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Messages - Renegade

#1
Quote from: killer117 on July 23, 2016, 07:33:51 AM
Try talking to other modders. With this mod already built almost completely, im sure there are some out there more than willing to fix it up. Try pm'ing some modders and see what happens

This is probably what I'll have to do, to be honest.
#2


Hi guys lol

I've been really busy with life, which is why I haven't posted anything in a while.

I was bored last night, and decided to update all of the ODST armors and done some minor touch ups to the Marine helmets.
I'm still not 100% satisfied-- especially with the side suits -- but I still like them more than the originals.



Left: Male Front
Right: Female Side

Let me know what you think?




P.S. I tried updating the code for just the UNSC part, and I flopped somewhere along the lines. I think it might have something to do with the energy shield .dll, but I'm not really error-log literate so it's hard for me to say.




Update: I've narrowed the exception down to the pawn types folder, and found a bunch of issues there. Gonna leave code alone for now, but I'll keep you guys updated on any progress I make...

Update 2: After removing insurrectionist pawn types, and their faction, I got it to where there are no errors that pop up on startup. However, the game isn't letting me generate worlds now. I have a feeling this has something to do with the factions. I'll look into it later.

Update 3: Turns out it was an issue with the energy shield .dll
I really need to hire a code wizard ;-;
#3
Sorry it's been a while since my last post guys. I'll admit, I got bored of RimWorld for a second.

Xcom 2 came out, and I got sucked into that for a while. Got bored of that and rediscovered Terraria in my Steam library, and that distracted me from my problems for a moment. But yeah, anyways.

I heard Alpha 13 was coming soon (ish) and came back to the forums. Gonna continue working on texture updates when I have time. As for updating the mod itself, I'll do what I can where I can when I have time. Love playing with this mod and would hate to see it die. Hope everyone is doing well!

Update:

Here's some concept art I got done today for the updated spartan armors. Extremely unpolished, but it's progress towards something greater than colored power armor I hope.



Update 2:

Decided to play around with those sketches I made last night, and came up with this so far for the back. Another rough draft, but still progress. [Left: Vanilla Power Armor w/ Sage; Right: Updated rough draft (back) Mjolnir texture]

#4
Also, just a heads up, I can't guarantee how fast the art update will come out. I'm making very slow progress at the moment due to school and another project I'm working on. Plus, I'm trying to get things as "correct" as possible the first time so that I don't have to go back and re-update.
#5
Zombie makes a good point. Coding actual sexualities into the people of RimWorld is probably a lot harder than just letting everyone randomly form a relationship with whomever they like. This isn't necessarily a "lazy" developement choice, either; it's a decent management of time and resources for the time being.

Worst case scenario: A modder with the same concerns as you will probably figure out a way to either a) prevent same-sex relationships from forming, or b) stop relationships from forming entirely...
#6
Quote from: killer117 on January 27, 2016, 07:39:14 AM
hey renegade i gotta ask are u working on just the textures or the whole mod?

Only textures for now. Im not all that great at code at the moment but I may take a swing at it eventually.
#7
Mods / Re: Addig sound to weapon
January 26, 2016, 10:22:59 PM
You have to have a sound file, then a sound def with reference to that sound file, and then a weapon def with a sound (cast?) defined as that sound def, and then your turret has to use that weapon def name as its reference I think.

I'm kind of going on a whim, as I'm not at my computer right now. I've been looking at other people's mods to gain a sense for how things work code wise (still not very good sadly).
#8
Quote from: killer117 on January 26, 2016, 07:32:34 AM
i think its great that your working on this mod, and i do like the new helmet u posted, but as u pointed out the armours is just coloured power armour. i like the more rimworld theme, but would it be possible to get something a little more halfway between yours and the origanals. (pls excuse any spelling its midnight while im writing this)

Oh yeah of course. Only using RimWorld power armor as a place-holder for now. Looked a bit silly having old with the new. I've been sick for a little while, and just didn't have the energy to design the Halo armor from scratch like I did with the helmet (pixel by pixel...). You have to remember, there are SO many variations you have to do for just one set of apparel... It's not like the weapons where all I had to do was update one image per weapon haha.

The same can be said for the marine and ODST armors when I update them. Will probably release a "rough" and "final" draft. The rough one being with lazily done body armors, and the final one with actual effort put in lol.
#9
Quote from: Dragoon on January 25, 2016, 02:43:43 PM
Quote from: Renegade on January 18, 2016, 11:43:20 PM
-snip-
Looks cool i'd be interested.

Okay. I just finished updating all of the weapons and projectiles that were in the mod today.

When I get the other armors (ODST and marine) up-to-date I will post a download here.
#10
How does it handle against sappers?
#11
Mods / Re: [Mod Idea] Mountable and weaponized animals
January 23, 2016, 04:42:26 PM
Pretty much.
#12
Mods / Re: Necromorphs
January 23, 2016, 04:41:56 PM
Heh, I would get a kick out of this, but it would take quite a bit of work, I think...

As detailed here: http://deadspace.wikia.com/wiki/Red_Marker

The marker would start by emitting an insanely intense psychic drone effect thing, causing colonists to go insane, and kill each other. The signal would be the explanation for dead tissue coming back to life. I'm no C# whiz, but I have a feeling that writing code which turns dead animals/people on the map into enemy pawn types (with unique textures), is no trivial task. Hey, I could be wrong though.
#13
Mods / Re: [Mod Idea] Mountable and weaponized animals
January 23, 2016, 04:25:09 PM
Tynan once jokingly tweeted a video of a monkey riding a boar, saying something along the lines of "this might be something to consider [for rimworld]". So, don't lose hope. Mountable animals might just be in the plans for a future update.
#14
Mods / Re: BIIIG guns
January 23, 2016, 03:27:01 PM
Honestly, I've been having some fun drawing weapons. But, some of the weapons (Rocket Launcher variants) just look so silly and small in game...

Only attempt if it's something you're interested in doing. We can't always get what we want,
and I'll survive if my rocket launchers are no bigger than an assault rifle.

Just wanted to throw the idea out there, just in case :)

Would it be okay if I incorporated the BIG guns .dll in a mod I plan on releasing in the future, if I credit you for the code?
Having actual heavy-duty artillery would be really cool, in my opinion, and you've made it easy :D
#15
Mods / Re: BIIIG guns
January 22, 2016, 09:19:22 PM
Nice! Is there any way you could do the same for weapons wielded by people, or is that a bit more complicated? lol