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Topics - Evul

#21
Mods / Anyone been able to fix fog of war?
July 06, 2014, 10:34:09 AM
Have anyone been able to fix fog of war? Via programming I would love to get my hands on a working fog of war. ^^
#22
Help / (C#) How do i expand code?
June 23, 2014, 06:29:41 PM
How do i add text to for example RaceProperties without copying and rewriting the entire code?

using System;
using RaceProperties;


namespace Verse
{
public class RaceProperties
{
public bool mylittlerace;
}
}
#23
Unfinished / [Mod] (Alpha 4F) Jurassic Rim
June 22, 2014, 02:45:26 PM


Description:
Welcome to Jurassic Rim!
This mod adds some dinosaurs to the RimWorld. Why? Cause dinosaurs are cool! At the moment the mod only have a triceratops but more will be added. For example a T-Rex.



Mod Team:
Evul (Lead Developer)



Download:
Comming soon...


Screenshots:




Known Issues:
Currently none.

Bug and feedback tracker:





FAQ:
Q: Will it have more dinosarus?
A. Yes, later.



Misc:

Donate:
Do you like what i'm doing? You can support me by make a donation. The donated funds will go to finance the servers and development tools i using. Every little bit help!
#24
Help / Make category available?
June 19, 2014, 10:03:46 AM
I've been trying to make it possible to make the Weapon category shown in the Equipment rack. Anyone that have experience handling categories?

<?xml version="1.0" encoding="utf-8" ?>
<Buildings>


<ThingDef Name="BuildingBase" Abstract="True">
<category>Building</category>
<soundBulletHit>BulletImpactMetal</soundBulletHit>
<selectable>true</selectable>
<drawerType>MapMeshAndRealTime</drawerType>
<surfaceNeeded>Light</surfaceNeeded>
<constructionEffect>ConstructMetal</constructionEffect>
<repairEffect>Repair</repairEffect>
</ThingDef>

  <ThingDef ParentName="BuildingBase">
    <defName>EquipmentRack</defName>
    <eType>BuildingComplex</eType>
    <label>Equipment rack</label>
    <thingClass> Building_EquipmentRack</thingClass>
    <texturePath>Things/Building/Furniture/EquipmentRack</texturePath>
    <altitudeLayer>Waist</altitudeLayer>
    <passability>Impassable</passability>
    <castEdgeShadows>true</castEdgeShadows>
    <maxHealth>100</maxHealth>
    <flammability>1.0</flammability>
    <description>Haulers carry equipment here for storage.</description>
    <size>(2,1)</size>
    <workToBuild>175</workToBuild>
    <costList>
      <li>
        <thingDef>Metal</thingDef>
        <count>30</count>
      </li>
    </costList>
    <overdraw>true</overdraw>
    <killedLeavings>
      <li>
        <thingDef>DebrisSlag</thingDef>
        <count>1</count>
      </li>
    </killedLeavings>
    <filthLeavings>
      <li>
        <thingDef>SlagRubble</thingDef>
        <count>2</count>
      </li>
    </filthLeavings>
    <fixedStorageSettings>
      <priority>Important</priority>
      <allowances>
        <categories>
          <li>Weapons</li>
        </categories>
      </allowances>
    </fixedStorageSettings>
    <inspectorTabs>
      <li>ITab_Storage</li>
    </inspectorTabs>
    <designationCategory>Furniture</designationCategory>
    <staticSunShadowHeight>0.5</staticSunShadowHeight>
    <itemSurface>true</itemSurface>
    <designationHotKey>I</designationHotKey>
  </ThingDef>

</Buildings>
#25
How do i make a turret target a pawn or faction?
#26
I noticed in the changelog that is now exsist artillery and now also mounted turrets replacing the old autoturrent system. Will we still be able to have auto targeting turrets simple or do we have to program them?

Edit: and will you be able to mount other equipment?
#27
I need some help making a C# code for restricting a item against a wall? How do i do this?

using System;
using Verse;
public class PlacementRestricter_NextToWall : PlacementRestricter
{
public override AcceptanceReport CanPlaceWithRestriction(EntityDef checkingDef, IntVec3 loc, IntRot rot)
{
WHAT SHOULD I WRITE HERE!!!
}
{
#28
Help / [C#] How do i restrict a item inside?
June 03, 2014, 08:18:13 PM
I want to make something to not be able to be placed outside
How do i write it?

