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Messages - Neurotoxin

Pages: [1] 2 3 ... 14
1
Tools / Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
« on: February 08, 2015, 11:19:32 PM »
If you check the rolling changelog in the OP you can see what's changed in the dev version since the latest release. That said, I've already worked out how to fix the lag switching colonists. Long story short I had to suppress an event being fired for a short duration then manually fire it because it was being fired once for every item in the backstories columns each time you changed a colonist.

No problem on the response delay, I haven't been getting much done on this yet working 10pm-7am then having to make sure my girlfriend gets to work during the day (hopefully she'll get her damn driver's license soon -.-)

If I can't find time for a while I MAY just wrap up the current dev build into a release and let it out into the wild for a bit, but I don't like releasing with unused code built in.

2
Tools / Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
« on: February 04, 2015, 09:11:39 AM »
I haven't posted recently, been busy with work (yay got a job!) so things have slowed down a bit. I'm working overnights mostly and my girlfriend works days so between work and driving her to/from work I'm not left with a lot of time.

@Realdude
1. can you zip and upload a save with >7 colonists that doesn't want to load all of them? There's no reason it should stop at 7 so I'm thinking it's not filtering specific colonists correctly. It would be helpful, though not necessary, if you could figure out which colonist(s) isn't(aren't) being displayed so I know which node(s) to look at.

2. I'm not sure how EdB handles the displaying of colonists but i don't see how editing should affect that unless it orders them by certain stats or skills. The save editor doesn't move any nodes around, just modifies the values.

3. As far as using radio buttons, I WAS going to do that originally but due to time constraints and unfamiliarity with GUI programming I opted for the easier solution of a combobox for the time being. I'm not making any promises but I MAY revise that in the future.

4. As far as displaying stats, what would you like to see? If it's similar to something in-game if you could post a screen cap that'd be really helpful. As I stated above I don't have a lot of time to play lately, actually I have barely any time put into A8 so far :(

3
Tools / Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
« on: January 30, 2015, 07:29:27 PM »
Can you right click or long click the file and find an option like open download location or show in folder? Maybe in your downloads window?

4
Tools / Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
« on: January 27, 2015, 11:26:32 AM »
Well looking through the world file it seems to primarily consist of factions. Unless you meant your actual saves which are in Ludeon Studios\RimWorld\Saves or there's something I don't know about the world file which is highly possible as I haven't done much digging. The one I'm looking at right now is also freshly generated.

Edit: That does give me an idea though for potential future features of the save editor. Faction relation manager maybe?

5
Tools / Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
« on: January 27, 2015, 11:16:36 AM »
How do you find your save worlds? I can't seem to get them :(

Save worlds should be in the same location but instead of Ludeon Studios\RimWorld\Saves it's Ludeon Studios\RimWorld\Worlds
What are you trying to do with your worlds?

6
Tools / Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
« on: January 24, 2015, 10:18:16 PM »
I'm not sure I can do that via save editing. It would likely require an assembly mod. I don't have access to a save at the moment but, I assume, even if temperature data was stored in the save file, and not in the encrypted map data, it wouldn't be constant. The change would occur on load but change during gameplay.

Anyway, while I'm posting, a quick update. I've been busy the last couple days, had a couple job interviews (hurray!) and I had some work that needed to be done on my car. That said, tomorrow, I'll have most of the day to work on the save editor. In it's current state it's nearly ready to be pushed out the door but I want to get one new feature I'm working on running correctly. I'm not a fan of release dates but, I'll definitely say, it'll be here by Tuesday. What you see in the most recent screenshot is what you'll be getting, with another button (if the secret feature works out).

Another note: as far as pushing new features and updates, I'm going to hold off and push a large set of changes once A9 is out, unless it comes out sooner than I anticipate, so if there are any feature requests I haven't taken care of or known bugs, now is a GREAT time to post.

7
Tools / Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
« on: January 19, 2015, 12:13:41 AM »
I'd like the None/Minor/Major thing to be before the Skill names

That's easy enough to do

Also, if you can spare the space, perhaps make it clearer (0) None, (1) Minor, (2) Major, so it's visible at a glance.

I'll see what i can do. To make it work without refactoring a bunch of Enum handling code might take some wizardry though ;)


Edit: Done and I think I've earned my wizard's cap :D

8
Tools / Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
« on: January 18, 2015, 12:47:20 PM »
Just popping in for a quick update and teaser for what's around the bend for the save editor


Current changelog, these are things that are currently done:
Fixed application's potential to remove traits from pawn that aren't found in defs without the user choosing to do so.
Changing between genders of pawns no longer causes the application to lag out. From 3 seconds per change on my computer to under 1/4 second to update.
Swapped location of childhood and adulthood backstory selection boxes to be more intuitive.
Some internal cleanup of hard-coded Def mappings, now using deserialization.
Externalized hard-coded def mappings to facilitate a simplified update process and mod compatibility, see note after the rolling changelog.
Updated forum URL for new update found.

