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Messages - Argain

#136
Changes from v1.2 -> v1.3:
- Redesigned the 'Change Clothing' menu
- Redesigned the 'Change Hair' menu
- Fixed all the graphics exporting/importing bugs
- Completely overhauled all of the code dealing with apparel (including the xml reading/writing)

Notes: Due to the clothing and hair menus functioning similarly to the rest of the creation menu now (with left/right selectors), you will no longer have the option to spawn naked colonists, shirtless colonists or colonists without coats. This clears up all the conflicts, though, with importing colonist shirts/coats and trying to write their information to shirts/coats that potentially do not exist on the other end. So while we may all get a chuckle at watching a bunch of naked colonists run around... it's a worthy trade-off to have everything running bug-free. This also clears up the annoying bug of multiple entries in the checklists appearing :D Unfortunately, since the xml reading/writing has been completely overhauled, old saves of colonists will no longer import correctly.
#137
Quote from: tase on July 13, 2014, 02:22:38 PM
I'm having tons of problem with importing colonists and having their graphics be wrong (even after multiple imports). And I can't even fix it because the menu is broken, repeats the same hair type or clothing, or straight out doesn't show anything, not even Confirm/Cancel buttons.

That's because the graphics stuff was still pretty buggy.
#138
Quote from: ZozZ on July 12, 2014, 12:44:22 PM
can i change the colonist body in this mod? if not can you add the feature to change their body type

The body is dependent on the Adulthood Backstory. Unfortunately, even if I was to implement a feature that allowed you to specify which body each colonist had... the game would immediately overwrite them once you continued. So, it's not really feasible at this time. What you -can- do, however, is change the Adulthood Backstory and then check the body to see if it matches what you would like.
#139
lol that's indeed pretty strange
#140
@P_anders: do both mods still have their BaseMapGenerators.xml file (found in Defs/MapGeneratorDefs/)? If so, try removing one.
#141
Imported colonist graphics is indeed still a little buggy and is something I'm working on fixing. The reason it's buggy: the colonists are randomly generated at the start and the imported information tries to overwrite them. If a colonist is generated with only a T-shirt and no Jacket/Duster/Armor, then there is no existing Jacket/Duster/Armor slot to be putting information into... resulting in errors and oddness. Probably the most odd thing, is that if you just keep trying to import then it magically creates the missing clothing slot somehow lol This is definitely not something that should be happening, so yeah... working on it  ;) Got a few ideas that just need a bit of time to code and test.
#142
I got this pm earlier today:
Quote
I'll cut straight to it.
When I create my colonists everything goes alright(besides the usual girl bodies, etc.) but when i reload my colony the debug screen(At least what I think it is, it's the screen you get from pushing the "~" Key in-game) pops up and has clothing errors and all my "Jacket" wearing people get power armor and some have changed hairstyles...
Is this a known bug??

P.S. Is there a way in the actual save files of the game to edit my Colonists' body, hair, skin, shape, clothes, skills, traits, etc?

Thanks in advance!

has anyone else been experiencing this?
#143
Quote from: JorDash on July 08, 2014, 02:14:30 PM
Are the weapons you start with randomized for each new game? The first game I started with 4 colonists and got 3 enfields and 1 pistol. Exported those colonists. Imported them for the second game and got 3 pistols and 1 enfiled.

Yep, it's a random choice between the pistol or enfield for each colonist when starting a new game.
#144
Quote from: DorgoDorato on July 07, 2014, 08:36:17 PM
Related topic, is there a list of all the backstories available so you can breeze through selection/gender issue?

