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Messages - abo1984

#1
This has happened to all my new games recently. Will start off fine until I exit and load it back up. Then get all of these colored squares all over the place with vector values in them. I use lots of mods, not sure if this is a mod issue or a debug setting or what. Tried updating drivers and restarting computer and game to no avail.

Image: http://imgur.com/a/JvnN4

Also get this error on game launch: http://imgur.com/gallery/9uov2

Log of launch error and log of gameplay after a few seconds of bug showing are attached.


**EDIT: Solved on reddit: https://www.reddit.com/r/RimWorld/comments/5km9f3/it_might_be_because_i_touch_myself_at_night_but/

[attachment deleted by admin due to age]
#2
Thanks for the update! Sorry to hear about your back though, hope you get better soon!
#3
BIG THANKS!!!!!
#4
Quote from: EdB on July 16, 2016, 05:17:20 PM
Quote from: notfood on July 16, 2016, 09:39:33 AM
Is the source out somewhere? I can't find it.

Here's the state of the source code and some things to keep in mind if you're seriously considering forking your own version of the mod.

  • The code base is a bit of mess.  I've spent the minimum amount of time trying to get it working as each alpha has been released--without going back and rewriting major sections that probably should be rewritten.  There's a hodge-podge of coding patterns; there's not a lot of comments, etc.
  • The point system doesn't make sense in the context of scenarios.  It needs to be reworked or removed.
  • The scenario system significantly changed the way that map generation works.  The full impact of those changes are not clear to me.  I understand the basics of how Prepare Carefully fits into that flow, but I'm sure that there are subtleties that will need to be dealt with.
  • The expanded Steam audience has factored into my decision to no longer continue with the mod.  More people means more bug reports.  More bug reports means more bug fixing, which means more time.  I personally cannot take on the added responsibility.
  • I didn't want to deal with multiple distribution channels--i.e. posting it for download in the forums and in the Steam Workshop.  Maybe I'm overstating the difficulty of this, but I feel like if you don't upload to Steam Workshop, it's going to be a huge hassle to stop someone else from uploading it there.

I've been debating what to do with the source code.  I don't like the idea that when I release the source code, probably two or three people are going to start working on it independently--unintentionally racing each other to see who gets a working version first.  It doesn't seem quite fair.  Sadly, since it hasn't been open-source all along, I'm not sure this can be avoided.  I'm curious what people think.

Appreciate this sentiment as I have been looking over the decompiled code for 4 or 5 hours now. I don't mind taking this over for the time being, but as someone else said, maybe github is the best place for it.

Here's where I've gotten so far


  • Project set up, all decompiled code cleaned up for decompiler issues (sets/gets/enums restored). Only place decompiler really snagged was in Page_PrepareCarefully.DrawCost(Rect parentRect). Apparently it's caused by using lambdas which compilers turn into gibberish that can't re-compile. I was thinking about removing the cost stuff anyways. EdB's comment kind of solidified that thought, so I'm planning on pulling the cost stuff out.

  • Code otherwise looks clean enough even without comments (but access to comments would be nice  :) )

  • As far as updating to a14, easy changes include updating Widget class names. Lots of them just had the function name reversed for example LabelButton become ButtonLabeled. Also ThingDefOf.Components became ThingDefOf.Component

  • Where my understanding fails and where the work really needs to be done is with the removal of the following classes from Rimworld: Verse.MapInitData and Verse.DialogUtility.
    DialogUtility doesn't have much in it so I'm sure I'll just have to look more to see where that stuff went. Getting around MapInitData is where the real work will have to be done getting this to work. If anyone has any knowledge of how that system has changed I'd love to learn how. 

As others have said, I consider this a must-have mod. That's the only reason I'm doing this. If someone else is more experienced and can figure this stuff out faster please keep us posted, otherwise I'll keep plugging away.
#5
I've pulled out all the code and started modifying it. Don't hold your breath though, lots of code to go through and haven't even gotten it to compile yet. Since I'm new to Rimworld Modding/Unity programming giving any ETA would be pulled out me arse. Someone who knew what they were doing could probably do this 10x faster than me but I'll work on it until unless someone beats me to it.
#6
First off, thank you so much for the work and time you've put in. Your mod is seriously well done and makes the game so much better.

Second, I've got some time on my hands and would love to help continue this on. If you could post the source that'd be a tremendous help. If not, would you mind if I disassembled it to salvage what's possible? I sorta already took a peek and it's pretty understandable (experienced programmer but no experience with games/Unity...eager to learn though).