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Messages - phas

#1
Quote from: Ven on April 27, 2019, 02:56:21 AM
So im not sure if you're aware of these issues or not, but i will describe them anyway. As far as im aware, no debug errors were logged.
[...]

I just looked at the "yes vehicles" repo and found out that it doesn't contain code, it just objects definitions. All the business logic of vehicles is in Jecs Tools. This has implies a series of nice consequences


  • your perfectly good bug report is actually useless because the bugs are in jecs tools not in yes vehicles
  • it's clear now why the bugs exists: there's no other mod that implements vehicles using jecs tools so the jecs tools team cannot test their vehicles (lol)
  • since there's no ticket tracker on jecs tools repo, we have no way to inform jecs tools team that A yes vehicles it's working with 1.0 now and there are bugs to be fixed
  • as a result, we probably never get functioning vehicles

Honestly, why the jecs tools team doesn't provide a reference implementation of vehicles defs is beyond me.
#2
Releases / Re: [B19] Set Up Camp - once again
November 24, 2018, 07:23:02 AM
Any idea why I cannot re-enter a previously abandoned camp that is still active on the map?

https://imgur.com/a/fBArTWI
#4
I would consider doing a major cleanup/debug/refactor before adding more features. This mod already have a megaton of features, but is buggy as hell. Most of the features that are there and would be fun to play with are unused because of bugs. Also IMHO the code is a mess. I tried to patch OHU dropships for days to make "drop at the edge" work again and I didn't understand most of it. It seemed to me that there were a lot of dead parts and unused code paths. The feeling is that you tried various ways to make it work and this reflects in the code. At the end I was able to patch it but I didn't really understand what I did and probably broke something else.

Sooo, well, that's my opinion. Refactor first, new features after.
#5
Still better than the computer exploding in a big ball of plasma.
#6
Quote from: Canute on April 04, 2018, 05:02:47 AM
QuoteHey, I have a problem
Yep, you problem are, you posted here before you read the last few pages at last.

Yes this is a common problem, land before and then move in to attack or try out the version from phas, one posting before your's.

Just don't blame me when your computer explodes in a big ball of plasma
#7
This fork makes the ship drop at edge location always. Hopefully. Theorically.

USE WITH CARE! I don't really understand Cpt.Ohu's code. So this is probably bugged as hell.

https://github.com/riccardocagnasso/OHU-Dropships
#8
Quote from: TrEvIzE on March 28, 2018, 11:57:01 AM
It is possible to land somewhere else than in middle of the map?

Land in middle of an ennemy base is not really funny. That cost me some dropship...
I'm trying to patch the code to do that.
#9
PLEASE PLEASE PLEASE fix the "drop at the edge" thing or better let me chose were to land my ship. please.
#10
Also the bug that put the dropship in the middle of the map even if you choose "drop at edge" is still preset. But now you can't do "form caravan" from an aircraft dropsite.
#11
What about the EPOE patch?

Also would you consider a Rah's Bionics integration instead/also? I find it a lot better than EPOE
#12
Unfinished / Re: [A16/A17] [WIP] Warhammer 40k Corruption
February 06, 2018, 08:05:28 PM
omg I'm so glad. I tried to fork and continue your mod but I couldn't figure it out (and rimworld documentation is nonexistent, damn how do you manage to do modding?). Thank you man, welcome back.
#13
Uhm i can't build imperial drop pods attached to imperial launchers. I've no valid building position.
#14
As far as I understand it, Yes vehicles is included
#15
I'm trying this mod and if I form a caravan it doesn't move because "everyone is downed"