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Messages - RawCode

Pages: [1] 2 3 ... 89
1
Help / Re: C# methods of removing a hediff?
« on: July 07, 2020, 02:01:14 PM »
under normal conditions you should just look how game handle hediffs (and any other things) on it's own and do exactly same.

and in most cases removing some object from array is not valid, mostly because objects have cleanup procedure and just removing from array will cause undefined state, like hediff removed but effects are not recalculated.

2
General Discussion / Re: Does Randy have lower colonist cap now?
« on: June 16, 2020, 08:45:54 AM »
randy had not colonist cap on pre 1.1. and it's hard to reduce something that not existed in first place.

3
Well, this is help section, not "do it for me"...

1) Dnspy
there is special fork of ilspy but i won't recommend it
2) Check games sources for place, that used to render and animate single weapon.
with cecil or similar tool you can edit assembly c# directly for testing, there are no integrity checks in game
later you will need harmony (or inject your custom code by other means)
also it's possible to recompile entire assembly, you will have some errors related to lambda and syntax sugar but it's like hour to fix everything
3) You also will need some additional coding to implement "equip right and equip left" commands and modify pawn "inventory container" to allow multiple weapons to be picked and used at same time.

4) this is possible with XML only by implementing weapon sprite that looks like two or more blades and adding two or more attack verbs to it, but this won't be true "dual wield" and won't allow to have different blades in hands.

if you hit some issues with steps above, just ask about specific issue.

and original answer is
Everything is possible because you are allowed to bring custom code into game, including native code, technically you can run minecraft from inside of rimworld if you want to, or bring any other function, like FTP server or web browser, because there are no limits at all.


4
General Discussion / Re: Long-winded Rant/Critique
« on: June 06, 2020, 04:28:57 AM »
you forgot absurd grid shortcut event that punish you for having batteries!

game designed to be unfair and somewhat immersion breaking, it's intentional design, after some rage inducing combinations of raids and mindbreaks i decided to patchout some of systems, events and other things i do not "like".

result was blant mechanical "process" (not ever gameplay) that you can't "remember" because nothing actually happening.

game especially designed around making things that you remember, sadly, in most cases you will remember it because absurd combination of unfair and immersion breaking, but you do remember it.



5
Help / Re: Looking for a specific set of tutorials, pls help!
« on: June 05, 2020, 02:40:22 AM »
rimworld de facto "open source", get notepad++ and dnspy and check how things are done, copypaste stuff and you will get your modification after "some" time.


6
Help / Re: Looking for a specific set of tutorials, pls help!
« on: June 04, 2020, 06:28:10 AM »
it's no longer hard after reading unity docs and tutorials about unity rendering.
only issue with "light sources" - they eat FPS.

7
General Discussion / Re: Rescue Insectoid?
« on: May 30, 2020, 06:16:44 AM »
you can do it to any downed animal.

8
actually this is nice plan, probably i will make something like proof of concept, it's really simple to implement actually.

9
there are very basic, or probably "atomic" rules of game design, every feature should integrate with game process and provide some value.

what value "fog of war" will provide to game play?
what existing systems can be integrated with "fog of war"?

what do you mean by royalty disabled?
do you want to disable expansion and all related content including quests and hardgate them with "traveling"?

in C&C Tiberian sun you always knows where other players are, because maps are not proceduraly generated and spawn points are fixed, this is absolutely not applicable to rimworld with procedural world.

10
rules in every forum section?
are you kidding?

there are only "one" rules and this is only correct method to implement rules.

as for coding, follow rules and post you code and ask is posted code okay or not okay.

11
Mods / Re: Furniture quality indicators
« on: May 26, 2020, 03:37:14 AM »
extended tooltip string is method of thing class, did you tried to do something with said method?

rendering extended tooltip sting is also method (part of long method) of main UI, did you checked UI code?

12
Mods / Re: Looking for: Apply a -X% reduction to dropped items.
« on: May 26, 2020, 03:34:50 AM »
and what exactly not working for you, what exact issues you have?

it's obviously c# only modification, did you performed any research about code flow on pawn death?
probably you had checked how game put "dirty" flag on items when someone die with said items on?

13
Mods / Re: [Mod request] Weapon limits
« on: May 26, 2020, 03:32:14 AM »
you should at least try to implement this yourself before asking for help.

probably you should start from creating list of allowed vanilla weapons first.

second you should think about how to handle mod added weapons.

14
Help / Re: The idea of the global modification?
« on: May 24, 2020, 11:51:50 PM »
it called "dll mods" and there is sticky thread about it.

also you should check wiki for more basic tips, due to nature of code based mods you may need to read book or two about c# and if you ever decide to go into code injection about x64 assembler and CLI internals before reading harmony docs to actually understand how it works.

15
Mods / Re: [Mod request] Weapon limits
« on: May 24, 2020, 11:44:11 PM »
not supported by vanilla, you will have to modout all weapons on "per item" basis.

do not just remove records from database, this will cause crashes when game will try to spawn "sniper" but there is no sniper rifle in database

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