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Messages - AlyxMS

#31
Mods / Re: Art Modifications - Resources
April 24, 2014, 10:04:11 PM
I've made a really random mod back in Alpha 2
Here are the resources.

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#32
Translations / Re: Official translation projects
April 23, 2014, 06:49:30 AM
Tynan, since the UpdateNonEnglishTranslations.bat in the latest test version has targeted to AlyxMS/RimWorld-cn, there is no sense I should keep updating the RWTP repo.
All the other RWTP projects aside from sk and ru are already deleted, and I don't have permission to delete it by myself, can you delete the zh-CN in RWTP? Thanks.
I'll keep working on the RimWorld-cn repo.
#33
Quote from: DarkXess on April 21, 2014, 03:59:35 AM

AlyxMS nice job, if your in need of help then give me a shout, I can also confirm that it does not work without a language pack in stalled on your computer. 如果你要我帮你,你可以来找我 :)

Thanks, if you wanted to help, join the translation project on github.
https://github.com/AlyxMS/RimWorld-cn
#34
Translations / Re: Problems with "female" in French
April 19, 2014, 02:23:02 PM
Same issue in Chinese.
Female Human 女性
Female Animal 雌性
#35
Quote from: Tynan on April 17, 2014, 10:56:45 AM
Holy crap! I didn't even know Chinese would actually show up in the game. How does it look?

Looks pretty fine :) I think unity supports Chinese language quite well.
Although I'm not sure if it is going to work in a computer that does not have chinese fonts installed.

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#36


STUFF
The current translation version is built for 0.8.657 (Alpha 8d/e)
The version included in the current game is outdated
I recommend updating it to the newest version. (If you are using Chinese Translation)

DOWNLOAD
Attached.

HOW TO INSTALL
Deleting the folder ChineseSimplified in Rimworld/Mods/Core/Languages.
Unzip the archive, merge the Mods folder with Rimworld/Mods folder.
Startup the game and select the language "简体中文".

CHANGE LOG
[Alpha 8]1.7b - Updated for 0.8.657. (Alpha 8d/e) Re-aligned file names.
[Alpha 8]1.7 - Updated for 0.8.652. (Alpha 8b)
[Alpha 7]1.6b - Corrected several lines. Translated over 100 untranslated lines.
[Alpha 7]1.6a - Bug fixes from the community as well as some better fitting vocabs.
[Alpha 7]1.6 - Updated for 0.7.581. (Alpha 7) Fixed a crap load of problems from 1.5a.
[Alpha 6]1.5a - Yep, 5 minutes right after upload. Grammar fixes.
[Alpha 6]1.5 - Updated for 0.6.532. (Alpha 6) Minor fixes.
[Alpha 5]1.4b - Code fix and grammar fix.
[Alpha 5]1.4a - Corrected one translation error. Added 5 untranslated lines.
[Alpha 5]1.4 - Updated for 0.5.492. (Alpha 5)
[Alpha 4]1.3g - Updated for 0.4.466. Grammar correction. (Alpha 4f)
[Alpha 4]1.3f - Updated for 0.4.462. (Alpha 4e)
[Alpha 4]1.3e - Added one missing file that translates death messages. Works in 4c(461).
[Alpha 4]1.3d - Updated for 0.4.460 (Alpha 4 Public Release)
[Alpha 4 Dev]1.3c - Updated for 0.4.439 (Works in 440/441)
[Alpha 4 Dev]1.3b - Updated for 0.4.437.
[Alpha 4 Dev]1.3 - Updated for 0.4.436.
[Alpha 4 Dev]1.2 - Updated for 0.4.435. Grammar fixes. 100% translation.
[Alpha 4 Dev]1.1b - Pronunciation fix, code fix and partially translated the remaining 1%.
[Alpha 4 Dev]1.1 - Updated for 0.4.433, sorry that I missed 430. 99% translation, grammar error fixes.
[Alpha 4 Dev]1.0 - Initial Release, 98% translation.
[Alpha 3]0.6 - Final Version, grammar correction, code correction and translated the missing lines.
[Alpha 3]0.5 - Everything except weapons are translated.
[Alpha 3]0.2b - Removed an extra full stop sign. Corrected misunderstood "run in the background" translation.
[Alpha 3]0.2 - Defslinked partially translated. Although these would still be English until the game fully supports translation.
[Alpha 3]0.1b - Corrected one spelling error, solved the broken new colony problem.
[Alpha 3]0.1 - All Codelinked lines translated. Not working because new colony is broken if the language is chosen.

