[A10] Project Armory (v.3.00)

Started by Evul, February 05, 2014, 02:24:54 PM

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mrofa

Alpha 10 was kinda fast and pa is kinda big and evul is kinda lazy ^^
All i do is clutter all around.

Evul

Quote from: JonoRig on April 15, 2015, 02:21:48 PM
A whole alpha without pa  :'( I do not think that has happened since pre-alpha and alpha one :o

sorry for that but its a large update. :)

Quote from: mrofa on April 15, 2015, 02:24:31 PM
Alpha 10 was kinda fast and pa is kinda big and evul is kinda lazy ^^

lol

I have acctually some gooooooooooooood news.
We will be release ready tomorrow OR monday!

BUT
It may contain bugs of unimaginary proportions.
I will try to find them before the release but they might crawl thro my fingers.

You can report them here in this thread if you fin a bug once we release.

dareddevil7

Quote from: Evul on April 16, 2015, 05:45:42 PM
Quote from: JonoRig on April 15, 2015, 02:21:48 PM
A whole alpha without pa  :'( I do not think that has happened since pre-alpha and alpha one :o

sorry for that but its a large update. :)

Quote from: mrofa on April 15, 2015, 02:24:31 PM
Alpha 10 was kinda fast and pa is kinda big and evul is kinda lazy ^^

lol

I have acctually some gooooooooooooood news.
We will be release ready tomorrow OR monday!

BUT
It may contain bugs of unimaginary proportions.
I will try to find them before the release but they might crawl thro my fingers.

You can report them here in this thread if you fin a bug once we release.
so, what major things have changed that may cause bugs, and also, in order to check for bugs efficiently we will need to know what's intended and whats a bug

Evul

Quote from: dareddevil7 on April 16, 2015, 05:52:11 PM
Quote from: Evul on April 16, 2015, 05:45:42 PM
Quote from: JonoRig on April 15, 2015, 02:21:48 PM
A whole alpha without pa  :'( I do not think that has happened since pre-alpha and alpha one :o

sorry for that but its a large update. :)

Quote from: mrofa on April 15, 2015, 02:24:31 PM
Alpha 10 was kinda fast and pa is kinda big and evul is kinda lazy ^^

lol

I have acctually some gooooooooooooood news.
We will be release ready tomorrow OR monday!

BUT
It may contain bugs of unimaginary proportions.
I will try to find them before the release but they might crawl thro my fingers.

You can report them here in this thread if you fin a bug once we release.
so, what major things have changed that may cause bugs, and also, in order to check for bugs efficiently we will need to know what's intended and whats a bug

I will release a enormus change log when i release the mod currently i have a issue solving this critical error if some one can answer me on what the X is wrong i would be forever grateful.

Initialize engine version: 4.6.3f1 (4753d8b6ef2b)
GfxDevice: creating device client; threaded=1
Direct3D:
    Version:  Direct3D 9.0c [nvd3dum.dll 9.18.13.4788]
    Renderer: NVIDIA GeForce GTX 780
    Vendor:   NVIDIA
    VRAM:     2994 MB (via DXGI)
    Caps:     Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=0 INTZ=1 RAWZ=0 NULL=1 RESZ=0 SlowINTZ=0
Begin MonoManager ReloadAssembly
Platform assembly: E:\Spel\RimWorld\RimWorld778Win\RimWorld778Win_Data\Managed\UnityEngine.dll (this message is harmless)
Loading E:\Spel\RimWorld\RimWorld778Win\RimWorld778Win_Data\Managed\UnityEngine.dll into Unity Child Domain
Platform assembly: E:\Spel\RimWorld\RimWorld778Win\RimWorld778Win_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless)
Loading E:\Spel\RimWorld\RimWorld778Win\RimWorld778Win_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
Platform assembly: E:\Spel\RimWorld\RimWorld778Win\RimWorld778Win_Data\Managed\Assembly-CSharp.dll (this message is harmless)
Loading E:\Spel\RimWorld\RimWorld778Win\RimWorld778Win_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
Platform assembly: E:\Spel\RimWorld\RimWorld778Win\RimWorld778Win_Data\Managed\Assembly-UnityScript-firstpass.dll (this message is harmless)
Loading E:\Spel\RimWorld\RimWorld778Win\RimWorld778Win_Data\Managed\Assembly-UnityScript-firstpass.dll into Unity Child Domain
Platform assembly: E:\Spel\RimWorld\RimWorld778Win\RimWorld778Win_Data\Managed\UnityEngine.UI.dll (this message is harmless)
Loading E:\Spel\RimWorld\RimWorld778Win\RimWorld778Win_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
- Completed reload, in  0.037 seconds
<RI> Initializing input.

