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Messages - Felime

#31
Outdated / Re: [MOD] (Alpha 6) Project Armory (v.2.13)
October 05, 2014, 04:36:34 PM
Oh... so, uuuh... this kept bugging me when I was doing the xml files, and I just looked through the game's file full of guns. All of theirs extend BaseHumanGun, while the template has the guns extending BaseGun, which lacks the "gun" tag. From what I understand this means that the guns won't end up on traders or pirates.

A really quick fix with all the files in one place, but thought I'd mention it so you know where the problem is if that ends up actually being the case in testing.
#32
Outdated / Re: [MOD] (Alpha 6) Project Armory (v.2.13)
October 05, 2014, 04:03:50 PM
Quote from: MisterLock on October 05, 2014, 03:35:04 PM
Feelime...Not to sound rude or anything but you are a real beast with alot of time on his hands...If basically updating the XML files a.k.a the kits to alpha 7 means this mod will get updated then you acted as a one man army.Hope this actually means what I think it means and that once you are done doing the last kit and that other guy posts kit 01 the mod will get updated.Aparello and Project Armoury work very well thogheter(Spiffy Clothing and Weapon Variety)

No problem, got a lot of time at the moment, combined with choppy internet. Notepad++ doesn't need a constant connection or suffer if my ping decides that three digits are not enough for it.

KIT07 done. Four of them (colt monitor through sawn off auto 5) were dupes of files in KIT08.

Evul still has to get time to convert over the more exotic xmls with odder things in them like grenades, launchers and neolithics, but hopefully I've gotten it down to just an hour or two's work on his end. :)

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#33
Outdated / Re: [MOD] (Alpha 6) Project Armory (v.2.13)
October 05, 2014, 03:31:12 PM
KIT12 done.

The BAR used chauchat rounds, and the Lebel 1886 has a ticksbetweenshots value of 5, but no burst fire number of shots.
I corrected the BAR's round usage, and preserved the odd bit with the Lebel. Probably has no effect, but it's a little untidy to have in there though.

I, Felime, grab KIT07

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#34
Outdated / Re: [MOD] (Alpha 6) Project Armory (v.2.13)
October 05, 2014, 02:24:32 PM
Quote from: Evul on October 05, 2014, 02:08:41 PM
I can make it :) cause I was planing on adding it any way :)
I also gona se if I can change the ammo thing for the bolster cause it have he rounds. :)

Sweet! Having more weapons that are more than statlines would be really cool, though obviously more work.

I, Felime, Grab KIT12

Oh, so KIT11 is all tribal weapons and vanilla stuff apart from one, so I'm gonna leave those be. Apart from that, only KIT07 left after I finish 12.
#35
Outdated / Re: [MOD] (Alpha 6) Project Armory (v.2.13)
October 05, 2014, 01:54:11 PM
Quote from: Shinzy on October 05, 2014, 12:30:44 PM
Quote from: LORDPrometheus on October 05, 2014, 12:02:42 PM
i hereby nominate Felime as player of the week all who agree?
*Kit grabber of the week =P
I can't imagine much playing being squeezed in between kits

Been playing some other things, but vanilla rimworld's a little bland compared to having a few extra mods.

Oh, and KIT06. The Walther PPK in this one seemed like an exact duplicate of the one I already did, even down to filename, so I lazed it up and didn't redo it.

And it seems trivially easy to make a gun that fires little bitty explosions like a heavy bolter. Unfortunately, I'm not too good at pixel art. Would be awesome if someone made one.

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#36
Outdated / Re: [MOD] (Alpha 6) Project Armory (v.2.13)
October 05, 2014, 11:10:15 AM
Quote from: Iwillbenicetou on October 05, 2014, 11:02:43 AM
Man, Felime you are beasting through this!

Yup! And looks like my net is deciding to flicker on and off some more, so time for another one.

I, Felime, grab KIT06

Oh, and, tips for others doing this, assuming you're using notepad++:

Doubleclick will select everything between the nearest tag/space/punctuation mark. Learn to hate every file that uses a dash in their tags. Your hate will make you strong. This is good both for transferring things between the original file and the template, and for checking your work. A quick double click will highlight the type of projectile it fires both in the gun entry, and in the def for the projectile. Having the wrong projectile seems like the most common error in the originals.

Ctrl+a highlights everything in your current file. I find it useful to copy over the contents of the last file I finished as the template for the next, both because a lot of the things are often the same, and because it gives me another go-over of the one I just did. Caught little errors a few times that way.
#38
Outdated / Re: [MOD] (Alpha 6) Project Armory (v.2.13)
October 04, 2014, 10:31:41 PM
KIT05 done.

