Juan Pablo Arce
Juan Pablo Arce
Made some additional fixes to this bug in https://github.com/Regalis11/Barotrauma-development/pull/3497/commits/867c1622ddaa23acacb69e90ac057fe257681507
Should be fixed in https://github.com/Regalis11/Barotrauma-development/commit/02a58b77285699b821bc7010c453cf870efeff4b
The fix targets the Workshop staging copy, so the expected hash of existing mods will continue to be incorrect until the fix goes live and modders push updates. I've pushed...
Reopening as I pushed another fix: https://github.com/Regalis11/Barotrauma-development/commit/48d35c8450bccf1b79b1ba83d0f982a6f378eeb7.
Should be fixed in https://github.com/Regalis11/Barotrauma-development/commit/0118116475569ddfae1ac4828ec58a25d4d3ddc6. The issue this time was that EK Dockyard still has XML attributes that refer to the old Mods directory, and Neurotrauma has paths that contain...
Reopening until the fix is confirmed on the stable branch
Using a custom engine mainly has to do with having a relatively easy path to convert all the assets and having more control over the tech we're using. It's not...
From my experience, OpenGL's performance and reliability on Windows is not perfect. It's probably really good right now, but it'll never be on par with DirectX's support for obvious reasons....
Added a fix for mods being taken off the Workshop in https://github.com/Regalis11/Barotrauma-development/pull/3710/commits/ba2885311c22be4a4f66df19d1e8741222a7b130. What other mods can I look at to see if this problem still exists?
Figured out repro steps for what seems to be essentially the same issue, but is easier to pull off than what is described here: - Start Barotrauma, set to Borderless...