Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - rhtstm

#1
Outdated / Re: [B18] RT's Weapon Pack
January 20, 2018, 04:08:06 PM
New update!
#2
Outdated / Re: [B18] RT's Weapon Pack
January 15, 2018, 11:30:28 PM
Quote from: Harry_Dicks on January 15, 2018, 11:41:18 AM
Woohoo, nice man! Those textures are really, really nice. I'm loving that fire extinguisher! ;)

Thanks man! Glad you like the art. I did spend a lot of time drawing and polishing each pixel! Haha. Enjoy~
#3
Outdated / Re: [B18] RT's Weapon Pack
January 15, 2018, 10:57:49 AM
RT's Weapon Pack for B18 Released!

Steam users can now subscribe to the new version via steam workshop.

Non-steam users can download from google drive. When I push an update via steam, I will then also upload the steam version to Google Drive. Make sure to check often!

Cheers!
#4
Outdated / Re: [A16] RT's Weapon Pack
January 19, 2017, 06:24:00 PM
Quote from: seanandjay29 on January 14, 2017, 11:06:38 PM
non steam version of cr patch or we will have mental break
You can ask the RT+CR patch creator on steam to see if he is willing to provide a non-steam version. :)
#5
Outdated / Re: [A16] RT's Weapon Pack
January 06, 2017, 11:09:57 PM
#6
Outdated / Re: [A16] RT's Weapon Pack
January 06, 2017, 11:08:48 PM
New update! See update log.
#7
Hi all,
Anyone knows how the Drunk and Psychite states work in A16?

<stateEffecter>Drunk</stateEffecter>
<chemical>Psychite</chemical>


It used to work like this:

<comps>
      <li>
        <compClass>HediffComp_Disappears</compClass>
        <disappearsAfterTicks>
          <min>6000</min>
          <max>9000</max>
        </disappearsAfterTicks>
<stateEffecter>Drunk</stateEffecter>
<chemical>Psychite</chemical>
      </li>
    </comps>


Now that <compClass>HediffComp_Disappears</compClass> changed to Class="HediffCompProperties_Disappears", Drunk and Psychite is not working :(

Keep getting errors:
<stateEffecter>Drunk</stateEffecter> doesn't correspond to any field in type HediffCompProperties.

Need help,
Thanks!
#8
Outdated / Re: [A16] RT's Weapon Pack
December 31, 2016, 10:15:32 AM
New mod version for A16 is now up! Happy New Year & Enjoy! ;)
#9
Help / Having problem with sound fx in A16.
December 26, 2016, 12:34:39 PM
Hi all,
I have notice that sound defs script in Alpha 16 added a new <context>MapOnly</context> line.
I have managed to change them all in my mod's script.
The problem is, some weapon's sound fx are acting weird. The first burst shot of a weapon do play the correct sound fx, then the rest of the shots sound fx just disappears/go silence while shooting.
Here is the current sound script example:

<?xml version="1.0" encoding="utf-8"?>
<DefPackage-SoundDef>
  <SoundDef>
    <defName>WeaponA</defName>
<context>MapOnly</context>
    <eventNames />
           <maxVoices>3</maxVoices>
           <maxSimultaneous>1</maxSimultaneous>
    <subSounds>
      <li>
        <grains>
          <li Class="AudioGrain_Folder">
            <clipPath>WeaponAsound</clipPath>
          </li>
        </grains>
        <volumeRange>
          <min>60</min>
          <max>80</max>
        </volumeRange>
        <pitchRange>
          <min>0.935690</min>
          <max>1.055345</max>
        </pitchRange>
      </li>
    </subSounds>
  </SoundDef> 
</DefPackage-SoundDef>


Anyone have any idea what is going on?

Thanks!
#10
General Discussion / "Long-term research" Bug?
September 04, 2016, 09:20:25 PM
My friend is having a problem in Rimworld, where he places down the basic research bench, set projects, people will never do it at all. When he tried to force them to do their job, it says that it's a long-term research, it needs 300 research points or something like that.
Any clue what's happening?
Thanks!
#11
Outdated / Re: [A15] RT's Weapon Pack
September 02, 2016, 02:08:51 PM
You should be able to create them via Weapon Assembly Table. Need to do research! :)
#12
Outdated / Re: [A15] RT's Weapon Pack
August 31, 2016, 11:58:46 PM
Quote from: AseaHeru on August 31, 2016, 04:22:41 PM
Any chance of this eventually being made to work with Combat Realism?

