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Messages - m1st4x

#61
Thanks for the last post, finally saw my mistake.
I've updated the code above, now it works as desired.
#62
I use Verse.Log.Message for debug output or simply put my value somewhere on screen.
(Changed the code snippet just for you ;-)

Connecting the debugger to RW is indeed something I'm gonna try soon.
#63
As I said
Quote
The widget appears, a prompt is indicating and I can select the preset text.
But on keypress no character shows up and string text leaves unchanged.
#64
Hi, thanks for the hint.
I already had different rectangles for base class and my controls.
That's not the reason.
The code above is just a simplification for debugging.



#65
Don't know what to trace here, it's a single line of code.

Or do you mean a global setting for more trace output?

No errors logged in my AppData/Rimworld/Player.txt

[UPDATE]
This is how it works:


class TabWindow : MainTabWindow
{
     public string str = "";

     public override void DoWindowContents(Rect rect)
     {
           base.DoWindowContents(rect);
           GUI.BeginGroup(rect);
           try {
               string text = GUI.TextField(rect, this.str);
               //validation etc.
               this.str = text; // stores the value
           }
           catch (Exception e) {
               Log.Message(e.StackTrace);
           } finally {
               GUI.EndGroup();
           }
     }
}

#66
Ok, just tried to call GUI.TextField directly without wrappers - changes nothing :| Logfile is clean...

#67
I'm trying to add a text field for user input into DoWindowContents() of a derived MainTabWindow class



string text = Verse.Widgets.TextField(rect, "Enter text here");



The widget appears, a prompt is indicating and I can select the preset text.
But on keypress no character shows up and string text leaves unchanged.

Same with Widgets.TextArea and listing_Standard.TextEntry

What's wrong? I don't get any further...

Thanks,
-m1st4x-
#68
Releases / [1.1][1.2] RimStory (updated)
September 29, 2020, 04:00:34 PM
#RimStory 1.2

Since it seems the mod is no longer supported, I made an update to RW 1.1/1.2

[1.1][1.2] https://github.com/m1st4x/RimStory

History:

[B19] Credits to the original author: Khaligufzel
https://steamcommunity.com/sharedfiles/filedetails/?id=1500272404
https://github.com/Khaligufzel/RimStory

[1.0] Credits to hodldeeznuts for the 1.0 update
https://steamcommunity.com/sharedfiles/filedetails/?id=1713190031
https://github.com/hodldeeznuts/RimStory



Have fun!
-m1st4x-
#69
Help / Re: How to inject new lines in Verse.Corpse?
September 28, 2020, 12:56:28 PM
This collection might be interesting!

https://github.com/Lanilor/Simple-Mods-Collection
#70
Help / Re: How to inject new lines in Verse.Corpse?
September 28, 2020, 05:33:41 AM
Take a look at
https://github.com/Khaligufzel/RimStory/tree/master/Source/Harmony
(I'm currently working at a 1.2 version of this)
Note: mod uses HugsLib!

Another C# example project, but without harmony patching
https://github.com/HaploX1/ExampleDllMod

You have to tweak a few things to set it up for RW1.1+
see https://gist.github.com/pardeike/08ff826bf40ee60452f02d85e59f32ff

Check the wiki as well
https://rimworldwiki.com/wiki/Modding_Tutorials

Hope this helps

Chers,
m1st4x
#71
Help / Re: How to inject new lines in Verse.Corpse?
September 27, 2020, 07:14:12 AM
#72
Anyway - thanks for the input! Though I don't see how to speed up the loading time in that way.

RimDef is more meant to be a information/modding tool.
No more searching hundrets of directories and files to find some information.

Just released an update with new features!

Do you guys think it is a useful tool in general?

I haven't done much modding so far...
Most things that came into my mind have been done already or it's too much to go by my own.
So if someone needs a helping hand for a interesting project, let me know ;)

Chers,
m1st4x
#73
RimDef is parsing each mod on demand.
Reading all at once takes its time depending on the amount of mods.
Sure Rimworld already has a good xml parser doing that job.
#74
Tools / [TOOL] RimDef - A Rimworld XML definition browser
September 14, 2020, 01:46:45 PM
<RimDef>

A Rimworld XML definition browser



It's been made to have an overview of what each mod adds into the game.

How to use:
1. Set path to Rimworld root directory
2. Filter by mod and definition-type
3. Select def to show details (description, recipe info, texture, xml-view)

More features to come:
- browse core definitions
- additional information for more def-types
- xml editing

It's work in progress - any ideas are welcome!

CHANGE LOG
-Version 1.0
  • Initial release
-Version 1.1

  • Multi version support
  • Core definitions for RW 1.1+
  • Show base stats for all def-types
  • Improved recipe details

Download at github.
https://github.com/m1st4x/RimDef

Prebuilt executable is provided.
Written in VS2019 / C# .NET 4.5.2

Check it out and leave me a comment.

-m1st4x-

</RimDef>