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Messages - Alistaire

#181
Ideas / Re: potatoe power
April 04, 2016, 10:32:48 AM
Alternatively ferment them and run your colony on blackjack and hookers ethanol-powered engines vodka.
#182
Support / Re: Rimworld wont start with Hardcore Mod
April 04, 2016, 04:36:33 AM
It would be very helpful if you could paste the output_log.txt for both computers booting Hardcore_SK and vanilla RimWorld as such:

-> start Windows start menu
-> type "%appdata%" in search box, press enter
-> go up one folder from Roaming to AppData
-> enter LocalLow/Ludeon Studios/RimWorld/Config
-> open Prefs.xml
-> search logVerbose
-> replace <logVerbose>False</logVerbose> with <logVerbose>True</logVerbose>
-> run game, wait until main menu is shown, exit
-> go to your RimWorld install folder, not in LocalLow
-> enter RimWorld***Win_Data
-> attach output_log.txt to forum post


You probably have an output_log.txt already present in RimWorld***Win_Data, though the important bit here is logVerbose. If logVerbose
is activated it shows messages such as this in the file:

121954ms LoadAllPlayData
- 107154ms Load all active mods.
- - 10962ms Loading [Core|Core]
#183
Support / Re: Rimworld wont start with Hardcore Mod
April 03, 2016, 09:29:27 AM
This is possible because Unity has terribly optimized audio file loading code and A12D uses it poorly (by waiting for each audio clip to load
correctly before moving on to the next one - for reference on my computer it takes 3 seconds for each audio clip to load which for Hardcore
SK added up to a waiting time of about 40 minutes for audio files alone). This problem only occurs because Unity can not always directly access
all the necessary files for loading audio and the limiting factor for loading is in that case your computer's processing speed.

If your gaming desktop has a problem with accessing these files it will undoubtedly take much and much longer to load the audio. If the laptop
does not have this problem it will undoubtedly take much shorter to load the audio.

Every other part of the modpack will take roughly the same amount of time to load regardless of your set up because in that case the bottlenecks
are not in your CPU but rather in Unity itself - those can not be fixed and you can practically aim for maybe 10 minutes of non-audio game loading.

The problem here is in the implementation of the audio loading by RimWorld and Tynan should be noticed by now so I hope A13 will fix this (by
loading multiple audio files at the same time rather than loading one and waiting for it to load the next one). If the unmodded base game takes
2-3 minutes to load on your gaming desktop I can almost guarantee you it is due to this audio file code. As far as I know there is no way to fix this
accessibility problem with Unity as a user.
#184
These ideas sound awesome, especially since plants do not clutter the architect menu and this would be free content.
#185
General Discussion / Re: Colour clothes
April 01, 2016, 06:08:21 PM
The cloth and cloth apparel that is generated (rather than crafted) has a chance to have all kinds of colours. Plant produce does not. I'm not
sure whether using coloured cloth for crafting makes the apparel coloured but it might very well do that.
#186
I assume Skullywag has notified you about a possible fix for this bug related to the faulty loading of audio clips through the use of a while loop. Otherwise I'd be glad to explain what the problem could be slash almost certainly is along with a Unity forums thread detailing hints as to how to fix it.




I've recently (some weeks ago) attempted to start the game with Hardcore SK modpack and I swear this is no exaggeration it took fifty minutes to load the game. Upon inspection of the output_log it appeared every single sounddef took 3150ms to load along with a deviation of about 1-10 ms depending on the size of the source audio file. Adding up all loading times for all mods still netted an unlogged fraction of loading time.

