Developer Cheerio Posted October 2, 2013 Developer Share Posted October 2, 2013 http://forums.kleientertainment.com/index.php?/files/file/296-traducción-al-español-100-traducido/ Thank you for getting back to me so quickly. Just wanted to give you an update. Problem has been found and we'll push a fix in the next few days.This thread isn't listed in the Getting Started thread.Because it doesn't really help you get started . Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/27/#findComment-334810 Share on other sites More sharing options...
Nohemi Posted October 2, 2013 Share Posted October 2, 2013 Just wanted to give you an update. Problem has been found and we'll push a fix in the next few days. Thank you so much for your time and effort in this matter. Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/27/#findComment-334894 Share on other sites More sharing options...
squeek Posted October 2, 2013 Share Posted October 2, 2013 (edited) Because it doesn't really help you get started .My point was that it was lost in the consolidation shuffle. All (or most of) the threads that were unpinned got consolidated to the Getting Started thread, but this was just unpinned and not replaced by anything that links to it. I think it deserves to be pinned. Edited October 2, 2013 by squeek Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/27/#findComment-334925 Share on other sites More sharing options...
Developer Cheerio Posted October 2, 2013 Developer Share Posted October 2, 2013 My point was that it was lost in the consolidation shuffle. All (or most of) the threads that were unpinned got consolidated to the Getting Started thread, but this was just unpinned and not replaced by anything that links to it. I think it deserves to be pinned.Done . 1 Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/27/#findComment-334948 Share on other sites More sharing options...
Developer Cheerio Posted October 3, 2013 Developer Share Posted October 3, 2013 http://forums.kleientertainment.com/index.php?/files/file/296-traducción-al-español-100-traducido/ Thank you for getting back to me so quickly. This should now be fixed. Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/27/#findComment-335582 Share on other sites More sharing options...
Nohemi Posted October 3, 2013 Share Posted October 3, 2013 This should now be fixed. Oh God! Thank you so much!I didn't expect that from a company that only speak english! Thank you very much again.Greetings from Mexico. Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/27/#findComment-335694 Share on other sites More sharing options...
simplex Posted October 4, 2013 Share Posted October 4, 2013 (edited) I didn't expect that from a company that only speak english! At least a dev or two should speak some French. Edited October 4, 2013 by simplex Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/27/#findComment-336170 Share on other sites More sharing options...
Developer Cheerio Posted October 4, 2013 Developer Share Posted October 4, 2013 At least a dev or two should speak some French. Oui . 1 Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/27/#findComment-336250 Share on other sites More sharing options...
goldfish911 Posted October 5, 2013 Share Posted October 5, 2013 What does thumbs.db do in mod folders? Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/27/#findComment-337387 Share on other sites More sharing options...
simplex Posted October 5, 2013 Share Posted October 5, 2013 What does thumbs.db do in mod folders? Nothing. It's just a thing Windows puts there, it has nothing to do with the game. Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/27/#findComment-337395 Share on other sites More sharing options...
goldfish911 Posted October 6, 2013 Share Posted October 6, 2013 Okay. Another thing: Where can I edit the speed multiplier for spider creep? All I figured out is it's an entity, and what kind of sounds it makes when you walk on it...Does the WALK_SPEED_MULT value apply to the player when walking on web? Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/27/#findComment-337450 Share on other sites More sharing options...
simplex Posted October 6, 2013 Share Posted October 6, 2013 @goldfish911The easiest way would be to doinst.components.locomotor.triggerscreep = falsebut this would have the side effect of making spiders not chase after you when you walk on web. You may find this effect positive, though. Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/27/#findComment-337451 Share on other sites More sharing options...
goldfish911 Posted October 6, 2013 Share Posted October 6, 2013 Any other ways? Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/27/#findComment-337747 Share on other sites More sharing options...
simplex Posted October 6, 2013 Share Posted October 6, 2013 Any other ways? Sure. But each with its own side effects. Check components/locomotor.lua. Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/27/#findComment-337790 Share on other sites More sharing options...
goldfish911 Posted October 6, 2013 Share Posted October 6, 2013 There is self.slowmultiplier...but will it overwrite the slowdown speed for all characters? Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/27/#findComment-338109 Share on other sites More sharing options...
alks Posted October 7, 2013 Share Posted October 7, 2013 Hi, I need to add a few icons in font (belisaplumilla50.zip, UIFONT). So I've managed to add the icons in font.tex and edit the font.fnt file. Now the icons are in the text:Can I replace the font or add my icons into the font from my mod without changing the game client? Or can I create the new font from my mod and use it for the text? Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/27/#findComment-338340 Share on other sites More sharing options...
squeek Posted October 8, 2013 Share Posted October 8, 2013 (edited) Hey Cheerio, a few requests: 1) In class.lua, mt.__call calls the _ctor parameter directly, which means that if you change a class's _ctor function after it is first defined, the new _ctor will never be called. This makes it impossible to overwrite or extend a class's constructor after it is defined. The fix is incredible simple: inside mt.__call, nil check and call c._ctor instead of just _ctor. 2) The TextWidget userdata (used in widgets/text.lua) has its ShowEditCursor function exposed, but no functions related to changing the position of the edit cursor. Simply exposing the C++ functions that handle changing the position of the edit cursor to Lua would open up huge possibilities for mods to add to the functionality of the TextEdit widget (text selection, multi-line editing, moving the cursor using mouse clicks, etc). Edited October 8, 2013 by squeek 1 Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/27/#findComment-338818 Share on other sites More sharing options...
