Teardown
Coin Pusher
Murdoc  [开发者] 2024 年 3 月 15 日 上午 4:55
Mechanics and limits
- The score and token screens are limited to show 9999 and 999 respectively. This is due to the size of the screens. It is by no means a hard limit - just limited in the mod's script.

- The player is frozen somewhere off the map since the mod only uses the camera. Attempting to take back control of the player may put you in the middle of nowhere.

- The token drop delay is set at its minimum. If it goes any lower, tokens may stack and topple forward and/or get stuck.

- Every shape/body is unbreakable to keep things working correctly.

- The whole machine is actually many, many times bigger than the player.
最后由 Murdoc 编辑于; 2024 年 3 月 18 日 上午 5:29
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RUFU5 2024 年 3 月 15 日 上午 11:26 
引用自 Murdoc
The whole game is actually many, many times bigger than the player, (open the files and see for yourself!) with the camera far away and a lowered FOV. This is because:

1. The Teardown devs STILL have not reverted the no-collision/non-physical property of scaled objects.

2. It's impossible to get a somewhat rounded coin that is smaller than 5x5 with voxels.

These 2 problems tie into each other.


The score and token screens are limited to show 9999 and 999 respectively. This is due to the size of the screens. The real values will continue to increase, but will not be shown on the scoring screens.



The player is moved off outside the map since the mod only uses the camera.

I recommend against using mods with this game. If you're using mods with it, any bug reports will be taken lightly and probably won't be checked.
You actually can make scaled objects with collision, sort of. What you need to do is make a large model of a token, then in the editor, scale it down to the right size. Then, you make a new "vox" node inside of that "vox" node and make the new one normal size. Then give it the tag "invisible" which actually works and makes things invisible. There, you should have made a smooth coin that rolls and stuff. The only problem is that you can't break it, which in this case is fine as this mod isn't about breaking stuff..
Murdoc  [开发者] 2024 年 3 月 15 日 上午 11:30 
引用自 RUFU5
引用自 Murdoc
The whole game is actually many, many times bigger than the player, (open the files and see for yourself!) with the camera far away and a lowered FOV. This is because:

1. The Teardown devs STILL have not reverted the no-collision/non-physical property of scaled objects.

2. It's impossible to get a somewhat rounded coin that is smaller than 5x5 with voxels.

These 2 problems tie into each other.


The score and token screens are limited to show 9999 and 999 respectively. This is due to the size of the screens. The real values will continue to increase, but will not be shown on the scoring screens.



The player is moved off outside the map since the mod only uses the camera.

I recommend against using mods with this game. If you're using mods with it, any bug reports will be taken lightly and probably won't be checked.
You actually can make scaled objects with collision, sort of. What you need to do is make a large model of a token, then in the editor, scale it down to the right size. Then, you make a new "vox" node inside of that "vox" node and make the new one normal size. Then give it the tag "invisible" which actually works and makes things invisible. There, you should have made a smooth coin that rolls and stuff. The only problem is that you can't break it, which in this case is fine as this mod isn't about breaking stuff..
Yeah, I'm aware of that workaround but I shouldn't have to use it which is my point. I'm not wasting my time adding hit boxes to objects. I'm just still salty about them removing the scale feature.
RUFU5 2024 年 3 月 15 日 上午 11:30 
引用自 Murdoc
引用自 RUFU5
You actually can make scaled objects with collision, sort of. What you need to do is make a large model of a token, then in the editor, scale it down to the right size. Then, you make a new "vox" node inside of that "vox" node and make the new one normal size. Then give it the tag "invisible" which actually works and makes things invisible. There, you should have made a smooth coin that rolls and stuff. The only problem is that you can't break it, which in this case is fine as this mod isn't about breaking stuff..
Yeah, I'm aware of that workaround but I shouldn't have to use it which is my point. I'm not wasting my time adding hit boxes to objects. I'm just still salty about them removing the scale feature.
Yeah you have a point
Chazbrew 2024 年 3 月 18 日 上午 8:41 
引用自 Murdoc
引用自 RUFU5
You actually can make scaled objects with collision, sort of. What you need to do is make a large model of a token, then in the editor, scale it down to the right size. Then, you make a new "vox" node inside of that "vox" node and make the new one normal size. Then give it the tag "invisible" which actually works and makes things invisible. There, you should have made a smooth coin that rolls and stuff. The only problem is that you can't break it, which in this case is fine as this mod isn't about breaking stuff..
Yeah, I'm aware of that workaround but I shouldn't have to use it which is my point. I'm not wasting my time adding hit boxes to objects. I'm just still salty about them removing the scale feature.
Followup, you could use the rotating "trick" which is where you make a new vox/voxbox rotate it and copy and paste new
Murdoc  [开发者] 2024 年 3 月 18 日 上午 9:02 
引用自 chazbrew
引用自 Murdoc
Yeah, I'm aware of that workaround but I shouldn't have to use it which is my point. I'm not wasting my time adding hit boxes to objects. I'm just still salty about them removing the scale feature.
Followup, you could use the rotating "trick" which is where you make a new vox/voxbox rotate it and copy and paste new
Indeed. There's many tricks and I love finding new ways to make things work.
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