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Messages - cappie

#1
Ludeon,

I would like perform an appeal on your humanity by making these small changes.. not just for me, but for the entire community.

I'm well aware that these questions have come across on several threads all over this board, but I would like to stress that playing single peon games are nearly unplayable without being able to heal simple surface wounds or superficial bleeds myself using the development mode, which ruins my entire game.

Also, being able to switch this on at will, weak-willed as I am, as one of my peons which I've cared for, for over 40 hours is about to die, I cannot bear to see it suffer and break my game..

I've tried over and over, but I would really want to have some kind of development mode lockout which, once enabled for a game, CANNOT be disabled... a simple encryption over the game save for these games would be preferable as well.

I hope this reaches you and that it may inspire you to integrate these features before the release of the next alpha
#2
Hey Tynan, you're welcome man.. I salute you on living the dream of any indi game developer (even with all the coders angst, writersblock and negative folk on the forum and elsewhere you have to deal with)

I'd like to see if I can help by pouring some more time into this and building an importer/exporter for your translation files.. feel free add me on Hangouts (preferable) or drop me a line via (myname}2000{at)gmail.com (hopefully it wont drown in my inbox) to convey any wishes, or if you have a piece of example code that I can port to PHP to easy the suffering of writing the importer :)
#3
Sorry, but I haven't checked up on this post after a month of no reactions.. I thought it just died :)

Anyway, I released my piece of shit code on GitHUB.. I'll more than gladly host all updated code.. just add a pull request and we'll work on it together.

https://github.com/cappie/rwt
#4
Thanks for the feedback, the UI isn't final.. I wanted to quickly whip something up to start doing some translations, but after 30 minutes I realised it would be better for me to ask here first.

I'm hoping Tynan will respond to this, because t.b.h. he has the final say about I should continue with this or not.. I think the general idea for an importer-exporter with a centralised translation system could be very useful, however I don't feel that I have the best overview needed for it to be truly useful.

Also, as soon as I have something that works, I will release this on Github.. but right now, the code is rather.. erhm.. prototype'ey.. :)

#5
Hi guys,

I'm working on a translation tool that can import new string's from Tynan's original english translation (including the Defs, but right now, they're not yet implemented) to make the translation work a bit easier. I'm doing this because I was fed up with the incomplete translation for alpha 7 :)

NOTE: This tool is meant as an augmentation to the Github translation repositories (not as a replacement!!) for those who aren't as familiar with Git(hub), editing XML files but to know how to properly translate game language-strings..

What I've written right now is a small importer that reads in the Keyed folder from the original English translation. Next step is to also import the Defs folder (which shouldn't be that hard, considering I wrote a recursive directory importer that can handle XML's). The importers are written in such a way that when there's a new version of RimWorld, I can just update the files and re-run the importers to add all the original English strings (the new ones). Running such an import should not affect the translations already in the database then. Anyway, after that I'll write an importer for all current translations, so that the translations database is going to be filled to near completion. My goal is to create a tool with which one can 'generate' the entire language packs for RimWorld, based on which translation is completed or not..

This means that this tool will eventually be able quickly update whenever a new version of RimWorld is released and it can generate the translated 'Keyed' and 'DefInjected' files (in their respective subdirectories) for each language once the missing (new) strings have been translated. I have a first version of the basic translation page running at http://rwt.gamechat.nl/translate.php (rwt = rim world translator)

Feel free to have a look and provide some feedback... let me know if this is useful at all, of not I'll scrap it for own use on other projects, but I thought it might be useful.

My todo list is:

  • Create actual decent code instead of this prototypey shit
  • Create original English Defs importer & import them
  • Create importer for all current translations
  • Create a way to log in using some kind of authentication service (OpenID or something similar)
  • Create export script to generate .zip containing the entire Languages-folder
  • Create a voting system so that the community decides which version of a translation string is best.. we should be able to vote what best suits the game, considering it's unique feel and setting.

TL;DR: I'm building a RimWorld translation tool (which is not finished yet) for great translators that are not able (or willing) to work with GIT.. got feedback?

UPDATE: released the code on Github.. sorry I didn't check this thread earlier; I kinda lost hope and abandoned it after a month of 0 replies :)
#6
Hi Tynan,

I'm trying to run Rimworld on my work laptop which runs Ubuntu Linux 14.04 on an onboard Intel 4000 chipset (Mesa DRI Intel(R) Ivybridge Mobile, 256MB VRAM), but even if I edit the 'prefs'-file (which I've included) to have it run in Windowed mode and on 1280x720, it still stays black.

