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Topics - Evul

#41
Mods / Project Armory Recruitment
March 01, 2014, 05:50:39 AM



The Recruitment board:
This is the recruitment board for Project Armory this board is used for recruitment to the PA development team.


Available Positions:

  • C# Programmers
  • Software Programmer (For multiplatform compatibility of the kit switcher)
  • Programmers for XML files
  • Pixel artist
*Note that tester recruitment are a separate board.


Requirements:

  • Active
    There are one major requirement. You need to be active or semi active. you need to at least once a month show sign of life that you are still available. (Of cause life comes first but inform the Project Lead.) But many members show up make one weapon and disappear and we want to avoid that.
  • Skill
    You need to have some kind of knowledge of the position you applying to. Does not mean that you need to be a pro. Cause its a mod after all and it exist to make the game more fun. Even Evul is not pro on everything ether, believe it or not. :)
  • Teamwork and independence
    Project Armory is a huge team project and that mean that we have tools to comprehend with that. First of we have a SVN server gathering all our files. (use it there are no size limit.) and secondly we have a Mantis server to know whats being worked on. The mantis goes first you need to be active and update it when you working on a active weapon. Don't make something that is assigned to anyone else. So we avoid duplicates.


How to Apply:
When you think you can handle the 3 requirements you can apply.

Send your application in a PM to Evul:

Subject: PA Application: [PositionA,PositionB,PositionC].
Message:
What position are you applying for and what level of skill do you posses?

Why are you applying?

How much time are you able to dedicate to Project Armory?

Have you been in any mod teams before or have you worked on a mod your self? (Please add a link.)

Have you worked with a SVN server before?

Have you worked with a Mantis before?

Something else you want us to know?


Feel free ask questions in this the forum thread.
#42
Outdated / [MOD] (Alpha 3F) E-Vehicles (v.0.02)
February 26, 2014, 09:19:23 PM



Description:
This mod adds decorative (at the moment) vehicles to the game. You can build them for cosmetic effect in your base and make the base more alive.



Mod Team:
Evul (Lead Developer)
Blackjack1000K (Art)



Download:





Screenshots:




Known Issues:
Currently none.

Bug and feedback tracker:





FAQ:
Q: Will i be able to interact with the vehicles?
A. Yes, later. At the moment they are only decorative.



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!
#43
Outdated / [MOD] (Alpha 3F) E-Furniture (v.4.00)
February 26, 2014, 12:12:36 PM




Description:
E-Furniture adds new decorative, usable, machines and furnitures to RimWorld bringing style to space. The idea of the mod is to make the player able to decorate and make the colony more alive and stylish. All the textures and graphics in this mod will keep the same art concept as Vanilla game making the mod fit in the RimWorld setting. This mod contains new tables (size 1x1, 1x2 and 1x3), a Adv. Comms Console, a Radar Table, two flowerpots (1x2 and 1x3), a floor light, a bar stool, a red chair, a pool table, a table with a lamp and a corner lamp.



Mod Team:
Evul (Lead Developer)
Kirid (Programer/Art)



Download:
-Links removed-

Translations:
French 


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:




Known Issues:
0000033: Adv. Comms Console does not complete the communication "quest".
0000034: Adv. Comms Console does not alert you when new ships are in comm rage.
0000035: There is a cable going to the Floor lamps center.

Bug and feedback tracker:





FAQ:
Q: Will there be more stuff in this mod later?
A: Yes, allot of decorative items.

Q: May I use the mod in a modpack or pick one or two items and add it directly in to my mod?
A: Yes just add a credit to E-Furniture and a link the mod. So people can get the original mod if they like the items!

Q: May i do a submod or texture pack?
A: Yes just add a credit and send Evul a PM and he will add a link to this forum post!


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!
#44
I'm trying to add a new pawn but don't have any luck adding it. The custom texture is not showing up. It only randomize a animal.

Am i doing everything correctly? Else there is something wrong. :)
\Mods\ArachnidThreat\Defs\PawnKindDefs\PawnKinds_Arachnid.xml
\Mods\ArachnidThreat\Defs\ThingDefs\ArachnidRaces.xml
\Mods\ArachnidThreat\Textures\Things\Pawn\Arachnid\Warrior\Warrior_Back.png
\Mods\ArachnidThreat\Textures\Things\Pawn\Arachnid\Warrior\Warrior_Front.png
\Mods\ArachnidThreat\Textures\Things\Pawn\Arachnid\Warrior\Warrior_Side.png
#45
Ideas / Mental breakdown
February 15, 2014, 07:29:13 AM
Mental breakdown are one thing that I lose the game in the majority of ways. And i like the that the mental breakdown excise and what to expand it.