I used the code for outdoor item only how do i make it to if NOT roofed then?

using System;
using Verse;
public class PlacementRestricter_UnderRoof : PlacementRestricter
{
public override AcceptanceReport CanPlaceWithRestriction(EntityDef checkingDef, IntVec3 loc, IntRot rot)
{
if (Find.RoofGrid.Roofed(loc))
{
return new AcceptanceReport("Cannot be placed outside.");
}
return true;
}
}
#29
Ideas / Tag List Of Already Suggested Features
June 03, 2014, 05:37:55 PM
This thread will contain topics/tags that have been requested in a alphabetic order. It will not link the requester or it will not go in deep in the requested feature. This thread is only for us to get a general idea of things you can search for. You can search this topic for the thing you are about to sugest by tapping [ctrl] + [F] on your keyboard. So we some how minimize the bubble posting.

Q: Why not linking and using topics and better shorting?
A: Because other projects of listing suggestions have failed. So i keeping it simply general.

Please fill in if you know of more topics that have been mentioned! :)

List Of Suggested Features
Alcohol
Atmospherics
Campfire
Deep mining
Deeper character creation
Different Biomes
Diseases
Drugs
Eclipse colony
Endgame
Fog of war
Free time
Herbs and spices
Illnesses
Larger Doors
Leave the colony
Leave the colony to visit factions
Leave the colony to visit other planets
Mechanoid Vulnerability
Melee weapons
More animal mobs
More RTS elements
New Biomes
New enemy behaviors
No fire zone
No go zone
None working activities.
Oxygen
Quicksave
Raider Slider
Safety zone
Underground and deep mining
Vehicles; Land, Aircrafts
Water
Windows
Zombies
#30
Video / Project Armory Development Dairys
June 03, 2014, 04:46:34 PM

PA Weapons Kit Switcher for 2.07
Here is a video of the latest build were we have added a Weapons Kit Switcher (By Hexxagon). It will be available in version 1.07

Click here to get to the video:
https://www.youtube.com/watch?v=FZ3QN290sBw

(Also first ever public appearance on a youtube video!!!)
#31
Mods / "Project Sky" Recruitment
April 23, 2014, 04:57:00 PM

Hello!
I'm lead developer for Project Sky.

We are looking for programmers but mostly we are looking for people that can draw industrial-gothic pixel art!
Eather you work by your self and precent stuff for us OR you get work handed to you by the developers. Ether way work, cause there are allot we need. :)

Apply via PM :)

Personal needed:
Pixel Artists.
#32
Help / <bodySize>?
April 23, 2014, 04:31:43 PM
What does <bodySize> in Races do?
#33
Help / How do i restrict faction numbers?
April 22, 2014, 03:24:10 PM
How do i make it so a faction only is selected one? A faction never are more then 1 or less then 1 for example?

The arachnids mod sometimes adds 2 arachnide faction and that is not working as intended.
#34
Mods / "Project Sky" Testboard
April 22, 2014, 06:59:11 AM


The Testboard:
This is the Testboard for "Project Sky" this topic is used for recruitment of Testers and information and discussion about the current devbuild.

As a tester you are recommended to press on the notify button to get a update from this topic when something happen.

The latest devbuild is sent via PM to your forum account and a notification is also added here.
This project is secret and you are not allowed to talk about it and spread content.



Tester Recruitment:
This is "Project Sky" a core mod that will be released as soon as it is fully operational. In order to speed up the process we need testers. The mod alter the setting of the current game completely so keep that in mind when applying.

As a tester your goal is to try track down and kill bugs and help us out in the development.

Sounds easy enough?
Apply!



Test Team:
ousire
JinxWolf
Spoolicus
Delta_Com
Darkfirephoenix
dezgard
Crimsonknight3
JorDash
forsaken1111


Bug and feedback tracker:




Misc:

Forum Banner:

[url=http://goo.gl/KJf2x1][img]http://goo.gl/fCuqrb[/img][/url]


[url=http://goo.gl/KJf2x1][img]http://goo.gl/TTwp5y[/img][/url]
#35
Mods / Project Armory Poll "Pack Size"
April 19, 2014, 12:03:22 PM
We have allot of weapons and we whant to know if we should devide the pack in smaller mods or keep our large pack. What do you think?

