Ludeon Forums

RimWorld => Mods => Unfinished => Topic started by: Evul on April 16, 2014, 08:38:35 PM

Title: [SUSPENDED] "Project Sky"
Post by: Evul on April 16, 2014, 08:38:35 PM
(http://dev.evul.nu/rimworld/doti/Preview2.png)


Description:
From the creators of Industrial Rim and Project Armory comes "Project Sky" (wich is not the real name for the mod). The project is a upcoming mod for RimWorld Alpha 4, 5 or 6. This mod will add new moods, events, races, factions, objects and items. It will also remove vanilla stuff changing the game and gameplay completely.



Mod Team:
Evul (http://ludeon.com/forums/index.php?action=profile;u=511) (Lead developer)
Cala13er (http://ludeon.com/forums/index.php?action=profile;u=2481) (Developer)
StalkerCZ (http://ludeon.com/forums/index.php?action=profile;u=3265) (Texture artist)
iame6162013 (http://ludeon.com/forums/index.php?action=profile;u=3934) (Developer)
Kirid (http://ludeon.com/forums/index.php?action=profile;u=3630) (Texture artist)
dezgard (http://ludeon.com/forums/index.php?action=profile;u=5109) (Developer)
MilkyMilkyCocoaPuffs (http://ludeon.com/forums/index.php?action=profile;u=5900) (Developer)
minami26 (http://ludeon.com/forums/index.php?action=profile;u=5752) (Texture artist)

We are recruiting, click here for more information! (http://ludeon.com/forums/index.php?topic=3281.0)


Download:
-Coming Soon from the horrors of space-



How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.



Screenshots:
None available

Video:
None available



Known Issues:
Nothing is tainted



Bug and feedback tracker:

(http://dev.evul.nu/rimworld/doti/TeamForgeLogo.png) (https://app.cloudforge.com/session/new)

(http://dev.evul.nu/rimworld/doti/banner_doti_testboard.png) (http://ludeon.com/forums/index.php?topic=3245.0)


Planed Features:
[CENSURED]



FAQ:
Q: What is this?
A: Currently a secret project.



Misc:

Donate:
Do you like what i'm doing? You can support me by make a donation. The donated funds will go to finance the servers and development tools i using. Every little bit help!
(https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif) (https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=YACYDMK2EFRQC)

Forum Banner
(http://goo.gl/LXXCsf) (http://goo.gl/KJf2x1)
[url=http://goo.gl/KJf2x1][img]http://goo.gl/LXXCsf[/img][/url]


(http://dev.evul.nu/rimworld/projectarmory/ArmedIcon.png) (http://ludeon.com/forums/index.php?topic=1950.0)
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: StorymasterQ on April 16, 2014, 08:44:06 PM
If you're adding events, will you add a new storyteller as well? Soaring Skye, for example :D
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: Evul on April 16, 2014, 08:55:54 PM
Quote from: StorymasterQ on April 16, 2014, 08:44:06 PM
If you're adding events, will you add a new storyteller as well? Soaring Skye, for example :D

Yes :)
I will pity much be a full converter, in the far future.
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: mrofa on April 17, 2014, 02:55:26 PM
Evul how much you bend time to be able to work on so many mods on the same time :D
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: iame6162013 on April 17, 2014, 03:52:18 PM
Oh sound's good but how many mod's do u want to own? :)
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: Evul on April 17, 2014, 04:42:41 PM
Own? :P i just do stuff that I got inspiration for. :)
Also prity much every project are open.

In the madness that lurks.
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: Evul on April 21, 2014, 03:03:36 PM
welcome aboard Cala13er!
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: Cala13er on April 21, 2014, 03:09:02 PM
Quote from: Evul on April 21, 2014, 03:03:36 PM
welcome aboard Cala13er!

Cheers :) Nice to be aboard.
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: Slan on April 21, 2014, 03:54:56 PM
Just a joke, but actually the project have no download, no screenshot, no feature and no explaination. In fact, actually, the only thing that is "real" is the donate button. Fun.

