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Messages - AlyxMS

Pages: [1] 2 3
1
Help / Re: Having problem with sound fx in A16.
« on: December 27, 2016, 04:31:14 PM »
Update: Problem solved by converting files to .ogg, seems like A16 broke .wav.

I'm bumping up this thread because I have the exact same problem.
It worked perfectly in A15, in A16 it had the problem OP mentioned. Adding <context>MapOnly</context> did not help.

Relevant xml part:
Code: [Select]
<SoundDef>
    <defName>AMSBoltAction</defName> 
    <context>MapOnly</context>
    <eventNames /> 
    <maxSimultaneous>1</maxSimultaneous> 
    <subSounds>
      <li>
        <grains>
          <li Class="AudioGrain_Clip">
            <clipPath>Weapons/SmallArms/AMSBoltAction</clipPath>
          </li>
        </grains>
      </li>
    </subSounds>
  </SoundDef>

More Details:
File Format: WAV, 16 Bit Stereo
Issue: Only first shot can be heard per game.

2
Help / How to get rid of white edges around PNG textures?
« on: December 03, 2016, 08:08:11 PM »
As the title says, I use transparent .png textures and there are always white edges around them in-game.
How do I remove them?
Or should I use DDS instead?

3
Mods / Re: [Mod Request] National Flag
« on: December 02, 2016, 06:25:02 PM »
Here you go.
A very basic one, and can't figure the shadow out so no cast shadows.
Should be an okay basis if you want to expand upon.

[attachment deleted by admin due to age]

4
Help / Remove tale related artnames for custom objects?
« on: December 02, 2016, 05:16:02 PM »
I'm creating a mod to make paintings and I want to have total control over the names of the painting. (By that I mean defining them in a xml for the game to randomize instead of getting these titles and descriptions based on tales mixed in)

I followed the structure of statues.
In Buildings_Art.xml, for "SculptureBase", the following lines defined the name and description for the sculptures.
<nameMaker>ArtName_Sculpture</nameMaker>
<descriptionMaker>ArtDescription_Sculpture</descriptionMaker>

I found ArtName_Sculpture and ArtDescription_Sculpture in RulePackDefs.
<defName>ArtName_Sculpture</defName> in RulePacks_Art_NameRoots.xml
<defName>ArtDescription_Sculpture</defName> in RulePacks_Art_PhysicalDescriptionRoots.xml

I copied, renamed and changed them to something like this.
art_name->[PaintingNamePart1] [PaintingNamePart2] [PaintingNameNumber]
PaintingNamePart1->Testing
PaintingNamePart1->Testing2
PaintingNamePart2->Debug
PaintingNamePart2->Debug2
PaintingNameNumber->[digit]
PaintingNameNumber->[digit][digit]

When I launched the game and made some paintings.
I'm getting titles like this: Testing2 Debug 05
Which mean they worked.
But after I made more painting, I'm getting titles like:
Could not resolve any root: art_name debugLabel: null_tale

And even though I changed <defName>ArtDescription_Painting</defName> to
physical_description_root->Testing
I'm getting art descriptions like:
Testing This artwork tells the story of the capturing of Bashkire on 4th of fall, 5501.
Instead of just Testing(Which occasionally happens.)

I'm guessing this is related to the game using generating taled based names and descriptions,
Can I remove it for the object I made(paintings)?

5
Translations / Re: Working on a RimWorld translation tool.. need feedback
« on: December 16, 2014, 03:01:54 AM »
To find words I know (and mass replace them) I use this: dnGREP
It's a rather helpful tool to locate these hidden words :)

Thanks, that's would save me some time on debugging.

6
Translations / Re: Working on a RimWorld translation tool.. need feedback
« on: December 15, 2014, 02:29:12 PM »
My biggest pain about translating so far:

No knowing where the problem is.
E.g. Tynan changed Metal to Steel in Alpha 8, the debug log is clearly telling me MineableMetal does not exist, but I end up looking times and times over the thing def folder to find that it is in the Buildings_Natural.xml
I hope this tool would be able to scan all my XML files and locate the keyword "MineableMetal"

Oh and another thing:
<rep>
    <path>XXX.stages[0].label</path>
    <trans>XXX</trans>
 </rep>
<rep>
    <path>XXX.stages[0].description</path>
    <trans>XXX</trans>
 </rep>
<rep>
    <path>XXX.stages[1].label</path>
    <trans>XXX</trans>
 </rep>
....

