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Messages - JadedApprentince

#46
Unfinished / [A15 WIP] Universal Weaponry Expanded
November 30, 2016, 12:27:27 AM
Disclaimer: I've moved this over to yet another post, this time under the name of "Energy and Ballistics Expansion." I've been working on it for a while now and finally got some great progress done that is quite different from my original, go there to check out recent changes to this mod! If you need to contact me, please email me via the email icon under my name, thanks!



After developing my unreleased mod, EWE (Energy Weapons Expanded), I realized that Rimworld was pretty lacking in effective ballistic weaponry once you got to charge rifles, since they are a great jack-of-all-trades throughout the game.
I plan on releasing not only remade versions of my ionic weapon series, but also high caliber machine guns, manned+auto turrets, 15mm and 20mm auto-cannons, 75mm, 88mm, and 105mm cannons, and also more diverse subculture of weapons other than just the generic series we are given:
Assault rifle (Renamed to AR-15) : AUG, FN FAL, AK-47/AKM, Gaili AR, G3A3 etc.
Pistol (Renamed to M1911) : FN 5-7, Glock 17, .357 / .44 Magnum, etc.
Machine Pistol (Renamed to Mac-11) : M1A1 Thompson, MP5 / MP7, etc.
LMG (Renamed to RPD) : SAW, MG3A1, M1919 (.30) / M2 (.50) Browning MGs, etc.
Shotgun (Renamed to Remington Model 10) : AA-12, Double Barrel Shotgun, etc.
Survival Rifle (Renamed to Lee-Enfield) : Mauser-98, M14, Winchester Model 70 etc.
Sniper Rifle (Renamed to AWP) : M82 Beretta (.50), etc.

I will also plan on adding the systems put in place by Combat Realism, which has been *partly* abandoned by its original creator, and I think that many will agree that since a patch for specific content the fans want changed might not come, I would like to put my own spin on it using many complaints from fans of the mod.
Important note: Ammunition.
I do like the ammunition requirement, but I would like to tone it down and make it easier to manufacture ammunition early on (Stuff like 5.56x45mm, .303 British, .45 ACP, etc.) using a hand bench in batches of 50-100 rounds for balance, instead of 500, plus taking a lot less time. I also think that the different kinds of ammunition are cool, but for balance might need to have their costs adjusted for the kind they are, like AP requiring more metal than FMJ.

If the creators of the original mod, or the patched version would like to help, it would be greatly appreciated: Skyarkhangel (original creator), Killface, Spoonshortage, or anyone else I missed.

Personally I love CR simply because it makes the game seem much more realistic and harder, as well as improving the seemingly flawed combat system, especially in regards to damage to humanoids in areas like the torso. But due to a lack of balancing, it is pretty one sided, especially the KPV and M240B machine guns once you get them. Also the ammunition system is actually too large, with most of the ammunition being specifically tailored to a kind of threat that is great at one task, like attack mechanoids, but not against humanoids or animals. So some balancing and remastering of the mod would be best to keep it popular and updated with Rimworld since it seems that Alpha 16 might be coming out soon.
#47
Here's a copy of some of the mod data, it won't let me directly post the whole folder, but the XML code and a PNG is there to look at. If you need anything else let me know.

[attachment deleted by admin due to age]
#48
Quote from: Dingo on November 27, 2016, 10:06:22 PM
You don't need to make them tex files. Unity reads PNG.
Ok, I'll try that then (God this is so confusing and complicated now).

EDIT : I'm still getting the same loading error pointing to Unity2D...
At this point I don't know what's wrong, I can provide a copy of the mod if you want to look at it. :P
#49
Thanks! This was the one problem pertaining to my mod EWE (Energy Weapons Expanded) and now that makes so much more sense!

EDIT : Welp, I did change all the textures like you said, but I still keep getting the same error. Maybe my process of making them is what might have made them "broken..."
Here's my process:
1.Take original texture from DL (I'll use the pistol for an example) and open it in Paint.
2.Recolor said weapon to match the style I wanted.
3.Save said texture as a PNG.
4.Use TEXTool>TEXCreator, which would then convert these PNG files into .tex files.
5.Insert said .tex files into EWE Textures Folder.

Maybe that's where I went wrong, if there's a better way then that would be helpful.
#50
Quote from: skullywag on October 04, 2016, 07:10:52 AM
Remember certain graphic_classes will want you to point to a folder not an actual file though.
Even though I had done this, it will still give the error above, so I don't know if its an incompatibility error, an error in folder structure, or something else I completely missed.
#51
I'm having basically the same problem, the mod I made adds 7 new guns to the game, and they actually work I have been able to equip them, shoot them, spawn them, etc. Only the texture isn't being loaded, even if the actual path is there.
Here's the error I get:
"Could not load UnityEngine.Texture2D at Rimworld/Mods/EWE/Textures/(Texture) in any active mod or in base resources."
#52
Quote from: Dingo on November 25, 2016, 06:16:52 PM
Unity accepts PNG textures.
Thanks! Will now convert those so they will work.
#53
Help / Re: How can I mod something to require Leather?
November 25, 2016, 05:21:43 PM
You will have to open the actual file and edit the XML code to change the recipe requirements. I've never had to try and use leathers or anything with multiple subitems for modded items, so I don't know how you would put it in, but you will have to add them as a requirement for the recipe cost.
#54
Unfinished / (A15) Energy Weapons Expanded (Finished!)
November 25, 2016, 04:20:40 PM
All right, its come down to this...
I have finally created one of many weapons mods, only this one adds 7 new ionic weapons that are useful past the original charge rifle.
Thanks to Dingo for helping with this!
Only there is one problem...
I have everything done, the code, textures(Even bullets!), and everything else I need, only the textures aren't being accepted, I know why, but there is a depressing void of recent information regarding how to convert a JPEG (I used Paint) to a .tex file so it will actually be accepted.
Once that is done, then this mod will be ready to be released I can keep improving and releasing more weapons!
#55
I had a colony I had made inside a massive mountain. To my surprise however, some of the mount was actually hollow and had plants and trees growing inside. I saw a large marble brick wall in the side and didn't really care about it. Later on one of colonists was grabbing some stuff near it and that's when I had gotten the warning, I though the room was big, but not important. I had seen a room like it opened before and chose to open it up and find out what was inside. As soon as the wall was broken down, a scyther in the corner of the room started engaging the colonists, luckily I had defenses ready outside, he got gunned down really fast. I opened the caskets and to my surprise, I had found no scarabs, instead 2 dead bodies and 4 wounded ones. I took only two since they were only of use to me, other two I just left along since they had terrible stats. Either way, always be prepared and ready when opening up an ancient crypto sleep room, surprises are sure to follow.