Anyway, good luck for your hard incoming work.
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: Evul on April 21, 2014, 05:30:39 PM
Oh yeah its a bit chaotic at the moment. But we working on it, the donation button is being added on all projects so thats why its there :)
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: Evul on April 22, 2014, 04:51:09 AM
2 new factions created. One civilian and one military.
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: Evul on April 22, 2014, 05:04:46 AM
Also 3 new pawns that comes with that.
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: Cala13er on April 22, 2014, 05:23:56 AM
Quote from: Evul on April 22, 2014, 04:51:09 AM
2 new factions created. One civilian and one military.
Cool! At school so well work on some more factions when I get back.
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: Evul on April 22, 2014, 05:25:17 AM
Sweet we also need to talk about some new structure :)
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: Cala13er on April 22, 2014, 05:28:19 AM
Quote from: Evul on April 22, 2014, 05:25:17 AM
Sweet we also need to talk about some new structure :)
Awesome! They dll heavy structure? Or simple xml stuff?
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: Evul on April 22, 2014, 05:32:31 AM
Both. Some decorative structures, and some effect religions.

Also structures that will appear if a faction is pressent that spred the structure. :)
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: Evul on April 22, 2014, 05:46:02 AM
Indeed!
Faction structures should not be available for construction by the player :)

Some of the religious structures need to be recherches first also but that take a second to fix.
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: Cala13er on April 22, 2014, 05:48:34 AM
Quote from: Evul on April 22, 2014, 05:32:31 AM
Both. Some decorative structures, and some effect religions.

Also structures that will appear if a faction is pressent that spred the structure. :)
So we need to add something that constantly checks for the arrival of a certain faction then spawns certain things! I like it :) actually look forward to working on that.
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: mrofa on April 22, 2014, 06:02:32 AM
Maybe some special item that is required to research thaqt structures, could be droped by visiting faction if player have good standing with them.
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: Evul on April 22, 2014, 06:05:23 AM
That is an idea. and i like it :) but the vice versa :)
if they hate you they bring the gift ^^
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: StormProxy on April 22, 2014, 08:00:18 AM
Sounds Great
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: Evul on April 22, 2014, 08:40:57 AM
Just added a placeholder for a shrine ^^
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: Rousel on April 22, 2014, 10:41:22 AM
Question:

So you're doing a "over haul" kind of conversion mod, well what happens in Alpha.5 if Rimworlds gets a serious asset change and all your paths stop working?
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: Evul on April 22, 2014, 11:53:52 AM
Then we fix it. Cause it not that hard to make a mod version compatible :)
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: Rousel on April 22, 2014, 08:10:51 PM
Hello there! A small request, can you make a additional .rar with the different parts of the mods in folds, say if I only want the items but not the new moods or factions?
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: Evul on April 22, 2014, 08:12:26 PM
Don't think that whould be possible I am afraid. Cause of the setting it will add. Also a core mod replacing the core.
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: Evul on April 22, 2014, 08:14:26 PM
But we might make it possible later on but it is not a high priority. :)
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: jamieg on April 26, 2014, 01:34:15 PM
Quote from: Evul on April 22, 2014, 11:53:52 AM
Then we fix it. Cause it not that hard to make a mod version compatible :)

just like so many time before  >:(
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: Evul on April 26, 2014, 02:21:37 PM
Quote from: jamieg on April 26, 2014, 01:34:15 PM
Quote from: Evul on April 22, 2014, 11:53:52 AM
Then we fix it. Cause it not that hard to make a mod version compatible :)

just like so many time before  >:(

What do you mean? :)
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: jamieg on April 26, 2014, 02:46:07 PM
how many times people have had there mods broke by updates and had to fix them. :)
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: Evul on April 26, 2014, 02:48:40 PM
Ah yeah :P
I use the new files and compare them to the old ones. Quite easy :)
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: Cala13er on April 26, 2014, 02:50:59 PM
How's things getting on? Quite annoyed I'm unable to help atm.
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: Evul on April 26, 2014, 02:53:26 PM
You can follow the mantis log :) you still have access. We are in need of people that can draw :)
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: jamieg on April 26, 2014, 03:07:10 PM
Hmm Evul Evul Evul.... would love even 1 sneak peak screen shot of this though ;)
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: Cala13er on April 26, 2014, 03:07:40 PM
Quote from: Evul on April 26, 2014, 02:53:26 PM
You can follow the mantis log :) you still have access. We are in need of people that can draw :)

Well I'm so busy now I've resulted to using my phone to checking the forums. Mantis is not phone compatible and is just a pain to navigate.
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: Cala13er on April 26, 2014, 03:11:21 PM
Even on my galxy s5 mantis throws a fit.
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: Evul on April 26, 2014, 03:30:12 PM
Quote from: Cala13er on April 26, 2014, 03:11:21 PM
Even on my galxy s5 mantis throws a fit.

Mantis work fine for me on the phone, I prity much organize mantis entiry on my phone. Small updates are almost always from my phone.

I will start making structures and building template that will require textures. I am also fine tuning the new faction system.

