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Messages - Latta

#571
Quote from: ItchyFlea on February 12, 2015, 02:22:51 PM
Quote from: Zandor on February 10, 2015, 06:25:52 PM
Fallback handler could not load library C:/Users/Quincee/Downloads/Torrents/RimWorld/RimWorld/RimWorld657Win_Data/Mono/data-0AB60010.dll

Looks like someone torrented RimWorld....
Lol that's funny
#572
So this works as a directional shield? Oh well, how great it is! Thank you for great mod
#573
Help / Why minified installation does not work properly?
February 04, 2015, 04:26:06 AM
I was trying to make a turret minified like a piece of abstract sculpture so that I can move it freely rather than completely deconstruct it. By inheriting from Building_TurretGun and copy&paste Building_Arts code it works well, making a turret from a minified one. Except the original package(minified thing) remains. Which means, I can install a bunch or more turrets from just one source turret package. Hilarious.

The error log with it gives me something related to Verse.AI, saying Failed to give resource to (constructed turret). It explains why the package still remains. But it doesn't explain why arts just work well with minify system. There is a class called MinifyUtility which seems to DeSpawn the package when InnerBuilding is spawned, and one of problems is that I cannot see where it is being called.
Maybe it's in a [DebuggerHidden] GetCommands() method in a class MinifiedThing?

Well, all I found was a quote from Shinzy:
Quote from: Shinzy on January 30, 2015, 02:15:34 PM
I tried to make a mod that would of added those minified decorations and furniture so there could be tons of different kinds without them cluttering up the furniture/decor tabs like crazy
but my rare super plant pot only plopped errors when installed and then even duplicated itself
and the colonists wouldn't consider my chair as a chair at all and sit on it after being installed
---
#574
General Discussion / Re: Call for public testers!
February 04, 2015, 01:00:55 AM
Of course I'm in! I'm on a vacation now which means I can spend some lots of time for this. My English isn't the best, but I can at least write a clear report if I happen to across a bug or two.

Oh and, it will be a really really great asset when I translate Alpha 9 into my language...  :P
#575
That was one good advice. Thank you! Especially for Xerigium. I should go a lot more around than a bit straight translations.
I really like Glitterworlds too, it sounds awesome and makes me wonder that these worlds should be... glitter. Literally. But still having hard time lol. It easily gets too weird, dull, or um, countrified? I even assigned a note for this word specifically. Anyways, thank you again for the reply.
#576
Translations / Re: Official translation projects
February 01, 2015, 11:52:09 PM
Quote from: Tynan on February 01, 2015, 10:01:18 PM
It happens because Korean seems to be set to never print small. Is it possible read Korean characters smaller than that or will I need to provide enough vertical space everywhere for this size?
Smaller sizes should have no problem IMO.
#577
Translations / Questions about translating original game.
February 01, 2015, 11:39:41 AM
First, non-translatable areas.
Inside the ARCHITECT menu, there are Orders, Zone, Structure, so on. But I can't translate them even if I put a DesignationCategories.xml with something like

<LanguageData>

<Orders.label>OrdersBlah</Orders.label>
    <Orders.description>DescriptionO</Orders.description>

<Zone.label>ZoneBlah</Zone.label>
    <Zone.description>DescriptionZ</Zone.description>
...
this.
And also, I can't locate where are Celsius, Fahrenheit, and Kelvin. I know it's not necessary to translate them, but it would be more... preferable.
One more. Terrain types? Like Flat, SmallHills, etc.
Lastly, subtitles in information screen like "Basics", "Melee", "Work"... Where should I look for them?


Second, origin of proper nouns.
Knowing such would help great in translations.
Such as Xerigium(Xeric + ~ium I guess?), Glitterworld(Because they "glitter" with hyper techs?). I'll pass Hyperweave, Plasteel, and Synthread as they are too obvious.
Right now I'm trying to translate Xerigium into "dry weed"(not "dried weed") because Xeric means dry. But I don't have any idea about glitterworld.
#578
Translations / Re: Official translation projects
February 01, 2015, 09:55:44 AM
Quote from: Tynan on January 31, 2015, 05:23:34 PM
Can you be specific about where text is cut off for you? Screenshots with red circles are best. I can't actually read the text here and know what it's supposed to say :p

Sorry!


