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Messages - Houkime

#1
I'm sort of ok.
Only 2 arrests so far.

Monitored municipal elections and helped organising tons of stuff.
Some friends were beaten up over the course, computers and phones are being stolen regularly by police (though I have avoided this so far), some are in jail.
One day we even had two "car accidents" when cars were smashing into our equipment transport.
Once in a few months one gets killed or almost killed and it is in the news (although not TV ones - they are censored).

In March 18th we have presidential elections, I will participate in monitoring again (this time with even more chances to get beaten/arrested) and...

Well, they do this stuff even right before elections.
I really doubt they become nice and fluffy once they re-elected themselves.

Kind of have a dark time ahead, but there is a strange urge to develop games nevertheless somehow.
See what I can do.
#2
Well. Ok. Time for some update.
Good news is that I'm alive and not in jail... for now at least.
Now I'm sort of a legitimate active member of opposition forces and we're deliberately trying to non-violently fight back oppressive regiment which gets more and more oppressive every day. That last part is bad news which means that if we're not active enough we will soon be back to Soviet Union.
We're now consolidating around Anti-Corruption Foundation and mr. Navalny because they have evergrowing population support and do actively fight back.
I don't know if I have enough time for gaming-related software development right now TBH.
That's a kind of life-or-death adventure we're all forced to participate in if we want at least some future.

I heavily encourage any development though. Do not hesitate, sources are all open.
#3
Well. Ok. Time for some update.
Good news is that I'm alive and not in jail... for now at least.
Now I'm sort of a legitimate active member of opposition forces and we're deliberately trying to non-violently fight back oppressive regiment which gets more and more oppressive every day. That last part is bad news which means that if we're not active enough we will soon be back to Soviet Union.
We're now consolidating around Anti-Corruption Foundation and mr. Navalny because they have evergrowing population support and do actively fight back.
I don't know if I have enough time for gaming-related software development right now TBH.
That's a kind of life-or-death adventure we're all forced to participate in if we want at least some future.

I heavily encourage any development though. Do not hesitate, sources are all open.
#4
Sorry, but I won't be able to support RimVerse for an unknown amount of time.
Police forces in Russia are currently trying to illegally jail and suppress all political opposition and not-loyal population.
So it will be kind of hard for me to continue here for some time ranging from a month to years if i have bad luck.

See you.
#5
Guys, bad things happen.
Due to massive political repressions in Russia I need to pause works on the mod because soon enough I'm quite sure to be in jail for an unknown amount of time.
Latest version I was sort of ready to share is on RimVerse thread.

Was good to be with you folks.
#6
Ideas / Re: Taking off from planets to planets
March 22, 2017, 11:11:18 PM
I'm kind of working on the precursor of this system already.
You can check it out
https://ludeon.com/forums/index.php?topic=30082.15
#7
Quote from: johiah on March 05, 2017, 05:05:28 PM
Thanks!
I understood most of that I think.
Will fiddle around with the defs a bit. If I wanted to make a mod that added animals that healed any wound almost instantly but had low limb health and did not grow limbs back, how would I go about implementing that? An instantly healing attack dog that breeds quickly and dies in three seasons sounds cool.

You should ask this question on the Mods/Help subforum so that entire community can share ideas on that.
Haven't messed with this stuff personally yet and by the looks of it it's not easy enough to give you a hint just by glancing into code.

If asking doesn't work then if you really want it you will need to grind through the code to understand how wounds and animals work.
And inspect somewhat related mods if any. Probably better to inspect mods first.
Then you will probably need to derive a special class from Pawn and give it your special behaviour or sth like that.
#8
Experience with c# does not really matter.
I didn't have any when I started GridTOL.
Rimworld is not written in a complicated way.
Just classes and methods (sometimes interfaces), nothing too special.

Ok, let's just make a list of what it is mostly about:

1. Classes (most of Rimworld classes are quite straightforward and intuitive),
2. Checking and casting to types with "is" and "as".
Example:
if (thing is Pawn) (thing as Pawn).drafter.drafted=true,
3. Derived classes (ShipComputerCore: Building),
4. Methods,
5. Variables with "Get" and "Set" methods.
6. "Private"/"internal"/"public" modifiers,
7. Method overrides (when class uses an altered version of parent's method),
8. Lists and foreach loops,
9. Reading and searching in source c# code obtained with decompiler (readable, no ASM code reading needed (thankfully))
10. Unity when it comes to graphics
...
and that's mostly it.
Maybe looks a bit scary but really nothing too special.
One day of watching tutorials, looking into source code and messing around and all should be fine enough.

