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Messages - Bog

#136
Okay, I gave them a v2.13 target.

Maybe tell the testers we want lots of feedback especially on the new spinning weapons to make sure they're okay for the next release.
#137
Quote from: vagineer1 on August 02, 2014, 07:35:34 AM
What I would do if someone could create the Faraam Armor from Dark Souls 2.
The question is not "could they" it's "would they".

It's very possible. At this point the body armour can be made, the helmets are just waiting on Tynan to implement them. He's already made textures for cowboy hats, power armour helmets, etc. that are in the game, just not usable. (yet)

A full suit of armor takes 18 textures though, 15 for the body (side view, back view, and front view multiplied by small, male, female, fat, and hulk body types) and 3 for the helmet. (side view, back view, front view)

Also the end result might not be quite what you expect. The artwork in Rimworld doesn't quite look like Dark Souls 2 to say the least. Specifically Rimworld has no arms or legs and big heads and torsos to compensate. :P

So in the end it's quite possible to make custom armour, it's just it takes a lot of time. I can personally create probably 20+ new guns for every suit of armour that I make.

In the mean time you could go check out the Aparello mod. It adds some cool new armour and clothes. You could also try suggesting the Faraam armour there and posting a pic of it. If Shinzy thinks it looks cool enough to invest the time into making it and has the inspiration for it, who knows? Something might happen.
#138
Quote from: bjo0rn on August 02, 2014, 06:27:08 AM
Is the purpose of hats only decorative?
Well if you look in the core mod there's power armour helmet textures.

I imagine those would add some defense.

Quote from: Cyst on August 02, 2014, 07:49:45 AM
What else? I can't imagine having a cigar sticking out of the colonist's mouth would give any advantage...
Maybe a morale boost to people with a nicotine addiction trait and a morale shaft to everybody else close by who has to breathe the second hand smoke. :P
#139
Quote from: Shinzy on August 02, 2014, 07:06:46 AM
Adds Poncho (or a fancy scarf, however you take it)
Woohoo! That was quick. ;D
#140
Help / Re: Using sustained sounds for a weapon.
August 02, 2014, 01:28:41 PM
Quote from: Cyst on August 02, 2014, 07:43:17 AM
Quote from: mrofa on August 02, 2014, 06:37:43 AM
Bullet texture is set to 64x64 size and it wont change unless you do that in dll.

So much for my super mega deathstructor 9001 ultra lazor annihilator... It'd have been beautiful...

Yeah, it'd be nice is somebody came up with a good beam weapon mod and let everybody use it's coding for new guns.

When working on project armoury I can think of a lot of weapons that would use it, but so far I have the shelve them for the time being.

Edit: By the way, does anybody know how to make fire-explosions not make a sound? I made a Falarica (Basically a javelin wrapped in tow, soaked in fuel, lit then thrown) but I'd like it to just start a fire where it hits, not make the loud sound that Molotov cocktails have. (I can already make it spawn a fuel pool where it hits even when just a normal bullet thanks to some previous work by mrofa)

#141
Ideas / Re: Making Muffalos useful
August 01, 2014, 09:08:00 PM
Quote from: Kirid on August 01, 2014, 07:40:17 PM
...personally I don't think Muffalo should ever be tamed.
...Muffalo like Buffalo are supposed to roam the plains wild and free.
Muffalo probably wont produce milk(or near as much as a genetically engineered cow) and a creature of that size takes a lot longer to grow to full size than other species.
I think they should remain the main hunted species and nothing more.
I've been to a number of bison farms. Up in Canada they're a lot more common than in the states, as bison went extinct south of the border back in the day. (the north american Bison we have now are all descendants of Canadian herds)

Also Mozzarella is traditionally made with only the milk of Italian water buffaloes. Today there are farms starting to make it with north american bison milk as they handle the colder climate better.

So I don't have a problem with domesticating muffalos.
#142
Help / Re: Firing multiple projectiles from weapons?
August 01, 2014, 07:33:42 PM
Quote from: Cyst on August 01, 2014, 06:14:08 PM
I was just about to ask for the same kind of help, but hearing of this C# is kinda destroyed the mood, I know nothing of it, I can hardly mod an xml. (ಥ﹏ಥ)
This mod thing, "Special Caerbannog Pistol can be spawned with creative tools, that gun will shot 30 projectiles in narrow cone.", where could I find it?
It's at the very bottom of RawCode's first post. It's called URT.zip.
#143
Help / Re: Using sustained sounds for a weapon.
August 01, 2014, 07:27:47 PM
Quote from: Cyst on August 01, 2014, 06:03:19 PM
Let us try to help each other out. ◕‿↼
I've been trying to mod pretty much everything lately, every XML of mine is a mess but in any case, I've run into an interesting line (though I think you have seen it aswell...)
<soundAmbient>MortarRound_Ambient</soundAmbient> (mortal's xml, core) is the constant sound of the bomb flying.
Nope I did not see that. I haven't done any mortar work yet. (though it's on my uber-long to-do list) Thanks for pointing it out, it's helped me a lot.

