Alright boys and girls, some of you may remember Project K9, a very well received mod from many alphas ago that added dogs, wolves, and training to RimWorld. You could tame wild dogs/wolves and they would hang around your base, go haul things, go eat things, be dogs essentially which was the complete goal in the first place.
http://ludeon.com/forums/index.php?topic=3593.0
Fast forward, the two devs that I had working under me for it moved on in life/gave up/etc and we were stuck with a non-updating mod that a lot of people liked... BUT WAIT, YOU CAN SAVE IT!
I'm not good with the tech side of RimWorld and honestly I work most of the day and barely have time to do anything anymore, but I know how much people loved K9 and was sad to see the devs bail out. I'm not going to lie, I'm desperate at this point. K9 was the coolest concept and one that a lot of people wanted to see added but it got snuffed out way too early; we now have Wargs that are actually using my old Wolf model and the Wargs have all the medical stuff added in now meaning any person coming into the project should have a hell lot less work to do.
I'm not opposed to possibly talking money at this point. I want this mod back, others want this mod back, and if it's done right Tynan may be willing to accept it into Vanilla but I need a whole mess of help from someone who is dedicated and ready to go.
Any takers?
Look for a pm from me within the hour. ;)
I had a look at it and it's a tough one to tame, but worth the pain revisiting.
From what I saw during the last hour or so, some defs will need merging with vanilla ones...
Probably also, some of the custom jobgivers...
Then, textures paths...
I am just scratching the surface, I am not a modder (yet) and it would (obvioulsy) take some effort to be revisited...
Happily, sources are in a repository, which is really handy.
I might be interested, but only if someone with rim mod structure knowledge jumps in as well...
I'm thinking about forming Team K9; it's something that will help flesh out the mod and keep it along until we can bother Tynan to adopting it for Vanilla use.
Didn't someone told you already somewhere on the forum: you can change your signature, floors are now things?
:D
Back on subject, I curr. try to cross-check what could possibly go wrong with the Pawn's specific mod behaviors (hunt and haul orders).
Might be worth reactivating it chunks by chunks, before i get my head messed-up completely :o
If Project K9 come back, I will be happier than happy :D
Only just spawning the dogs, right now
[attachment deleted due to age]
If you would be so kind to precisely remind us about the Tame ability and every interaction aspects you had between dogs and colonists? What behavior before and after Tame? When dogs spawn on the map?
Thanks in advance
Okay so, you would send a colonist to go tame a wild dog, it kinda randomly yay or nay'd the chance of taming the dog based on the social level, and when tamed the dog became a friendly of the colony. You weren't supposed to be able to control the dogs perse, they would linger around your base and go randomly haul things that were tagged for hauling.
Before hauling dogs were passive creatures that would sometimes hunt for food and otherwise just wander around eating food and corpses. They could "pop" corpses and they would turn into meat.
The overall goal is to add pets that can be used for things around the base. Hauling was a big deal back in Alpha 5, but now with their fur coats they have high tolerance to cold and low tolerance to heat, they had dog beds they could sleep in, and we had a breeding system for a short while where sometimes a male and female would breed and two or so puppies were spawned.
With the introduction of the medical system I believe we need to look at the prospects of implants and bionics for dogs that increase random functions. Having dogs should bolster joy and morale around a base, means we can also include dog lover and dog hater traits.
Petting should be a thing, toys should be a thing, chasing dogs or dogs chasing should be a thing, dog specific furniture and "doggy doors" would make plenty of sense.
I'm throwing this out there now, if anyone wants to talk to me directly about Project K9 or joining Team K9 talk to me in a PM here or contact me on:
Skype: ramsehchaotix
Steam: http://steamcommunity.com/id/youmadbro
This is the version of Project K9 that was being worked on by Typ3Cast before he was in a rather horrific accident and had to move on from Dev work.
This version works with version 0.8.671 rev23427 as it's primary. Consider this stepping stone to be the most up to date version we have access to folks. I can't speak for bugs or troubles.
[attachment deleted due to age]
Ok. Better start with this one, then.
Thanks
I posted a technical call for some help with biographies for our doggys.
The mod is re-upping and progress is made on spawning and taming, but our backstories are not adapted to future wishes.
Still, some work to be done for the colony jobs to be up, mostly because they rely on these backstories and skills our dogs will have.
