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Messages - want_some

#1
Quote from: popster99 on January 28, 2015, 11:38:32 AM
dude i think you should wait a bit longer than feb the first and add the other addon mods that might help alot

Yes, we noticed that a few patched mods are needed and im starting to work on those. right now i will be working on the MAI patch but not sure how long it will take to update the patches. But if things don't look like they will be stable by Feb 1st, we will announce it and will just say the mod will be available when ever we can get everything working correctly.

Thanks to Sengira, we have a few more bugs that he found for us to work on. But we are trying to fix everything tho!

Will keep all updated on what gets fixed and such!
#2
Quote from: Kolljak on January 27, 2015, 10:39:14 AM
just make sure you store all these in one folder that can be sent because when its all said and done we will need to compile these over to want_some when finished so he can start coding it together.

Well i can do the xml files, im still learning C# but i dont think ill have all the knowledge to make the dll to get the mod running. but i can give it a try with the current skill i have tho lol
#3
Support / Re: Game won't run?
January 27, 2015, 11:17:51 PM
Quote from: Baguette on January 18, 2015, 06:57:36 AM
I know my games modded and nobody can really help with this, But I made a new save yesterday and it worked fine no matter how many times i loaded it up. Now whenever i load it up it's just the sound of rain and a black screen.

Sounds like you need to reload your mods. If you added new mods, you should remove them as they might require you to start a new world and.or colony for them to work.
#4
Support / Re: Game won't run
January 27, 2015, 11:15:57 PM
Quote from: makaveli024 on January 27, 2015, 02:41:32 PM
The drivers were updated before i instaled the game, and before i uploaded the output_log.txt i tried to run it again but again black screen happened, and then i pressed alt-enter, because someone has written that it may work, but it crashed the game.


Scotty, the game is instaled in C:/Rimworldalpha8fwin/Rimworld671Win

move the game folder to your desktop. the game might have trouble trying to run straight from the C drive. some games dont work when you have them installed on C: drive. If not, not sure what could be causing this
#5
Quote from: Kitsune on January 27, 2015, 02:42:34 PM
Uh sad. :( I want to test it too. ;D

I'm sorry, but its closed beta testing. me and machine needed someone to test it for us. someone that we knew that would be able to test it quickly. That;s why i chosen sengira. Plus, i atch his stream almost every day so i can see what is bugs that come up and can look into them while he streams. So far, we have 8 bugs, and 3 of them are fixed. the other 5 will need machine to look into the dll to fix since hes way better at C# then i am.

Also, don't worry, Feb 1st is just around the corner. We will try to have a stable version up for everyone by then. Just keep an eye open for a forum topic about this mod!
#6
Quote from: Sengira_nanaki on January 25, 2015, 10:06:08 PM
Want_some great job buddy cant wait to see the final product. Kudos to you for taking on such a huge project!

don't forget, Machine has done the most work. but we are working on fixing a few more things and the mod will be released on Feb 1st.
#7
Quote from: Haplo on January 25, 2015, 11:37:52 AM
This doesn't really work in alpha 8 anymore.
I've switched the code for MAI to this line:

HealthUtility.GiveInjuriesToForceDowned(this);

But, this does create injuries!

Ok so i need to replace Verse.Pawn_HealthTracker with HealthUtility.GiveInjuriesToForceDowned(this); ?
#8
Help / Re: Assembly-CSharp.dll Question
January 24, 2015, 10:49:56 PM
Found an issue for the stun gun. getting an error for the pawn.healthTracker.NewlyDowned()


        protected override void Impact(Thing hitThing)
        {
            if (hitThing != null)
            {
                int damageAmountBase = this.def.projectile.damageAmountBase;
                BodyPartDamageInfo? part = null;
                DamageInfo dinfo = new DamageInfo(this.dmgdef, damageAmountBase, base.launcher, this.ExactRotation.eulerAngles.y, part, null);
                hitThing.TakeDamage(dinfo);
                Pawn pawn = hitThing as Pawn;
                if (pawn != null && !pawn.Downed)
                {
                    hitThing.TakeDamage(new DamageInfo(DamageTypeDefOf.Stun, 0, this.launcher));
                    pawn.healthTracker.NewlyDowned();
                    if (pawn.def.race.humanoid)
                    {
                        pawn.health = UnityEngine.Random.Range(80, 99);
                    }
                }
            }
            else
            {
                MoteMaker.MakeShotHitDirt(this.ExactPosition);
            }
            this.Destroy(DestroyMode.Vanish);
        }


