Search found 3198 matches

by Lobby
Yesterday, 10:00
Forum: News
Topic: Plugin Store Activity in September 2022
Replies: 0
Views: 115

Plugin Store Activity in September 2022

<r>Hello everyone, it's time for some Plugin Store statistics!<br/> <br/> <SIZE size="200"><s>[size=200]</s>New Plugins<e>[/size]</e></SIZE><br/> In total <B><s>[b]</s>43 new plugins<e>[/b]</e></B> have been submitted in September 2022. Most of them were contributed by:<br/> <SIZE size="120"><s>[siz...
by Lobby
27 Sep 2022, 19:57
Forum: Tutorials and Documentation
Topic: [1.10.50] Custom Shaders
Replies: 4
Views: 528

4. How the default fragment shader works in detail

The default vertex shader presented above does calculate the coordinate transformation from pixel to viewport space. Additiionally, it feeds some "varying" vertex data like texture coordinates and colors for the following shader stage: the fragment shader. The fragment shader is the shader code that...
by Lobby
22 Sep 2022, 20:07
Forum: Tutorials and Documentation
Topic: [1.10.50] Custom Shaders
Replies: 4
Views: 528

3. How the default vertex shader works in detail

Although the presented default shader code above does “nothing” in terms of looks it still has a significant of code that is needed just to make things work. To get a better understanding of how it achieves this let’s have a deeper look at smaller pieces of the code. image.png The vertex shader is r...
by Lobby
22 Sep 2022, 20:05
Forum: Tutorials and Documentation
Topic: [1.10.50] Custom Shaders
Replies: 4
Views: 528

2. General Concepts

To understand GLSl shader code we have to have a closer look into some conceptional features of the language first. main() function Both, vertex and fragment shaders have to define a main() function that will be called by the GPU on a per vertex / per fragment basis respectively. In both cases the f...
by Lobby
22 Sep 2022, 19:06
Forum: Tutorials and Documentation
Topic: [1.10.50] Custom Shaders
Replies: 4
Views: 528

1. General Overview

Before we start about how shader plugins can be written I want to settle down on the following: Writing shaders is hard. Especially if you must write shader code that is compatible with different platforms, drivers, OSs and must be performant while doing so. The OpenGL shading language (GLSL) that i...
by Lobby
18 Sep 2022, 20:05
Forum: Problems and Errors (bugs)
Topic: Game just crashed in TheoTown when playing offline
Replies: 9
Views: 564

Re: Game just crashed in TheoTown when playing offline

Please send me the txt files in your game files directory (on Android that is Android/data/info.flowersoft.theotown.theotown/files) to info@theotown.com so that I can investigate the issue. Could it be plugin related? In this case you may rename the "managed plugins" folder to temporarily disable al...
by Lobby
09 Sep 2022, 05:00
Forum: Plug-In Discussion
Topic: Custom Shaders discussion
Replies: 4
Views: 426

Custom Shaders discussion

For better overview I moved discussions about custom shaders to here. Here you can also suggest changes to the tutorial.

To go to the tutorial: The Custom Shaders documentation
by Lobby
07 Sep 2022, 14:00
Forum: Tutorials and Documentation
Topic: [1.10.50] Custom Shaders
Replies: 4
Views: 528

[1.10.50] Custom Shaders

What are shaders and what can we do with them in the context of plugins? This topics tries to give you some insights on that. For discussion you can use this topic . The structure: General Overview General Concepts How the default vertex shader works in detail How the default fragment shader works i...
by Lobby
01 Sep 2022, 10:00
Forum: News
Topic: Plugin Store Activity in August 2022
Replies: 0
Views: 635

Plugin Store Activity in August 2022

<r>Hello everyone, it's time for some Plugin Store statistics!<br/> <br/> <SIZE size="200"><s>[size=200]</s>New Plugins<e>[/size]</e></SIZE><br/> In total <B><s>[b]</s>45 new plugins<e>[/b]</e></B> have been submitted in August 2022. Most of them were contributed by:<br/> <SIZE size="120"><s>[size=1...
by Lobby
08 Aug 2022, 10:02
Forum: Plug-In Discussion
Topic: How to use animation
Replies: 9
Views: 588