If we can get to properly define these for the pets, then I should be able to put you to work with xml edition to create them.
Link to the post: https://ludeon.com/forums/index.php?topic=13768.msg141137#msg141137 (https://ludeon.com/forums/index.php?topic=13768.msg141137#msg141137)
Hello, hello,
Update on progress:
I am currently running a dev version with nearly all previous features of the mod.
Some rework for key features has been made, so if you knew the mod already, you can expect a few changes in behaviors...
Of course, it's still in progress and a 1st test version is not yet ready for the team, but will be this week-end.
The project is pushed through Github now, helping to keep track of changes.
Now, these are a couple screenshots of progress you'll find below, to show a few things like
- Sleeping and needs
- Downed after hunting beasts they shouldn't :D
- Being tamed by a colonist
- Trying to defend the colony against threats
- Hauling with other colonists (change)
Screenshots
http://imgur.com/gallery/c8Oav
Other updates will be done here soon.
Great :)
Continue like this guys, good luck :)
Small update for people looking at this:
we now have a little team of people and there is a version in early testing stages for them.
New art is also being made or planned to be made, but most importantly, some new ideas and extensions are discussed on a daily basis.
Just so you know we are doing it and having a ton of fun in the process! Can't say exactly when we will be releasing it, but it is on its way, for Alpha 11.
Quote from: isistoy on June 25, 2015, 07:14:51 AM
Just so you know we are doing it and having a ton of fun in the process! Can't say exactly when we will be releasing it, but it is on its way, for Alpha 11.
Sounds great. Looking forward to the 'official' release ;D
Try not to add too much stuff all at the same time though. Just try and get it working first. I think the problem with the original version was that most people expected it to do too many things at once, and get it right the first time. It became a complete mess of overburdened code and bugged additions. Hopefully Alpha 11 is a lot more stable though and will be able to handle it like a charm ;)
I perfectly heard what you said! This is a real concern to me, as a former developer.
My principal focus was level up to A11 and stabilize things the best I could, making sure we also didn't twist vanilla too much in doing our things.
That was last week's complete time I spent on this and we have some results (reworked hauling, eat corpse and other stuff in that goal).
Now, the group really built up during last w.e. and early this week. That's when we got into real discussions about other things being added and saw the arrival of other excellent people, modding or not.
Still, the risk is real! Thanks for sharing your concerns
Quote from: isistoy on June 25, 2015, 08:38:50 AM
I perfectly heard what you said! This is a real concern to me, as a former developer.
My principal focus was level up to A11 and stabilize things the best I could, making sure we also didn't twist vanilla too much in doing our things.
That was last week's complete time I spent on this and we have some results (reworked hauling, eat corpse and other stuff in that goal).
Now, the group really built up during last w.e. and early this week. That's when we got into real discussions about other things being added and saw the arrival of other excellent people, modding or not.
Still, the risk is real! Thanks for sharing your concerns
You're gonna become a legend
(http://i.memeful.com/media/post/Wdnj5Vd_700wa_0.gif)
It is a group work that passed through diff. hands, so I don't plan on getting any undeserved credits for anything.
All I can honestly say is that it's such a fun experience and I would be glad to see this mod being published, used and possibly extended to better fit its purpose.
Hi,
Sorry for the lack of recent updates. We are doing great and have a running version of the mod, still in testing, but it is getting close!
A few things were changed and corrected and reworked and are still in refining, but we don't want to add in too much, as been suggested and want to give you a chance for a ride with it as well soon. No private testing can replace real conditions, right?
So, expect to get news of sthg concrete in the next few days: we still don't know exactly when to release, but in a week time seems the longest time to wait :D
bye
That's would be awesome! 8) I am already humming a tune from K9 8)
Ahaha, great ;)
I have to ask this, do you think that there are going to be a lot of breeds or just one or two. I ask this because some breeds really don't play well with others.
We start with a few breeds only.
They don't necessarily like each other in game and so are possibly hunting each other, when wild at least. When tamed, they do not fight against each other. This would be a subtle (and sensible) thing to do for later on, though.
Currently in discussions and I think also soon in testing (because it is possible already), is spawning specific breeds wild to specific biomes.
Edit: I was wrong saying "When tamed, they do not fight against each other": in broken-manhunter mood they would attack anyone close, as for other pawns.
Alright, as of today, we are still doing adaptations and features additions.
