(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)
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(http://dev.evul.nu/rimworld/projectarmory/ArmedIcon.png) (http://ludeon.com/forums/index.php?topic=1950.0)
If you're adding events, will you add a new storyteller as well? Soaring Skye, for example :D
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.
Evul how much you bend time to be able to work on so many mods on the same time :D
Oh sound's good but how many mod's do u want to own? :)
Own? :P i just do stuff that I got inspiration for. :)
Also prity much every project are open.
In the madness that lurks.
welcome aboard Cala13er!
Quote from: Evul on April 21, 2014, 03:03:36 PM
welcome aboard Cala13er!
Cheers :) Nice to be aboard.
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.
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 :)
2 new factions created. One civilian and one military.
Also 3 new pawns that comes with that.
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.
Sweet we also need to talk about some new structure :)
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?
Both. Some decorative structures, and some effect religions.
Also structures that will appear if a faction is pressent that spred the structure. :)
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.
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.
Maybe some special item that is required to research thaqt structures, could be droped by visiting faction if player have good standing with them.
That is an idea. and i like it :) but the vice versa :)
if they hate you they bring the gift ^^
Sounds Great
Just added a placeholder for a shrine ^^
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?
Then we fix it. Cause it not that hard to make a mod version compatible :)
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?
Don't think that whould be possible I am afraid. Cause of the setting it will add. Also a core mod replacing the core.
But we might make it possible later on but it is not a high priority. :)
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 >:(
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? :)
how many times people have had there mods broke by updates and had to fix them. :)
Ah yeah :P
I use the new files and compare them to the old ones. Quite easy :)
How's things getting on? Quite annoyed I'm unable to help atm.
You can follow the mantis log :) you still have access. We are in need of people that can draw :)
Hmm Evul Evul Evul.... would love even 1 sneak peak screen shot of this though ;)
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.
Even on my galxy s5 mantis throws a fit.
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
same with ours playable now, just not much to do yet, so its not so fun, BUT it will be :) definetly
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)
Have you blurred this?
Indeed :P
Template have the symbols that whould give it away :P
Sorry for that trolling :P
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 )
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 :)
Is it planet Hoth from Star Wars? you can tell me ill keep :-X
Hey,
Looks like bodies of water to me!
Cheers,
Michael
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. :)
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.
Power unlimited poooooweeerr!!!
Its not Star Wars :) But have xenos :D
For... a cool mod!
:)
This seems interesting... Secret projects are always fun.
Indeed they are :)
What about some kind of observatory structure which spawns and a telescope to look at the moons/planets
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 :)
Project going reaaaalllllllyyyyy slowly forward :)
So is this goign to release for alpha 4 or alpha 5?
That I don't know :)
Hope development is coming along well, will be returning to this project once I update Industrial Rim.
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
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 :)
If you need a tester I'd be willing.
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 :)
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.
"I come to destroy you."
Quote from: Evul on July 04, 2014, 07:19:58 PM
"I come to destroy you."
Well isn't that ominous
Indeed ^^
Hugs
Looks good lol :D
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. :)
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?
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
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'
(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...
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>
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".
I can look at it, but won't make promises as to when I find the time to really tinker with it :)
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 :)
Was this project abandoned? I'd like to see it in A9 or A10.
Another team have taken over the Warhammer concept. all my material is sent to them :)