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Messages - Alistaire

#346
Rimfire v1.7 for Alpha 12 released

A quick alpha update, literally v1.6 for Alpha 12. The code has hardly changed and there were no new weapons added,
but the DLL file was updated with the A12 codebase so you should probably still download v1.7.
#347
Mods / Re: multiplayer mod?
August 22, 2015, 03:32:17 AM
Well if you're so keen on making a multiplayer mod for no one but yourself, have fun. The point is there's no workable hooks provided for
netcode; even UnityEngine.dll uses internal calls so you have to edit the place where that's handled which is most likely the EXE (which is
a pain to edit, like you might as well rewrite the entire Unity project and compile that because decompiling it doesn't give you code but
rather a bunch of characters) so you'll have to distribute basically the full game for your mod to work, which doesn't sound very legal.
#348
Mods / Re: multiplayer mod?
August 19, 2015, 08:45:55 AM
It's impossible to make a multiplayer mod because there's no networking hooks in the public C# part of the code. The hardcoded stuff is inaccessible to the modding community and arguing that the Unity engine is capable of doing it is arguing you can DDoS your nan's washing machine because the factory that assembled its circuitry is capable of producing routers.
#349
Mods / Re: Modders standard for definition naming
August 19, 2015, 08:40:47 AM
How about working your Ludeon forums user number into that?
#350
Sadly it skips character with skills higher than what you want.. (maybe an option?)

Otherwise I like the idea and it's even written in AutoHotKey, really cool.
#351
Did you make a new world with the mod activated to test this.

Along with the above, I hope you didn't actually call them .txt instead of .xml
#352
Outdated / Re: [A11] (TEXTURES) Better Tribals V2.00
August 14, 2015, 11:18:05 AM
You can make them a lot nicer looking by making the options stricter. It's possible to get a grey headdress now, but if you change the
code to something like the following, it only allows vibrant colours:

    <colorGenerator Class="ColorGenerator_Options">
      <options>
        <li>
          <weight>1</weight>
          <min>RGBA(0.8,0.1,0.1,1)</min>
          <max>RGBA(1.0,0.4,0.4,1)</max>
        </li>
        <li>
          <weight>1</weight>
          <min>RGBA(0.1,0.8,0.1,1)</min>
          <max>RGBA(0.4,1.0,0.4,1)</max>
        </li>
        <li>
          <weight>1</weight>
          <min>RGBA(0.8,0.8,0.1,1)</min>
          <max>RGBA(1.0,1.0,0.4,1)</max>
        </li>
        <li>
          <weight>1</weight>
          <min>RGBA(0.1,0.1,0.8,1)</min>
          <max>RGBA(0.4,0.4,1.0,1)</max>
        </li>
        <li>
          <weight>1</weight>
          <min>RGBA(0.8,0.1,0.8,1)</min>
          <max>RGBA(1.0,0.4,1.0,1)</max>
        </li>
        <li>
          <weight>1</weight>
          <min>RGBA(0.1,0.8,0.8,1)</min>
          <max>RGBA(0.4,1.0,1.0,1)</max>
        </li>
      </options>
    </colorGenerator>


And besides that, it's a really good idea to make the details stand out some more using full black and full white at some parts, and really
working on the contrast between two greys. The top parts of the feathers are a bit boring at the moment.

To make the feathers more realistic you could add more white and yellow-ish (high weight) options with a few tiny specks of vibrant purples,
reds and magenta's and a very occasional green, blue or yellow. If you want a suggested color setup like the one above for that, please ask.
#353
Outdated / Re: [A11] (TEXTURES) Better Tribals V1.01
August 14, 2015, 06:25:21 AM
After further investigation of both methods, it seems they both get stuck at wornGraphicPath having too many things hardcoded. It's
impossible to change shaderType of worn apparel, because it's hardcoded to be Cutout (instead of the CutoutComplex you want for
masked images).

Doing anything other than using a colourGenerator will require rewriting apparel code and chunks of the pawn code. You're currently
using the colour generator to keep the graphics white, but this can be done with a single line:
<colorGenerator Class="ColorGenerator_White"/>.

Unless Tynan fixes wornGraphicPath to use GraphicData settings in some later update (or a later update adds a HUESHIFTING
colorGenerator class), there's no simple way to keep all hue details in your images without making them different items. Using
ColorGenerator_Options is the only real solution, but it compromises subtle hue differences. It would be relatively easy to optimize
your graphics for those hue differences by making bigger differences in grayscale as opposed to hue (make the details slightly
lighter/darker).
#354
Outdated / Re: [A11] (TEXTURES) Better Tribals V1.01
August 14, 2015, 05:44:21 AM
It seems to require a custom ThingClass to work with masks and such - they would have to work like beds currently do, where both stuff colour and sheet colour change the texture.
#355
Mods / Re: [Mod Request] Combat Events
August 13, 2015, 06:58:34 PM
The problem I have with this is that it doesn't contribute to a memorable story, interesting gameplay or the current mindset of guiding players to
fix problems themselves (something about giving a man a fish versus teaching a man how to fish). You quite literally gamble resources.
#356
Outdated / Re: [A11] (TEXTURES) Better Tribals V1.01
August 13, 2015, 06:25:49 PM
You can use masks to make only some parts variable to keep details, or you could make the details fully black to ensure them staying the same between colours.

Another method would be to make them <graphicClass>Graphic_Random</graphicClass>, which would make their graphics vary like Steel slag chunks.
#357
Outdated / Re: [A11] (TEXTURES) Better Tribals V1.01
August 13, 2015, 05:30:36 PM
I feel like it would be better if the colouring was done through CompColorable and a random colour picker. That way it's easier for players to buy and sell them (with them being common and all that) and for you to make them more varied.
#358
Ideas / Re: Your Cheapest Ideas
August 13, 2015, 04:54:06 PM
Rather than locking the progression behind complex resources it would change the progression (which at the moment isn't final, obviously) and
because Copper isn't the only conductive metal out there it could form way more interesting stories where players had to resort to using Iron for
conduits because that was the only thing they could find on the crash site (from the ship) before being able to buy far superior conductive metals
to revamp the conduit system and use Iron in more fitting places.

Steel being the only metal is not a case of minimizing complexity to focus on storytelling when you at the same time have five different types of
rock to maximize complexity to focus on storytelling.
#359
Help / Re: New Apparel Item Too Common? Help for Mod?
August 13, 2015, 06:49:06 AM
You can add a <commonality> tag inside your item's <apparel> tag. Lower values make it less common (tin foil hats have 0.1, military
helmets have 1 and power armor helmets have 2 - still, power armor helmets aren't seen that much because they cost a lot but if a raider
has the money he's more likely to get a power armor helmet than a military helmet).
#360
Help / Re: Possible to Force a Hair Colour?
August 12, 2015, 04:48:00 AM
Hair colors are coded in C#, and you can't modify those unless you make a custom Pawn class and add a custom PawnHairColors class to it.

The current code randomly generates a colour based on: a dice roll, with a low chance of getting completely randomly coloured hair; an age
check, which gives pawns older than 40 a random colour in a certain range; a skincolor check along with random chance guarantees a darker
haircolor for darkskin pawns and gives lightskin pawns a 50/50 chance to get light or dark haircolor.