Here's the link to the RimWorld wiki modding tutorials:
http://rimworldwiki.com/wiki/Modding_Tutorials
C# modding section contains links to IDEs and decompiler (better use a version from Zhentar) and instructions  on how to start.
#9
Here is the current very-very buggy code for suborbital jumps with a bit updated architecture and initial animation. Mainly for reference and testing purposes,not really for playing.
More stable version without eyecandies is on my thread.
https://ludeon.com/forums/index.php?topic=30082.0

Gedos, gather your team, write a detailed technical plan like I did for my mod and get to work finally.
I will focus on animation, debugging and travelling around the planet for now. This will take a long while to get it working properly.
And you with your team basically will need to do all other stuff necessary for your particular mod (because i will not implement it)... Which is... a lot.

Example TODO list:

1. Adapt gas and EVA stuff from MarsX.
2. Make a proper empty space map with vacuum and special sun settings (like neverending sun or with eclipses).  You will need transparent terrain and static space background which does not move or zoom when camera goes around for this.

4. Make a special Asteroid Map Generator which will generate one mountain at the center - an asteroid, and the rest will be transparent space.
5. Make a moonlike terrain, lighting and map generation.
6. Generate a small moonlike planet. Again, use MARSX as a reference.
7. Use my TravellingSpaceship Worldobject or sth like that to cruise between planet, moon and roids. Try to care about memory and do mind that a whole planet can be generated from seed.

Modify WorldMap so you can switch between colonies on different planets. Well.. at least you can try.

8. Do a simple galaxy generator without glitterwiorlds, just rimworlds (positions and seeds) and moons (again positions and seeds).
You can try to start from 10x10 uniform stargrid.
Do a simplistic GUI for galaxy which can be accessed from ship core.
9. Do interstellar travel with abandoning all behind and offloading planets from memory.
10. Try to implement glitterworlds and additional stuff to make things interesting:
      For that you will need (example):
1. Make a concept of what can be traded with glitterworlds and make glitterworlds that cannot be really landed on but can be negotiated with.
2. Make a framework for peaceful landing at other bases (don't know, maybe I will do it sometime), trading and stuff.
3. Make a city generation (HARD!) with a landing pad and citizens.
4. Make and add cities for Not-so-Rimworlds.
5. Make glitterworld cities
6. Make mechanoid hives,
7. Make landable robotic trade stations, pirates...
etc etc etc....


Don't even try to make it alone.

Take notice that for space and asteroids and how to do them there were suggestions on your thread.
For fuel I will recommend Xenon (engines' working body) and Uranium (energy).
Xenon can be extracted from planets' atmospheres with special equipment, but it is a long process and you will need to land for this. You will also need a gas network and storage like in MARSX.
Uranium is as usual and you can also purchase it from space stations, mine from roids and obtain at cities and glitterworlds.

[attachment deleted by admin due to age]
#10
Gedos, your plan is much broader than my mod.
And my mod really implements only very initial features.
It's a crapload left to do.
People, really, to implement this before a18 we need at least five people or so)
Help is appreciated.
#11
First working thing was done in about five or so days during vacation.
Then about 2 hours to fix beds and stuff (did it early in the morning before i had to go).
Now just experimenting with stuff from time to time to cope with chronical depression.
Most time-taking was to wrap head around specific rimworld shaders and stuff.
Spent an infuriating weekend (because *beep* UnityScript API prohibits you from obtaining virtually any info on shaders during runtime and UnityEdior functions for that are not reproducible because Unity guys use internal calls of extern functions to hide actual code) trying to hack into stuff.

Ok, another screenshot.
Now things start to behave finally.
Finer mesh for shadows with special triangles is needed though.

#12
For the first time in Rimworld!
Edging shadows during flight! (used random generator this time for technology demonstration)



Some tweaking in precedence and altitude is needed though...
#13
Ok, some dev update (not downloadable right now because bugs need fixing first)

#14
Progress: now with some walls and proper uv.

However, fine texture of walls is not displayed. Haven't found how to do it yet.

#15
Quote from: phinky on February 13, 2017, 04:22:43 PM
Can confirm it appears to work mostly fine with the "[sd] spaceship" mod which adds to the coolness factor. Also after testing with a very large ship everything worked out for the first five or so jumps, but it eventually destroyed itself upon spawning on its final. Perhaps this happens when it can't find a valid landing zone? Anyways sweet project. Hope you manage to get it completed.

Hmmm. Destroyed on spawn after some jumps?
Could you please be more specific?
How large was it and, most importantly, where did you try to land it (what biome) and did you have any errors in the log?
Because I programmed it to throw a special error like "couldn't find landing zone" in this very situation.

I already invented how to cope with this problem in the future and hopefully how to make trading-without-landing as well, but this will take a while... because quite a major change in everything.


BTW progress update on animation:
Flying floors v.0



uv map a bit off though.