Currently, it runs on A11b. Stability is still in testing and I had to focus on the fact pets are colonists and could have to be rescued and stuff...
Sleep job drove me into a few problems as well, but it has been dealt with, in prevision to dogs healthcare.
Keeping on working...
I wanna help out to. But have little to no knowledge of modding but i can do art. Ill do the testing for it if you all wish. You should make a steam group for this so we all can chat about it
Quote from: Zerg HiveMind on July 05, 2015, 08:39:56 AM
I wanna help out to. But have little to no knowledge of modding but i can do art. Ill do the testing for it if you all wish. You should make a steam group for this so we all can chat about it
We primarily use Skype because the typing feature and file sharing feature are so much better. If you're interested please PM me your Skype name and I'll add you in. Feel free to bring some art to show off :D
Quote from: Ramsis on July 05, 2015, 08:45:24 AM
Quote from: Zerg HiveMind on July 05, 2015, 08:39:56 AM
I wanna help out to. But have little to no knowledge of modding but i can do art. Ill do the testing for it if you all wish. You should make a steam group for this so we all can chat about it
We primarily use Skype because the typing feature and file sharing feature are so much better. If you're interested please PM me your Skype name and I'll add you in. Feel free to bring some art to show off :D
Huh i dont have skype give me a few mins to get one set up and ill let ya know
Edit: Okay skypes up and running i sent you my name ill see if i can recover some of my files.
Hey,
I've been following this page for a bit now and decided if was time to offer my help. I know basics in coding, mostly Java, some python. I'm not the best, but I could be a good bouncing board at the least. I can also happily do testing, and help keep track and manage, need be. Not great, but I believe in this mod and would love to see it in the vanilla :D feel free to reply or pm me for my Skype.
The noobie,
OutrideGaming
P.S. I can also record the game, in case you guys wanted to upload progress videos and what not.
It would be great to have other coder's help in there, it begins to be dense though, with jobs and other existing objects.
If you did some Java, c# syntax and principles are close.
From there, you would need a dev studio for .net...
To give you an idea, we currently program some Job/Work classes (haul, hunt, sleep, etç...) as well as Thing classes (pawns, meals, buildings, etç...). Objects attributes and definitions are loaded from xml files. Some attributes are saved in games, some other aren't.
Collaborative work is done via github: this part is tricky, because of its branching and commit/proposals functions. Github master source branch integrity can be difficult task for me and is an important technical matter you would have to deal with as well.
I just throw at you some technical thoughts, but in now way trying to discourage you to come and help.
Testing also needs people, in case you wouldn't want to do any coding stuff.
I took an AP course last year in computer science, and learned Java for a year. I'll be honest, as far as "core" goes, it was all from there. Half the other material I either self taught through oracle's API, or Stackexchange :p
I understand plenty, and in all honesty I'd be truly glad to lend a hand, but I will tell you now, and in no way discouraging you, chances are I'll need a bit of help to get up to speed, look through the code, learn what needs to be done, how it's done, and what has been done, as well as any way I could help. One of the things that I've learned is that after a long project, it's always good to have an extra set or two of eyes to re read it all. Ask questions, and see what can be streamlined, fixed, edited, so on so forth. This is your project, and therefore the minute anyone needs me to just be quiet or go stand in the corner and just test for a bit, I'll be glad :p Will be happy to meet the team. I will pm you my skype, just tell me what time (and a timezone for that time) so I can plan accordingly.
Resume:
Some experience with github, but wish I'd have more.
Extensive Java knowledge, along with basic python and some c# and c++ (still wish i'd have more :p)
Summer - so plenty of time as i'm out of school. Note: I am out of the country, so I may travel here and there, but mostly im stationary with good internet, and my computer at my disposal)
Willingness to learn and listen, and a good team player.
I look forward to hearing from you,
-OutrideGaming
-EDIT-
P.S. Is there anyone specifically in charge to turn in this "resume" in to? :p
Quote from: OutrideGaming on July 06, 2015, 01:36:19 AM
it's always good to have an extra set or two of eyes to re read it all. Ask questions, and see what can be streamlined, fixed, edited, so on so forth.
I couldn't agree more!!!
We are shutting shop for Team K9 at the present time! We're filled to the brim at roughly 15 members and we can't take on anymore.
Thank you all applicants!