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Messages - Shinzy

#181
Quote from: Topper on November 21, 2017, 03:38:58 AM
any update for 18b?
by the end of this month probably (maybe sooner)
#182
Quote from: Beathrus on October 23, 2017, 11:52:56 AM
So.. I have a code I shouldn't when I load debug.

XML RimWorld.ApparelProperties defines the same field twice: worngraphicPath.

Field contents: Things/Pawn/Humanlike/Apparel/Bodywear_Clothing/Pants/Pants.

Whole XML:

<apparel><bodyPartGroups><li>Legs</li></bodyPartGroups><layers><li>OnSkin</li></layers><tags><li>Outlander</li><li>Spacer</li></tags><defaultOutfitTags><li>Worker</li><li>Soldier</li></defaultOutfitTags><worngraphicPath>Accessorello/Pants/Pants</worngraphicPath><worngraphicPath>Things/Pawn/Humanlike/Apparel/Bodywear_Clothing/Pants/Pants</worngraphicPath></apparel>
Verse.Log:Error(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator227:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Thank you, I'll note this down for when I'll update for a18
#183
Quote from: PapaRockett on September 27, 2017, 07:53:13 AM
I'd just like some insight on whether the apparel from this mod is actually viable as a replacement for combat gear such as simple/power armor helmets. For example I know that the infiltrator headgear seems suitable for a sniper, but what about the others? I;d love to give each pawn their own style but I'm afraid it will make them vulnerable in combat.

You'll just have to not get shot in the head really :p I'd use the sturdiest piece of armor you can find if you're getting your guys right in the thick of it
#184
aw bummer! I'll upload it again in about an hour or so
thanks luckspeare
Here you go!
http://www.mediafire.com/file/s3babqrfc75adca/Bridges.zip
#185
Quote from: Ctrl Z on September 15, 2017, 02:08:58 PM
Shinzy, how do you make certain apparel only available to a specific gender? Thanks.

You'll need to create some kind of custom code for that
#186
Quote from: gipothegip on September 12, 2017, 04:10:32 PM
Quote from: kubolek01 on September 11, 2017, 04:31:35 AM
Quote from: Snowcaller on August 26, 2017, 10:37:19 PM
:'(
Wah!!!
There's no more!!!
Thanks for the chuckles, guys.
All artists died from squirrel bites? Or just fled off this planet?

I could be an artist, but trust me, you don't want me to be.

I might be able to get you some dimensionless blob people if that'd tide you over ;)

#187
General Discussion / Re: Recruit everybody challenge
August 26, 2017, 10:44:58 PM
This is the only way I play :p

Last two/three games Ive been mostly blessed with ungodly amounts of brawlers and pacifists

I dont usually mind these but right now only 3 out of my 11 colonists even wants to hold a gun
#188
Help / Re: PNG textures and alpha/transparency
August 24, 2017, 12:03:20 PM
you'll need to use <graphicClass>Transparent</graphicClass>
for things with partial transparency
#189
Help / Re: How to add a new apparel layer?
August 21, 2017, 01:13:34 PM
it would require C#
and your best bet is to grab the said mods that do what you want already and do something similar
using their code as a reference
#190
Outdated / Re: [A17] Wild West Guns
August 16, 2017, 08:18:10 PM
Quote from: kaptain_kavern on August 16, 2017, 06:32:03 PM
PS: Folks in here will soon screaming for screenshots in your mod presentation ^^

THERE WILL BE NO SCREAMING HERE ABOUT SCREENSHOTS OR OTHERWISE, ARE WE CLEAR?!!!
#191
Mods / Re: Rimworld Sprite Tutorial: [Animals]
August 14, 2017, 10:03:09 AM
Quote from: Jibbles on August 13, 2017, 05:17:35 PM
I'll definitely make thicker black lines next time ha.  Thanks A Friend, that was very helpful.  I'm going to try out that inkscape program and give vectors a shot.  Are there any downsides I should be aware of using vectors? sick flamethrower by the way  :)

the only "downside" is adding finishing touches is slightly harder (imo) But then nothing stops you from opening the vector drawing in another program to do that

it doesn't hurt to have all the free programs you can and experiment with all of them
check out GIMP, Krita, Paint net and Inkscape


Quick links for anyone interested
https://www.gimp.org/
https://krita.org/en/
https://www.getpaint.net/
https://inkscape.org/en/
#192
Here you go Kubo

#193
Mods / Re: Rimworld Sprite Tutorial: [Animals]
August 12, 2017, 11:08:38 AM
where did you come across this? (just out of curiosity)
#194
Quote from: kaptain_kavern on August 09, 2017, 09:47:12 AM
Hey Jabba sorry for the delay.

I'm volunteering for doing any code works for you (If it's not something you want to struggle with - I'm not sure what you'll prefer)
the xpath patching would complement proper texture packs a bunch
changing the shadertype and drawsize etc

could be really good groundwork for anyone else wishing to create a simple texture pack mod that can just be toggled on in the mod menu and not having to worry about breaking other mods etc
#195