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Messages - joaonunes

#151
soooooo is this supposed to be something like CCL but with features like "Version Checker" from Starsector or "AVC" from Kerbal Space Program? (a.k.a. mod version checker)
If yes, then this can potentially be one of the best mods that ever existed for this game, it only depends on the will of the other modders to include a file regarding mod version.

However, the other mods I referred, which are for other games, do not need a dll to do that, they use a xml file (the one for Starsector has a ".version" extension but it's xml if you open it :P)... May I ask why you chose to go with the dll?

And if this is not only about version checking but also having some CCL features will it be compatible with other mods or just not with CCL? Does it work with CCL? Is this meant to be a replacement for CCL?

Sorry for all the questions but I am really curious about this mod :)
#152
Releases / Re: PSA TO ALL MODDERS - PLEASE READ!
December 15, 2016, 10:21:48 AM
Quote from: BlackSmokeDMax on December 15, 2016, 07:44:39 AM
Why not sticky it? Then delete this post of mine and the last couple bumps. Seems like a good post to stay near the top.

That has already been discussed here on this very topic. It seems people don't always notice stickies and as such it would be futile to do it as people would not read it...
#153
Releases / Re: PSA TO ALL MODDERS - PLEASE READ!
December 14, 2016, 04:34:04 PM
Quote from: skullywag on December 14, 2016, 02:52:46 PM
Gonna pump the to the top, with the new alpha kind of out it seems like a good idea.

**bump**
#154
Outdated / Re: [A15] Zorba's Miscellaneous Tweakery Mods
December 13, 2016, 12:01:42 PM
"Sparkles?"

"Yeah, boss?"

"Remind me why we're locked in a closet."

"There's wargs outside, boss. They'd probably eat us."

"Wargs."

"Yep."

"Why are there wargs outside?"

"There was a gap in the wall, so they just, y'know, came right in."

"They just came right in?"

"Sure thing, boss. Just walked through the wall."

"How did they walk through the wall?"

"Well, there was a hole in the wall."

"And why was there a hole in the wall?"

"That was the raiders, boss. Blew it up with grenades."

"The raiders. Got it."

"Sure thing. Can't stand those raiders."

"Sparkles?"

"Yeah, boss?"

"Did I, or did I not, tell you to repair the wall?"

"Sure did! Patched it all up in a few hours, just like you asked."

"Then *why was there a hole in the wall*?"

"Well, they destroyed that part of the wall, boss."

"And so you didn't repair it?"

"Can't repair it, boss. It's destroyed. Not there anymore."

"Could you . . . build a new wall, maybe? In the same spot as the old one?"

"Oh, yeah. Could've done that, I suppose."

"Why didn't you?"

"Didn't tell me to build a new wall, boss. Just repair the old wall."

"Right. Got it."

"Y'know . . . boss . . ."

". . . Yes?"

"Just occurred to me. Maybe I should have built a new wall?"

". . ."

"You know. Where the old one was."

". . ."

"And then the wargs wouldn't have gotten in."

". . ."

"And eaten our dogs."

". . ."

"And trapped us in this closet."

". . ."

"Maybe that would have been a good idea, boss?"

". . . Yes, Sparkles. That would have been a good idea."

"Great, boss! I'll do that next time."

"Wonderful. You do that."

"Glad I could help!"

"Sparkles?"

"Yeah, boss?"

"How are you with melee weapons?"

"Terrible, boss!"

"Perfect. Here, take this spear."


This has made me laugh so much xD

This mod is awesome! It always felt so time consuming and boring to rebuild every single thing after a (successful) pirate/spacer attack
#155
Outdated / Re: [A15] Enhanced Development - 2016-09-17
December 12, 2016, 07:36:24 PM
Quote from: Thundercraft on December 12, 2016, 06:59:22 PM
I really do want to use CR. However, it seems the only CR available for A15 is a "test release" that lacks CCL, is rather buggy, and has proven incompatible or difficult to use with several popular mods. Myself, I'm about ready to start a new game. And I'm having a hard time deciding whether I want to deal with the issues of the current CR or if I should just wait for it to get updated for A16 (hopefully with less headaches).
And this is the reason I'm not using CR right now. It works, poorly, but I want the other mods as well to work properly, so I have to take away the "bad apple"...

Quote from: Thundercraft on December 12, 2016, 06:59:22 PM
Granted. But I wouldn't be surprised if we see A16 released right around Christmas. Once A16 hits, will there be much interest in maintaining mods for A15?
It would be awesome if it happens, and yeah, there is the feeling that some mod developers are waiting for A16 before updating anything CCL related.

Quote from: Thundercraft on December 12, 2016, 06:59:22 PM
(Myself, I think I will continue using A15 for a while, though.)
This... I have actually completely skipped A14, went from A13 straight to A15 :P I had the perfect mod composition and an awesome colony I wanted to mess with first, and eventually when I finished my A13 gameplay A15 was being announced, so I waited a bit before jumping into a new version.
#156
Quote from: skyarkhangel on December 12, 2016, 06:21:10 PM
Quote from: ajaviide on December 12, 2016, 07:59:12 AM
hey guys is it compatible with facial stuff mod? thx

50/50. You can try to test. If not, just switch off mod.