I looked in Verse.Pawn_HealthTracker and found that this method changed from public in A7 to private in A8. Would there be another way to write this to get it to work? or will this weapon be disabled until A9/A10?
#9
Support / Re: Game won't run
January 24, 2015, 10:24:54 PM
Quote from: makaveli024 on January 24, 2015, 05:26:43 PM
i only have the output log can't find error.log or crash.dmp :/

I would suggest either a glitch in that specific intel card model (possible, but who knows), or a driver glitch. It seems that your graphics drive needs to be updated or your game resolution settings is set incorrectly.

To test if its the configs, go to C:\Users\<user>\AppData\LocalLow\Ludeon Studios\RimWorld\ and delete the folder named "Configs"

If this doesn't work then its a driver issue. Update your driver, restart system and start game with your config folder deleted (or renamed)
#10
Quote from: popster99 on January 24, 2015, 05:30:12 AM
dude i think your taking on a big challenge trying to update this all and learn code on the way i'm impressed at how much you've done 
Thank you! and even with the little time i have to do this, most of the code still works just minor things like method name changes that need to be corrected, xml tags updated and small code tweeks. these were the ones i tackled first and were the easiest. Now im at the part where some code is not needed anymore due to changes in A8 like food preservation and such. There are some code changes from A7 to A8 that no longer allows modders to use due to methods being changed from public (in A7) to private (in A8) so i will ned to remove these codes (i will comment them out for now) until i can code them to work in the mod's dll instead of the game core dll file.


Quote from: Kolljak on January 24, 2015, 09:30:56 AM
i would focus on your stuff first want_some. we still got to redo our tech tree and start getting artwork LONG before we are ready to piece them together. focus on tech tree :D i love minami

I know but i still like to do some other coding when i get stumped on a few of the code problems im running into. Im asking for some help in forums to fix these but i cant do much until i get a reply. so i can hep you with your mod in the meantime of waiting for a solution.

#11
Support / Re: Game won't run
January 24, 2015, 04:58:51 PM
could you add the file instead of copy and paste? doesnt seem like its the full log. all i see is common logs
#12
Mods / Re: [Mod Request] Mountain Roof Removal
January 24, 2015, 04:52:17 PM
its a mountain, why not keep the the roof? raiders cant (or shouldn't) crash land inside mountain areas. by removing them for reg roof, then raiders can  crash land there.
#13
Help / Re: Assembly-CSharp.dll Question
January 24, 2015, 04:11:01 PM
Quote from: Haplo on January 24, 2015, 03:50:34 PM
Ah yes, It isn't KeyBindingDef.Misc1 it is KeyBindingDefOf.Misc1
I missed the Of

Ah, that works. Now to fix the 65 errors for this one xD
#14
Help / Re: Turn Off Skill Degradation
January 24, 2015, 03:30:09 PM
this is something to do with the dll file for the game. i have looked a bit but havent found anythin that deals directy for the skill degradation. i will keep looking tho.
#15
Help / Re: Assembly-CSharp.dll Question
January 24, 2015, 03:27:11 PM
Quote from: Haplo on January 24, 2015, 05:51:13 AM
The Keybinding isn't any longer done with defined keys. Now it is done with references. This means you set it to something like KeyBindingDef.Misc1 and then the key you defined in the options for Miscellaneous 1 is the key that is used.
Don't hurt me for giving you some code that don't work as I write without code access right now.  Just take a look what you get, when you add a point after KeyBindingDef.
Or you could look into my Miscellaneous mod source code. I've used it in the Tactical Computer and some other stuff..

I tried to add .Misc1 after KetBindingDef and get an error for no def of Misc1.

I will look into your mod code to see what i can figure out. thanks!