It's a character creation window. Background Story, Incapables, Traits and Abilities are the big ones; Construction, Growing and other dropped words are the small ones.

Big ones are cropped out by about 2 pixels, small ones are by like 2.5 pixels? Something close to that.
#579
Holy God that plasma drilling effect. Such a view. Should test it soon.
Sad to restart a colony, but will worth a cost just for that.

And a source-wise question: How did you contain radiation? It should be useful when used with Crash Landing mod...
Just check if it's inside or outside, and if inside, deal radiation damage to only that room?
#580
Translations / Re: Official translation projects
January 31, 2015, 02:56:01 PM
Tynan, is there any way to assign a font to a specific language? Because Korean Windows always try to use weird default font when trying to use english-specific font.

OR, at least, specify font sizes to be a bit smaller?
I posted a screenshot of one of 'New colony' screen. It's not alphabetical so you may not notice, but those subtitle(headline?) texts have cropped out of its upper side. Will it require a separate dll-mod like EdB's Interface Mod, or it's just impossible on my level because fonts are too core level?


#581
Outdated / Re: [MOD] (Alpha 8) Combat Realism
January 29, 2015, 11:20:44 PM
This is the shotgun I expected, not vanilla's psuedo-shotgun!
May I use your shotgun source?
#582
Updated to 12b. This is a minor patch, with some small difference.


  • Added Polish language support. Please look at credit. Thank you for your translation.
  • Scimitar now uses vanilla bullet texture for now.
  • Scimitar now fires only one shot, instead of two burst. It got some buffs too.
Read changelog.txt for details.
#583
Quote from: Katavrik on January 25, 2015, 09:49:32 PM
Building walls does not prevent radiation. Radiation has a very simple code. It just a radius, without any obstacles calculations.

As for turret spawning. Is it a vanila turret that spawn in a weapon deck, Or a modded one? I realized, that i cant make a filter, that works perfect with any mod. Because some mods has its own weapon tags, and i cant predict them.
I've made a changes to weapon generation, and it should work without filtres. Because, such filtres cause a bug with some mods. May be i need to check it again.

Thanks for report.
I thought that the actual damage is done by Gamma Bullet. I should have mistaken, then.
For the turrets, it was modded ones, but not sure, my last colony used this scenario has destroyed by mechnoids. Will check it once more.

One more thing though, I got a mechanoid heavy charge blaster by drop along with turret weapons. But as it is defined like
<destroyOnDrop>True</destroyOnDrop>
this, when one of my colonist hauled it, it disappeared. This will happen too with turret weapons, I think. No, forget this.
#584
Hehe, great fireworks there. Does building a wall prevents radiation from killing my colonists?
Also, there are some turret weapons spawning when weapon safes crash land. Maybe there should be some kind of filter which filters weapons by there tag IMO.
#585
Quote from: Guardian on January 25, 2015, 10:39:07 AM
I am a real **** when it comes to ME weapon balance so not going to touch that. Sentry turret on the other hand, i always wanted the Cerberus sentry but BioWare ****** it up along with a lot other things.
(image)
ME3 had a mannable heavy turret but someone would have to make the textures.
As for the faction, Blue Suns or Eclipse mercs/pirates instead of Cerberus (personal opinion) but again armor textures.
Those damn textures/graphics.
To make ammo mods a thing wouldn't it require added functionality from the developer like weapon crafting and moddig/customizing?
Crafting. Avenger + (Unknown material) = AP Avenger. Yes, recipe things are going to be a lot mess, I know... so there shouldn't be all ammo types for all guns. Or, I hope there is a way to integrate some codes for each gun that can be right clicked on colonists' gear and select ammo to transform it into something? Without unequipping it.
I prefer Cerberus because they use mechs, or "modified" human, so I don't have to make separate armors. Mercs are great idea, but as you pointed out, textures.
But anyway, I have to make one more shotgun for now.