There is a compatible patch for A14 of this mod on steam, not sure if he posted  on here or not. Due to things are quite changing, I don't really have the time to make another version of this mod that works with  CR. When the game officially release I might make one :)
#13
Outdated / Re: [A15] RT's Weapon Pack
August 31, 2016, 03:26:52 PM
Quote from: Trigon on August 31, 2016, 04:45:02 AM
Well I was gonna wait for all those other gun mods to update, but I'm really liking what I see here. You've got a download friend.

People are requesting to have a non-steam version for download. So..yeah, hope this help! :) Have fun.
#14
Outdated / [B18] RT's Weapon Pack
August 31, 2016, 04:09:56 AM



This mod adds a ton of new weapons for colonists to craft, trade, and fight with.

Note:
New weapons are well balanced to fit with the default weapons as best as they can.
Each update will contain at least 1 new weapon, plus bug fix and balance tweaks.
Please report if any errors occurred!

************************************
*Weapon Art made by RT.
*Don't hesitate to leave your comments and suggestions below :)
************************************
Supported Languages
English
Simplified Chinese
Russian
************************************

Currently Avaliable Weapons:
g]

************************************


Download Link
01/19/2018 updated
Steam Workshop
http://steamcommunity.com/sharedfiles/filedetails/?id=730899625

Google Drive
https://drive.google.com/open?id=1oWgcsix-osSvzjRxxdw5AChkp8cosrIQ

百度网盘:
https://pan.baidu.com/s/1bqy182j


Enjoy this mod and also my artwork?
Please consider to support my work and efforts. Thank you! :)


Update Log


01/19/2018
New weapons and changes in this update:

*M72 L.A.W

*Beretta M12 SMG

*Tomahawks (Throwing axe)

*Slingshot (Seriously?!)

*MP 18 SMG

*Melee&Range weapon stats balance




01/15/2018
New mod version for B18 (Reworked on the whole script, polished some weapon art and sound fx.)

New Sniper Rifle: Kar98

New Rifle: Inferno Rifle

New Ranged Defensive Weapon: Fire Extinguisher

New Ranged Weapon: Shuriken

New Grenade: Smoke Grenade


01/18/2017
Steyr SSG 08 Sniper Rifle
Sound Fx
Weapon Stats adjust
Equipped weapon offset stats (Some weapon now have positive/negative stat attributes)

01/07/2017
-New sound Fx for weapons!
-LVOA-C
-M84 Flashbang Grenade
-Russian Translation


01/03/2017
-New sound Fx for weapons!
-MP 40 SMG!
-Now support Alpha16!


09/03/2016
-New sound Fx for weapons!
-Added: M1014, Uzi
-Sound Fx adjustments for weapons


08/31/2016
-New sound Fx for weapons!
-Fixed an error for "Weapon Assembly" research project.
-3 New Weapons!







#15
Help / Re: Question about <skillRequirements>
August 11, 2016, 09:10:19 PM
Quote from: robotguy4 on August 11, 2016, 07:51:32 PM
I'm pretty sure it doesn't work like that. I'm pretty sure skillRequirements only works for RecipeDefs. That's what the XML Auto-Documentation is telling me, at least.

It's likely you'll need a DLL mod for this and maybe detours.

EDIT: RecipeDef generally refers to the recipe for MAKING an item, not using it. If I'm reading it right, all you did was make it so only colonists with a shooting level above 5 can CRAFT it. You probably want to look at the ThingDefs for the actual item's XML file, but I don't think there's a minimum level portion in Vanilla. If there isn't one already implemented in vanilla, DLLs and probably detours would be needed.

EDIT2: It may also depend on the weapon. Is this a vanilla gun? If it is then you'll probably want to look at the ThingDef. If it isn't, we might need more info depending on what mod it is from. Depending on what kind of mod it is, things might be handled differently.

Yeah..I also thought that would be a dll thing. Thanks!