The issue lays with three variables within each Backstory: bodyTypeGlobal, bodyTypeMale and bodyTypeFemale. Each of these variables can be any BodyType (Undefined, Male, Female, Thin, Hulk, or Fat). Some Backstories have "Undefined" for all three variables, in which case they are defaulted to a BodyType of "Male" as can be seen here:


//Set BodyType
if (colonist.Backstory[1].BodyTypeGlobal.ToString() != "Undefined")
{
    colonist.BodyType = colonist.Backstory[1].BodyTypeGlobal;
}
else
{
    if (colonist.Gender == 1 && colonist.Backstory[1].BodyTypeMale.ToString() != "Undefined")
    {
        colonist.BodyType = colonist.Backstory[1].BodyTypeMale;
    }
    else if (colonist.Gender == 1 && colonist.Backstory[1].BodyTypeMale.ToString() == "Undefined")
    {
        colonist.BodyType = BodyType.Male;
    }

    if (colonist.Gender == 2 && colonist.Backstory[1].BodyTypeFemale.ToString() != "Undefined")
    {
        colonist.BodyType = colonist.Backstory[1].BodyTypeFemale;
    }
    else if (colonist.Gender == 2 && colonist.Backstory[1].BodyTypeFemale.ToString() == "Undefined")
    {
        colonist.BodyType = BodyType.Male;
    }
}


What this means is that some Backstories can be "Genderless", while others can have various mixes. No Backstory is specifically "Male" or "Female" to make it easy for selection... and there's over 200 of them. I was able to shorten the list by a few from simply not including the ones that have similar names to existing Backstories (with slightly varying modifers), but unfortunately there's no easy way of sorting through them. The graphics rendering in the Core Code checks these variables within the Backstory to determine the BodyType for display, so once the Backstory is passed from my temporary Colonists to Ty's Pawns then the Core takes over. The code that I'm using above is virtually identical to what's in the Core. Unfortunately, even if I was to implement a feature for specifically selecting whatever BodyType, once the Colonists were converted to Pawns then the Core would take over and change their bodies back to whatever the Backstories saw fit.

Edit: If you really want a list of all the backstories, here ya go: https://www.dropbox.com/s/p1vk9gevpmwk413/Backstories.txt
Edit2: It's rather impressive that Ty was able to think up ~216 different backstory names lol props to you, dude.
#145
Quote from: P_anders on July 07, 2014, 08:13:00 PM
ahhh wait ... it's working now ^^

i did two things ... i turn language in german and then back in english ... then i deactiveted the mod and actiovated it again ... now it's seems to work

i think, deactiveting und reactivating was what i needed ^^


lol good to know... hope that possibly helps anyone else experiencing issues running the mod in other supported languages
#146
After studying how 'DefInjected' and 'Keyed' folder structures work from this thread, and xzy100's note of the mod not working with languages that utilize DefInjected translations, here is the list of languages that this mod should work in:
- English
- Spanish
- Italian
- Japanese

Unfortunately, I have no way of fixing this as it's dependent on the translation projects outside this mod.
#147
Quote from: P_anders on July 07, 2014, 07:54:01 PM
Hi there
i try start a new colony in the A 5 now. but the Mod is not working. i was getting the 3 colonists from the original colonist creator, not from the mod. there was no window for choosing how many colonists after the crash message ... also no 2. Creation window for create my costum colonists ... the mod is activated in the modmenu but the game act like the mod is not there.

Is your native environment in English?
#148
Changes from v1.1 -> v1.2:
- Hopefully fixed everything being translated properly into other languages

Quote from: xyz100 on July 07, 2014, 12:24:14 AM
thanks for good mod!
but it doesn't work in some languages.

i tested this and that.
i thought, languages which have 'DefInjected' or 'DefLinked' folder like pt-PT, fr-FR, nl-NL...don't work this mod.
but languages which have only 'Keyed' folder work perfectly.

can you fix this?
(sorry for poor english)

I think I had misinterpreted what you said earlier as simply a translation issue (hence this update). Reading it again... it sounds like a file-reading/writing issue, which I haven't the faintest clue how to fix. Sorry :(
#149
Outdated / Re: [Mod] (Alpha 5) Rimrats
July 07, 2014, 07:14:21 PM
Updated to Alpha 5  :D
#150
Quote from: Prodenswe on July 07, 2014, 06:22:46 PM
This mod dont show up att all when pressing New Colony. Still same Vanilla when chosing colonists, Enabled the mod in Mods tab, and not the zip/rar file in mods folder.. Dunno whats wrong

"This mod opens an additional colonist creation menu upon map generation (after the crash landing message)" <-- as JorDash pointed out