<RI> Input initialized.

desktop: 1920x1200 59Hz; virtual: 1920x1200 at 0,0
Platform assembly: E:\Spel\RimWorld\RimWorld778Win\RimWorld778Win_Data\Managed\System.Core.dll (this message is harmless)
Platform assembly: E:\Spel\RimWorld\RimWorld778Win\RimWorld778Win_Data\Managed\System.dll (this message is harmless)
RimWorld 0.10.778 rev786

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Platform assembly: E:\Spel\RimWorld\RimWorld778Win\RimWorld778Win_Data\Managed\System.Xml.dll (this message is harmless)
Platform assembly: E:\Spel\RimWorld\RimWorld778Win\RimWorld778Win_Data\Managed\System.Xml.Linq.dll (this message is harmless)
Non platform assembly: data-0D5268A8 (this message is harmless)
Fallback handler could not load library E:/Spel/RimWorld/RimWorld778Win/RimWorld778Win_Data/Mono/data-0D5268A8.dll
Non platform assembly: data-0D5BA890 (this message is harmless)
Fallback handler could not load library E:/Spel/RimWorld/RimWorld778Win/RimWorld778Win_Data/Mono/data-0D5BA890.dll
XML Verse.ThingDef defines the same field twice: inspectorTabs. Whole XML:

<ThingDef ParentName="BaseHumanGun"><category>Item</category><thingClass>ThingWithComps</thingClass><equipmentType>Primary</equipmentType><pathCost>10</pathCost><useHitPoints>True</useHitPoints><selectable>True</selectable><graphicOnGroundRandomRotateAngle>35</graphicOnGroundRandomRotateAngle><drawGUIOverlay>true</drawGUIOverlay><statBases><MaxHitPoints>100</MaxHitPoints><Flammability>1.0</Flammability><DeteriorationRate>1</DeteriorationRate><MarketValue>750</MarketValue><AccuracyTouch>0.81</AccuracyTouch><AccuracyShort>0.91</AccuracyShort><AccuracyMedium>0.89</AccuracyMedium><AccuracyLong>0.87</AccuracyLong><RangedWeapon_Cooldown>0.66</RangedWeapon_Cooldown></statBases><altitudeLayer>Item</altitudeLayer><alwaysHaulable>True</alwaysHaulable><tickerType>Never</tickerType><techLevel>Spacer</techLevel><thingCategories><li>WeaponsRangedAssaultRifles</li></thingCategories><inspectorTabs><li>ITab_Art</li></inspectorTabs><inspectorTabs><li>ITab_Art</li></inspectorTabs><comps><li><compClass>CompForbiddable</compClass></li><li><compClass>CompEquippable</compClass></li><li><compClass>CompQuality</compClass></li><li><compClass>CompArt</compClass><nameMaker>NamerGun</nameMaker><descriptionMaker>ArtWeaponGun</descriptionMaker><minQualityForArtistic>Excellent</minQualityForArtistic></li></comps><smeltProducts><Steel>20</Steel></smeltProducts><weaponTags><li>Gun</li><li>AdvancedGun</li></weaponTags><defName>Gun_M96Mattock_PA</defName><label>M-96 Mattock</label><description>Medium-range, semi-automatic rifle. The Mattock is a hybrid weapon with an assault rifle's low heat production and a sniper rifle's punch. Marksmen favor its increased power over that of an assault rifle to bring down hardened targets. Its lack of a full-auto setting is advertised as a feature rather than a shortcoming as it curbs a soldier's tendency to spray inaccurate fire under stress.</description><graphicPath>Things/Item/MassEffect/Gun_AR_M96Mattock</graphicPath><graphicClass>Graphic_Single</graphicClass><soundInteract>InteractChargeRifle</soundInteract><verbs><li><verbClass>Verb_Shoot</verbClass><hasStandardCommand>true</hasStandardCommand><projectileDef>Bullet_M96Mattock_AR_PA</projectileDef><warmupTicks>105</warmupTicks><range>32</range><soundCast>ShotAssaultRifle</soundCast><soundCastTail>GunTail_Medium</soundCastTail><muzzleFlashScale>9</muzzleFlashScale></li></verbs></ThingDef>

