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Messages - PunisheR007

#1
Releases / Re: [MOD] (Alpha 7) Auto-Turrets Mod
October 10, 2014, 10:42:18 PM
Nice work Kilroy  ;)
#2
Outdated / Re: [MOD] (Alpha 7) Knockouts v1.2
October 10, 2014, 10:37:10 PM
Quote from: Iwillbenicetou on October 09, 2014, 09:02:34 PM
What do you use in this mod? Like for programming? I was thinking of using it/updating for the next update.

This mod and all my mods are created using just xml definitions, that Tynan has defined.
Your welcome to use any of my mods, anywhere you want, or take them apart, do as you please. :)
Cheers!!!

Though now, cannons and turrets and embrasures do need .dll files created, for the research, and that takes c++ knowledge.
They are being taken care of by other moders, you can go take a look in those threads for more info.
#3
Outdated / Re: [MOD] (Alpha 6) Embrasures v2.0.5
October 08, 2014, 07:38:15 PM
For sure skullywag, it would be nice to actually know every xml def,
maybe a simple document with every xml def name, with a bit of info on what it does.
That would alleviate any problems moders have when updating their mods. I guess he has to much work on his mind to even think straight.
That would have not taken long, if he created the doc at the start of when he created his first xml def.
I find that alot with small game devs, they could make there work easier, by doing simple things like that.
#4
Outdated / Re: [MOD] (Alpha 7) Knockouts v1.2
October 08, 2014, 07:18:19 PM
Quote from: Minato on October 07, 2014, 06:57:36 AM
Thank you!
I'm going for meele only challenge, so this will be very usefull :D

You're welcome Minato  :)
#5
Outdated / Re: [MOD] (Alpha 6) Embrasures v2.0.5
October 08, 2014, 07:17:22 PM
Whatever Tynan has done, in removing xml defs and so on, is for the better, but to make something and to remove it in the next alpha is mind boggling. It really defeats the purpose of having xml defs, when he takes them out and then makes you learn how to create .dll's and learn c++, which is kinda good, but for people who didn't wish to and didn't have the time, thats who he hurt the most.

S**t happens and life goes on lol.

#6
Outdated / Re: [MOD] (Alpha 7) Knockouts v1.2
October 07, 2014, 06:46:25 AM
updated for alpha 7, enjoy!!!  :)
#7
Outdated / Re: [MOD] (Alpha 6) Embrasures v2.0.5
October 07, 2014, 03:25:48 AM
Quote from: skullywag on October 06, 2014, 08:44:43 PM
Quote from: PunisheR007 on October 06, 2014, 07:29:16 PM
Quote from: skullywag on October 06, 2014, 05:48:28 PM
Is OP updating this? if not ill happily get it running on A7 at least without the "stuff" implementation for now.

I will be updating embrasures today,  the first mod im updating is cannons and turrets, then this will be next. Along with all my other mods and mods i have been keeping upto date for others. Sorry for the delays, i have been very busy since i got back from overseas holiday

Cheers!!! :)

Ah no worries, if you need a hand just shout.

I thought i would have had the time to update my mods, but alot of changes have been made, and i really didn't have the time.
I am sorry for saying i would update them, but when you get stumped, it's time to hand the reigns over to the ones who can and have time to update them.
I will return, there's no doubt about that.

Cheers skullywag

PunisheR007  8)
#8
Quote from: Saberia on October 06, 2014, 10:46:52 PM
I canceled three types of blasting charges (I really don't know how to upgrade them...),

but upgraded others to A7 ver. (for Version:- 3.81)

http://www.mediafire.com/download/8lqzz6aa4a7g0mq/A7_Cannons_and_Turrets.rar

By the way, I hope you can still updating this mod.

Many of my friends like it! to PunisheR007 :)

Thankyou Saberia, i owe you big time, if there is anything i can do for you in the future let me know.
As i said in my Thread about anyone can do what they please with my mods, http://ludeon.com/forums/index.php?topic=6661.0
I will be returning, there is no doubt about that.  ;)  I love this game, but work has to come first and my line of work is very demanding and takes most of my time.

Cheers!!!

PunisheR007  8)
#9
Quote from: jal21 on October 07, 2014, 02:28:37 AM
thank you for you you mods it was fun to use them and they have saved colones they all owe they lives to you so thank you

Thanks jal21, you're welcome mate, i'm glad they helped save your colonies, makes me feel good. :)
#10
I will be back, you count on that everyone ;). I do love ya all, and i will try my best to return as soon as possible.
I'm not normally the kind to quit something, but when it keeps changing and frustrates me, and i don't know what to do, then i must hand the reigns over to the people who do know, because i do love this mod and i would like it to live on forever, as long as Rimworld is alive.
I have alot more ideas for this mod, and im sure that will grow as Rimworld develops. I know Tynan is very busy in the continual development of Rimworld.
It does bring a tear to my eye  :'( but thats what happens when you create something like this and have to let it go.

Cheers!!!
PunisheR007  8)
#11
Gday everyone, im giving permission to anyone who wants to use any of my mods, or rip them apart and add them to there own mods.
do what you please, i have no time to update and stuff around trying to find names of definitions that have changed and don't exist in the core.
Which would mean i would have to message other mod creaters and ask questions and so on.

Thanks for the awesome times everyone

PunisheR007  8)
#12
Quote from: Jaxxa on October 06, 2014, 08:54:03 PM

If you want you can PM me what specifically what you cant do and I will have a look at it.

If you load it up Jaxxa, you will find definitions that don't exist anymore, or have changed names, and i would not have a clue on how to find them out. Most of them i can fix, but a few have changed or have been removed, and my mod will not be the same.
I give permission to anyone who wants to continue all my mods, i don't have the time to finish updating mods.

I work 6 days a week scaffolding, getting up at 3am to travel 2.5 hours to work to start at 6:30 - 7am. Then finishing work at 5:30pm and arriving home at 8pm and having dinner and then to bed to do it all over again lol.

I apologize that this has happened, Tynan really needs to think more about some of the changes he makes, he must not look at any mods his modders create and how they work at all. when every new alpha he makes ridiculous changes like changing maxHealth to MaxHealth and so on.

Cheers for the awesome times everyone, im sorry i can not continue.

PunisheR007
#13
I am not happy at all, Tynan has removed some xml definitions, that is needed for my mod to run, i will be sending him a message to ask him why he removed them, or has he changed the location of them , but im very disappointed.
I started updating, and the first change i had to make was to change maxHealth to MaxHealth, i was thinking, why change 1 letter, so i changed it and moved on. i will await my reply from Tynan, to see if my mod can continue, im sorry guys but im not a c++ coder, xml is what i can do and make textures and sounds. Cheers, i will keep you all posted on what happens.
#14
Outdated / Re: [MOD] (Alpha 6) Knockouts v1.1
October 06, 2014, 07:36:50 PM
I will be updating this today, it will fix any errors you are having with it.
sorry for the delays everyone, i have been very busy since i returned from my overseas holiday.
I will work as quick as possible.

Cheers!!! :)
#15
Outdated / Re: [MOD] (Alpha 5) Turret Package (v1.4)
October 06, 2014, 07:33:16 PM
Today the update will come for this mod, sorry for the delays everyone,
i have been very busy since i returned from my overseas holiday.
I will work as quick as possible.
Cheers!!!! :)