Steps I've tried:

  • Did a fresh install, still no-go
  • Ran the game from /Rimworld instead of /opt/Rimworld (still the same problems)
  • Shut down all other programs, switched to single monitor mode, chmod 777 /Rimworld (still black screen)
  • Tried to look for other clues/steps here on the forum, but couldn't find any :(

Looking at the log file (which I've also included) it seems that it gets stuck in a loop doing this:

(Filename:  Line: 4294967295)

NullReferenceException: Object reference not set to an instance of an object
  at VerseBase.Root.Update () [0x00000] in <filename unknown>:0

(Filename:  Line: 4294967295)

NullReferenceException: Object reference not set to an instance of an object
  at VerseBase.Root.OnGUI () [0x00000] in <filename unknown>:0


This keeps looping until I shutdown the client... at the beginning of this infinite loop, it starts with this error:


(Filename: /BuildAgent/work/d63dfc6385190b60/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

ArgumentNullException: Argument cannot be null.
Parameter name: key
  at System.Collections.Generic.Dictionary`2[System.Type,Verse.ITab].TryGetValue (System.Type key, Verse.ITab& value) [0x00000] in <filename unknown>:0
  at Verse.ITabManager.GetSharedInstance (System.Type tabType) [0x00000] in <filename unknown>:0
  at Verse.ThingDef.PostLoad () [0x00000] in <filename unknown>:0
  at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&)
  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0
  at Verse.XmlToItem.TryDoPostLoad (System.Object obj) [0x00000] in <filename unknown>:0
  at Verse.XmlToItem.ItemFromXml[ThingDef] (System.Xml.XmlNode xmlRoot, Boolean doPostLoad) [0x00000] in <filename unknown>:0
  at Verse.XmlLoader+<AllGameItemsFromAsset>c__IteratorD3`1[Verse.ThingDef].MoveNext () [0x00000] in <filename unknown>:0
  at Verse.ModDefSet`1[Verse.ThingDef].ReloadAllFromFiles () [0x00000] in <filename unknown>:0
  at Verse.Mod.ReloadAllContent () [0x00000] in <filename unknown>:0
  at Verse.LoadedModManager.LoadAllActiveMods () [0x00000] in <filename unknown>:0
  at Verse.PlayDataLoader.LoadAllPlayData () [0x00000] in <filename unknown>:0
  at VerseBase.Root.Start () [0x00000] in <filename unknown>:0


Please have a look at the attached files for more details.. I hope this helps you troubleshoot those damned black screen problems with Unity :)

PS: I must say that I'm totally blown away by the progress you've made.. and the game runs like molten butter on my Windows machine, congratz man.. I'm really glad I've backed you back in the beginning.. you're building something truly awesome here.. keep up the good work! :)

[attachment deleted by admin: too old]
#7
Ideas / Re: Emergency Zone
September 04, 2014, 05:14:26 PM
I agree with the previous two posts.. I just hate it when my colonists try to haul some Uranium from halfway accross the map while walking straight through the line of fire of my turrets... it's completely retarded.

A emergency-zone or home-area lockdown mode would be best... with all the new AI implementation, I think this should be quite easy to add.

Priority resets or different priorities for this emergency state would help as well.

Since we're already commanding people by giving them jobs, we should also be able to raise an alarm... or at least have it raised automatically as soon as the raiders attacked.
#8
Quote from: NephilimNexus on November 08, 2013, 02:44:11 PM
Quote from: Antares [UK] on November 08, 2013, 05:04:43 AM
It is a dream colony - Just me, mad-scientist, and army of my droids: protecting the base, growing crops, mining uranium and building more droids!

This will end badly

looool
#9
This community is soooo full of good idea's.. we really need a better way to channel all this creative information, maybe in the form of a wiki or something similar to 'getsatisfaction' (that system Mojang used to find out which new feature should be implemented first by having users pitch their ideas and others voting it up or down).
#10
Ideas / Re: Your Cheapest Ideas
November 07, 2013, 01:39:02 PM
Quote from: Wayfaerer on November 07, 2013, 12:08:59 PM
Robots!
I know it sounds code expensive. But it's basically a colonist with a different skin who instead of consuming food and having hunger consumes power and has a charge, must plug in and recharge (sleep) at a power socket (bed) but otherwise runs around like any other citizen with a fixed loyalty bar and no skill development. They can be purely combat or agriculture robots (same as nobles refusing to do other work) and can be a good source of labour for a one off payment that doesn't impinge on your food supply.