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#39
Quote from: Evul on October 03, 2014, 08:31:02 AM
Project Armory Alpha 7 Community Help us out!

Hi!
For people that want to get the mod up and running faster can grab a kit and start helping out. :)


How this work is simple. You dedicate like this:
QuoteI Evul grab KIT14
[size=20pt][color=red]I Evul grab KIT14[/color]

In this way no one else should grab KIT14 and start the conversion posses cause that will only be unnecessary.

Each file contain 11 files. If you run in to problems don't hesitate contacting me.

File template: (This is the AK47 so changes are required)
<?xml version="1.0" encoding="utf-8" ?>
<ThingDefs>

<!--
PROJECT ARMORY WEAPON

CODE AUTHOR: Evul
- ALPHA7 CODE AUTHOR: Evul
TEXTURE MAKER: Evul

USER LICENSE:
All weapons texture and code may be altered to the users
liking to fit the world the user wants to create.
You may add or remove weapons of your downloaded
Project Armory Pack to further more customize your world.
You are also allowed to publish Project Armory weapons
in your own modpack or mod. The only thing we ask for
is that you link to our forum page so people that like
the weapons can download more of them.
-->

<ThingDef Name="BaseGun" Abstract="True">
<category>Item</category>
<eType>Equipment</eType>
<thingClass>Equipment</thingClass>
<equipmentType>Primary</equipmentType>
<pathCost>10</pathCost>
<useStandardHealth>True</useStandardHealth>
<selectable>True</selectable>
<onGroundRandomRotateAngle>35</onGroundRandomRotateAngle>
<statBases>
<MaxHealth>100</MaxHealth>
<Flammability>1.0</Flammability>
</statBases>
<altitudeLayer>Item</altitudeLayer>
<alwaysHaulable>True</alwaysHaulable>
<tickerType>Never</tickerType>
<techLevel>Midworld</techLevel>
<storeCategories>
<li>Weapons</li>
</storeCategories>
<comps>
<li>
<compClass>CompForbiddable</compClass>
</li>
</comps>
</ThingDef>
<ThingDef Name="BaseHumanGun" ParentName="BaseGun" Abstract="True">
<weaponTags>
<li>Gun</li>
</weaponTags>
</ThingDef>
<ThingDef Name="BaseBullet" Abstract="True">
<category>Projectile</category>
<tickerType>Normal</tickerType>
<altitudeLayer>Projectile</altitudeLayer>
<thingClass>Bullet</thingClass>
<label>bullet</label>
<useStandardHealth>False</useStandardHealth>
<neverMultiSelect>True</neverMultiSelect>
<shaderType>Transparent</shaderType>
</ThingDef>

<!-- ============================================================== -->

<ThingDef ParentName="BaseBullet">
<defName>Bullet_AK47C</defName>
<label>7,62x39mm M43/M67</label>
<texturePath>Things/Projectile/Bullet_Big</texturePath>
<projectile>
<damageDef>Bullet</damageDef>
<DamageAmountBase>8</DamageAmountBase>
<Speed>70</Speed>
</projectile>
</ThingDef>

<ThingDef ParentName="BaseGun">
<defName>Gun_AK47_wea</defName>
<label>AK-47</label>
<description> The AK-47 is a selective-fire, gas-operated 7.62�39mm assault rifle, first developed in the Soviet Union by Mikhail Kalashnikov. It is officially known as Avtomat Kalashnikova (Russian: ??????? ???????????).</description>
<graphicPathSingle>Things/Item/PAEquipment/Gun_AK47</graphicPathSingle>
<soundInteract>InteractRifle</soundInteract>
<tradersCarry>True</tradersCarry>
<soundInteract>InteractRifle</soundInteract>
<tradersCarry>true</tradersCarry>
<baseMarketValue>325</baseMarketValue>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<cooldownTicks>40</cooldownTicks>
<hasStandardCommand>true</hasStandardCommand>
<projectileDef>Bullet_AK47C</projectileDef>
<warmupTicks>108</warmupTicks>
<range>32</range>
<accuracyTouch>0.96</accuracyTouch>
<accuracyShort>0.87</accuracyShort>
<accuracyMedium>0.77</accuracyMedium>
<accuracyLong>0.64</accuracyLong>
<burstShotCount>3</burstShotCount>
<ticksBetweenBurstShots>8</ticksBetweenBurstShots>
<fireSound>ShotM16Rifle</fireSound>
</li>
</verbs>

</ThingDef>
</ThingDefs>


What am i allowed to do beside the Alpha 7 comparability fix?
You are only allowed to fix spelling errors in the <description> tag. Nothing else. Other changes are preserved to developers.
You are also allowed to set your name in the "ALPHA7 CODE AUTHOR:"

The kits can be downloaded here:
http://dev.evul.nu/rimworld/ProjectArmory/devbuilds/support/
You are awesome for helping us out!