I will after that try to fix a new "event line" for larger pawn group spawning from the same faction, making same faction spawn 2-6 groups after eachother insted of dirent faction. Cause we will have 5+ factions with xenos but only 1-3 xenon groups on the map at the same time.

Quote from: jamieg on April 26, 2014, 03:07:10 PM
Hmm Evul Evul Evul.... would love even 1 sneak peak screen shot of this though ;)

I will send what u can do it will prity much not tube that fun to see :P
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: jamieg on April 26, 2014, 04:14:11 PM
same with ours playable now, just not much to do yet, so its not so fun, BUT it will be :) definetly
Title: "Project Sky" Picture
Post by: Evul on April 26, 2014, 04:37:48 PM
I actually promised a picture here it is ^^

(http://dev.coldevil.com/rimworld/DotI/screenshot00.png)

Don't want to reveal too much you know. :D
(all the content is percent in the picture)
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: jamieg on April 26, 2014, 05:48:18 PM
Have you blurred this?
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: Evul on April 26, 2014, 05:51:00 PM
Indeed :P
Template have the symbols that whould give it away :P

Sorry for that trolling :P
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: Darkfirephoenix on April 26, 2014, 06:18:24 PM
Quote from: Evul on April 26, 2014, 05:51:00 PM
Indeed :P
Template have the symbols that whould give it away :P

Sorry for that trolling :P
Evul you are evil!  ;D I can tell as a tester: "Here is nothing to see besides us chickens."
As far as I can tell there are only 3-4 really visible objects/stuff, but the placeholder for an building would give it away instantly if you see an screenshot of it... But let me tell you: It has to do with SCI-FI :P (who knew?  ;D )
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: Evul on April 26, 2014, 06:20:36 PM
Quote from: Darkfirephoenix on April 26, 2014, 06:18:24 PM
Quote from: Evul on April 26, 2014, 05:51:00 PM
Indeed :P
Template have the symbols that whould give it away :P

Sorry for that trolling :P
Evul you are evil!  ;D I can tell as a tester: "Here is nothing to see besides us chickens."
As far as I can tell there are only 3-4 really visible objects/stuff, but the placeholder for an building would give it away instantly if you see an screenshot of it... But let me tell you: It has to do with SCI-FI :P (who knew?  ;D )

That is my name :P
Yeah it whould be too oviuwe obvious :)
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: jamieg on April 26, 2014, 07:39:20 PM
Is it planet Hoth from Star Wars? you can tell me ill keep  :-X
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: Vagabond on April 26, 2014, 07:41:20 PM
Hey,

Looks like bodies of water to me!

Cheers,
Michael
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: Evul on April 26, 2014, 07:50:47 PM
hehe its not under water :P
I need texture artists, you don't need to know the setting, only use the placeholder picture as template and do the structure from it and make it sexy. :)
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: Evul on April 26, 2014, 07:55:02 PM
Explaining the colors and status on the mantis:

new - New issue added by ether tester or developer.
feedback - Need to be discussed or a developer need feedback.
acknowledged - Content will be made eventually.
confirmed - Contant have been made as a template and requires more stuff inorder to be 100%
assigned - A developer is currently working on it.
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: Evul on April 26, 2014, 07:57:15 PM
Power unlimited poooooweeerr!!!

Its not Star Wars :) But have xenos :D
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: Evul on April 27, 2014, 04:46:58 PM
For... a cool mod!
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: iame6162013 on April 28, 2014, 10:58:24 AM
:)
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: Coenmcj on April 29, 2014, 08:16:16 AM
This seems interesting... Secret projects are always fun.
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: Evul on April 29, 2014, 12:45:35 PM
Indeed they are :)
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: Bodog999 on May 06, 2014, 03:38:53 PM
What about some kind of observatory structure which spawns and a telescope to look at the moons/planets
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: Evul on May 06, 2014, 06:31:13 PM
A little hard to put in to the setting I'm afraid. But some aircrafts, tanks, artillery and other veichles that you can think of will be in the project :)
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: Evul on June 04, 2014, 07:45:18 PM
Project going reaaaalllllllyyyyy slowly forward :)
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: a89a89 on June 04, 2014, 08:42:15 PM
So is this goign to release for alpha 4 or alpha 5?
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: Evul on June 05, 2014, 07:03:14 AM
That I don't know :)
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: Cala13er on June 05, 2014, 07:55:24 AM
Hope development is coming along well, will be returning to this project once I update Industrial Rim.
Title: Re: [Project] (Alpha 3) "Project Sky"
Post by: Evul on June 05, 2014, 08:29:59 AM
Quote from: Cala13er on June 05, 2014, 07:55:24 AM
Hope development is coming along well, will be returning to this project once I update Industrial Rim.

