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Messages - skyarkhangel

#166
Quote from: tangerinemusiclabs on August 09, 2016, 04:16:08 AM
Damn, if it's preloading everything into the memory at mod load, there's not much I can do, is it?  I've already reduced the quality down to as far as it'll go.

I think you need to split music with max. 1.5-3 min. each.
#167
Quote from: Jalordon on August 06, 2016, 07:51:41 PM
-Haven't figured out how to reproduce it but a bug occurred in your original release and the current release. Mortar occasionally bugs out and when it fires an error is logged and no shell is fired. from output_log:

Bullet_81mmMortarShell_HE73699 tried to register out of bounds at (-2147483648, 0, -2147483648). Destroying.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Tried to get valid region out of bounds at (-2147483648, 0, -2147483648)

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Bullet_81mmMortarShell_HE73699 tried to de-register out of bounds at (-2147483648, 0, -2147483648)


Yes, i know about this bug, it happens when projectile calculates the miss into the outside the game map and shell lost.
Also, if explosive wave affects on end map border will the same error.
#168
Updated 1.6.7.3:
https://github.com/skyarkhangel/CombatRealism/releases
I think finally fixed incendiary (filth) bug
Add new molotov's animation.
Mortars can target any location.
Some other changes.

About "dramatic fps loss". I plan to reduce the number of fragments about ~3-4 times, instead increase the strength. At the moment some of HE bombs spread on detonation about ~400-500 fragments.
#169
Quote from: RetPaladinlol on August 06, 2016, 06:31:11 PM
Has anyone else encountered a bug where you can't reload even though you have the right ammo type? I made a LMG and at first it was shooting fine then when it went to reload it said "Out of ammo", even though I had 300 rounds of the 7.62mm equipped. I even tried equipping all other ammo types I had on hand thinking the LMG is bugged but nothing works.

Change type of ammo for reload. Right click on reload button .

Quote from: Lem Wright on August 06, 2016, 06:12:10 PM
How does this mod interact with other mods that add new weapons? Examples like RT's Weapon Pack, Rimsenal - Ferals, and Glitter Tech?

until authors of this mod make compatible version. Far as I know, RT already in progress.
#170
Quote from: Toob on August 06, 2016, 04:22:22 PM
Hello Skyark!

Thank you so much for the update. After a small test in dev mode i found the manhunter job(it is a job right?) not working properly. Both incomming event animals and animals that want revenge and all with the manhunter status is only moving around regularly and attacking in case they end up in melee combat. I dont get any log messages for it, or atleast no obvious messages, so game might be thinking this is the correct behaviour.

Hello! Fixed and updated. Thanks :)

Quote from: Toob on August 06, 2016, 05:09:18 PM
Should have tested more before I posted. It seems like the "suppression jobs" aren't working as intended either. People dont seem to be hunkering down when shot at by 3 guerilla rifles with full auto. Might still have missed something.

Yep, bcs currently specially disabled due to the constant vine. While, I think how to change it.
#171
Updated with bugfixes and some new stuff :)
https://github.com/skyarkhangel/CombatRealism/releases
#172
Thanks all for support :) I appreciate it very much.
Now, let's make patches for CR! Also CR Defence needs update. It such easy to update.
I'm still busy with Hardcore SK pack, its almost ready. Dont forget to propose changes into Github.
https://github.com/skyarkhangel/CombatRealism

Quote from: RetPaladinlol on August 03, 2016, 08:44:26 PM
Thank you for all the hard work you put into updating CR for A14! Now I can finally play CR with Zombies.

Zombie Appocalypse needs patch to CR. Because it changes Pawn to -> PawnBittable. Zombie Appocalypse without patch could unstable work.
#173
Any errors, bug-reports, please send in github too.
https://github.com/skyarkhangel/CombatRealism
I have a lot of other modifications and such lack of time, please, if you found a bug, which can be fixed in XML - do it. I accept your changes.
#174
Updated to A14

First release version
#175
Quote from: Adalah217 on August 02, 2016, 09:25:19 PM
Quote from: skyarkhangel on August 02, 2016, 03:53:51 AM
Hello all. CR, looks like updated to A14 today by myself. Now, working with settings.

As another poster has said, is there any chance for a push for this on github or something? This mod alone is a pretty deal and why so many are still on A13, myself included. By the way, you're a god and amazing.

Edit: I see the source is update as far as I can tell. I have no idea how to take that and make the mod, however. Thanks.

Combat Realism for vanilla version would released today.
#176
Hello all. CR, looks like updated to A14 today by myself. Now, working with settings.
#177
Thank you all for support, bug-reports, suggestions.
Developing to support the new A14 version close to completion. Currently, test release depends on Combat Realism update.
For streamers, i create a video, which can use as screen saver.
https://www.youtube.com/watch?v=ZpzMuGxY-3k
#178
Quote from: Some_stranger on July 23, 2016, 02:47:41 PM
I am willing to donate a game (60$ or less) to the person who manages to update this for Alpha 14c.  Is this even being done?  I imagine it is a heap of work.

already in work for update.
I have to say, In next version would absolutely new research tree, which will correspond to all new A13-A14 features. Rimworld has ever seen something similar.
#179
Quote from: shocker154 on July 18, 2016, 05:51:35 PM
I'm having a weird issue where it seems like random parts of the mod pack aren't functioning for me. I downloaded the most recent version from github because the one on mega and yandex are still a12 and don't work at all.

Anyway. What I've noticed missing is the cleaning function which I didn't really care about so Ignored but now I can't seem to find hoppers. I looked in the misc tab where it's supposed to be and nothing and it's not in any other tabs. Another thing I noticed is every object seems to default to stein and things I haven't researched are available like the multi analyser.

I can't even find the hopper in the dev menu only 2 miniaturised ones
http://imgur.com/Y7OKFGZ

hopper in Production menu, not in Misc.
#180
Quote from: Great on July 18, 2016, 07:27:10 PM
Also how quarry work?I can just put them anywhere?

it bugged in A13, pls try to not use.