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Messages - Night

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121
Mod Releases / Re: [3.62] [3.61] URWCharacterMenu v1.0.3
« on: March 23, 2020, 06:15:47 AM »
Thanks guys, I appreciate it. I'll take a look later tonight when I'm back home and let you know what I find out.

edit: Found the culprit, gonna see if I can sneak some new features in before releasing a patch later today.

Pretty tierd atm, just gonna drop the standalone exe here for now and update the OP later. Let me know if you run into any more issues!

122
Mod Releases / Re: [3.62] [3.61] URWCharacterMenu v1.0.3
« on: March 22, 2020, 10:42:44 PM »
Having trouble locating the bug. On my end everything is working fine. Its crashing because of an invalid index being used on the UI according to the crash log. If i can get your characters save folder from either of you guys i think that might help, but other than that i cant see exactly whats going on. I can probably make conditions to prevent it from setting it to an invalid index, but that wouldnt really be a fix to the source of the problem, just mitigating it.

123
Mod Releases / Re: [3.62] [3.61] URWCharacterMenu v1.0.3
« on: March 22, 2020, 09:06:48 AM »
Hi night, thank you for sharing your program with us.

I downloaded your latest update (standalone) and it throws an unhandled exception error (see spoiler):

Spoiler: show
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
   at System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource)
   at System.Collections.Generic.List`1.get_Item(Int32 index)
   at URWCharacterMenu.Form1.ReadUpdateInjury(Injury Inj)
   at URWCharacterMenu.Form1.ReadInjuries()
   at URWCharacterMenu.Form1.Form1_Load(Object sender, EventArgs e)
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Form.OnCreateControl()
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WmShowWindow(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4121.0 built by: NET48REL1LAST_C
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
URWCharacterMenu
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Users/Franco/Downloads/URWCharacterMenu/URWCharacterMenu.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4121.0 built by: NET48REL1LAST_C
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4001.0 built by: NET48REL1LAST_C
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.3761.0 built by: NET48REL1
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Configuration
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.3761.0 built by: NET48REL1
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4121.0 built by: NET48REL1LAST_C
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.3761.0 built by: NET48REL1
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Microsoft.CSharp
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.3761.0
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Microsoft.CSharp/v4.0_4.0.0.0__b03f5f7f11d50a3a/Microsoft.CSharp.dll
----------------------------------------
System.Dynamic
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.3761.0
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Dynamic/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Dynamic.dll
----------------------------------------
Anonymously Hosted DynamicMethods Assembly
    Assembly Version: 0.0.0.0
    Win32 Version: 4.8.4121.0 built by: NET48REL1LAST_C
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/mscorlib/v4.0_4.0.0.0__b77a5c561934e089/mscorlib.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


Looks to be related to the injury editor. If you get the chance, a screenshot of your injuries screen might be useful (if you have any).

124
Mod Releases / Re: [3.62] [3.61] URWCharacterMenu v1.0.3
« on: March 20, 2020, 03:35:12 AM »
Hey Night, just wanted to see if you had any progress updates.

Updated, some notes on the new injury editor at the top of the thread. Let me know if there are any issues!

125
Suggestions / Re: Please add the ability to dig a water well
« on: February 27, 2020, 09:51:22 PM »
You can modify (glitch) the building menu to allow you to make a water tile (well) like the ones in some settlements.

How does this work?

126
Modding / Re: [WIP] RPG-ish(?) Character Portraits
« on: February 27, 2020, 02:34:06 PM »
It's a bit subtle in my opinion, but the painted version is more appealing to the eye, in my opinion. Feels digitized and enhanced. However I think you need to make a bigger change in the art style some how, depending on what you're trying to accomplish. What you have going now feels like an enhancement mod, I think people who want the less realistic looking portraits will prefer this over the original, but still desire something a little more exaggerated in some form. Just from what I've read anyways. I think it looks great personally. 2-3 hours feels long, you may want to revise your process unless you feel you won't burn yourself out, depending on how many portraits you'd like to do. As for the background, I'd do it the same style but less detailed / worked, or make some cool patterns or symbols. Nordic / finish based stuff would be a plus for immersion of course.
Maybe I'll take this and prototype one for my own enjoyment... or disappointment xD.

Keep up the good work!

127
Mod Releases / Re: [3.61] URWCharacterMenu v1.0.2b
« on: February 24, 2020, 10:30:29 PM »
Night,

Wanted to write you and thank you for this great mod/tool.  I am excited for the Item Editor, because (I feel) some of the game objects are too heavy.   ;)
thanks for the great software, cant wait to have to npc spawner ;p

Thanks guys, I appreciate it. Working on some other new features, been finding a lot of stuff to play with.


FWIW I have not seen such a crash since, and it's even possible that this instance was unrelated to your utility.

Might've been unrelated to what you were doing, inventory editor had a lot of bugs, let me know if you get any other crashes though. I appreciate it ^^.

128
Solved'n'fixed bug reports / Re: Green squares in sprites on MacOS
« on: February 17, 2020, 03:48:48 PM »
Looks to be an issue with the gfx files background color not getting set to transparent when read.