The game is already dark due to cannibalism, so I'm suggesting that characters that suffers long turn mental stains like see people get killed or long term starvation and (new effect) loneliness. Can drive the character to suicide (if he have a gun).

Thoughts?
#46
Version Found: 0.1.334

Title: Hauling command stop when debris is moved due to construction

Summary I've noticed this couple of time, when building something were a pile of rocks is located that have a Hauling order. The order for howling is canceled when colonists move, construct a cable or floor tile under the debris.

Steps to Reproduce
1. Mark some stones for hauling
2. Build something under or over it.

Expected Results Order does not get canceled.

Actual Results: Order was canceled.
#47
Version Found: 0.1.334

Title: Fire in mountain effected by rain

Summary After i lost the colony i stayed on looking the raiders destroying the place. The sett all walls inside the cave on fire. After a while rain start poring down and the fires was turned out. Inside the mountain.

Steps to Reproduce
1. Make a base inside a mountain suggestive 20 blocks in.
2. Turn the base one fire.
3. Wait or turn on rain.

Expected Results Base and cave collapse.

Actual Results: Fires were extinguished.
#48
Ideas / Possibility to tag specific colonists
February 10, 2014, 09:59:34 AM
I have been playing for a while and one thing i tend to do is have a fighting squad that will be defending while the rest carry on. BUT, its always hard to find it. So one thing that would be nice. Is a possibility to tag specific units for easy selection. :)

For example CTRL+Np1,2,3,4,5,6,7,8,9,0
Selection Numpad 1, 2, 3, 4, 5, 6, 7, 8, 9, 0
#49





Description:
The arachnids have been spotted and rimworlds have reported sightings of them. Grab your weapons and defend the colony from this new threat! The mod adds a new race called the Arachnids. The Arachnids are hostile towards everyone and will stop to nothing to wipe out the colony. The Arachnids origin from the novel and movie Starship Troopers. The mod is armed with the movie weapons Morita MKI Assault Rifle and Morita MKI Carbine from the Project Armory mod.



Mod Team:
Evul (Lead designer and developer)



Download:






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:




Video:
YouTube - Official Gameplay



Known Issues:
-Currently none-

Bug and feedback tracker:





Planed Features
-New Pawn AI handling complex movement and bug behaviors.
-Ability for the Warriors to rip a pawn in to shreds.
-Custom pawn textures for desecrated pawn corpses.
-Ability for the Warriors to eat corpses.



FAQ:
Q: When will it be released?
A: After the release of RimWorld Alpha 3.

Q: Will they be animated?
A: No. Not at first. So enjoy the sliding bugs of death! :D

Q: Will this mod contain something else?
A: The mod will first of have a costum AI and other flavor events that is Starship Troopers related. The mod also have some weapons from Project Armory.

Q: Why?
A: Cause i can.


Misc:

Donate:
If you want to support the project and help Evul pay for the server the project uses. You can! Click the link below to donate. Everything is used to pay the for the CloudForge server!



#50
General Discussion / Food and creation?
February 09, 2014, 10:47:47 AM
As we all know is that potato is the standard in the game. But soooooon we will be presented with meet and grain!
as i understand it meet will be one standard meet containing muffalo (squrle and boomrats?) and will also represent other kind of meet. One system that i'm interested in is cannibalism and the meet resources. I assume that human meet will be a different resources then normal meet due to the negative effect it will have on the colonists?

One thing i also have read, is the grain and "craft" system. how will the creation of items work in the game from food prespektive? will we be able to make canned food?
#51
I whant to a way to see how long a prisoner have been in restrains.
Suggestive under the prison tab. Cause at the moment i am managing some kind of Military Colony, and i have a prisoner in the prison that have been there the entire time the prison have existed with one escape attempt due to raiders. But yeah some way to determent the time the prisoner have been in restrings would be nice :)
#52
Outdated / [A10] Project Armory (v.3.00)
February 05, 2014, 02:24:54 PM




Description:
Project Armory has around 200 firearms, launchers, grenades, melee and throwable weapons. We make content from every, time period, game and movie with the vanilla RimWorld graphics and sounds. The project is semi-open and all content in the mod are allowed to be used as you see fit we only ask the user to link us so other can find other weapons. Therefore we have created a tool so you easily can turn on and off weapons you don't like or don't want to have in your game. We also provide guides on how you export weapons into your own mod as well as to make a properly balanced weapon yourself, using various formulas for calculating damage, range, bullet speed, burst shot count, etc. Click here for a for a searchable list of stats and weapons. (The list is maintained by: Daryoon)



