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Messages - oreganor

#1
In its current form, it's discontinued. A17 includes a rebalance of Melee Skill progression/levels and a new dodge mechanic that makes a skilled melee combatant inherently more resistant, nullifying the main objective of my mod...

...Only the "critical" mechanics are worth saving, but as a rewrite of the mod (even the name do not apply now :) ).

Tbh I have been so busy this months that I haven't even installed the new A17 version to play it :). When I retake Rimworld I will create a new mod that contains melee combat extensions, but no promises on when it will happen.
#2
Nice, enjoy all the features of the mod then. In a few days I will release a hotfix with the changes of the Candidate version included, so you can use the same versions as any1 else.

Thanks a lot for the help provided that helped improving this mod.
#3
QuoteGlad we've *hopefully* figured out the issue. If I can provide any other help, let me know.

Attached is a Candidate version of Melee Rebalance that changes the way Defensive Positions is detected so it doesn't contain ANY reference to physical paths. It should fix not only the problem of Workshop mod detection but also prevent failures if for some reasson a user decides to change the default folder name DP is distributed with.

It's a dedicated fix to be sure it solves the apparent source of your problem... I still want to experiment to see if I can get a more robust way to detect a Mod pressence, this one can be "confused" if multiple versions of the same Mod are active at the same time (It's a strange situation most users/mods aren't expected to be... But it's a matter of code robustness). If I don't find a better way, I will "elevate" this fix to a true hotfix in a few days.

It would rock that you report back how it looks after you use this Candidate Version.

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#4
Perfect, thanks again for the detailed reply... For some reasson MR is NOT detecting Defensive Possitions when installed through steam (It does detect the same version when installed manually from this forums), that's why there is no debug info coming from my Mod, it only appears when it detects a mod that has to adapt to...

...I need to dig a bit on the differences regarding loading order/identification between an "external" mod and one that's referenced on mod_config through its ID on the workshop. It's very strange because what I do, in fact, is checking the reference of the .dll of the mod itself, which is the same doesn't matter what... There is still the possibility of WHEN I check for it.

I discarded any 3rd mod interaction after you confirmed that ONLY removing DP made the button back, the way the Detour is made, if there were another collision, it should also supress MR WITHOUT DP on. I'm assuming that, as you didn't mention it, the ONLY portion of MR that doesn't work when DP is on is just the button... Your pawns should be parrying and defaulting to "Kill Mode" as on MR versions prior to 1.3.2.

The fact that you are seeing at the same time "Allow Firing" and DP button, is possible because DP Detour is working properly in "chained mode", which is exactly what my own detour follows, just to Add and let the rest of the system keep on adding buttons.

EDIT: Will not be at home until tomorrow but there is another difference between an "external mod" and one installed through Steam... The Physical Path of were the .dll file resides, which is part of how some internal calls of Rimworld identify the mods... From memory, mods installed from this forums usually reside on a "descriptive" folder, meanwhile, workshop mods have their numeric ID as folder name... It's perfectly possible that I did some stupid mistake as to compare strings instead of references while "detecting" DP .dll.
#5
Still can't reproduce the situation. A couple of questions, Dr_Zhivago:

- With Defensive Possitions on AND Melee Rebalance on, when you draft a pawn with a ranged weapon, you get the "Allow firing" button? It you don't, can you check if you get it when you DISABLE Melee Rebalance and keep Defensive Possitions on?

- Can you open the debug log RIGHT after starting RIMWORLD (But BEFORE loading your colony) with BOTH mods on? A series of yellow lines starting with "Melee Rebalance:" like the following should appear:


Melee Rebalance: Defensive Possitions Mod active. Adapting Detours.


If they do appear, can you post the entire log somewhere so I can take a look at it? Or report back IF NOTHING related to Melee Rebalance appears in the initial log?
#6
Thanks for the detailed test and the exhaustive mod list, Dr_Zhivago, I will get it and investigate the issue.
#7
QuoteI do run a rather extensive mod collection. I will do some more testing and then give you an indepth response.

Much appreciated, I would like to fix as much incompatibilities as possible so users can integrate this mod in their prefered gamestyle.
#8
QuoteAnd did you tried to move the modload order maybe that can help too.

I did an specific effort to patch the detour in a way that mod load order wouldn't be affected by it... An user could even load MeleeRebalance BEFORE hugslib (The requirement for DP... And the responsible to really loadup defs and detours) and still work as it should.