Quote from: Cyst on August 01, 2014, 06:03:19 PM
It is a sustained sound if I'm not mistaken, ends at the moment of the impact. Right? (ಠ_ಠ)
It's supposed to be an audio file somewhere buried in the game I guess, using this as a blueprint you could create the weapon and replace the sound with the one you're trying to use, probably.
Well I just went ahead and put <soundAmbient>Recipe_MakeWoodPlanks_Electric</soundAmbient> under the projectile for my weapon in the same place it was in the mortar's file.

The sound file is from in the game. I think it's there for construction or something. Or maybe a concept that was removed or hasn't been implemented yet.

It worked well but the sound was hideous, as it's someone actually sawing something in game rather then a saw running freely without contact.

Then I went and tried to figure out some good sounds for your flamethrower, and well I tested Recipe_CremateCorpse for the sound and it actually sounded enough like a spinning saw blade slicing though the air that I used that instead.

The Recipe_CremateCorpse sound doesn't have a maximum for how many can stack, so if every bullet had the same sound running in fully automatic fire then the sound might stack enough on that your flamethrower might sound very "aggressive" and cool. Except not at all cool obviously. Very very hot. ;D

If you look under core/defs/sounddefs there's a lot of files which have the available sounds in them.

As I said earlier, they come in 2 categories. There's sustainers and onehshots

Another one that I tested for your flamethrower is called FireBurning, but for whatever reason it didn't make any sound. I speculated that the sound might have a very long start-up time, so you don't hear it before the bullet strikes.



PS: As a side note I noticed that we can give our guns an ambient thunder sound now. I imagine that'll sound amazing if I can come up with a good gun to put it on. 8)
#144
Ideas / Re: Making Muffalos useful
August 01, 2014, 06:48:39 PM
I'd like to be able to domesticate boomrats and train them to fight.

Then I could set them upon my enemies en mass. The more they'd die the more they'd kill. ;D
#145
General Discussion / Re: Question about A.I core
August 01, 2014, 05:33:15 PM
Quote from: HatesYourFace on July 31, 2014, 10:03:46 AMI think the Muffalo starved...Since I'm pretty sure the Mechanoids don't fire on them usually?
Shots can hit things between the shooter and the intended target.

When you have a herd of muffalos standing between a bunch of mechanoids and colonists that are blasting away at each other they tend to catch a lot of bullets.
#146
So I've been thinking about this, and I'd like to see 3 different head pieces.

Top (For hats, etc)
Eyes (Glasses, goggles, etc.)
Mouth (Bandit Bandannas, cigars, mouth covering ninja masks, etc.)

Then you could have full helmets that replace all of the above and can't be mixed. (sort of like the powerarmour removes normal body armour and jackets)

On top of that, I'd like to see all the hats and armour have "left" and "right" texture files. That way I could make eye patches and bandoliers and things that would look different depending on which side you're looking at the person from.

For items that don't look different from different sides all you'd have to do is flip the image horizontally and save it as the other side, so It'd barely take any extra work at all.

Edit: Actually, come to think of it I'd like left and right texture files for a lot more than just hats and armour. If I started to make faces with tattoos, scars, missing eyes, etc. I'd want them to look different depending on which way the character is looking.
#147
Help / Re: Questions about apparel
August 01, 2014, 05:18:10 PM
Quote from: Shinzy on August 01, 2014, 04:00:14 AM
Ooh does this mean we'll be seeing sudden influx of Australian bushwhackers, soon? armed with some of those boomerangs I just read about in another thread
It's a possibility. ;)
#148
Help / Using sustained sounds for a weapon.
August 01, 2014, 05:14:55 PM
In the in-game sound effects there are two basic categories, sustained sounds and oneshots.

Weapons normally use oneshots, but I'd like to get the new saw-blade weapon that I made to have a saw sound.

I'd be fine with it making the sound for a second when firing, but it'd be really cool if I could make it keep playing the sound as long as it's flying.

I went and put Recipe_MakeWoodPlanks_Electric into the <firesound> of the weapon's .hml file but it causes a bug report that says something along the lines of "tried playing a sustained sound as a oneshot".

Does anybody know how to let me use a sustained sound on a weapon using .hml files? (or .dll if that's the only way)
#149
Help / Re: Workbenches and recipe limitations ?
August 01, 2014, 03:14:25 PM
Quote from: Shinzy on August 01, 2014, 12:53:04 PM
But you can sort of work around it by making some kind of custom 'tool'
like some sort of quarrying drill for example that is needed to work the bills
of your mine pit
and have it give you the custom item back along with the other products after the job is finished

it's probably not the most ideal solution but it works  =P
So your colonist would actually pick up a tool, go use it, then "drop" it after he/she is done?

I think that's actually a really cool solution.
#150
Mods / Re: {Idea/Request} Lighting+
August 01, 2014, 03:04:40 PM
There's a workaround to get directional lights, which is you put a wall on the sides you want to block. I little U-shaped wall with a light inside will shine mostly in 1 direction.

Combine that with a custom light which shines much further and you'll have impromptu, though admittedly large and ugly, spotlights.