Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Cpt.Ohu

#16
Unfinished / Re: [A16/A17] [WIP] Warhammer 40k Corruption
February 16, 2018, 07:59:14 AM


Update



A first B18 release is out. Check it on the front page.
#17
Unfinished / Re: [A16/A17] [WIP] Warhammer 40k Corruption
February 15, 2018, 05:20:59 AM
Quote from: Ogliss on February 13, 2018, 09:15:53 AM
curious has anyone had issues where the dropship stops having a UI? if i click on it i cant deselect it, sometimes i can get the build menu up by hitting tab and then i can select other stuff

Which version are you using? Can you take a look at the output_log.txt? It should show you errors after the UI disappears.

Quote from: Harry_Dicks on February 14, 2018, 02:20:31 PM
I'm just now getting caught up to speed on this mod. This looks like it is going to be really awesome. Do you plan on expanding upon the religion system? That's what I'm definitely most interested in. Wonder if we could have your religion + Rim of Madness---Cults religions together? In the morning WH40K sermons, night time Cthulhu sermons?

I definitely want to expand on this system in time. What I'm looking for is ideas on what to do with it so I can make a concept before I start messing around.
#18
I have updated the experimental B18 update with the help of Swenzi. Multi-loading should work again normally now.
#19
Help / Re: My 128x128 textures are too small.
February 12, 2018, 04:51:08 AM
If you take a look at the core textures, you'll notice a lack of small details. Fine details on long weapons just get lost too quickly and make them look either muddy or too thin.

Weapon drawsize can be set in the XML, but will only work when the item is dropped. The equipped weapon  gets drawn differently, you'd need C# to change the size. You can take a look at my mods for an example.
#20
Unfinished / Re: [A16/A17] [WIP] Warhammer 40k Corruption
February 11, 2018, 05:56:47 AM
Quote from: Ogliss on February 10, 2018, 04:24:39 PM
Quote from: Jackalvin on February 08, 2018, 10:26:28 AM
- A cool series of mods are out on steam, the imperial guard + Mechanus (I think that's how you say it). Is this yours?
the adaeptus mechanicus mods are made by me, and the astra militarum mods are made by QuantumX, it was Quantums mod and this that got me to start messing around to try to add stuff, and i gotta say thanks to Ohu, cause looking at how he did things has helped me learn loads about modding rimworld :)

Good to hear that in my absence this has at least inspired more 40k stuff :)

Once the update is up it's time for a concept phase. I'd be interested in the communitie's ideas, so go ahead and post what you would want to see. Just please keep in mind that right now I'd like to put some more polish on existing things, not start huge new projects again. More Xenos (Necrons, Tyranids) are the already in plan.

Just to provide something you can focus on:


  • Xenos Factions (Eldar, Tau, Orcs)
  • Corruption System
  • Imperial Factions
  • Tithe system / Imperial governance
#21
Unfinished / Re: [A16/A17] [WIP] Warhammer 40k Corruption
February 09, 2018, 04:22:59 PM
Quote from: phas on February 06, 2018, 08:05:28 PM
omg I'm so glad. I tried to fork and continue your mod but I couldn't figure it out (and rimworld documentation is nonexistent, damn how do you manage to do modding?). Thank you man, welcome back.

Interesting, so where did you stumble?

Quote from: Jackalvin on February 08, 2018, 10:26:28 AM
Whoa. This looks pretty cool. I'm not a player of warhammer, but I have a general idea of what it is. I have a few questions / suggestions.
- A cool series of mods are out on steam, the imperial guard + Mechanus (I think that's how you say it). Is this yours?
-Could we have Tyranids? I know this was said way earlier by many, but I would like it like a mix of insects + tribals. They have ranged capability and numbers of tribals, and the... well insectyness of insects!

Those mods aren't by me. You'll notice the art style is quite different.

Tyranids are an idea that's been on my radar for a while, but currently I lack art assets for them.
#22
Development is open again. With some help by Swenzi I finished updating for B18. I'll take some time to get back into the current state of things and try fix some of the errors reported.
#23
The loading error is the main reason why I haven't updated the download link yet. An experimental release is up, but it needs fixing.

Friendly outposts will also require more work because the system wasn't there when dropships was created.
#24
Good news just in time for Christmas:

Swenzi has updated the mod to A18. I will do some more tests and put this version up for download during the week.
#25
It pains me to write this, but I have to put this mod on hold for now. My situation has changed, I barely have time to do anything on my PC at all, let alone do some gaming or modding.