Sweet! :D <3
Title: Re: [Project] (Alpha 4/5/6) "Project Sky"
Post by: Evul on June 08, 2014, 11:31:57 AM
The sige mechanics is realy good and is also important to get combat in this mod to be more setting like. We will continue development and implement it when it comes :)
Title: Re: [Project] (Alpha 4/5/6) "Project Sky"
Post by: JorDash on June 09, 2014, 02:49:50 AM
If you need a tester I'd be willing.
Title: Re: [Project] (Alpha 4/5/6) "Project Sky"
Post by: Evul on June 09, 2014, 04:10:52 PM
I will make it core dependable with alpha 4. Cause i get problems starting the game with alpha 4 at the moment.
I will develop a Core file on the side instead of the mod it self being the core.

Quote from: JorDash on June 09, 2014, 02:49:50 AM
If you need a tester I'd be willing.

Answer in the Testboard :)
Title: Re: [Project] (Alpha 4/5/6) "Project Sky"
Post by: Evul on June 12, 2014, 06:47:38 AM
Message to all developmers
All inactive cloudforge accounts have been purged. Cause there is no purpose of a inactive account. People that have send me a PM or is on hold (active but have stuff going on at the moment) have there accounts still active.

New development guidelines and information will be posted soon. To make it possible to develop weapons and equipment more independently.
Title: Re: [Project] (Alpha 4/5/6) "Project Sky"
Post by: Evul on July 04, 2014, 07:19:58 PM
"I come to destroy you."
Title: Re: [Project] (Alpha 4/5/6) "Project Sky"
Post by: Coenmcj on July 18, 2014, 11:24:19 PM
Quote from: Evul on July 04, 2014, 07:19:58 PM
"I come to destroy you."

Well isn't that ominous
Title: Re: [Project] (Alpha 4/5/6) "Project Sky"
Post by: Evul on July 19, 2014, 01:25:13 AM
Indeed ^^
Title: Re: [Project] (Alpha 4/5/6) "Project Sky"
Post by: BetaSpectre on July 19, 2014, 01:34:02 AM
Hugs
Title: Re: [Project] (Alpha 4/5/6) "Project Sky"
Post by: StorymasterQ on July 20, 2014, 09:11:50 PM
Quote from: BetaSpectre on July 19, 2014, 01:34:02 AM
Hugs

Well, isn't that ominous? :D
Title: Re: [Project] (Alpha 4/5/6) "Project Sky"
Post by: maniacwand12 on August 06, 2014, 06:24:33 AM
Looks good lol :D
Title: Re: [Project] (Alpha 4/5/6) "Project Sky"
Post by: Evul on August 06, 2014, 06:28:46 AM
Indeed :P
I have som organisationen issues with the development. But as soon as I have sorted it out. I'll add the real name of the project and some screens. Still in need of texture artists. :)
Title: Re: [Project] (Alpha 6) "Project Sky"
Post by: Evul on August 09, 2014, 01:17:32 PM
ARGH!!!!
I have problem adding a costum pawn kind with diffrent head and body. And it is not a human.
Anyone have anny clue on how to add a costum humonide?
Title: Re: [Project] (Alpha 6) "Project Sky"
Post by: Shinzy on August 09, 2014, 01:34:43 PM
Quote from: Evul on August 09, 2014, 01:17:32 PM
ARGH!!!!
I have problem adding a costum pawn kind with diffrent head and body. And it is not a human.
Anyone have anny clue on how to add a costum humonide?

I think Haplo has that figured out with his EVE in the misc mod
it needed some kind of dll for it though (The only thing that's really stopping me from doing my own custom pawns)
I'm too much of a scrub when it comes to modding =P *sigh*

Edit:
http://ludeon.com/forums/index.php?topic=3612.0
And by EVE I meant MAI, obviously =P
Title: Re: [Project] (Alpha 6) "Project Sky"
Post by: Haplo on August 09, 2014, 01:42:06 PM
The hardest part is the head, as the game normally don't support custom heads. If you want to use a head you have to add it manually (.dll). You can look at my MAI code to see how I've done it, but a warning: custom pawns invole a huge load of changes..) :)
If it's not a human, you can try it with the mechanoid as a base. But they too don't use heads as far as I know.
I think you have to integrate the heads in the body graphics..

