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 - Alistaire

#466
Help / Re: HediffDefs
February 20, 2015, 03:53:49 PM
<defaultLabelColor>(2,0,2)</defaultLabelColor>

Means the text is RGB:002000002, which is almost full black. (255,0,0) would make it full red, (0,255,0) full green etc etc.
#467
Quote from: Latta on February 20, 2015, 06:53:30 AM
How beautiful it is with these fancy new graphics!
Are you someone who draw dots professionally?

Yup, that's me - if you want to see more, I've got a DeviantART gallery.
#468
Alpha 9 update is out!
#469


Day 1 after Alpha 9, the gun graphics are close to done.

I'm still working on the XML files, and I'll have to fix some sprites from looking weird in-game.






Day 2 after Alpha 9, cleaning up the graphics and colourswapping them to fit eachother better.

It seems like Rimworld vanilla guns use a 48x48 or 32x32 canvas, from what I've seen in-game. When is the A9 graphics pack there so I can compare? Eugh.
#470
Now to update the graphical style to fit Alpha 9! Expect a new version Soon(tm).
#471
Outdated / Re: [MOD] (Alpha 8) Project Armory (v.2.17)
February 15, 2015, 09:08:10 AM
I noticed that many (or all) of the weapon sprites have a white outline in-game. This is because the transparency on their canvas is set to #FFF, pure white.
It would look way better if it was set to #000, pure black, like the vanilla weaponry. It would get rid of the white outline, at least.
#472
Worked on a Combat Realism balanced version. It's up at the second dropbox download button at the moment.

Please note this version REQUIRES Combat Realism to work. Please also note that you will have to deactivate the standard 1.0 version of Rimfire.
#473
Quote from: Dragoon on February 10, 2015, 05:26:21 AM
Would you be willing to make https://ludeon.com/forums/index.php?topic=9536.0 (rimfire) balanced version of this mod it's also vanilla friendly so I figured they would work well together.

As a heads up for someone who started on this already, I've been working on one for a while now. I haven't played with Combat Realism yet, but I'm referencing the xml values for balance.
#474
Help / Re: Cape apparel
February 09, 2015, 12:13:15 PM
And another thing; will the pawnKinds wear warm clothing at all? And when will they stop wearing more warm clothing? I've added braccae (trousers) which act like parkas for legs and have a -18 comfyTemperatureMin, but wearing these would probably fulfil any temperature requirements for most cold climates. I'm not sure whether capes would be needed or even worn.
#475
Help / Cape apparel
February 08, 2015, 06:20:52 AM
Hello,


I'm working on a quite complex mod that adds several apparel types:


  • Torso
    • OnSkin: Tunic
    • Middle: Subarmalis (under-armour)
    • Shell: Several types of heavy armour (chainmail, plate armour)

I want to add a cape drawn over all of this, for cold climates. I want to add this to the Neck bodyPart, but this bodyPart doesn't have a bodyPartGroup. Some of the existing bodyPartGroups layer over the torso (listOrder > torso's listOrder), but these are layers like Teeth, Mouth, FullHead etcetera - nothing that would make sense for a cape to go on.

>>Is it okay to add another bodyPartGroup?


Another thing is that a cape would have to have multiple listOrders or so, because the front of the cape has to layer over armour but the back would have to be layered behind everything.
Apparello has a Poncho that is close to what I want, but I don't want the cape to BE the armour. It has to layer over it. This also brings us to the problem that some armours would have huge shoulderpads which would screw with the cape's sprite (armour peeking out and such).

>>Is it possible to have a single piece of apparel show graphics over and under a pawn?


I could fix some parts of this question by removing underarmour and putting the cape on the Torso Shell layer, but it would still not show graphics behind a pawn. A problem with having the cape on a Neck layer would of course be that the entire equipment system would have even more complexity with a whole nother clothing layer.

>>Should I strive for realism (lots of armour layers) or simplicity (merged armour + underarmour, merged armour + cape)?



Thanks!
#476
Help / Re: Pila dilemma
January 31, 2015, 10:03:41 AM
Alright, so I think I've fixed it now:


  • BaseFactionDefs.xml has a faction with <techLevel>Classical</techLevel> and <spawnGroups><li>Hastatus</li></spawnGroups>;
  • Weapons_Melee.xml defines <defName>MeleeWeapon_GladiusClassical</defName> with <label>gladius</label>, <techLevel>Classical</techLevel> and <weaponTags><li>ClassicalMeleeGladius</li></weaponTags>;
  • Weapons_RangedClassical.xml defines <defName>PilaClassical</defName> with <label>pila</label>, <techLevel>Classical</techLevel> and <weaponTags><li>ClassicalRangedPila</li></weaponTags>;
  • Weapons_VanillaOverrides.xml redefines the <defName>Pila</defName> and <defName>MeleeWeapon_Gladius</defName>'s <label> with <label>javelins</label> and <label>short sword</label>, which should only change the names of these items in-game and shouldn't cause problems;
  • PawnKinds.xml's <defName>Hastatus</defName> uses <weaponTags><li>ClassicalRangedPila</li><li>ClassicalMeleeGladius</li></weaponTags>.

So in the end I had to override vanilla code, add my own substitute Pila, use a custom techLevel and custom weaponTags.

Thanks for the help, every single bit helped towards this solution!
#477
Help / Re: Pila dilemma
January 30, 2015, 12:19:56 PM
Yes, but if my faction is Neolithic it won't use Midworld items and if it's Midworld it won't use Neolithic items. I want it to use both, and if I added either of them to another techlevel it would make it impossible for certain pawns from certain factions to use a Pila or a Gladius.
#478
Help / Re: Pila dilemma
January 30, 2015, 10:34:50 AM
Another problem I found is that the Gladius is part of the Midworld techlevel, and the Pila are part of the Neolithic techlevel, which means one pawnkind from one faction would never be able to use both. How would one deal with that?
#479
Help / Re: Pila dilemma
January 29, 2015, 12:13:28 PM
Would that make the game add a second Pila and Gladius entry to a stockpile's list of weaponry? If there's anything like that going on I'd rather make both a different kind of weapon entirely, like "Military Pila" and "Military Gladius". Or, if it won't completely break compatibility, I would overwrite the base weapons.
#480
Help / Re: Pila dilemma
January 27, 2015, 11:28:29 AM
Yes, but I want to use only the vanilla Pila and nothing else from the NeolithicRanged weaponTag, and the Gladius and nothing else from the Melee weaponTag.