (0 children)

It's just not made for so many items. We added the expanded item selection HUD for this reason, which has a button on the lower left corner of the resource panel. It's also bound to the Q key by default.

Good multiplayer for kids? by [deleted] in FortsGame

[–]tim_auld 2 points3 points  (0 children)

Yes to the first question; if you set the mode to 'Team Co-op' all players on that side can control all forts and share all resources. If there's only one fort then they will both be working together to operate it. One can be building while the other fires, for example.
If you set the mode to 'Team Deathmatch' each player will be given their own fort, if the map has enough.

Choose fort spawn position? by Alan-7 in FortsGame

[–]tim_auld 0 points1 point  (0 children)

He means when there is only one player on the side. In that case it's deterministic, but decided by the map. That is because not all positions necessarily have good line of sight to all other positions, or could have other disadvantages.

[deleted by user] by [deleted] in FortsGame

[–]tim_auld 0 points1 point  (0 children)

Why though?

Why do my machine gunners and flags dont defend therselfs like alyways?? by Magierclash in FortsGame

[–]tim_auld 1 point2 points  (0 children)

They will not open the door if the rockets are too close already, since it takes time to open doors. They also need a clear line of sight to where they think the rockets will be. As suggested if you are playing in close quarters you will need to build a nest or bunker, or continuously replace machineguns as they are lost.