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#37
Support / Re: Problem with language translation
April 17, 2014, 08:38:38 AM
Quote from: Neone on April 17, 2014, 04:27:03 AM
Problem is with this line:

<Gameplay>Gameplay</Gameplay>

Other lines you can translate. This bug will be fixed for A4, it's not fixed in A3f.

Thanks.
#38
I've been working on translating the game to Chinese since multilanguage is supported in Alpha 3.
The codelinked part is completely finished and I've ran into a problem.

After the translation is finished I can't create a new colony.
Loading old colony is fine, but whenever I tried to create a new one "Generating world..." just flash for once and nothing happens.

I've located the error within 5 lines.
When I change these 5 lines back to English the game works fine.
(Picture attached to show which 5 lines am I talking about)
(The entire chinese language folder is also attached as an zip archive for any fellow Chinese reading guys to use)

I havn't updated to 3F, yet.
Mostly because the game have too much to explore and I'm busy translating.
I'll try to update tonight and see if it is fixed.

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#39
I think there's not much you can do right now.
I guess the reason for texture clipping is that the space allowed for displaying resource on top left corner is fixed.
Since it's alpha 2 many things are still hard coded you can't mod the trading system. If you want to trade them they gotta be resources. The only exceptions are Weapons and Slaves/Prisoners, again they are all hard coded.
I think the resources compression idea is pretty awesome already.Why don't you wait for alpha 3(I assume less stuff is hard coded and modding trading system is possible) to add the trading function in? The resource can always be unpacked then sold.
#40
Quote from: a89a89 on March 10, 2014, 09:45:13 PM
this sounds like some cool beans! also will you have to make a new world for this to work?

Nope, just tick this mod in the mod options load up your save and you will find all new things in the architect menu.
#41
Sorry for my English as I'm not a native speaker.
------
This post includes 2 mods that I made for myself just for fun.
Then I found this forum so I decided to release them.

Screenshots are attached so you can see how they looks.

The first mod is "Useless Crap"
It adds 3 useless craps to the game.

The first one is sleeping bag.
I made that because sleeping spot is unacceptable for me and bed looks pretty odd outside.
It is cheaper (only 5 metal) than a bed and quicker to build but a little bit less efficient (0.9 compared to bed which is 1.0) however it's better than a 0.8 efficiency sleeping spot.

The second one is Strawberry Hydro-whatever-that-word-is-pronounced basin
Not having a option to choose what to grow on the hydrothingy is just not fun.
So I made a Strawberry version of the original one.
It still requires the research, however it's very expensive. (40 metal compared to 25 metal for a normal one). Mostly because berries would not give a negative motive when eaten raw.

The third one is the toilet.
Yup, a toilet. It's basically a chair. Eating while sitting on a toilet is what you do in Crashville, don't ask me, it's the traditions.

------
The second mod is Overpowered Turrets
It adds 2 turrets to the game.
Featuring awesome sound effect and turretish looking.
However I didn't bother to balance this mod, it's pretty overpowered.
Most raiders would just be shot to death instead of knocked unconscious.
If you are tired of endless raiders or you wanted to tune them on your own this is the mod for you.

One is the heavy turret drone. It's very tough and it's pretty damn effective against mid range enemies as the heavy machine gun mounted on top of it would tear the enemy to pieces. The draw back is it's very expensive. (450 metal)

Another one the overwatch turret drone. Basically a sniper turret. It shoots as far as a M24 but with way higher frequency (18 rounds per minute), slightly lower damage and a little bit higher accuracy. It's pretty weak (145 hit points) and still very expensive (400 metal)

Oh, one thing comes with this mod is C4 Charges, basically the same as blasting charges. It does not require the research, cheaper and have a smaller blast radius.

Pictures are attached and please comment so I can know it's good or utterly terrible.

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#42
Mods / Re: sniper turrets?
March 08, 2014, 01:04:32 PM
Wow, What a coincidence!
I've posted a modding issue on Reddit and people suggested me to come here.
The first post I see requests a mod which is just like the first mod I made for myself!
(Proof of coincidence: http://www.reddit.com/r/RimWorld/comments/1zru1w/modding_issues_how_to_modify_the_gun_on_the_turret/)

Here you go, HMG turrets and sniper turrets, with new sound and new look. (Painted in 10 min with photoshop)

Texture attached just for preview.

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