Not at home ATM (But reading DP changelog, doesn't seem it has changed since I did my compatibility) and still awaiting for version confirmation by Zhivago... But another possibility is that a 3rd modification is trying to access the button adding code, which will be a permanent "compatibility menace" :) because it's a very attractive spot to add command buttons for mods that want to provide users with extra orders for their pawns.

But to provide help to Zhivago, after what I learned with the "winrar" problem... I better go 1 step at a time :).
#9
Weird, since 1.3.2 both buttons should appear. A possible explanation is that a new release of DP has changed something that affects how I do the "patch".

Can you tell me which versions of this mod and DP mod are you using? Latest on both?
#10
Mmm... Nobody has reported issues since I released the version (1.3.2) that was tested with it. Which kind of issues you have with both activated?
#11
QuoteThis honestly makes me nervous. If I have to battle endless waves of invaders who always outnumber me and who don't value their own lives, I don't *want* them to act optimally. The more 'sensible' the AI becomes, the more killboxes and the like are required.

Sometimes AI improvement do not make life harder for the player in the sense that it makes it more lethal, it may make them more "player like". Some behaviours I'm currently missing that do not make raids more lethal:

- Recognizing "lost" scenarios situations... A Tribal Raid against a full long range high tech colony, covered by intense mortar fire? Time to flee at the 1st sign of activity by the defenders, not after seeing more than half your fellows killed before even reaching a valid melee target.

- Intelligence. Each enemy pawn that escapes the map should at least tell stories about what he/she saw... Maybe AI from that settlement avoids repeating the previous raid entrance and try a different spot/facing? Probe Raids could be detected by the player... More frequent but with higher chances to retreat to gather Intel. That way players will get a hint that the "real raid" will come sooner or later, so they will have time to callback caravans/quest groups to help at defense.

- How about diplomatic AI? Or even faction-wide surrendering after repeated failed raids? At some points those AI leaders have to deal with the same things a Player has... After the n-th casualty even the most bloodthirsty leader can be "replaced" by a new one that may decide "making peace" with your colony is the only way to survive. Now that players can go offensive on a given Faction, makes sense that Factions take a more proactive role in diplomacy.
#12
Woah! Sounds promissing, I was just investigating how the "Ship Flag Mission" was done currently because it really hinted the possibility to create interesting locations for players to visit... So I guess I better hold my horses and focus on learning per-map events while waiting for A17 to be released instead, because that "quest part library" sounds like a potential spot to let modders fill-in content. Just a few questions:


- The "quest parts" will be connected to somekind of map-gen rules/templates so the site components can be selected at the moment of creating the world-map location? Or the assembled map will be randomly selected from the whole array of template/defs/assemblies and we just can control the "core part" of the location?


- The whole system will be "additive" in nature so different modders can add easily to the library of parts? Or this will be the initial draft with some examples to later be made more generalized (The point about "future extension" is what catches my attention... As if you weren't expecting mods to fill in content there ASAP).


AI revamps and skill revamps... Always nice to hear about them, sadly I have the feeling that my small moding attempt is gonna be trashed by A17... I guess surviving a new alpha is somekind of a modding "ordeal" every1 has to go through, lets see if I'm up for the challenge :) .
#13
QuoteOn Winrar, when you add files to an archive you can select
Archivformat "Rar , Rar5, Zip".
When i select Zip, then winrar normaly generates a filename with zip, and that archive works with win explorer.
Maybe you setup your winrar to use Rar/rar5 methode but keep the zip ending.

Absolutely spot on!... My scripts were using rar.exe, which DO NOT generate zip format (even if you try the option). Meanwhile, the UI, relays on Winrar, which generates valid zip files. That's why I was been puzzled on why "sometimes" it did work and sometimes it didn't (I was mixing zip file creation methods).

Now EVERYTHING uses Winrar executable and generates appropiate .zip files. I've replaced the last release "zip" file with a true zip, not a rar in disguise. Thanks a lot for pointing this out... Probably I have been making this mistake YEARS without realizing it until now.

If it's not much of a hassle, can you check that it's working now on your side as it should?
#14
Not at home ATM... But that could be perfectly possible. I don't remember the exact command line I used on the autopack script, but thanks to your point it's the 1st thing I will check when I arrive.
#15
Thanks for the report... So far all ppl having problems with the .zip file I link (The one I generate using winrar) also got problems with the zip files generated by github.

I will investigate if I can spot the problem on the packaging phase.