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Messages - Jaxxa

#946
Mods / Re: Project Armory Recruiting
October 15, 2014, 09:04:20 PM
Hey Evul

I would be willing to help out as a C# Programmer.
No guarantees of how much time I can spend on this though, but If you want to get in contact and see if I can help.

Jaxxa

#947
I will have a new version up soon, probably tomorrow.

It will be changing a few things with how the Shields are working.

Where will be Small / Standard / Fortress and SIF shields.

The SIF Shield will be unchanged and works how it currently does.
The Small / Standard (Previously Basic) Shields will be mostly unchanged.

The Fortress Shield (Previously CRAM) now has the ability to block Direct Fire weapons, but does not have the Fire suppression mode that Small / Standard do. However the Fortress Shield can now counter DropPods. While Shields can not stop DropPods as they to weapon, because of their increased Mass, they can make certain that they cant stop it. It can overload the Avionics system, causing the decent rockets not to fire so that the DropPod slams into the ground at terminal Velocity.

Practically this means that instead of drooping off people they will now hit the ground with a bang.
#948
Mods / Re: some modding questions
October 14, 2014, 11:45:16 PM
I have been using gimp, but thinking of trying out inkscape.
#949
If instead of using "Log.Error" you use "Log.Message" you will stop the console from coming up automatically, and it will be in white and not red.

You can still check it by pressing "~" to bring up the console yourself.
#950
Quote from: GottJammern on October 13, 2014, 12:24:56 AM
Quote from: bob2ball on October 12, 2014, 11:54:54 PM
where is the download link
The download link is on the bottom of the first post. Click it and it will automatically download.
If you are signed into the forum.
#951
Unfinished / Re: [Tool] ModManager
October 12, 2014, 07:58:32 PM
You have probably already thought of this but the ability to change the order of mods would be awesome, as it can get a little hard when mods depend on each other.

Also if you could give a warning if multiple mods are trying to change the same thing and overriding each other would be helpful.
#952
Quote from: Kulverstukass on October 11, 2014, 08:16:02 PM
...ammo counter...

An interesting idea that has come up before in various threads. I have added it to my list of potential features, but don't expect anything any time soon, if at all. I doubt that I will make any major additions before Alpha 8.

Quote from: Xill on October 12, 2014, 12:09:38 PM
that might've been it. i thought the autoloaders were part of another mod. heh ^_ ^"

Glad you got it sorted :)
#953
Quote from: Omni on October 10, 2014, 11:06:46 PM
So, I liked the idea of the OmniGel, but the textures were driving me crazy. So I made new ones. (Also, it's "Omni" Gel, so it has to look good. ;) )
Thanks, Love the new Textures, just added them to the new version.

If anyone has or wants to make and texture,s that would be good send them my way :)

I have just put up a new version that I hope will fix the issues that are happening now.

Thanks for the feedback / bug reports guys, especially Kulverstukass.

0.06
- Fix for SIF Shield not restoring correctly when loading a saved game.
- Fix for potential null pointer errors relating to projectiles without a faction
- Changed OmniGel textures to use the ones provided by Omni
#954
Releases / Re: [MOD] (Alpha 7) Auto-Turrets Mod
October 10, 2014, 08:27:07 PM
Quote from: Kilroy232 on October 10, 2014, 06:34:21 PM
!!!Currently I am having a problem with the sniper turret base texture, it is super tiny in game. If anyone know what the problem might be I would greatly appreciate the help!!!

Two things that I noticed.
1. You don't have <overdraw>true</overdraw> tag in the "SniperTurretStructure.xml" This looks to be what tells it to scale the image to the size of the building
2. Also the Size is set to <size>(1,1)</size> for the Sniper while the other turrets are set to (2,2), I don't know if this is a deliberate choice.
#955
Quote from: Kulverstukass on October 10, 2014, 09:28:58 AM
Nope, found a problem. Fire now heavily lags game, lots of errors in console, unplayable FPS. To the github log goes.

Is anyone else seeing this? I have not been able to reproduce this. Does it happen on a new map?
#956
Just put up a new version, will probably be the last one for a while, assuming nothing goes terribly wrong.
I think it should fix the issues that have come up.

For now I have uploaded to the nexus and mediafire, don't know what I will use in the future, ideally I will only upload it in a single place.

Let me know how it goes.

0.05
- Fix for Memory leak relating to the Shield Display
- Added option to Hide Shield visual display
- Only one Laser Drill Can be active at a time
- Power carrying Embrasures.
#957
Quote from: keylocke on October 10, 2014, 05:08:48 AM
right now, i rarely install mods for rimworld 'coz it's a bit of a hassle to do it for every new alpha.

You think that's a hassle, try updating a mod for every new alpha.

It would be nice to have an automated update system, but I don't thing we will see it for a while, and do we really want Tynan spending his time on that now rather than developing the core game.
#958
What I would like to see is the ability to reorder mods in the list.
#959
Quote from: Iwillbenicetou on October 09, 2014, 10:44:12 PM
Try to update in big batches or something, because I don't want to keep on creating new worlds/colonies.
That was kind of the plan to not do any updates for a while, but with the memory usage issue and other bugs I want to get them fixed first. Remember that you can read through the changelog and decide to keep on the current version until you are ready for a new colony.

Quote from: Kulverstukass on October 09, 2014, 11:13:45 PM
Another tiny bit of feedback, which i'm not sure even worth putting into github as issue.
Stored power of Upgrade stations is used simultaneously by all of them - when one upgrade or recharge colonist - other lost their energy too.
That is a feature, building more gives you redundancy and more places to charge from, but you cant spam them and keep all of your colonist protected during a battle for an extended period of time.

Quote from: Kulverstukass on October 09, 2014, 11:13:45 PM
Also tiny request (mb should i "pull request" on github for such things?) - make shields graphic "hid-able", like designated storages. That CRAM shield giant green bubble a bit too bright, and standard shield's light-blue color a bit interferes with game messages.
Funny you should mention that, I am working on that literally as you sent the message.

Quote from: Kulverstukass on October 09, 2014, 11:13:45 PM
Also, i've turned off SIF shields for now and memory usage looks normal.

I think I have tracked down the memory issue, looks like it does happen with normal shields as well, but much more slowly as they only have the single shield rather than many for the SIF Shield.

#960
Outdated / Re: [MOD] (Alpha 6) Embrasures v2.0.5
October 09, 2014, 08:58:24 PM
I have stuff using embrasures in my enhanced defence mod. Although no research yet.