Re: How to use animation

By using w, h you tell the game the size of individual frames of the animation. The game will then try to get count many such frames from the provided image. The game will not calculate w, h automatically for count>1
by Lobby
05 Aug 2022, 09:49
Forum: Plug-In Discussion
Topic: How to use animation
Replies: 9
Views: 588

Re: How to use animation

I made the graphics so that each subframe has this size. It should display all of the 6 frames with this code as it does in the game.
by Lobby
04 Aug 2022, 17:49
Forum: Plug-In Discussion
Topic: How to use animation
Replies: 9
Views: 588

Re: Advanced tags for building plugins

"doesn't work" is not exactly helpful for us to diagnose the issue.

In the animation I specify width and height explictily so that the game knows the size of a single frame. It then uses count to extract that amount of frames. These will then be used to play the animation.
by Lobby
04 Aug 2022, 10:49
Forum: Plug-In Discussion
Topic: How to use animation
Replies: 9
Views: 588

Re: Advanced tags for building plugins

Here's part of the definition for the in-game wind turbine: [ { "id":"$animationfan00", "type":"animation", "frames":[{"bmp":"blades.png","w":60,"h":58,"count":6}] }, { "id":"$windturbine00", "type":"energy", "width":3, "height":3, "frames":[{"x":1792,"y":1264,"w":96,"h":96}], "animation":[ {"id":"2...
by Lobby
03 Aug 2022, 19:47
Forum: Tutorials and Documentation
Topic: Advanced tags for building plugins
Replies: 207
Views: 90637

Re: Advanced tags for building plugins

It's a legacy attribute to animate your buildings. For that, simply provide multiple frames to the "frames" attribute and then use "animated":true to let the game know that it should use these frames to animate the building. Nowadays I recommend to use separate animation objects instead that you can...
by Lobby
02 Aug 2022, 13:36
Forum: Problems and Errors (bugs)
Topic: Online regions will not load
Replies: 4
Views: 492

Re: Online regions will not load

Thank you for the reports. There was an issue with the caching server that has been fixed :bf
by Lobby
02 Aug 2022, 11:12
Forum: Problems and Errors (bugs)
Topic: Disappeared city
Replies: 10
Views: 626

Re: Disappeared city

Hi, in a best case scenario the city file got corrupted and does therefore not appear. Please provide me with the contents of the correspondent region folder here or via pm.
by Lobby
01 Aug 2022, 10:00
Forum: News
Topic: Plugin Store Activity in July 2022
Replies: 0
Views: 1210

Plugin Store Activity in July 2022

<r>Hello everyone, it's time for some Plugin Store statistics!<br/> <br/> <SIZE size="200"><s>[size=200]</s>New Plugins<e>[/size]</e></SIZE><br/> In total <B><s>[b]</s>74 new plugins<e>[/b]</e></B> have been submitted in July 2022. Most of them were contributed by:<br/> <SIZE size="120"><s>[size=120...
by Lobby
29 Jul 2022, 15:48
Forum: Problems and Errors (bugs)
Topic: Cartoony Graphics Apply Error?
Replies: 5
Views: 468

Re: Cartoony Graphics Apply Error?

You mean the edges on ground? Will give that a try
by Lobby
29 Jul 2022, 14:45
Forum: Problems and Errors (bugs)
Topic: Cartoony Graphics Apply Error?
Replies: 5
Views: 468

Re: Cartoony Graphics Apply Error?

Hi, thank you for the report. I updated the plugin. Let me know if it works now.
by Lobby
29 Jul 2022, 10:35
Forum: Problems
Topic: Landmark 81 comments about lagging state
Replies: 3
Views: 1337

Re: Landmark 81 comments about lagging state

The plugin heavily relies on Lua to draw the lit windows. This is normally not an issue unless you start to overdo it (like in this case with more than 20,000 windows). In this case the best optimization is to try to reduce the amount of drawn images e.g. by merging the frames together into bigger o...

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