Then you can throw in a need for repairing and maintenance and malfunctions. From gaining sentience enabling the loyalty bar and negative positive effects like any other colonist, to disassembling stuff you've built, to helping the humans with all their malfunctioning flesh or hidden code which can be activated by raiding parties sneakily allied with the trader who sold you the bot, firmware hacks and upgrades to give your droid other skills and software upgrades to increase their skill.

Also probably already mentioned but can we have a non lethal weapon, minimal damage but higher chance to stun/incapacitate. I want to capture me some raiders :P

Yes, that's basically my idea @ http://ludeon.com/forums/index.php?topic=685.0
#11
Ideas / Re: List Of All Suggested Features
November 06, 2013, 03:23:27 PM
#12
Why Maintenance Droids?
Simple droids that can do limited things, for example: "only repairs, hauling and cleaning". However, droids use up metals whenever they repair themselves, thus forcing the player to choose between the short term solution of adding a Maintenance Droid that eats through his non-renewable resources, or waiting for that extra colonist (which is faster and better than the droid, since it can do a lot more, a lot faster).

Development info
Droids could be programmed like normal pawns, but with the following defining characteristics based off the pawn class:

  • Droids have to be researched
  • Walking speed * 0.75
  • Hit points * 2.5 (they're quite tough little buggers), but auto-repairs cost metals, and they can't do anything while repairing)
  • Task speed * 0.75 - 1.25, (depending on research level?) of normal pawn
  • Electric engine sound effect, frequency based on current speed (it is possible to read out a pawns speed in Unity, right?)
  • Droids have a breakdown chance
  • Droids lose health out in the rain or sandstorms
  • Droids have a chance to get stuck moving on sand
  • Droids use their own solar energy panels to charge which they have to expose to recharge, and they can't do anything while charging. (possibly recharge sound effect and/or bars filling visually), think Wall-E)
  • Alternatively, Droids could use energy from the base, the same way Pawns eat food from a dispenser, if that is less work to program.. could also be a nice game mechanic.. no power, no army of droids.. another disadvantage of droids to balance things out
  • Limited skillset, based on what research you choose for your droids, droids get more expensive whenever you research then to have more skills
  • Existing droids can only be manually upgraded whenever you've researched a new skill
  • Droids get disabled during solar flares.. just imagine the chaos that will bring, combined with a raider attack :D[/i]
I really hope something like this gets implemented.. I think they could prove to be an interesting game mechanic.
#13
General Discussion / Re: Introduce Yourself!
November 03, 2013, 05:20:11 PM
knowledge-addicted nerd here with a strong love for creating things.. especially when those things create other things themselves.. I love sci-fi, genetic algorythms, agent-based AI, strategy games.

Also: Scott Manley introduced me to RimWorld.. I love the idea of this entire setup, but I would love to see some more Isaac Asimov's Foundation poured in there :)
#14
Ideas / Re: Re: Your Cheapest Ideas
November 03, 2013, 04:57:32 PM
I have several suggestions:

#cheap features (1-2 hour(s))
- Mines (the types that go BOOM), based on the blast things, but then with a different icon (small blinking led in the dirt).
- Make 'repairing' a separate task instead of having it part of 'construction' (already included in changelog of Nov 1st 2013, thank you!)
- Upgradeable turrets (just use the repair animation on it, but increase the turret's hitpoints in exchange for some metal). Also, have the last upgrade level (400% hitpoints, but lower firing/tracking rate due to armor weight) cause the turret NOT to explode anymore, but costing about 4x as much as a normal turret in the end)

#less cheap upgrades (3-4 hours)
- Add startup time before electronic devices are active whenever they're built and/or (re-)powered.. devices like turrets or communication arrays.. timers ticking down while you are REALLY in a bad situation are great story telling plot helpers :)
-- Add a research options to 1) reduce startup time 2) install a new OS on your devices for quicker startup and/or more features (windows vs linux) 3) replace hardware on your devices (like an SSD upgrade to your HDD, but then 10.000 years in the future).
- Mass graves for raiders with massive penalty whenever colonists see an ex-colonist in there, but using way less space than normal graves, also, add an option to set it to fire to get rid of the corpses and use it again after the fire has emptied it. (the smell could upset people with a weak stomach)

#bugfixes (full day perhaps? I dno..)
- Maybe a quick bugfix for your pathfinding which seems to cause massive slowdowns after un-forbidding a bunch of items: whenever there are more than 'n' number of items that trigger the pathfinding algo's, just calculate the pathfind to the closest item, do not pre-calculate the other paths.