Ludeon Forums

Ludeon Forums

  • July 02, 2022, 08:00:45 PM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

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.

Messages - RawCode

Pages: [1] 2 3 ... 115
1
Help / Re: Decompiling and editing .dll files
« on: May 30, 2022, 02:16:11 PM »
please read __very first__ output of google from very beginning to very end.

it's possible that output for you will be different, due to language and preferences, try "secure tab" or similar feature of your browser to ensure reliable results, or probably read more then single result, like two first pages...


3
probably this will work for you:
https://www.youtube.com/watch?v=rgPapHIm-5A

"portable" method is
https://harmony.pardeike.net/articles/intro.html

as for trace output, this is not something that can be explained, it's just no way to explain why in that specific case you should log "request" and move to very top where "request" is created and log why exactly "request" created this way.
it's just like not possible to explain why exactly i made this post this way.

4
1 dnspy (or any other disassembler you like)
2 string search or similar command
3 "Could not get new name"
4 check conditions that cause that specific error string to appear
5 insert trace\debug output directly into classes, or implement runtime patch, or setup debugger

after that you will be able to discover exact cause of that issue and will be able to solve it in efficient manner

special note, it's possible to invoke methods that are not directly related to unity without starting the game, this require some (a lot actually) work to setup, but really useful for errors like this.


5
Help / Re: Connect xml to dll
« on: May 10, 2022, 12:32:23 PM »
add trace output to make sure that your dll is actually loaded

6
 its extremely difficult to make software that use multiple cores in efficient manner

7
Help / Re: Harmony and private methods
« on: April 30, 2022, 01:05:34 AM »
method protection levels are syntax sugar.

8
you should test in _vanilla_ first and only after getting something that works well in vanilla try with mods.

as due to current implementation of modding "framework" any mod may hijack logic behind wounds with custom code and no matter how hard you try something, it may just not work in your 1337 mods setup.

9
Help / Re: How do get current bloodloss percentage of pawn?
« on: April 30, 2022, 01:00:10 AM »
post whatever you made by this moment, don't forget about trace output.

10
Help / Re: any mod makes rimworld re install?
« on: April 30, 2022, 12:58:41 AM »
and what is your question?

11
Mods / Re: Need Help Making Game Less Laggy
« on: April 13, 2022, 04:59:49 AM »
Quote
Rimworld uses retarded in the very sense of the word C code.

you should read book or two about x86-64 and if you think that writing game in c++ automatically makes it "fast" and "multi threaded" i have really bad news for you.

game can't distribute calculations over multiple threads in effective manner because results of previous calculations are required.

imagine array of arbitrary size filled with arbitrary numbers, try to sort it via multiple threads.
take in account sync merge and final sync, i hope you understand that sorting isolated parts and just appending them won't result in sorted array?
context switch overhead also should be taken in account.

no engine, language, processor or anything else will allow you to overcome this, no matter how hard you try.

there is really long list of routines that cannot be split over multiple threads, this is not possible*






*not possible with deterministic results, you still can try it, but results will depend on truly random factors you have absolutely no control over and worst part - they will be hardware dependent and such code may run on one CPU and not run on other.

ever code

if (A < 10)
A--;
do something


CANNOT BE MADE TRULY MULTI THREADED because other thread can pass condition when it should not.

12
Mods / Re: Mod Request: Time slows down
« on: April 13, 2022, 04:39:34 AM »
will work great with z-levels, not only everything will be slower, you also will need to make multiple layers of walls!




















sarcasm off

there is difficulty selection already that do exactly what you want.

13
Mods / Re: Need Help Making Game Less Laggy
« on: March 29, 2022, 09:09:31 AM »
do not install more then 42 mods at same time period

14
Help / Re: How to write my own UI in Rimworld?
« on: March 19, 2022, 02:14:50 AM »
ui rendering and rendering in general are part of unity itself and not related to Rimworld

read unity docs

15
Help / Re: LF a list of mods that use XML patching only
« on: March 17, 2022, 01:25:04 AM »
1) write script that download all mods from workshop and other arbitrary locations.
2) write script that parse metadata of said mods and file structure for presence of dll files.
3) understand that you just wasted 4 hours of your lifespan for nothing
4) on next day tens of new mods posted and you must do it again

Pages: [1] 2 3 ... 115