Edit: Shinzy was faster ;)

Edit 2: If you look into the misc mod: Everything that's done for MAI is marked with 'AIPawn'
Title: Re: [Project] (Alpha 6) "Project Sky"
Post by: Evul on August 09, 2014, 06:13:44 PM
(Filename: C:/BuildAgent/work/aeedb04a1292f85a/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

XML error: <meleeAttacks><li><damageDef>Bludgeon</damageDef><damageAmount>18</damageAmount></li></meleeAttacks> doesn't correspond to any field in type ThingDef.

(Filename: C:/BuildAgent/work/aeedb04a1292f85a/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

XML error: <headGraficPath>Pawn/[CENSURE]/Head</headGraficPath> doesn't correspond to any field in type RaceProperties.

(Filename: C:/BuildAgent/work/aeedb04a1292f85a/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

XML error: <body>[CENSURE]</body> doesn't correspond to any field in type RaceProperties.

(Filename: C:/BuildAgent/work/aeedb04a1292f85a/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

XML error: <healthScale>1</healthScale> doesn't correspond to any field in type RaceProperties.

(Filename: C:/BuildAgent/work/aeedb04a1292f85a/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)


I got my self this in my error log after heavily edited your assembly...
Title: Re: [Project] (Alpha 6) "Project Sky"
Post by: Haplo on August 10, 2014, 04:47:43 AM
Hmm, it looks like you've messed a bit with the ThingDef Race.
In the original the headGraficPath isn't fittet into the RaceProperties.
It should be defined after the </race>. This way it is a part of the ThingDef, not of the RaceDef.
And as I've modified the ThingDef-Class, it should find a valid variable there.

But for the rest.. It looks like you've set more variables into the race part.

Here: Everything after the </race> is from my modified ThingDef, so not to be found in normal ThingDefs.


.....
      <soundMeleeHitBuilding>Pawn_Melee_Punch_HitBuilding</soundMeleeHitBuilding>
      <soundMeleeMiss>Pawn_Melee_Punch_Miss</soundMeleeMiss>
    </race>

<headGraficPath>Things/Pawns/Female_Average_MiaHead</headGraficPath>
<refreshBaseInfosMax>2000</refreshBaseInfosMax>
<refreshQuickMax>25</refreshQuickMax>
<incapToExplosionCounter>450</incapToExplosionCounter>

  </ThingDef>

Title: Re: [Project] (Alpha 6) "Project Sky"
Post by: Evul on August 10, 2014, 04:54:13 AM
Quote from: Haplo on August 10, 2014, 04:47:43 AM
Hmm, it looks like you've messed a bit with the ThingDef Race.
In the original the headGraficPath isn't fittet into the RaceProperties.
It should be defined after the </race>. This way it is a part of the ThingDef, not of the RaceDef.
And as I've modified the ThingDef-Class, it should find a valid variable there.

But for the rest.. It looks like you've set more variables into the race part.

Here: Everything after the </race> is from my modified ThingDef, so not to be found in normal ThingDefs.


.....
      <soundMeleeHitBuilding>Pawn_Melee_Punch_HitBuilding</soundMeleeHitBuilding>
      <soundMeleeMiss>Pawn_Melee_Punch_Miss</soundMeleeMiss>
    </race>

<headGraficPath>Things/Pawns/Female_Average_MiaHead</headGraficPath>
<refreshBaseInfosMax>2000</refreshBaseInfosMax>
<refreshQuickMax>25</refreshQuickMax>
<incapToExplosionCounter>450</incapToExplosionCounter>

  </ThingDef>


Mind taking a look at the assembly and xml?
My C# skills are some what "limited".
Title: Re: [Project] (Alpha 6) "Project Sky"
Post by: Haplo on August 10, 2014, 05:03:36 AM
I can look at it, but won't make promises as to when I find the time to really tinker with it :)
Title: Re: [Project] (Alpha 6) "Project Sky"
Post by: Evul on August 10, 2014, 05:11:50 AM
Quote from: Haplo on August 10, 2014, 05:03:36 AM
I can look at it, but won't make promises as to when I find the time to really tinker with it :)

Sweet i send you the file as soon as im home :)
Title: Re: [Project] (Alpha 6) "Project Sky"
Post by: «Temple» on January 16, 2015, 12:06:19 AM
Was this project abandoned? I'd like to see it in A9 or A10.
Title: Re: [Project] (Alpha 6) "Project Sky"
Post by: Evul on January 16, 2015, 12:12:20 AM
Another team have taken over the Warhammer concept. all my material is sent to them :)