(Click for larger picture)


Mod Team:
Evul (Lead Developer)
Plymouth (Lead Art designer & Developer)
StalkerCZ (Programmer and Art designer)
bartekkru100 (Art designer)
dbltap441 (Programmer and Art designer)
elStrages (Programmer and Art designer)

Former Members:
Felime (Former Programmer)
Hexxagon (Former Programmer)
Bog (Former Programmer and Art designer)
Cala13er (Former Programmer)
Architect (Former Programmer)
generalcrusher (Former Programmer and Art designer)
Entityofsin (Former PR)
apljee (Former Programmer)

Contributors:
Austupaio (Contributed with: Bolter and new Bolt Pistol Texture)
Daryoon (Contributed with: Google document weapon table. [Version; 2.05])
minami26 (Contributed with: The weapon table illustration wallpaper. [Version; 2.05, 2.11])
mrofa (Contributed with: The Extended_Bullet Assemblie [Version; 2.14 >])
Viperlol (Contributed with: Textures for weapons)



Download:




Addons/Packs/Fan Content:

Not yet implemented.


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



Screenshots:
(Click for larger picture)

You can find more pictures at ModDB




Bug and feedback tracker:



User License:
All weapons texture and code may be altered to the users liking to fit the world the user wants to create. You may add or remove weapons of your downloaded Project Armory Pack to furthermore customize your world. You are also allowed to publish Project Armory weapons in your own modpack or mod. The only thing we ask for is that you link to our forum page so people that like the weapons can download more of them. You are not allowed to set price for this mod's content.

Project Armory by Project Armory Development Team is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
Based on a work at Ludeon.


FAQ:

Mod related questions

Q: How is weapon range calculated in this mod?
A: Click this link to go to the related post.

Use of content related questions

Q: May i use a weapon or all the weapons in my mod?
A: Yes, its why this mod exist. All we ask is that you add a credit to Project Armory and link this forum page. So people can get more guns if they liked them! Se User Licence just above for more information.

You can also use this picture and link when you have integrated weapons from Project Armory:
   
       

[url=http://goo.gl/umqj5H][img]http://dev.evul.nu/rimworld/ProjectArmory/gfx/banner/ShareIcon01.png[/img][/url]

[url=http://goo.gl/umqj5H][img]http://dev.evul.nu/rimworld/ProjectArmory/gfx/banner/ShareIcon02.png[/img][/url]

[url=http://goo.gl/umqj5H][img]http://dev.evul.nu/rimworld/ProjectArmory/gfx/banner/ShareIcon03.png[/img][/url]

[url=http://goo.gl/umqj5H][img]http://dev.evul.nu/rimworld/ProjectArmory/gfx/banner/ShareIcon04.png[/img][/url]

[url=http://goo.gl/umqj5H][img]http://dev.evul.nu/rimworld/ProjectArmory/gfx/banner/ShareIcon05.png[/img][/url]


Q: May i do a submod/modmod or texture pack?
A: Yes just add a credit and send Evul a PM so he can add your mod to the forum posts "Addons/Packs/Fan Content" section!

Q: How do i export a weapon?
A: To export a weapon you need to go to "...ProjectArmory\Defs\ThingDefs\" and copy the weapons and the bulletDef file you like to use. Then you paste it to your mod "...\YourMod\Defs\ThingDefs\". Next you need to go to "\Textures\Things\Item\" copy the weapons you selected. And paste them to your mod whit this pathway: "...\YourMod\Textures\Things\Item\". Make sure you copy the projectile if a custom one is use. You have now exported a weapon to your mod!
If you are publishing the mod make sure to add a link to Project Armory. Se the question; "May i use a weapon or all the weapons in my mod?".

Contributor related questions

Q: May i request a gun?
A: Yes you may. Replay to this topic with the name and link/picture of the weapon or armor. Or click here to request new content. You only need to type topic and description..

Q: Can i help?
A: Yes you may! Go to our requirement page to find out more.

Q: I made a gun can you add it to your mod?
A: Yes we can, as long as it have similar graphics and sounds to vanilla RimWorld. Send Evul a PM. or upload it directly to a task at mantis and make a note.