129
Mod Releases / Re: Leaving your mark on the world
« on: February 13, 2020, 10:44:14 PM »
I'm reviving this mod to allow for more specific placement of player generated signage.

Allows you to drop markers on any map level.
The signage currently covers a sparse amount of things; hunting zones, plant areas, and tributes to lost friends.


Very cool! I'd give a variety of different signs/sizes. Might also be cool to see if you could get them to display text (via UI, maybe a "read sign" feature?). When you complete this/have a small version I'd like to see if I can implement that sort of thing into the engine I'm working on. Keep up the good work!

edit: Noticed how you setup the messages in diy file, clever stuff, I'll still post on my results w/ the engine when I get it setup.

130
Mod Releases / [Tool] URWExternalMap v1.0.0
« on: February 13, 2020, 01:32:14 PM »
[Tool] URWExternalMap v1.0.0

External window that screenshots URW's map and displays it in a resizable window.

Spoiler: Dual-monitor • show




Hotkeys:
  • F1: Toggles rendering loop (stop/start taking screenshots of the map)
  • F2: Toggles math for logical resizing. (Also read from Config.txt, you can set it up there as well).
  • F3: Toggles topmost (makes the window always display on top)
  • F11: Fullscreen windowed mode
  • * Note: the games hotkeys (arrow keys, map zoom, etc) must be activated on the game window, not the map window.

Version History:
  • v1.0.0 - Initial release

Please report any bugs to me via this thread, my PMs, or contact me directly on steam:
https://steamcommunity.com/id/Nightipoo/

Download attached to thread.

Credits:
   Night - Creator/Programming.
   Stefan - Requesting/suggesting the idea.

Requires Microsoft .NET Version 4.6 or later. (Usually already installed)

131
General Discussion / Re: No Finnish version?
« on: February 10, 2020, 02:01:59 PM »
It would be cool if you added finnish voice-overs for the english-text when talking to NPC's. Would really add to the immersion.
#suggestions

132
Mod Releases / Re: [3.61] URWCharacterMenu v1.0.2
« on: February 10, 2020, 05:56:33 AM »
Hey Night, I was just curious: how did you make the X-ray vision option? Was there already something in the game that let you toggle it, or did you have to script it somehow?

"X-Ray vision" was probably a poor choice of words on my part, but basically It sets your character to be detected as "in a tree", so you gain the sight properties as if you had climbed a tree to get a better view.

@marginoferror figured out the problem with improper formatting, still not sure why you crashed though. I will replicate your other steps and see what i come up with

133
Mod Releases / Re: [3.61] URWCharacterMenu v1.0.2
« on: February 08, 2020, 10:06:51 PM »
This is awesome! Thank you.

I tried to use 1.0.2 to edit my character stats during creation (before skill allocation) as I had with 1.0.1c earlier. But, it caused a crash later in character creation right before I spawned in (after I chose the course). The problem may be related to my character's surname; the Driik have a special character in their tribal name which was mangled when read by the CharacterMenu app and then re-mangled when written.

Weird seeing as I updated the strings to handle the correct encoding, shouldn't be editing the special characters wrong anymore. I will look into this. Thanks for the post.

Seems to be the encoding the game uses is slightly modified. Going to have to manually map the characters by hand, should be fixed next update. (not sure why this would affect your stats still).

134
Mod Releases / Re: [3.61] URWCharacterMenu v1.0.2
« on: February 04, 2020, 08:42:38 AM »
Thank you! :D

EDIT: I gave it a try, and I'm getting an error when I start the editor:

System.ArgumentOutOfRangeException: InvalidArgument=Value of '254' is not valid for 'SelectedIndex'.
Parameter name: SelectedIndex
   at System.Windows.Forms.ComboBox.set_SelectedIndex(Int32 value)

I'm using a fresh install of the free 3.61 version of the game. I'm not sure if there's any difference between the free and Steam versions, and if that could be causing an error.

Steam version and free version may have different addresses. I will confirm shortly and update appropriately.

Yes it appears the steam version updated one of their files which affected the addresses for steam users.
the previous version (1.0.1c) should still work for non-steam users, but I will start providing another binary for the standalone.

Added labeled downloads for steam vs standalone version.

135
Mod Releases / Re: [3.61] URWCharacterMenu v1.0.2
« on: February 03, 2020, 10:20:07 PM »
~Updated for Feb 2nd steam patch. Left old download on here incase for some reason the new version doesn't work for some people.

Is there any way to make it so you can do the game courses over again?  I'd like to go through Advanced Adventures a second time

Forgot to include this, will add next time.

Suggestion. Injury remover. Cheers  ;D

Or maybe an injury editor. Sometimes, I want a difficult start with more injuries than Hurt, Helpless and Afraid gives. Thanks and awesome work, so far.

Added injury remover, working on injury editor.


Short change Log: Fixed multiple bugs in inventory editor, fixed bugs with waypoints saving/loading, added some features, improved inventory editor, fixed version checking.

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