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Messages - isistoy

#31
General Discussion / Re: Has colonist AI improved lately?
February 29, 2016, 04:19:47 AM
I like how porcupine puts it. It seems a manageable way of changing some things so the AI fill in the gaps for long distance hauling after a job.
Can't say if that would cope with the problem entirely, but it seems simple enough to be worth a try, maybe?
#32
:)
#33
I know I would ;)
Sry to interrupt...  ;D
#34
Quote from: hawkinator on February 22, 2016, 09:14:43 PM
What this means for adapting CKAN to RW is that mod authors would be able to have their files hosted wherever they like, and if an official or community driven mod hosting solution arises, then that would be supported too.
(the CKAN metadata repository is hosted on Github, IIRC)

Ok, yes. That thing looks well managed and indeed has that supporting feature you describe https://github.com/KSP-CKAN/CKAN-meta
Really interesting.

Quote from: Vas on February 22, 2016, 09:25:29 PM
I figured, instead of writing your own mod manager from scratch, you can start with the source code of one that already exists and is very well done.  That's why I wanted to link it and get some of the mod manager makers here to take a look into something that already works great.

That is sometimes the best starting point, even if only to get an example of feature implementation.

Quote from: Vas on February 22, 2016, 09:25:29 PM
If you were to include the ability to write the ModsConfig.xml file, you could basically let us rearrange mods in a specific order and have any mod that marks one as a dependency always load below that mod.  Some other such things like that and all.
If you wanted to get real fancy, you could even add special things that allow authors to mark certain of their mods as a core which will load at the top just under "Core" (core game).  But anyway, just some other ideas I wanted to throw in.

My guess is that it would already be a change note to deal with, when considering both game's mod mgt behavior. There is still a mod ordering process to deal with, in rw.

By the way, below is an example of the format hawkinator told us about. It's used for mods declaration and ckan puts on its metadata store, explaining why the netkan project:

{
    "spec_version": "vx.x",
    "identifier": "modId",
    "name": "Mod Name",
    "abstract": ?,
    "author": "x",
    "license": "WTFPL",
    "resources": {
        "homepage": "uri",
        "kerbalstuff": "uri",
        "x_screenshot": "uri"
    },
    "version": "xx.xx",
    "ksp_version": "x.x.x",
    "depends": [
        {
            "name": "x"
        },
    ],
    "recommends": [
        {
            "name": "x"
        },       
    ],
    "install": [
        {
            "find": "modId",
            "install_to": "GameData/MyModFolder",
            "filter": [
                "Thumbs.db"
            ]
        }
    ],
    "download": "zip archive url",
    "download_size": 6101666,
    "x_generated_by": "netkan"
}


Question: possibly, only .zip files supported?

Quote from: Vas on February 22, 2016, 09:25:29 PM
...
I don't want to comment on who did what, but rather say it's a possibility that sort of things happens in the community. If it could be avoided through open/honest discussions here, then all for the best...
#35
Outdated / Re: [A12D] Community Core Library v0.12.6
February 22, 2016, 03:41:42 PM
Commented some errors I had, which possibly relates to your open issue #57 in git: https://github.com/RimWorldCCLTeam/CommunityCoreLibrary/issues/57
#36
Thanks, helpful to get a bit of history.

Two fronts then


  • ckan for RW website referential repositories for mods:
    you would request URIs and content from them, in order to download mods or check latest versions.
    I remember reading some discussions around it with ccl modders, 6 months ago, on slack. People usually have an opinion on this, be it good or bad, but certainly modders are aware of the involvement it would represent. Kinda tough call to ask anyone to create a "willing" referential website for mod deposit and push others to "discipline" (even gently) into it. Possibly, any official announcement made towards sthg can also turn into back stab (quick news on that below), but won't hopefully dissuade Ludeon or anyone else from participating to that discussion.


  • adapting the ckan tool for rw:
    there are several executables, namely a GUI, a command line tool and some other Net stuff. Mostly, I would say it's having the right sets of rules programmed in there to check for conflicts and define packaging, that would be of a big focus. It's a versioning database's job, using relationships and sometimes, constraints. rw's own set of rules and logic. There is possibly also some differences in the mechanics that expose rw objects to modding, compared to ksp.

News - talks about some recent ksp mod repository situation: http://www.shacknews.com/article/93320/3rd-party-kerbal-space-program-mod-site-kerbalstuff-shuts-down-squad-issues-response.
#37
Help / Re: Mono x86-32 JIT machine code hooks
February 22, 2016, 04:52:59 AM
Quote from: RawCode on February 22, 2016, 04:16:35 AM
there is no stoppers since mono source code available and you always can go native if something really bad happens.
They are for me, with my current set of abilities. I should have made that clear, sry.
Can't wrap my head around the idea jumping into the context of another class instance method and potentially missing access to that particular instance private object members or class hierarchy.

EDIT: now, we are talking! Context is there, apparently unchanged and perfectly responding.
Stack call to base.Method() and other members defined/cloned from original class look available.
Had to also dummy implement some abstracts to pass compilation, but so far so good!

