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Messages - Deon

#1
Unfinished / Re: [A16] [WIP] Aliens vs Predator
May 09, 2017, 04:10:36 PM
Quote from: Smexy_Vampire on February 27, 2017, 08:47:16 PM
progress report ?


No progress at the moment. I know how it is sad when someone posts a fun idea/start of a mod but never fully delivers.

I am busy with moving to another country though, and waiting for full release of a17. I spend days dealing with another bug delivered by Microsoft cumulative updates which break RPC or cause issues with SSL/TLS, and other techy stuff like that, so I had no time to try coding again.

The main problem I encountered is how weird "detouring" is and it is really not that simple to properly code stuff in.
But I am not willing to give up.

@Yautja Who is that other guy? I know I can already make facehugger if I look (read - decompile and figure out how it works) at the majestic work done by guys on Cults mod. they have similar things.

However I do not completely give up on the idea of releasing this mod. I will make sure to copy the assets to my new computer in another country when my family moves there :).
#2
Unfinished / Re: [A16] [WIP] Aliens vs Predator
January 16, 2017, 06:19:30 AM
Quote from: Aladgal on January 12, 2017, 09:32:40 PM
Really liking the look of this, was just wondering where you were up to with it or if you wanted any help with the coding? I haven't made any mods yet but i do like to modify the ones i use to suit my play style.

I am up to the point where I learned how to make an incident that spawns a pack of manhunter xenomorphs.
I am learning how to make an AI for them to use instead of Manhunter now, to give them ability to spit acid/equip stuff. Which is somewhat slow due to the family/work, but I will manage. I am considering releasing an alpha with manhunter packs for now, but it's not that interesting.

If you would like to assist me with coding (just a couple of tips would be great), I am on Discord in the Rimworld modding channel as Deon.
#3
Another attempt closer to your proportions/color scheme, but my style:



BTW I am in Discord, and I found you. If you want my help, you can always respond ;). I will be happy to contribute to the mod in any way possible, I really like it.
#4
Quote from: Hiztaar on January 11, 2017, 11:40:54 AM
I mean. The drawing is good, but proportions are not ;)

The ammo rack is not that long, and the sub-barrel part is supposed to be a bit longer than the cannon, for example. But the drawing style is rendering very well, I like it :)
I got what you mean. I just started learning to sprite for Rimworld, I will try to make it better. Thank you for the feedback.
#5
But it definitely does not look bad when scaled down.
Remember that it ALWAYS appears in 64x64 or smaller.

Here I made 64x64 for comparison. You can definitely see that it looks more clear and seems to fit the style better:

The one you have looks really good when posted as a full picture, but in the game you barely see any details unfortunately :'(.

If you think I am wrong, I accept any kind of criticizm.
#6
Hello. I am working on Aliens vs Predator mod myself. It's in unfinished section because the only thing I did so far is an event which spawns manhunter aliens, and I want to make my own AI.

I always used your mod. One thing I noticed is that the guns are a bit dark and have many nice details. Which makes them look great, but they become dark and barely recognizable when downscaled in the game.

I tried to make guns to be more cartoonish yet with better contrast, and it does seem to look better in the game.



VVVVV



Do you think that you would be interested in me reworking gun sprites, or is it something you don't want to focus on/like as it is at the moment?
P.S. The gun is brighter for a reason. It makes details stand out and be visible better when in the game, in contrast to the dark outlines and darker elements.
#7
Mods / Re: Mod Request - Xenomorph incident.
January 10, 2017, 04:10:21 AM
Ehh.... No? You have weird imagination. I just made a weapon that disappears when dropped, and shoots projectiles that burn when hit.
#8
Outdated / Re: [A16] Camping Stuff v0.2.0
January 09, 2017, 07:29:08 AM
What do you think about making the stove to look like a Primus stove? It would make sense for a portable stove :)
https://en.wikipedia.org/wiki/Primus_stove

I made a tile for it, I will improve it today if you are interested.
#9
Quote from: ison on January 08, 2017, 09:29:29 AM
In most cases Find.VisibleMap is not what you're looking for. If it's used for anything other than drawing then it's very likely that your mod will break as soon as a new map is created. Here you need to get the map reference from the IncidentParms: var map = (Map)parms.target;
Thanks, already figured it out today. I just need to look into AI writing to make a custom intelligence/lord for my pawns now. This forum and Discord for modders are very helpful.
#10
Unfinished / Re: [A16] [WIP] Aliens vs Predator
January 08, 2017, 04:09:12 PM
Well I figured out how to code in an incident where manhunter packs of aliens spawn and rush the colony.
The downside is that "Manhunter" AI does not use ranged weapons, so I cannot equip them with acid spit.

Now onto the harder stuff and more coding learning.