Making these is a pain. Since alpha 8 utilizes this kind of thing much more than ever.
If templates like this can be auto generated it would be really helpful.

7
Support / Need a reset on download count
« on: October 02, 2014, 12:09:45 AM »
I don't know why everytime I tried to download Alpha 7 from Sendowl I get "Unable to display webpage".
Previously when I get problem like this I can refresh the page and download it.
I tried it for five times and now all my download counts are wasted. :(

My E-mail: -snip-
Reset my download count for the Windows version please. :'(

EDIT by ItchyFlea: Removed email address for privacy reasons.

8
General Discussion / Re: Strangers eating colonist's food
« on: July 12, 2014, 08:55:07 AM »
Yep. I usually make the room that links to the outside the dining hall.
I have a stockpile of food with table and chairs there.

Everytime strangers came for a visit, they'll eat all my food.
Good thing is I sell potatoes as the major source of income.
Still it kinda sucks because they had all my food and the relationship didn't raise for a single digit.

9
General Discussion / Re: When to remove a terrible colonist
« on: July 10, 2014, 11:30:12 PM »
When a single freaking herbalist turns all of your warehouse storage into potato slots. Since when did thirteen people need sixteen THOUSAND potatoes?

Oh I my potato stock is always around 2000-3000 (and I only had 4 people).
That's usually my only source of income other than selling looted weapons.

I don't usually remove colonists. I'm a picky person and I always check their stats before recruiting them.
This usually ends up in only having 4 colonists at day 120.

10
General Discussion / Re: How to change an item's name?
« on: July 09, 2014, 05:37:26 PM »
Goto Mods\Core\Defs\ThingDefs, open Apparel_Various.xml with a text editor. (I personally use Notepad++)

Find
<defName>Apparel_PowerArmor</defName>
<label>Power armor</label>

And change
<label>Power armor</label>
to
<label>Combat armor</label>

save it and it should work.

11
It's the future.
Who knows whether the technology would make man pregnant in 2100s or not?

12
To have vehicles
Things like garage, charging station would probably need to be in the game for the first place.

Too early I think.

13
Off-Topic / Re: what music kind do you like?
« on: June 08, 2014, 01:59:04 PM »
I never really listen to a particular kind of music.
My entire music collection is from music I heard from videos, radio and games.
(Mostly music used in games)

Here's a random sample from my collection.

Battlefield 2142 Theme - DICE
Beethoven Virus - Banya
Come Out And Play - The Offspring
Damn - The Royal Concept
Danger Zone - Top Gun OST
Epic Sax - Epic Sax Guy
Fireflies - Owl City
For What It's Worth - Buffalo Springfield
Gay Bar - Electric Six
Ghost - Ladytron
Help is on the way - Rise Against
It Starts - Alex Metric
Mirrors Edge - Full Menu Song
More Than Alive - The Ready Set
North Korean Melody - Team America OST
Relax, Take It Easy - Mika
Sing'in in the Rain - Mint Royale
Surfin Bird - the Trashman
The Sound of Silence - Simon And Garfunkel
What is love - Haddaway
When the moon goes down - the Jubalaires

14
China is always no where to be found on the internet  :(

15
A sudden change in number/equipment of raiders. (not anymore in Alpha 4e/f)
Most of the time when I got my colony destroyed is because I'm not prepared for it.
Day 20 1 pistol raider.
Day 30 2 pistol raider.
Day 50 6 pistol/rifle/motorov raider.

Also bad luck.
Sometimes I can never incapacitate a raider and I only have 3 colonists, so it wasn't population control or anything.
Slave trader is very rare at all times.
The number of raiders just kept growing but the number of colonists stays the same.
I don't really use turrets but in the case I have to.
When a solar flare or a short circuit strikes, my colony is dead.

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