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Messages - Darker

#1
Tools / Re: [TOOL] RimEdit (v.2.1)
June 05, 2014, 06:50:40 PM
I don't think so. I can't test the new Alpha 4 saves in the editor since I do not own the game. Also, I'm now under quite a pressure so I lack free time to develop stuff like this.

If it ever is updated I'll make sure people know about it.
#2
Outdated / Re: [MOD] Shields!
June 04, 2014, 10:59:36 AM
I have added the Haplo's link to the original post. Thank you a lot Haplo.

I'm not sure if I'll be ever developing Rim World mods again. Mostly that's because I have never bought Rim World (I don't have Steam or internet banking - or money for that matter) and I always felt like outlaw here. Because of this, I also only could rely on latest debug versions.

I did not play the game very much though, so I feel no guilt. I rather made mods and the map editor (which is also long outdated).

QuoteMake it seasonal with this awesome event: Alert! Killer hay fever active! Take shelter or you will take damage until death.
Actually, tiberium seeds in my tiberium mod did damage colonists.
However Tiberium mod never made it out of the testing zone.
#3
Tools / Re: [TOOL] RimEdit (v.2.1)
April 20, 2014, 09:50:11 PM
Mods should be no threat to the Rim edit, unless they add a new terrain type which is uncommon. And even so, it should just threat the extra tiles as "Unknown Tile".
Thanks for the saves, I'll do some testing tomorow. (Just after I watch the new episode of Game of Thrones).
#4
Tools / Re: [TOOL] RimEdit (v.2.1)
April 20, 2014, 08:07:45 PM
I apologize for the delay, however I was far away from the outer Rim for some time. I'll now focus on the issue to get the editor back in business.

Actually, if anyone has posted a Alpha 3 gamesave, as I have asked in the OP, I'd be already fixing the problem out.
#5
Help / Re: Texturer needed
April 08, 2014, 07:42:51 AM
You should post the texture placeholder you're using right now, so that any designer can see what do you want.
#6
Currently, EMP protection seems to be quite complicated things. It's actually not the devices itself, but their "connection nodes" that get's disabled. This means, they just get cut off the wires for the duration of solar flare.

You'd need a different kind of power component to get this to work.
#7
Mods / Re: Is a online/lan multiplayer mod possible?
April 08, 2014, 04:03:15 AM
Usually, it works like that:

The server, or host, or whatever you wish to call it, generates a map and sends it to the others. Everyone then keeps the map. As the game goes, every player contributes changes to the map and broadcast them to others. At this time, the host is responsible for generating everything that is global.

I believe that if the host is gone, some logic selects another player to be the host.

If you're interested, you can also read this short reply, though it doesn't say much more than what can be deducted from the p2p concept itself.
#8
Mods / Re: Is a online/lan multiplayer mod possible?
April 07, 2014, 03:19:10 PM
P2P is smarter means of multiplayer, but the problem remains the same - hooking world behavior and controling it via means of multiplayer.

As of rim world, I suppose there still must be one leading client that decides the random events. They can't happen on the wires between...
#9
Mods / Re: Is a online/lan multiplayer mod possible?
April 07, 2014, 12:43:57 PM
He was probably right. Current concept doesn't seem to be multiplayer friendly, mostly because the game itself wasn't meant to be a multiplayer one. Yet, I'd still enjoy some multiplayer into it.

I'll wait till the concept turns better for multiplayer, then I'll implement LAN multiplayer.

I also thought of some interned pseudo-multiplayer (sending resources to other players) however I failed to figure out, how to make this griefer proof.
#10
Mods / Re: Is a online/lan multiplayer mod possible?
April 07, 2014, 08:14:57 AM
I have thought about multiplayer options a lot. Generally, the problem is that I have no idea how to hook the code. The client that connects to the server would need all thing behavior overriden, so that it would mirror whatever is happening on the server side.
This sounds almost impossible as of now.
#11
This is duplicate to previously posted post. Could a moderator delete this thread or merge it with the older one?
#12
What you see was produced without no mods. I just planted 1 bush next to the syn lamp in the middle.

The strange pattern is somehow related to the sun lamp light boundary.
#13
General Discussion / Re: Change date
April 04, 2014, 04:32:55 PM
This might be tricky, but I suggest trying to copy all things and terrain into a new game.
#14
General Discussion / Re: New translation system
April 04, 2014, 04:30:05 PM
I would also appretiate, since just my language's name contains two of them: ČeÅ¡tina.
#15
I was already thinking of making my mods compatible with other ones. It would really be nice to be able to list the mods and decide some sub-behavior.