I would post the output log but I restarted the game since I forgot to activate PrepareCarefully and could not be bothered to wait another fifty minutes.
#187
Ideas / Re: Your Cheapest Ideas
March 31, 2016, 04:19:07 AM
Verse.LanguageDatabase.LoadAllMetadata():


LanguageDatabase.defaultLanguage = LanguageDatabase.languages.FirstOrDefault((LoadedLanguage la) => la.folderName == LanguageDatabase.DefaultLangFolderName);
LanguageDatabase.activeLanguage = LanguageDatabase.languages.FirstOrDefault((LoadedLanguage la) => la.folderName == Prefs.LangFolderName);
if (LanguageDatabase.activeLanguage == null)
{
Prefs.LangFolderName = LanguageDatabase.DefaultLangFolderName;
LanguageDatabase.activeLanguage = LanguageDatabase.languages.FirstOrDefault((LoadedLanguage la) => la.folderName == Prefs.LangFolderName);
}
if (LanguageDatabase.activeLanguage == null || LanguageDatabase.activeLanguage == null)
{
Log.Error("No default language found!");
LanguageDatabase.defaultLanguage = LanguageDatabase.languages[0];
LanguageDatabase.activeLanguage = LanguageDatabase.languages[0];
}


if (LanguageDatabase.activeLanguage == null || LanguageDatabase.activeLanguage == null)

Better double check it, you never know with those public statics.
#188
Off-Topic / Re: Learning C#
March 30, 2016, 07:12:56 AM
Quote from: skyalert32 on March 29, 2016, 10:39:51 AM
I think I'll try to make a mod for Rimworld, I just want to know what I should use to create the textures for this mod and what I should use to edit the code.

Recommended software on the wiki has some suggestions. The entire Modding tutorials section may help you as well.
Furthermore, Setting up a solution is the first in a series of tutorials that help you get some hurdles out of the way when
you start out modding in C#.
#189
Quote from: Mikhail Reign on March 28, 2016, 10:47:33 PM
You're just not hitting more then one person, or really, more then one body part, when you hit someone with a shotgun.

Well to be honest you should shoot someone with a shotgun, not hit them with it.
#190
It's pretty easy to do in C# as is though if you're interested in things like this you should check out CombatRealism which includes stuff like explosions into fragments, reloading system and different firing modes.
#191
NIA (CombatRealism author) supplies the CR patches, you'll want to ask him about their balance.
#192
Help / Re: I wanna be a modder
March 21, 2016, 06:36:57 PM
http://rimworldwiki.com/wiki/Modding_Tutorials/Writing_custom_code

Trace back the Requirements section to read all requirements.
#193
Rimfire v1.8 CR updated for CombatRealism v1.5.0

CombatRealism updated and it now requires a newer version of the patch, which is now up on all download locations.
#194
Off-Topic / Re: Learning C#
March 20, 2016, 06:21:42 AM
The best thing you can do to learn C# is to learn it doing something in C#. If your aim is to mod RimWorld C# code, start doing that. If you want
to write applications in C#, start doing that. General knowledge about a programming language is probably one of the least useful things to have
when you want to do something specific with it - even though C# is a single language, each implementation of it is very different.

I personally never had any application for C# and therefore did not learn it until I started modding RimWorld though you might find the same
thing happening to you for any programming language and any application for it - with computer science being an applied science it really does
not help you to start out reading 1000 page references on a programming language before taking a bash at your goal without such a reference.

If you had computer science in high school you'd get assignments from your teacher to write sites, maybe even applications, with as little help as
possible from said teacher so you have an incentive to actually apply all the knowledge you gather from copying hello world code from some
tutorial. The only time I would actually recommend learning C# from theory is when you take like a university level course on it, however chances
are you're still expected to apply the theory as you learn it.
#195




Rimfire v1.8 and Rimfire v1.8 CR for Alpha 12. What about them? Guess what they updated.

I have made an edit to the AntiMateriel code which influenced both the v1.8 and v1.8 CR download, however only the CR download actually fixes
something (a bug reported by falconbunker).

Annoyingly enough the NexusMods file system is very strict in the things it allows and every time I want to update tiny bug fixes it requires the
removal of the entire previous file (along with its downloads counter and apparently its virus report) - there is no way around this.

Enjoy the AK-47 preview!




@falconbunker:

Downloading Rimfire v1.8 CR from any download location should fix this bug. Thanks for reporting it.