Other questions:
Q: What is the name of the mascot and what weapons is he carrying?
A: The mascots name is Wheatles and have been around since the start of the mod project. The First version of Wheatles was published when the mod was released back in Q2 2014 he was then carrying a FN Fal and a L85A and a RPG-7 at the hes back. The 2015 version published 2015-01-13 carries a L85, AK47, H&K MP5K, Spas-12 and a Accuracy International AWM. The mascot have always had a name, but it the name was not published until the release of the 2015 version.


Misc:

Donate:
If you want to support the project and help Evul pay for the server the project uses. You can! Click the link below to donate. Everything is used to pay the for the CloudForge server! If donations is large enough we can also migrate the entire project to its own homepage.


Forum Banner:
Do you want to support or show that you are a part of the project? Here is a forum banner you can use! The banner is auto updated when new version or special events happening.

[url=http://goo.gl/umqj5H][img]http://goo.gl/nzPC1d[/img][/url]
#53
I was playing this day and got attacked by to many raiders. I pulled back with the injured (they were placed in the beds as usual) But when i barricade my self in the messhall. There one of the colonists got hit in the way in to the room. Then i tried to drag him in to the messhall. I was forced to make all the beds in the entire fecility prisonbeds in order to get the sleep positions in the messhall to be prioritized.

So i would suggest that some way be able to move injured colonists to preferred position. Or when they are in control (R) be able to carry a injured colonist with them instead of just preforming the order "rescue".
#54
Ideas / Lower growth rate of poverty grass
February 05, 2014, 10:34:24 AM
I suggest a heavily reduction of the growth rate of the poverty grass.
Cause if you look on the world on a more global scale the entire world would be green instead of desert due to the fast growth rate of the grass.
A suggestion would be reduce the chase of grass growing on desert tiles more.

A suggestion for the future.
#55
Ideas / The Research
November 10, 2013, 05:13:50 PM
I think that the current Research system is a bit empty, also cause it is an alpha, but. here are some ideas to improve the current research system.

Here are some examples:
Category: Type of Research: Levels: Cost:
Tools Mining 10, Miner's picks are 10% more effective per level level*1500 Research points.
Tools Firefighting 10, Firefighting are 10% more effective per level level*2000 Research points.
Tools Construction 10, Construction are 10% more effective per level level*1500 Research points.
Tools Growing 10, Growing are 10% more effective per level level*1500 Research points.
Tools Research 10, Research are 10% more effective per level level*5000 Research points.
Food Nutrient resynthesis 4, Nutrient paste dispensers consume 5% less food per meal produced. level*2200 Research points.


Instead of revoking it the system instead just expand it. :)
So what do people think?
#56
Ideas / Hostpital and Medical System
November 06, 2013, 10:33:26 PM
I like the simple combat system and the injury system. But it could be tweaked. One way to tweak it could be by add bleeding and/or degree of injury. And not only shot dead or unconscious.

A way I've been thinking on is by adding medical items: sickbed scans and other medical equipment I don't think on at the moment. When a character get shot or horribly injured they don't  die or just get unconscious. Instead they get fatally injure. (Same mechanic) but only if you have a chance of saving the colonists or raider that are injured.

This means that if a colonists have the right medical equipment (that will be expensive and drain allot of power) fatally injured colonists might be saved. (The skill level of a colonists is also counted for while treating a patient.) When shot, a colonists can be sent to the medical facility instead of there own bed. (The sickbed is always number one priority on a injured colonists.)

When in the medical bay the colonists, depending on stage of injury (time left), gets the treatment. A critical wound time is only added and have a steady decrease the whole time depending on the degree of the actual injury. So the colonist need a constant watching eye by the medical team.

Short idea any thought?
A bonus is this picture of a poorly drawn hospital.

[attachment deleted by admin: too old]
#57
Bugs / [0.0.250] Roof stay when collapsed
November 05, 2013, 06:06:53 PM
Version: 0.0.250C

Description: When a buildings wall are removed the roof of the building seams to collapse. But the roof shadow is till on the ground. Debris are tho doped on the ground and a message appear telling me about the event. But shadow remains and it will stop rain.

Steps To Reproduce: Build a house sell the walls.
#58
Version: 0.0.250C

Description: When building some objects do not start construction properly, this happens when construction larger landmine fields for example. The construction stop at 1% of the start construction. meaning that the colonist will only touch the mine and leave it.

Steps To Reproduce: Build 15x15 landmines on the same position. 1 or more landmines will not be constructed but stop at 1%.