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Messages - demeggy

#76
Unfinished / Re: Children and Pregnancy
December 28, 2016, 11:33:33 AM
Looking for testers? I'd happily contribute my QA eye to proceedings :)
#77

A16 Update: Looks like with the recent update, I'll need to make a small metric tonne of changes to some of the currently implemented content... specifically around Factions. With it now being the Festive Season, I'll hold back until Jan to pick things up again, but I do intend on seeing this through - especially in light of the insanely awesome Rogue One :)

Happy Holidays and a more prosperous 2017 to you all

Demeggy
#78
Quote from: Anxarcule on December 11, 2016, 08:23:51 AM
Just wanted to pop in and give my support - progress you've made looks/sounds very promising!  Excited to see this in the steam workshop :)

Cheers bud. Suffered a bereavement recently so I dropped off the scene for a few weeks, and with A16 surfacing - looks like I have the opportunity to rework some of the content and work on some new features. I'll be looking at driving this with a little more vigor in the next month, so keep an eye on the thread.
#79
I might need to start leaning on any artsy types in the community. Currently, I'm looking for some assistance with some of the remaining outfits - so if anyone out there loves Star Wars, and wants to lend a hand with a few outfit .png's, ping me a line if you please!
#80
Quote from: wafflep90 on November 28, 2016, 07:59:30 AM
Cant wait for this to be released, being a massive star wars fan incorporating this into such a great game it just a dream, pics look amazing so far :D :D

Thanks :) This has merely stalled whilst I sort some IRL work out, but keep tabs!
#81
Far from dead - horrendous working week. Looking to crack on with this over the weekend, and have a few days off coming up so should be in a position to start hammering out some of the content!

Is there any Galactic Civil War era content fans would like to see?
#82
Quote from: Pink Omega on November 11, 2016, 06:41:18 PM
Quote from: demeggy on November 11, 2016, 05:49:15 PM
Quote from: Pink Omega on November 11, 2016, 05:14:52 PM
Hello. Can I ask you something? In wich platform you created/drew/painted the creatures (Like Tauntaun for example) from this mod? :P

Avid paint.net user :) I most hacked the hell out of the existing assets as a base template though!
Can you tell me some tricks? Like the paintbrush size to continue a vanilla animal outline etc..I will sure be glad! Sorry for bothering you anyway ^^

It's no bother! It differs per asset, but new layers and erasers are your friend :)

For example...

The below Tauntaun is a hatchet job of the Alpaca and Thrumbo Horn assets with some slight tweaks and line jobs..

#83
Quote from: Pink Omega on November 11, 2016, 05:14:52 PM
Hello. Can I ask you something? In wich platform you created/drew/painted the creatures (Like Tauntaun for example) from this mod? :P

Avid paint.net user :) I most hacked the hell out of the existing assets as a base template though!
#84
Help / Re: Definitive def/assembly guide?
November 11, 2016, 04:17:40 PM
Quote from: kaptain_kavern on November 11, 2016, 02:39:06 PM
I hope someone will come by to explain it better than me after wise but as far as I can tell, no.

Simply put, xml permit only to use/re-use mechanics that are already in Vanilla.

You have 2 options though :
Those two mods purpose is to bring you C# modding possibilities by using xml code only. Basically like you mod the core game using core defs, you can use their defs/C# class.

I'm at that step myself, I can do Xml modding only but I am learning how to use them.

Also if you can/want and as you are an active modder, send a pm to Skullywag about being invited on the Discord "modding server", you could gather some real help, in real time, there ^^

Helpful as always, cheers pal. I'll drop him/her a PM now, that will come in real handy!
#85
Very little done throughout the week unfortunately, but intending on wrapping this up in its initial form over the next week.
I've got a few things left to do and bugs to fix (I seem to be struggling getting Bodies and BodyPart defs work correctly for the Droids), so I'll throw an update out in the next 48 hours.
#86
Help / Definitive def/assembly guide?
November 11, 2016, 02:08:45 PM
Evenin' all,

I've been trawling the boards over the past few nights to see if I could find any clear info on how much you can get away with by editing def's alone without touching .dll's - however, I haven't find anything conclusive - so... "how much you can get away with by editing def's alone without touching .dll's?"

Given example; creating an on death event, or spawning a new pawn into the gameworld at a given location - I'm assuming these 2 exclusive examples would require an assembly?

Thanks for whatever clarity you can provide!

Edit: Bonus question - is there a list of API functions that we can use when writing .dll's?

Demeggy
#87
Unfinished / Re: WIP[A15] Superior Crafting Revived
November 10, 2016, 12:41:00 PM
Woop, a decently indepth crafting system! DL's...
#88
Genius - thanks Kap! I'll be definitely using this if possible - having looked at it, looks relatively straight forward to get ingame.

No progress since the weekend unfortunately, suffering with a bit of a cold - so it's work and bedrest for the most part. I do intend on finishing off the fauna graphics by the end of the week mind, so watch this space...
#89
I did experiment with a theory in adding alien races... (Race 'masks' acting as hairpieces - Wookiees, Twi'leks, Rodians etc)
There's a vague, vague possibility I'll include it so those willing to sacrifice headgear can use the Prepare Carefully mod to select the types of aliens they want in, but as a standard feature, it's highly impractical. Headgear tends to hide away hair you see, so as soon as your colonist Wookiee dons a  cowboy hat, his hairy face becomes... fleshy. Now that's what I call a bad case of alopecia!
#90
Unfinished / Re: [A15][WIP] Taiga Creatures
November 05, 2016, 05:23:59 PM
Beautiful artwork :)