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

#61
Quote from: Adalah217 on June 28, 2017, 01:47:43 PM
Just to bring up the grenade issue again: it's impossible to avoid being hit by fragments from a frag grenade in an open field in the game, and it's been established that is on purpose. But even in cover, I am still being hit by fragments because of the timer cooldown after throwing the grenade. The colonist is still looking at the damn thing after throwing it.

Suggestion: decrease the weapon cooldown from grenades (which might result in AI that just spams grenades; kinda funny if that's what happens, but I guess a guy running into battle with only grenades might do just that).
Or: decrease the amount of shrapnel, increase the distance thrown, increase time taken after being thrown to explode.

As it is, there's no point to frag grenades IMO. I've not been in a situation where it would be useful in battle.

Edit: after some quick testing, it's possible to avoid the fragments behind solid walls thrown directly straight ahead. I was behind smaller cover, like trees etc. Still feels wrong though.

Fragment range has been nerfed in CE 1.2 and minimum distance has been added in CE 1.3. Are you sure you are using the latest CE version?
#62
Quote from: MrZero on May 24, 2017, 04:19:09 PM
hey, alpha 17 update is coming anytime soon??
i know the game just got updated, but rimworld feels a little empty without this mod :/

I've started working on the update now, expect it to come out within a week.
#63
Quote from: Tanelorn on June 22, 2017, 04:37:14 AM
Regarding hunting: There are major issues with hunting as the hunters shoot from max range and have a near impossible time hitting the animals (especially small animals). Is there any way to make hunting take place at shorter ranges, or choose to fire only if there's a 50% or better chance to hit?

This should not be the case. For small animals, hunters should get maybe five tiles away from the hunted animal and for larger ones a maximum of 20 tiles or max range if it is below 20 tiles.
#64
At the same time consider that if you were to throw a grenade in the open field, the fragments would hit you which is why grenades are used in close quarters or combat surrounding obstructions such that the thrower is protected from fragments.
#65
Mods / Re: Is sound designing of any use?
May 29, 2017, 01:32:00 PM
All (gun)sounds in Rimworld are 44.1 kHz, 16-bit PCM .ogg files.
#66
General Discussion / Re: Breakdown chance folder?
May 27, 2017, 03:13:49 PM
You could make your own CompBreakdownable with different chance calculations. The base game uses this method for the breakdown chance:

// RimWorld.CompBreakdownable
public void CheckForBreakdown()
{
if (this.CanBreakdownNow() && Rand.MTBEventOccurs(1.368E+07f, 1f, 1041f))
{
this.DoBreakdown();
}
}


Sadly the method is not abstract or virtual so you'll need to replace the comps in XML.
#67
Mods / Re: Is sound designing of any use?
May 27, 2017, 08:20:31 AM
Adding to NoImageAvailable's post,

For my gun mod Rimfire there are several sounds that took a few hours to find, assemble and such.

The first complications set in looking for a usable source video on Youtube - it is surprising how many shooting videos are completely useless to me as an amateur sound editor (if that's not too much to call myself) due to constant wind noises, people talking over the shot, bullets falling on concrete, bird noises, cars passing by, other guns being shot, etcetera etcetera. I understand that there are sound libraries for this but honestly any of the free libraries I found have extremely poor gun shot sounds and most of them are reused in every single flash game out there. Naturally I don't want all of my pistols to have the same ricochetting revolver round sound when shot and I really enjoy having unique gun sounds.

Secondly there's the source audio. Some sound clips take a very long time to remove a tiny falling bullet sound. I use Audacity because it's free, but so far I have not found a good way to remove bullets dropping besides opening the equalizer and sharply dropping down dB on 10 kHz+ sounds. In the Youtube video it may not be obvious but at least half of my gun sounds had a problem with bullet casings.

Next up I like to mix in a few other gun sounds when I feel a gun deserves more of a blast. This is a process of changing dB over a few key points in the sound clip and adding a generic cannon shot sound I took from an amazing video I found while scavenging the internet. Almost all shotgun sounds were created from the same sound of a Street Sweeper, pitch-shifted and mixed in with cannon shots. The general rule is that if it sounds awesome and unique in-game, it's fine to mix in the sound.

