Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - unifex

#61
Quote from: StorymasterQ on December 22, 2014, 12:13:00 AM
For me, one thing jumps out from that code.

Quote
f__this

It's always a proper reaction for any code.

Especially when dealing with complex generics. Completely agree.
#62
Unfinished / Re: [WIP] Innerworlds
December 22, 2014, 07:29:47 AM
Ofc, please do,  you've done the bulk of the hard work so that's the least I can do. I was a bit cavalier because I thought it was a tutorial mod but I'll update my credits soon.

I've committed a bit more now and will try and maintain a feature list. It won't make sense to maintain those charges in two spots, so I'll remove em from here. I try to keep all the mods (having said that, its merging into one mod I think, not really gaining much from modularity atm) playable, and I'm trying to make sure I do a solid playthrough based on my changes to playtest them. That said, everything is probably unbalanced at the moment, though I'm tuning it as I go.

Having trouble with my dark shroud (or my little paperings on top of someone else's Eclipse :p), and getting the resurrected wraiths to be hostile to my colonists off the bat. They are aggressive I think, if in close proximity. Might be the thought tree or mix of human/mech. Will sit down to look at the body system. :(
#63
Unfinished / Re: [WIP] Innerworlds
December 20, 2014, 06:24:48 PM
Sorry about that, I posted on your mod thread briefly and was essentially offering the images and any changes for that bit back if you want. I'd like to do some kind of detonated and linked mines at some stage but that was to help me get familiar (which it did nicely ty). Really just a small tweak in the buildings that were enumerated over, minor smoke puff change and increased the timer a bit (also everything in my mod is just metal and wood for testing atm :) I can clean up the repository.

I'm was thinking about attempting to have a fiddle with making overriding the Core a little easier and not needing to distribute an overlay or something like that i.e. changing certain properties of the research and buildings when the mod initialises versus redefining all of them in mod XML files (maintaining the XML diffs might get to be painful over time).
#64
Unfinished / Re: [WIP] Innerworlds
December 18, 2014, 07:17:51 AM
The URL for the source is:

https://github.com/calmhorizons/innerworlds

You'll need Gradle if you want to build it, and Inkscape to edit the SVG images, and GIMP to refine them. Or commercial variants of those. I need to work on how best to overlay the core mod so I can work in research project changes etc.

Edit: overriding stuff.
#65
Unfinished / [WIP] Innerworlds
December 18, 2014, 06:59:27 AM
Hi all,

Firstly, its close to my first post, so thankyou to Ty the developer for a great codebase and great game. Very impressive for an alpha release and shows a distinct focus on quality, which is awesome. The deliberate focus on being able to mod the game is awesome too, very nice move, and its been done well.

The game impressed me so much I've embarked on a tragic and retro embark back into c# and vector graphics, both of which I love and am bad at.

Here's some initial screenshots:



I'm hoping to make a story teller that tells my story, and I can control events. At the moment, its just a graphics overlay on the classic one.



The start of a herbal system, I've played around with the StarSapphire orchid and some new fungi. The new Fungi class only grows in the dark.



Still working on the factions and backstory. The Golmaki and Grimlock are added at the moment, but very rough. Defining a new BodyType made me cower in the corner for 42 minutes.



My new research tree requires I overwrite the Core mod.



Some Daedalus initial buildings.



The mycology centre and some plassfoam bunkers. Fiddlings. Torn between fantasy and sci-fi.



The aether vent and hell vent are the red and blue things respectively, similar to steam geysers. Not of much use yet, though you can put an Aethercap on the aether vent (there is a map condition for the aethervent to make it appear). There are black stika mushrooms now that can make a poisonous meal. A Randy-level shitburger. I figured there was not enough support out there for the sadomasochistic community (always left out!), or it might be used to kill prisoners kindly (with hands-off stabby damage). Its really just an experiment in food.

Also the green and blue slimes (the latter are better adapted for cold environments, and their leather should be better for that), and the three tiers of sentry gun and manned sentry gun.
#66
I've uploaded a couple of WIP mods here:

https://github.com/calmhorizons/innerworlds

The release/Innerworlds-Armoury-Mines folder is a mod that does pretty much the same as the cryptosleep charge mod, with some tweaked graphics and slightly different effects when triggered (alternates a puff of smoke with the sparks), as well as different resource requirements. Its not actually something I anticipate keeping in the mod in its current form and was more to experiment, but if it helps please try it (and give any credit back to the original mod author, not my idea). I can submit any of the C# code back if anyone is interested before its committed properly, the SVG vector images (I used Inkscape, recommend it) etc are all made by me and are fair game under the Apache license. Only PNG's in the upload just yet, they get filtered from the packages but if anyone wants the source SVG images I can send them on.

I'll commit the source for the WIP when I've cleaned up the gradle scripts a bit. The Innerworlds-Base mod there doesn't do too much at the moment apart from add some new (untweaked) metals, and plump helmets :) Its not required for the armoury-mines mod. The plump helmets uses a new Fungi class that will only grow in the dark, and if hit with light it resets the fungi' growth. Some things in there that'd be nice to amend in the base Plant class to make it more conducive to subclassing. I attempted to add a drop shadow effect to the shrooms, but I don't think I've picked the right transparent shader or I'm missing something, can't see the alpha PNG bits.

Ultimately I'm aiming for a bit of an overhaul series of mods, with extra races, tech levels/research trees and end game scenarios but I'm cutting my teeth by poking around things atm :)
#67
Quote from: Xiupan on December 15, 2014, 07:04:22 PM
Quote from: JuliaEllie on December 15, 2014, 05:23:54 AM
They activate themselves when they are done. You are supposed to build the activators LAST - AFTER all other charges are finished.

I did just that, still can't figure out how to get them to work :/
I built 3 Cryo stun thingies first, one each next to a cryo-coffin, waited until all three were finished and built. Then built the activator next to a random one of the three. Nothin' :/ Should the victims just pop out and start squirming on the floor right after the activator is built? Or do you need to like coax them out by shooting at one of the coffins or activator?

Try building a cryopop charge as the very first thing you do, then an activator. Should work OK (actually I think poison will too).

Now try a fresh map, but build a butcher table first, then the cryopop charge and activator. This'll prevent the activator from doing its thing (delete the activator and butcher table, then place another activator, and it will work OK again).
#68
In the activator class you enumerate through all the colonists' buildings and assume they are cryptocharges/poison_charges etc resulting in some class cast exceptions. If you change to e.g.:


IEnumerable<cryptocharge> cryptoCharges = Find.ListerBuildings.AllBuildingsColonistOfClass<cryptocharge>();
foreach (var charge in cryptoCharges.ToList<cryptocharge>())
{
    charge.start = true;
}


and the same for poison_charge etc. it should behave (works OK for me with that). Or test each Building's type if you use the allBuildings approach, otherwise it'll result in a class cast exception. My C# is fairly sketchy so the above probably isn't idiomatic C#.

As it stands the mod should still work OK if the only buildings you have are cryptocharges before placing the activator I think, otherwise I guess it throws the exception and doesn't look at the poison_charges and incap_charges.