I hope this will change over the next 2 months, but for now, this mod will remain as is with all faults.
#26
It pains me to write this, but I have to put this mod on hold for now. My situation has changed, I barely have time to do anything on my PC at all, let alone do some gaming or modding.

I hope this will change over the next 2 months, but for now, regard this mod as suspended. If you think you can tackle the continuation of the mod, send me a PM.
#27
Unfinished / Re: [A16/A17] [WIP] Warhammer 40k Corruption
September 30, 2017, 03:55:24 PM
The render patch should work normally with A17, as I never experienced issues. Please if you experience this error, just quickly check the task manager for RAM consumption.
#28
Quote from: SpaceDorf on September 14, 2017, 06:56:15 PM
@Cpt.Ohu :

I have a request for the Mod .. could you increase the displayed length of the weapon port name so bigger names fit ?

And I am afraid I am going to have more requests in the future .. maybe some of them become pull requests :)

Knock yourself out. If it's working I have nothing against pulls. Right now increasing the port name space isn't that high on my list of priorities though.

Quote from: ptx on September 15, 2017, 05:35:14 AM


My first ship .....and it's stuck there. After launching the ship, it flew towards the edge of the base map, gone, and it just sits there on the world map. It's fully fueled, 1500 chemfuels. Visit friendly settlement, stuck. A drop at the edge, also stuck. I waited a minute, an hour, a day, and it's still stuck there.

Still  a great mod though, I think the aerial surprise attack is excellent. Build a base on the open field, and bam, death from above. Build a base into the mountain, infestation. In vanilla, open field is safer. With this mod, there are no safe place in the rimworld. I have lost 2 colonies, due to pirates dropping directly on top of my open field base. Now, my current mountain base can support an airplane....... and it's going nowhere. Just my luck.
Bottom most on the mod list, no result. Uppermost on my mod list (just below hugslibs etc), also no luck. Removing any caravan related mod, still stuck.
I guess it's traditional caravan for me then.

Did any errors show up when you selected that ship? If it is the first and you just launched it, that's rather strange. Can you start from an earlier safe and repeat the same steps?


Quote from: Lady Wolf on September 15, 2017, 08:21:01 PM
I noticed a graphical bug today, after your ship lands if you have it take off and then land again in the same square but different area it just took off from, (such as relanding the ship on the other side of your base to be closer to resources you wish to load before flying off,)

It will leave a second "ghost" graphic of the ship that will appear to land and park in the original position on the map. If you save and reload however the ghost will vanish, but still seems worth mentioning.

Is this happening consistently? I can jump around my map as much as I like without any ships doublespawning.

Quote from: Smellfungus on September 17, 2017, 11:19:35 AM
Have the issues with "Object reference not set" been fixed yet? And if not, any chance of a save fix? It seems that building a second dropship has broken OHU on my new save. Never flown it, no fleets used, but still it disappeared and my original had become orphaned. :(

Not yet, mainly because I haven't been able to reproduce it 1:1 and am still looking for possible explanations.
#29
Unfinished / Re: [A16/A17] [WIP] Warhammer 40k Corruption
September 18, 2017, 01:53:12 PM
Quote from: sirskips on September 15, 2017, 02:21:19 PM
This mod is very memory heavy. Try to cut down on that in some way I know music files take up allot of room. Does this have any if so thinking about removing those is a good place to start for free up some memory. I had a question about how you do Orc and Elf factions. I dont see there bases on the map do you use a modified version of faction discovery in this and if so will it conflict with faction discovery it messes with hidden bases.
https://ludeon.com/forums/index.php?topic=25159.0

All 40k factions are Spacers. There are no bases.

And what do you mean by memoy-heavy? HDD memory or RAM? If it's the latter, there is still an unidentified memory leak somewhere in the code. Otherwise: I'm including Source files, which take up almost 40mb. This ist still WIP after all.

Quote from: kangsi on September 15, 2017, 11:47:29 AM
I made a testing with altar outside of room. They are working without issues, the preacher goes to place corrretly and the worshippers to. I suggest players try it.

Such colony-spanning events are still a bit tricky to set up, so they may break in unforeseen circumstances. I hope they are somewhat playable for the moment.
#30
X and Z are in actual coordinates in the cartesian 2d system. Y is the height of the object, so a negative value renders the turret underneath the plane, a positive or zero value above. You can use floating numbers for this entry.

The other position offset defines the tile in which the turret will spawn.