Also the runner sprite is ready.

#11
Mods / Re: Mod Request - Xenomorph incident.
January 08, 2017, 11:31:23 AM
Quote from: Kajin on January 07, 2017, 11:51:28 PM
Can we have two different kinds of these events? One where it's a strong, lone xenomorph running around killing people and one where it's a bunch of weak ones charging your base en masse? Basically the difference between the first movie and second movie.

Quote from: Deon on January 07, 2017, 03:56:09 PM
Quote from: NethanielShade on January 07, 2017, 01:55:34 PM
I can help you with how to do your next step, the acid spit. Look at how the Pila works, it's an in-game throwing weapon. Change it so it's invisible in the hand, and the projectile looks like an acid spit that does the burn damage type. All easy to do.
Thanks. I am wondering how to make it not drop though, like some weapons of mechanoids. I will figure it out when I wake up.
What if you treat it like fire explosion?

I figured out how to spawn Manhunter xenomorphs. I also made various types of them already. So it's just a few lines of code and the incident can be whatever.

I don't get it what you mean by "like fire explosion". Do you have some example of a code how would it work and how to trigger it?
#12
Hello. I blatantly wrote to  Jecrell to ask about this, but I would like to ask here too.
A new modder here, I studied XML of the game already so I have no issue adding things into the game, but I need to learn how to make incidents now to make somewhat interesting mods.

My first one is aliens/predator mod, so it does need some coding to add the features like alien attacks and predator spawning.


I am currently struggling with basic stuff: how to spawn a pack of pawns of some kind and make them attack the colony through an incident.

If I understand correctly, from what I've seen in Jecrells' code, I need:
1) Make a variable for a PawnKind which find the PawnKind from XML:
varKind = PawnKindDef.Named("Xenomorph");
2) Make a variable for a faction to assign the pawn to:
varFac = Find.FactionManager.FirstFactionOfDef(FactionDef.Named("Aliens"));
3) Make a variable out of PawnGenerator class to get the pawn itself:
varPawn = PawnGenerator.GeneratePawn(varKind, varFac);

Now I just need to force it to find a suitable spawn location and spawnpawns there.


public override bool TryExecute(IncidentParms parms)
{
       <variable declaration>
       FindSpawnLoc(parms); // locate where to spawn creatures
       SpawnAliens(parms); // call the function to spawn the aliens
}


This is where I run into issues.
Jecrell seems to use:
iwLoc       = CellFinder.RandomClosewalkCellNear(parms.spawnCenter, 8);
https://ludeon.com/forums/index.php?topic=26373.msg266952#msg266952

However my compiler complains that CellFinder.RandomClosewalkCellNear needs 3 parameters and "map" is missing from those.
Can someone help me to figure out why it works for Jecrell and my compiler does not work with it? I can find the definition of this in the metadata:
public static IntVec3 RandomClosewalkCellNear(IntVec3 root, Map map, int radius);

So there seems to be 3 parameters. I have no idea how to get the "Map" to pass to it. Am I doing something completely wrong? I hope that my concern is understood :). Thank you in advance.


P.S. A secondary question would be how to make the pawns of a "manhunter" type. I assume there's a simple variable you can flick, but I could not find where to look for it. Is there a "full source code" somewhere I can look up?
#13
Unfinished / Re: [A16] [WIP] Aliens vs Predator
January 08, 2017, 03:20:18 AM
Quote from: SergeshD123 on January 07, 2017, 11:30:38 PM
You can borrow the code to make predators and aliens invisible from Jercell, he is the maker of the Cthulhu mod

That is something I am currently looking into. I am new to coding, so I cannot figure out some stuff (like, why does he have GenSpawn.Spawn(iwVampire, iwLoc); while the method should have 3 parameters and not two... My compiler even complains about it). It will take a bit of time for me to study it, but I will try to do my best.

I already found how he made star vampires invisible, he simply made a variable isInvisible and modified DrawAt function to "return" when it's 1.
I just need to figure out the proper format so I don't break the code if you know what I mean :P.
#14
Mods / Re: Mod Request - Xenomorph incident.
January 07, 2017, 03:56:09 PM
Quote from: NethanielShade on January 07, 2017, 01:55:34 PM
I can help you with how to do your next step, the acid spit. Look at how the Pila works, it's an in-game throwing weapon. Change it so it's invisible in the hand, and the projectile looks like an acid spit that does the burn damage type. All easy to do.
Thanks. I am wondering how to make it not drop though, like some weapons of mechanoids. I will figure it out when I wake up.
#15
Mods / Re: Mod Request - Xenomorph incident.
January 07, 2017, 10:32:13 AM
I started a thread about it:
https://ludeon.com/forums/index.php?topic=29240.0

This way I am more motivated to actually do and finish it :).