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Topics - Kenneth

#1
Translations / To all translators: TKeys
May 12, 2020, 11:27:24 AM
Hey,

We've just implemented a new feature called "TKey".
With TKeys we and modders are able to attribute XML elements with a key that can be used to address them directly in translations.

Currently, when translating a quest text you have to access paths like "<PawnLend.root.nodes.RandomNode.nodes.Sequence-0.nodes.Set.value.slateRef>".
This makes translations XML hard to understand and it's very likely that this string will break as soon as we change something on this quest.

With TKey's you can now address the same data using a much shorter and less likely to break path like this "<PawnLend.LetterTextReturnAfterHelping.slateRef>".
The translation report generator will suggest using the TKey paths and the translation files cleaner will even automatically update your already existing language data for you to use TKeys!

Any XML element in the game data can be attributed with TKey="[TKEY]", which will make it addressable using "[DefName].[TKey]".
We've added TKey's to all quest script and tip set defs, and will possibly expand this in the future.

A  build with the TKey system included will go live today (on unstable branch).
In case you got questions or have issues with it, please join our public testing discord (https://discord.gg/FYBsdNX) - feel free to tell us in #translations channel and ping me (@Kenneth).
You can also send me a direct message on the forums or discuss in this thread.
#2
On the unstable beta branch, you'll find version 1.0.2271. This version is almost the same as the previous version, with the following changes:
- A potential fix for a bug that can cause very slow loading of mods and/or opening the mods list window in some cases.
- Updated language data to latest version.
- Updated player-created names with all approved content.

Mostly we're looking to test the first of the above. It would be awesome if any player who had trouble with slow loading of mods or the mods list in the main menu (anything over a minute or two) would give the unstable branch a try and let us know if anything changes.

Please give us feedback on this unstable update, did anything change for any of you? Does the game load slower or faster and could anyone reproduce the issue with the mods list and is it gone now?

UPDATE:
Please let us know about any mod incompatibility you encounter, we have recently pushed a second patch with more loadtime improvements, that apparently is causing issues with some mods.
If you encounter an issue with a mod, please post the logfile (see this thread on how to get your logfile: https://ludeon.com/forums/index.php?topic=513.0) along with your mod list and / or the mod you think is the cause of the error.
#3
We've recieved some reports regarding very long loading times (30+ minutes) for (heavily) modded games and we're currently investigating these reports, but we're lacking concrete reproduction info.

Everyone who is experiencing this or experienced it in the past please post your full mod list, hardware specs (CPU, Memory, HDD/SSD, OS) and your logfile (see this thread on how to get your logfile: https://ludeon.com/forums/index.php?topic=513.0) in this thread.
Any other like potential leads are very well appreciated aswell!

Please enable "Verbose logging" in the settings before you post your logfile. With this setting enabled there will be additional profiling information for us to analyze. See the attached screenshot on how to enable verbose logging (enable both marked settings).

Please also make sure that you have "Run in background" enabled or keep the game window in focus while its loading. If this option is disabled and you're not having rimworld in the foreground while loading the loading process will stop entirely until you bring it into focus again.
See this post for more info: https://ludeon.com/forums/index.php?topic=47478.msg449091#msg449091

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