Quoting the post for LORDPrometheus. He updated the link with the first ones I did, but 2,3,4, and now 5 are off the table. There are 11 weapons in each kit. Takes about half an hour to go through and copy paste everything properly, at least now that I've gotten the hang of it.

In other news, KIT04 done.

I, Felime, grab KIT05

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#40
Outdated / Re: [MOD] (Alpha 6) Project Armory (v.2.13)
October 04, 2014, 04:12:30 PM
Aaaand, KIT03 Nothing odd in this one.

I did forget to mention, in KIT02, the dragunov has a burst size of 1 in the file, I copied it over, but it seemed strange.

Gonna take a break now. Will probably do one or two more at some point.


Edit: Break over, I, Felime, grab KIT04

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#41
Outdated / Re: [MOD] (Alpha 6) Project Armory (v.2.13)
October 04, 2014, 03:42:36 PM
Quote from: Evul on October 04, 2014, 03:33:43 PM
The files are now implemented and uploaded to our server. :)

KIT02 done, nothing really out of the ordinary in this one. The P90 is 2 guns in one file, but I'm pretty sure it's just a matter of having two gun entries, so I did it myself.

I, Felime, grab KIT03

E: forgot the attachment. And yeah, I copied over the changes between them!

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#42
Outdated / Re: [MOD] (Alpha 6) Project Armory (v.2.13)
October 04, 2014, 03:09:37 PM
Quote from: Evul on October 04, 2014, 02:34:08 PM
Awesome! Your the best! Gona take a look at the stuff as soon as I am home. :)

No problem! The vanilla weapons get boring really fast. This way you can get to the stuff that actually needs someone competent.

(And this is good practice to get familiar with the modding stuff. Already planning to see if I can make a heavy bolter or something that fires itty bitty explosions)

On that note, here is KIT08, along with the hand mortar, which isn't quite standard in a KIT00

Notes on KIT08:
The Colt Monitor, Lebman 1907, and Moonraker Pistol used the Chauchat, Winchester 1907, and Moonraker Laser bullets, respectively. I changed them to fire the bullets defined in the files. I assume that would cause fun times if you disabled the weapon they reference, but I'm mentioning it just in case the mismatched bullets weren't errors or something.

I, Felime, grab KIT02

(Since I've been taking things out of order, for handy reference of anyone else volunteering, I've snagged KIT13, KIT09, KIT08, and KIT02 so far.)

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#43
Outdated / Re: [MOD] (Alpha 6) Project Armory (v.2.13)
October 04, 2014, 02:21:23 PM
Here are KIT09, the parts of KIT10 I could do, KIT13 with the duplicate entries removed, and KIT00 (The bits of KIT10 I don't know how to fix)

I, Felime, grab KIT08

Oh, and for the record, the Improved Venter and Improved Pulse Venter (KIT09) lacked attribution or licensing info, I put it in and filled in the original author with 'UNKNOWN'. I figure you can fix that up.

Also, the BRX-A1 and A2 (Also KIT09) are identical from everything I can see, just thought I'd mention that.

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#44
Outdated / Re: [MOD] (Alpha 6) Project Armory (v.2.13)
October 03, 2014, 10:19:48 PM
So, can't do more on kit10 atm, so I'm going to check out KIT9, as it seems to be all straightforward weapons.

I, Felime grab KIT9
#45
Outdated / Re: [MOD] (Alpha 6) Project Armory (v.2.13)
October 03, 2014, 08:19:13 PM
I've edited the previous post enough. Anyways. for the neolithic weapons, what should I use instead of BaseHumanGun? I'm putting in BaseHumanWeaponNeolithic in the atlatl for the moment.

Don't actually know what uses BaseHumanGun, it doesn't seem to be the parent of anything.

Edit: Turok 2 Razor Wind looks like another one that'll need Evul's attention. I'm not touching that one with my current understanding of Rimworld defs.