(The mod have a lucrative license allowing anyone to use and change the mod to there liking as long as a credit is added.)
#36
Unfinished / [SUSPENDED] "Project Sky"
April 16, 2014, 08:38:35 PM


Description:
From the creators of Industrial Rim and Project Armory comes "Project Sky" (wich is not the real name for the mod). The project is a upcoming mod for RimWorld Alpha 4, 5 or 6. This mod will add new moods, events, races, factions, objects and items. It will also remove vanilla stuff changing the game and gameplay completely.



Mod Team:
Evul (Lead developer)
Cala13er (Developer)
StalkerCZ (Texture artist)
iame6162013 (Developer)
Kirid (Texture artist)
dezgard (Developer)
MilkyMilkyCocoaPuffs (Developer)
minami26 (Texture artist)

We are recruiting, click here for more information!


Download:
-Coming Soon from the horrors of space-



How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.



Screenshots:
None available

Video:
None available



Known Issues:
Nothing is tainted



Bug and feedback tracker:






Planed Features:
[CENSURED]



FAQ:
Q: What is this?
A: Currently a secret project.



Misc:

Donate:
Do you like what i'm doing? You can support me by make a donation. The donated funds will go to finance the servers and development tools i using. Every little bit help!


Forum Banner

[url=http://goo.gl/KJf2x1][img]http://goo.gl/LXXCsf[/img][/url]


#37
Mods / Project Armory Testboard
April 10, 2014, 10:02:09 PM




The Testboard:
This is the Testboard for Project Armory this topic is used for recruitment of Testers and information and discussion about the current devbuild.

As a tester you are recommended to press on the notify button to get a update from this topic when something happen.

The latest devbuild is sent via PM to your forum account and a notification is also added here.
You are free to talk, write, take screenshots and make videos about the content in the devbuild unless something else is said in the PM.
You are not allowed to distribute the devbuild to others or mirror it.


Tester Recruitment:
To speed up our releases we need testers. In the first build we experienced realy large bugs and balancing issue that also sneaked its way thro to 1.5.

We need some testers to find the errors bugs and issues before we find them in later build so we can focus on bringing a larger armory.

The testers will be granted access to the project armory development build and play test and uses the weapons and helps us balance and find the issues before a release.

Sounds easy enough?
Apply!


Test Team:
hwoo
minami26
Goatlike
Morrigi
JorDash


Former members:
Daryoon
Reaver41
battlethief8
guken9922
Stalker102


Bug and feedback tracker:




Misc:

Forum Banner:

[url=http://goo.gl/umqj5H][img]http://goo.gl/HKSOSr[/img][/url]
#38
Ideas / Category selection for the equipment racks.
April 07, 2014, 05:56:42 PM
Category selection for the equipment racks.
As for now if you want a room with only one weapon you need to change all the Equipment racks.

It can take a while if you use for example PA :P
#39
I have problem with the texture on new created map being bright as day when its turned of how do i fix that?

it look like this:

<ThingDef ParentName="BuildingBase">
<defName>FloorLamp</defName>
<eType>BuildingComplex</eType>
<label>Floor lamp</label>
<thingClass> Building_Glower</thingClass>
<category>Building</category>
<texturePath>Things/Building/FloorLamp</texturePath>
<!-- <altitudeLayer>BuildingTall</altitudeLayer> -->
<!-- <passability>PassThroughOnly</passability> -->
<maxHealth>30</maxHealth>
<flammability>1.0</flammability>
<!-- <selectable>true</selectable> -->
<description>Floor lamp that lights an area.</description>
<size>(1,1)</size>
<workToBuild>35</workToBuild>
<costList>
<li>
<thingDef>Metal</thingDef>
<count>5</count>
</li>
</costList>
<bulletImpactSound>BulletImpactMetal</bulletImpactSound>
<leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
<comps>
<li>
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>150</basePowerConsumption>
<powerOnSound>PowerOnSmall</powerOnSound>
<powerOffSound>PowerOffSmall</powerOffSound>
</li>
<li>
<compClass>CompGlower</compClass>
<glowRadius>10</glowRadius>
<glowColor>(217,217,217,0)</glowColor>
</li>
</comps>
<designationCategory>Furniture</designationCategory>
<sunShadowInfo>
<basewidth>0.1</basewidth>
<baseHeight>1</baseHeight>
<tallness>0.1</tallness>
<offset>(1,0,0)</offset>
</sunShadowInfo>
<rotatable>true</rotatable>
</ThingDef>


Any idea?
#40
Help / Weapon: impackworld what does it do?
March 03, 2014, 09:38:38 AM
Som weapons have the tag impackworld what does it do?