It should work. Killface states that his mod has no incompatibility issues with any other mods, and the only mod I found to be incompatible so far is "Fit Colonists" from "mazacik" and pretty much every mod that alters the method "PawnGraphicSet.ResolveAllGraphics" (plus a few others but this is the big one)
#157
Quote from: Thundercraft on December 12, 2016, 05:47:43 PM
Quote from: mazacik on December 05, 2016, 03:17:31 PM
Quote from: Thundercraft on December 05, 2016, 10:55:07 AM
Would you consider creating a version of this .dll for non-lethal weapon mods to call, thereby only affecting certain modded weapons that should be 100% non-lethal (but currently aren't)?...

That would require the authors of said mods to use a part of my code - something they can already do now - and not the other way around...

??? How can we use a part of your code, though? Currently, that seems impossible to do, since you did not provide your source code... unless I'm missing something. The only files in your download are the .dll and the About.xml.

The same way I checked the code to look for any incompatibilities: DLL reverse engineering tool, available in the modding tools section of the forum. Just open a DLL from any mod and look for what's inside of it
#158
Outdated / Re: [A15] AlcoholV's Mod List
December 12, 2016, 06:04:17 PM
Quote from: AlcoholV on December 12, 2016, 05:26:53 PM
I was busy to update sorry.
Ac-Worktab (Fluffy Tab A15)
https://www.dropbox.com/s/5pslsjxr1t6esew/AC-Work%20Tab.zip?dl=0

woah cool :D Is this a non-CCL port of Fluffy's mod or is it different in any other way?
#159
Outdated / Re: [A15] Enhanced Development - 2016-09-17
December 12, 2016, 05:59:07 PM
Quote from: Jaxxa on December 12, 2016, 05:04:11 PM
I have not tested it but If CR is still working the way it did the previous Alpha it will need a new patch.

With A16 coming out real soon / now do people still care for an A15 CR patch?
If so post a link to the CR that everyone is using and I will look into making a new patch.

People want an A15 update because CR is one of the biggest mods around, changes a lot of stuff and for some people (me included) it is an essential mod for this game, and Soon™ is a very vague word that has no precise meaning... Soon can either be 3 months or 1 week...
#160
Just for the record, "Fit Colonists" is NOT compatible with Killface's "FacialStuff" as both mods alter the method "PawnGraphicSet.ResolveAllGraphics". Perhaps you should add it to the "incompatible" list.
Nothing to point out on the "No more random death" regarding "Medical Complication" after a full code analysis.
#161
Outdated / Re: [A15] Enhanced Development - 2016-09-17
December 12, 2016, 01:15:25 PM
Quote from: Thundercraft on December 12, 2016, 12:00:16 PM
Quote from: joaonunes on December 01, 2016, 11:14:36 AM
...I dont recall the shields having a compat patch, but I do remember something similar about the ED-Embrasures

:-\ But it's right there:

Quote from: Jaxxa on April 16, 2016, 02:45:22 AM
ED-Shields:
...[snip]
Patches:
Combat Realism (A14):
https://github.com/jaxxa/ED-Shields-CR/releases

humm... Thanks for pointing it out.
Doest it have any .dll files? If yes then it will probably need an A15 CR update first, if it's just xml files it should work, it won't hurt to try anyways :P
#162
Unfinished / Re: [WIP] Project Armory
December 06, 2016, 05:07:59 AM
Quote from: Plymouth on December 05, 2016, 10:11:57 PM
Quote from: joaonunes on December 03, 2016, 09:01:46 PM
OOOOOOOO so this mod is not dead yet!!! Huzaaaaaa hope has been restored!!! ;D ;D ;D

How is the state of the mod? What is missing right now? Next week I'll probably be free a couple of days so maybe I can give a hand editing some xmls :D
Development is still frozen for I'm busy with uni, but I'll have a couple of weeks off soon before my session starts, and after I do my session I should have about 2-3 weeks off, so  I'll get down to it pretty soon(literally the last week of any serious study in this semester, next one is going to be free and the two after that).

Yeah I know that feeling... It is because of university too that I literally only have one free week this very week, all the others must be dedicated to studying and finishing work before the deadlines :(

Good luck with uni! It is always worth it :D
#163
What about "Fit Colonists" compatibility with, lets say, "FacialStuff" from Killface? My memory might be a little of but I think it touches the "Verse.PawnGraphicSet.ResolveAllGraphics"...
#164
Outdated / Re: [A15] AlcoholV's Mod List
December 05, 2016, 06:02:43 AM
Quote from: AlcoholV on December 04, 2016, 09:24:58 PM
Quote from: joaonunes on December 04, 2016, 08:56:35 PM
How compatible is Work Smarter with other mods that affect hauling and such? My guess would be that there is near zero compatibility, just like many other mods that also affect hauling code. Am I guessing correctly? That is pretty much the one reason I have not installed it yet.

It depends on the other mods. Probably there will be no problem.
Because most hauling mod do not touch WorkGiver_DoBill.
And the key to this mod is that it redefined WorkGiver_DoBill.

Next time I will work with the injection method instead of the overriding method so that I will be compatible with almost mods.

thx.

Humm alright, will try it out.
#165
Quote from: mazacik on December 05, 2016, 02:31:11 AM
Quote from: joaonunes on December 04, 2016, 09:00:16 PM
Is "No more random death" compatible with mods such as "Medical Complication"? I am asking for that one in specific because it basically merges all the best health related mods into a single package :P

Yep, compatible. I think NMRD is compatible with everything right now.

Alright, thanks :D