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Messages - duduluu

#1
Bugs / [1.1] Trait Tough sometimes doesn't work
February 28, 2020, 03:25:12 AM
Sometimes a pawn with trait tough still get 100% damage.
#2
Awesome, my team is working at translating. How long will this test last probably?
#3

// StatWorker_MeleeAverageDPS.cs
stringBuilder.AppendLine(string.Format("  Tool: {0} ({1})", tool.Id, capacity.label));
stringBuilder.AppendLine(string.Format("    {0} damage", tool.AdjustedMeleeDamageAmount(req.Thing, maneuverDef.verb.meleeDamageDef).ToString("F1")));
stringBuilder.AppendLine(string.Format("    {0} seconds per attack", tool.AdjustedCooldown(req.Thing).ToString("F2")));



#4
I have an idea.
Do not render all of the characters, only render the text those appear at runtime.
Due to the world feature names won't be changed after generating a planet.
And for performance, storge all these text textures in a hashtable.
#5
Bugs / [0.18.1712] World Feature name display exception.
November 04, 2017, 09:49:43 AM
Those non-English strings can not be display.
Maybe this a bug about font?

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#6
Bugs / Re: [0.18.1700] Invalid def
October 26, 2017, 10:38:01 AM
I know what does "abstract" attribute use for.
I mean that these two elements are in wrong location, so that them not matched to any fields of PawnKindDef class.
They do not cause any error, just useless elements.

Other PawnKindDef like this, bodyGraphicData and dessicatedBodyGraphicData is in lifeStage:

  <PawnKindDef Name="Muffalo" ParentName="AnimalKindBase">
    <defName>Muffalo</defName>
    <!-- ... -->
    <lifeStages>
      <li>
        <label>muffalo calf</label>
        <labelPlural>muffalo calves</labelPlural>
        <bodyGraphicData>
          <texPath>Things/Pawn/Animal/Muffalo/Muffalo</texPath>
          <drawSize>1.5</drawSize>
          <shadowData>
            <volume>(0.4, 0.3, 0.3)</volume>
            <offset>(0,0,-0.2)</offset>
          </shadowData>
        </bodyGraphicData>
        <dessicatedBodyGraphicData>
          <texPath>Things/Pawn/Animal/Muffalo/MuffaloDessicated</texPath>
          <drawSize>1.5</drawSize>
        </dessicatedBodyGraphicData>
      </li>
      <li>
        <bodyGraphicData>
          <texPath>Things/Pawn/Animal/Muffalo/Muffalo</texPath>
          <drawSize>2.25</drawSize>
          <shadowData>
            <volume>(0.6, 0.45, 0.45)</volume>
            <offset>(0,0,-0.25)</offset>
          </shadowData>
        </bodyGraphicData>
        <dessicatedBodyGraphicData>
          <texPath>Things/Pawn/Animal/Muffalo/MuffaloDessicated</texPath>
          <drawSize>2.25</drawSize>
        </dessicatedBodyGraphicData>
      </li>
      <li>
        <bodyGraphicData>
          <texPath>Things/Pawn/Animal/Muffalo/Muffalo</texPath>
          <drawSize>3</drawSize>
          <shadowData>
            <volume>(0.8, 0.6, 0.6)</volume>
            <offset>(0,0,-0.3)</offset>
          </shadowData>
        </bodyGraphicData>
        <dessicatedBodyGraphicData>
          <texPath>Things/Pawn/Animal/Muffalo/MuffaloDessicated</texPath>
          <drawSize>3</drawSize>
        </dessicatedBodyGraphicData>
      </li>
    </lifeStages>
  </PawnKindDef>

#7
Bugs / [0.18.1700] Invalid def
October 24, 2017, 12:36:02 PM
File: \\RimWorld\Mods\Core\Defs\PawnKindDefs_Humanlikes\PawnKinds_Mechanoid.xml

  <PawnKindDef Name="MechanoidBase" Abstract="True">
    <bodyGraphicData>
      <shaderType>Cutout</shaderType>
    </bodyGraphicData>
    <dessicatedBodyGraphicData>
      <shaderType>Cutout</shaderType>
    </dessicatedBodyGraphicData>
  </PawnKindDef>


The two node <bodyGraphicData> and <dessicatedBodyGraphicData> have wrong location.
#8
Quote from: WentBerzerk on June 29, 2017, 06:38:49 AM
What would it take to add unofficial translation support for RimTrans?
Which lanugage you need? You could ask for a new language in Tynan's thread: https://ludeon.com/forums/index.php?topic=2933.0
#9
Quote from: Raf's on June 15, 2017, 12:18:37 PM
My guns have no animations when turning (the bigger one: 50 Cal, 155mm Howitzer etc) is somebody else having this problem?
This bug has been fixed 10 days ago. Update your mod. :)
#10
Releases / Re: [A17] GHXX's Tech Advancing (1.7)
June 11, 2017, 08:24:39 AM
Thanks! The translations have been sent to you via email.
#11
Releases / Re: [A17] GHXX's Tech Advancing (1.7)
June 10, 2017, 10:06:58 AM
Hi, GHXX!
My team has translated your mod into Chinese.
Is there a GitHub repo of your mod, so that we could sent the language files to you.
Thanks!
#13
Quote from: Kalshion on June 05, 2017, 04:54:43 PM
Just curious if this would conflict with other turret mods, like the more vanilla one...
No conflict, enjoy it.
#15
Animal main tab's column headers missing translation labels. But the table cells is fine.




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