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Exception doing OnGUI input for layer Verse.Layer_TutorStub: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.VerbProperties.ToString () [0x00000] in <filename unknown>:0
  at Verse.CrossRefLoader+WantedRefForObject.TryResolve (FailMode failReportMode) [0x00000] in <filename unknown>:0
  at Verse.CrossRefLoader.ResolveAllWantedCrossReferences (FailMode failReportMode) [0x00000] in <filename unknown>:0
  at Verse.PlayDataLoader.LoadAllPlayData () [0x00000] in <filename unknown>:0
  at RimWorld.Page_MainMenu..ctor () [0x00000] in <filename unknown>:0
  at RimWorld.Page_ModsConfig.PostRemove () [0x00000] in <filename unknown>:0
  at Verse.LayerStack.Remove (Verse.Layer layer) [0x00000] in <filename unknown>:0
  at Verse.Layer_Window.Close (Boolean doCloseSound) [0x00000] in <filename unknown>:0
  at Verse.Layer_Window.LayerOnGUI () [0x00000] in <filename unknown>:0
  at Verse.LayerStack.LayerStackOnGUI () [0x00000] in <filename unknown>:0
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

KeyNotFoundException: The given key was not present in the dictionary.
  at System.Collections.Generic.Dictionary`2[Verse.ConceptDef,System.Single].get_Item (Verse.ConceptDef key) [0x00000] in <filename unknown>:0
  at Verse.ConceptDatabase.IsComplete (Verse.ConceptDef conc) [0x00000] in <filename unknown>:0
  at Verse.ConceptDecider.ConceptDeciderUpdate () [0x00000] in <filename unknown>:0
  at Verse.UIRoot_Entry.UIRootUpdate () [0x00000] in <filename unknown>:0
  at Verse.Root.Update () [0x00000] in <filename unknown>:0
(Filename:  Line: -1)

Evul


Daryoon

Looks like this is in there twice? <inspectorTabs><li>ITab_Art</li></inspectorTabs>

For the M-96 Mattock

Not sure if that helps but that's what I can make out of the log you posted up Evul.

Evul


Anduin1357

Any plans to entend into limited ammunition and ammo stockpiling?

Evul

Not as a feature of the core mod. But we have a code fore special ammunition that actually use ammo.
We might in the far future make a ammo use submod :)

NoImageAvailable

Quote from: Evul on April 16, 2015, 09:23:56 PM
Not as a feature of the core mod. But we have a code fore special ammunition that actually use ammo.
We might in the far future make a ammo use submod :)

That sounds interesting, can you elaborate on how exactly the ammo system works?
"The power of friendship destroyed the jellyfish."

mrofa

All i do is clutter all around.

Evul

From what I can see now the mod can be released on Monday!
So thr countdown can begin!

dareddevil7


Evul


dareddevil7

Quote from: Evul on April 17, 2015, 03:04:24 PM
Quote from: dareddevil7 on April 17, 2015, 02:36:37 PM
after my weekend ends

Call in sick ;)
but i did that Thursday, because i wanted to die i felt so awful, and you only get sent home if you have fever or puke