Then there's the process of ensuring equal or similar sound levels between all gun sounds. This can be a right pain because with about 50 audio clips it is impossible to get a good feeling of the average "loudness" since you'll only be able to compare the last 2-3 sound clips. Furthermore, reverb can be added in-game and some gun clips actually already contain reverb due to the environment in the clip. It's good to check a few reverb types and just choose whichever you prefer in the general case such that your guns don't sound like they're being shot underwater.

Of course I fix the audio clips every few updates so I can apply my gained knowledge on Audacity or guns or just because I want to make everything sound even better.
#68
Mods / Re: Quick Question, Stockable vs Sellable?
May 08, 2017, 02:57:39 PM
namespace Verse
{
public enum Tradeability : byte
{
Never = 0,
Sellable = 1,
Stockable = 2
}
}


Never tradeable. Traders won't sell this nor buy it.
Sellable by the player, e.g traders will buy this item. They will however not generate this item in their stock.
Stockable by traders, e.g they will buy and sell this item.

When deciding which items the player can sell (left side of the trade screen), the game chooses items with tradeability (which is a number, basically) that is not Tradeability.Never (!= 0) which in this case means it has to be Sellable (1) or Stockable (2).

When generating stock, the game chooses items with tradeability equal to Tradeability.Stockable (== 2).
#69
Mods / Re: Grenadiers and leading the target
May 08, 2017, 02:48:51 PM
Leading a target is possible and Combat Realism / Combat Extended do this already. It takes target speed and heading, projectile speed and leads the target that way. It's still not perfect because there are many other factors which cause people who are good at shooting to hit targets more often than people who aren't, such as guessing distances (which CR / CE do as well).
#70
I personally prefer the modding discord (or slack way back when) because a wiki page will never be able to continue explaining when you still don't get it while other modders can.

It also won't get more informal than that.
#71
Mods / Re: .cs file help?
April 26, 2017, 01:11:56 PM
Please follow the Decompiling source code guide, e.g please download ILSpy and continue the rest of the steps.
#72
Mods / Re: .cs file help?
April 25, 2017, 02:26:56 AM
RimworldWiki guide on decompiling source code:

Decompiling source code
Setting up a solution
#73
Quote from: geoflame1 on April 24, 2017, 08:32:07 PM
hey dropbox wont let me save the a16 version is there an alt link

You can download the file from Dropbox or you could get it from ModDB or NexusMods. Each of those locations works.




Quote from: DigitalCore on April 21, 2017, 05:26:12 AM
Yo Alistaire, just something I caught when using the machining table: the crafting recipe text doesn't change with the names of the guns. So if I'm using the A8 name pack and try to craft the MP5, it shows up as 'craft aviation crew SMG' in the machining table bills. Just wanted to let you know.

I'll look into it. I thought I fixed all the use cases for the name packs but you must've found an exception. Thanks for reporting it!
#74
Quote from: deshara218 on April 15, 2017, 02:16:13 AM
Quote from: Ruisuki on April 14, 2017, 02:21:52 AM
Quote from: deshara218 on April 14, 2017, 01:44:14 AM
Raid #1, a single pirate shows up with an incendiary and one-shots every one of my 7 colonists :/ There's two hours of my life wasted
Wait what are the weapons unbalanced?? Assuming it is you can toggle which show up in game

I think if the incendiary launcher didn't auto-incap any colonist caught within its blast AND set them on fire fatally, AND aim so well at long range that it appears basically guaranteed to hit them with the explosion it'd be fine. I just didn't know I needed to disable it until after that, which feels like cheating

I'm not sure how that happened. Rimfire does not touch the incendiary launcher, you must've been quite unlucky.




Quote from: Comrade Smartass on April 11, 2017, 05:09:28 PM
Was wondering if there's a chart or excel file out there which has all the damage, accuracy, and dps info for each of the weapons added by Rimfire?

In-game you can enter development mode and open one of the icons in the top-right, one of them allows you to list all weapon in the game and their DPS etcetera.
#75
Looking good. The sprites are nice first attempts at replicating the vanilla style, though I would personally colour-grab the wooden stocks for the weapons from vanilla and keep them consistent between all of your weapons. It may not seem like it, but the vanilla weapons have a well-defined colour scheme which your sprites massively benefit from using. It's no good having each one of your weapons come from a slightly different reference with slightly different lighting and ending up with weapons in every shade of the rainbow so to speak.

I like the criticism on weapon packs in general. In my experience it's impossible to 1) maintain a small weapon pack and 2) accept new weapon requests. We'll see how you manage :P