Quote
proper way of doing "hooks" is patching call instructions only, without doing damage to methods.

if method A calls method B, instead of damaging method B with jump opcode, we should patch method A.

this also will allow to call method B from methods C and D without any interference.

i will provide some time later methods to resolve jit stubs into actual methods and methods to parse raw assembly into instructions for easy and safe processing, basically, this is only things that required to implement efficient and safe hooks.
Being able to hook a particular call with a block of your own looks promising. :)
Do you mean replacing the initial or also, maybe just complementing it?
#38
I personally don't now about ksp nor ckan, thus why I wanted to push some more info for those in my case.
The idea has apparently been discussed or tried out in the past here, thanks to mrofa to point that out.
Looked popular, no joke... Who, as a gamer wouldn't want sthg like this for your beloved Rimworld changing experiences?

Missing knowledge of ksp modding capabilities, game's structure and community, I personally can't compare these 2 games.

Is it that we only miss the good will and a central mod repository?
Or are there intricacies we face in RW, that don't exist in KSP?
If so, what effort could be put into managing things differently compared to today?

From that kerbal ckan thread (interesting thoughts, thanks hawkinator) :

QuoteTaking lessons from decades of package installation and management experience in the Debian and Perl projects, each of which successfully manage tens of thousands of distinct packages, I am very glad to present to you...

QuoteThe CKAN is designed to be friendly to mod authors. There's no requirement for authors to include metadata in their files, or change their release process in any way. Where possible, new releases are indexed automatically from systems which provide us with release APIs

QuoteThe CKAN has been an amazing team effort, with dozens of contributors providing code, metadata, advice, and support. However, there are a few I would like to personally thank:
...

Thread is 102 pages, started in Nov 2014.
#39
Help / Re: Mono x86-32 JIT machine code hooks
February 22, 2016, 03:42:56 AM
Quote from: Fluffy (l2032) on February 21, 2016, 10:47:48 AM
Not really in the current way of doing things. The problem is the first few bytes of the 'old' method are overwritten with a jump to the new method, pretty much destroying what was there.
Virtual base calls and object context (class instance members) are show stoppers for me, right now..
Doesn't mean it's not useful, but it seems obviously limited to some uses.

Quote from: Fluffy (l2032) on February 21, 2016, 10:47:48 AM
In theory I'm sure it's possible to copy the old method to a new one, see for example here;
http://stackoverflow.com/questions/24350769/copy-method-from-another-appdomains-assembly-and-execute-it-from-currentdomain
But thats going squarely into the domain of self-altering code, which is horrible to debug in the best of circumstances, and virtually impossible with the limited options we have in RimWorld.
Agreed. Plus, honestly, I am in no way close to being able to decypher use of unsafe blocks using pointers manip. and asm instructions. Meaning my brain can't deal with any weird pb that could happen combining it with .net marshaling or basically anything else :D

Quote from: Fluffy (l2032) on February 21, 2016, 10:47:48 AM
So I'm afraid it's still the good old copy/paste from core. The good news is that you only have to copy paste the one method - not everything that calls it as well.
As always, if your use for sthg like this doesn't fit, reconsider why you would use it in the first place. I should do that more often ;)

Quote from: Fluffy (l2032) on February 21, 2016, 10:47:48 AM
That said, a truly dynamic way to basically turn any method whatsoever into an event that can be hooked into would be awesome, so if anyone feels like spending a couple of months figuring this out, please know I'd send you cookies.
If that means propagate all class instance members (through a context object of some sort) and have pre/post triggers to plug in to (jump), I'd say how high!
#40
Help / Re: Mono x86-32 JIT machine code hooks
February 21, 2016, 09:01:35 AM
+1
Will we ever get access to the context of the object containing the method that is detoured?
Not really hopeful here...

Also, can it be made so that the method to detour is called with ours? (+= new delegate() sthg?)
#41
That error appears to be CCL related only indeed.
It's not the pack, it could be the mod but I got the exact same error when playing with a totally dif. mod that's using research conditions.
Wait and see... And report in CCL topic with your output_log files to help spot the pb, please :)
Even better: create or comment issues in CCL github
#42
Yeah!
Have guests playing nasty, and possibly stealing things or suddenly becoming hostiles when in your base.
Triggering/notifying as hostile through their actions or being sighted by a colonist is indeed a key part of it...
#43
Help / Re: Texture error...
February 15, 2016, 03:56:04 AM
And that's why 2 pairs of eyes are often worth more than just 2+2, and sometimes less... :D
#44
Ideas / Re: Research queue.
February 13, 2016, 10:33:59 PM
Good god! Looks amazing  ::)
#45
Support / Re: Mod help!
February 13, 2016, 08:51:40 PM
I meant : "describe your problem" more precisely... Until now, we can't help you if you don't.

You have mods installed into <Rimworld914Win>\Mods\
--> Edb Interface
--> Edb Prep...
--> Blitzpack

you should also see
--> Core

You apparently see all of them in the mods menu of the game.
Some mods are "working".
If you could upload the output log file from your installation (<Rimworld914Win>\<RimWorld914Win_Data\output_log.txt>), maybe we can help with your problem?
And give us a better description, i.e. "This mod should get me this action/menu in game, but I don't see it", "the game crashes", "I can play the game but I see a lot of errors in log window", etç...