More info on some of this in the OP.
Short of a nuclear hard-drive meltdown, I guarantee this will be ready by this upcoming weekend. :D

One last thing, I haven't been around the modding scene much lately. If people could point me to any mods that have custom traits/thoughts/backstories (any of those or any combination) it would be helpful in testing things out and I can potentially release a few mod defs when I release the next update.

9
Tools / Re: Mod installer & auto-update tool - would you use it?
« on: January 11, 2015, 01:18:32 PM »
Unfortunately in NodeJS...

I completely glazed over this and defaulted to c# sorry about that. I'm not familiar with JS so I can't really help there :/

I don't think anyone out there is still using 2K?

Probably just some computer challenged elderly folks and (severely) behind the times schools haha.

10
Tools / Re: Mod installer & auto-update tool - would you use it?
« on: January 11, 2015, 12:43:24 PM »
Can't you just use the environment variable %APPDATA%? I bet that's the cause for these folder structure problems.
Google tells me that you'd want to use this to get there in WinXP: %USERPROFILE%\Local Settings\Application Data
The problem is that I cannot simply use %USERPROFILE% or %APPDATA% since I work in Node.JS. I have to see which process.env property responds to the correct directory (or closest to it), and once I figure that out it will be very simple to implement, but to find that out and to be able to test the full program on XP I need to set up a virtual machine. I don't just want to "keep guessing until I get it right" :)

I assume you've already figured out what you intend to do but an idea for you:
Code: [Select]
public string GetOSPath()
{
    if (Environment.OSVersion.Version.Major == 5)
    {
        if (Envoironment.OSVersion.Version.Minor < 6)
        {
            //This is Win XP, 2000 or Server 2003
            return %USERPROFILE% + "RestOfPath"; //pseduocode line :D
        }
        //This is win 7, win vista
        return Directory.GetParent(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData)) + "/LocalLow";
    }
    if (Environment.OSVersion.Version.Major == 6)
    {
        //this is win 8
        return Directory.GetParent(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData)) + "/LocalLow";
    }
    return null;
    //Returning null because everything else is less than win 2000 and likely won't run anyway
}

On quick note, I haven't been able to test it, since I'm not at my dev environment so it may need tweaking but it should work.

11
Tools / Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
« on: January 10, 2015, 11:22:13 PM »
Sorry for not replying sooner, I have this thread set to notify and I wasn't notified -.-

Anywho, Pez, I'm planning on handling modded saves generically. Meaning the tool will recognize and allow you to remove modded items (traits, thoughts, backstories) but not add them as it won't have a proper definition for them, as well as making sure if it's there, it'll stay.

@Minicool, is your save modded? If yes, do any add traits, thoughts or backstories? Either way if you could upload your save and send me a link I'll take a look and see how it's causing errors. Also, when you create an errored save, will the save editor load that save? if not I'll have a good starting point to hunt down the issue.

Finally, I apologize for the length of time since release and update, between the holidays (which included my birthday, xmas, my mother's birthday, new years and my brother-in-law's birthday) and job hunting I haven't had a lot of time to work on this. I've got some time now, for a little while at least so I'll try to roll out an update very soon.

12
Tools / Re: definitions updater
« on: January 10, 2015, 11:13:21 PM »
lude you got such option in notepad++

That is true but a tool where you could provide a definition list and a file list (or just a directory to recurse) would be pretty handy. The problem though lies with updating the definition list after each release and would definitely be something you'd want to open source to facilitate making it quick. Sort of a one click solution. Just because a wheel already exists doesn't mean it can't be better rounded ;)

13
Tools / Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
« on: December 27, 2014, 12:00:11 AM »
Love the tool.  One thing to note - if you have a mod with custom traits, and use your tool on the pawn, it will remove the custom traits.

Ah, yeah I can see how that happens, oversight on my part. Noted for the next build. Thanks for the feedback :)

14
Tools / Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
« on: December 23, 2014, 05:48:08 AM »
I have and likely will at some point but I'm trying to iron out the rest of the basic features first such as tooltips and any other compatibility issues that may arise.

15
Tools / Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
« on: December 22, 2014, 02:24:28 PM »
Good to hear. I'll build against 4.0 in the future. I want to make the application as accessible as possible to everyone possible so I'm glad you brought it up.

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