simplex Posted October 8, 2013 Share Posted October 8, 2013 1) In class.lua, mt.__call calls the _ctor parameter directly, which means that if you change a class's _ctor function after it is first defined, the new _ctor will never be called. This makes it impossible to overwrite or extend a class after it is defined. The fix is incredible simple: move the line "c._ctor = _ctor" above the mt.__call function definition, and then inside mt.__call, call c._ctor instead of just _ctor. I faced this issue a few times. Usually (though not always) it can be solved by inheriting from the class, possibly replacing the class with the new subclass. I always thought it'd be too bold to suggest a change in the class implementation, but I do agree. Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/27/#findComment-338822 Share on other sites More sharing options...
squeek Posted October 8, 2013 Share Posted October 8, 2013 (edited) I faced this issue a few times. Usually (though not always) it can be solved by inheriting from the class, possibly replacing the class with the new subclass. I always thought it'd be too bold to suggest a change in the class implementation, but I do agree.I edited my post because I was mistaken; the fix is even easier than I thought. It just needs to call c._ctor instead of _ctor and that's all. Although it's such a core file, hopefully the fix is so non-controversial that it can get addressed. Edited October 8, 2013 by squeek Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/27/#findComment-338830 Share on other sites More sharing options...
simplex Posted October 8, 2013 Share Posted October 8, 2013 (edited) I edited my post because I was mistaken; the fix is even easier than I thought. It just needs to call c._ctor instead of _ctor and that's all. Although it's such a core file, hopefully the fix is so non-controversial that it can get addressed. mt.__call could also simply use class_tbl instead of being a closure around c. This would also open a few doors for some "well-behaved hacking". 2) The TextWidget userdata (used in widgets/text.lua) has its ShowEditCursor function exposed, but no functions related to changing the position of the edit cursor. Simply exposing the C++ functions that handle changing the position of the edit cursor to Lua would open up huge possibilities for mods to add to the functionality of the TextEdit widget (text selection, multi-line editing, moving the cursor using mouse clicks, etc). Even though I don't see it happening, I'd love for the entire TextWIdget to be exposed, since it's completely broken under Linux (under Windows, I know by experience that it works fine) and I can't do anything about it. Try using the arrow keys to edit the middle of a line to see what I mean. The text just get garbled, because the internal cursor is not updated properly (i.e., the character truly being edited is not the one shown to be). But I digress. I just hate having to backspace half a function definition just because I forgot a comma somewhere. Edited October 8, 2013 by simplex Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/27/#findComment-338839 Share on other sites More sharing options...
squeek Posted October 8, 2013 Share Posted October 8, 2013 (edited) Even though I don't see it happening, I'd love for the entire TextWIdget to be exposed, since it's completely broken under Linux (and it really pains me that I can't fix it). Try using the arrow keys to edit the middle of a line to see what I mean. The text just get garbled, because the internal cursor is not updated properly (i.e., the character truly being edited is not the one shown to be). But I digress. I just hate having to backspace half a function definition just because I forgot a comma somewhere.That's not Linux specific. It happens whenever the string length exceeds the width of the TextEdit widget. It is indeed super frustrating. I'll try making a bug report for that. EDIT: posted and ready to be ignored Edited October 8, 2013 by squeek Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/27/#findComment-338844 Share on other sites More sharing options...
simplex Posted October 8, 2013 Share Posted October 8, 2013 (edited) That's not Linux specific. It happens whenever the string length exceeds the width of the TextEdit widget. It is indeed super frustrating. I'll try making a bug report for that. Well, in Linux it happens even for very short strings (say, less than 16 characters). Under these same scenarios, I've never had it happen under Windows. But then again, the times I "played" DS under Windows were very rare and short, just for minor testing, so I may have missed something. But I always assumed they were using some library (possibly a system one) to handle the line text editor under Windows. Edited October 8, 2013 by simplex Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/27/#findComment-338863 Share on other sites More sharing options...
alks Posted October 14, 2013 Share Posted October 14, 2013 Hi, Cheerio.Can you help me with it? Hi, I need to add a few icons in font (belisaplumilla50.zip, UIFONT). So I've managed to add the icons in font.tex and edit the font.fnt file. Now the icons are in the text:Can I replace the font or add my icons into the font from my mod without changing the game client? Or can I create the new font from my mod and use it for the text? Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/27/#findComment-343206 Share on other sites More sharing options...
Developer Cheerio Posted October 14, 2013 Developer Share Posted October 14, 2013 Hi, Cheerio.Can you help me with it?If you put the font inside your mod in a subfolder called 'fonts', it should overwrite the font with the same name. Let me know if that works for you. Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/27/#findComment-343211 Share on other sites More sharing options...
alks Posted October 14, 2013 Share Posted October 14, 2013 If you put the font inside your mod in a subfolder called 'fonts', it should overwrite the font with the same name. Let me know if that works for you. Thanks for the answer, but it does not seem to work.When I replace the font in game folder (dont_starve\data\fonts) all is fine, the new icons is visible, but when I create the 'font' folder in my mod with modified font the game crashes at start.Here is the log:Starting upDon't Starve: 86935 WIN32_STEAMBuild Date: 2013-10-05_15-58-06THREAD - started 'GAClient' (5448)HttpClient::ClientThread::Main()cGame::InitializeOnMainThreadWindowManager::InitializeRestoreWindowPosition Saved Client Pos (18 x 455) Adjusted Window Pos (10 x 425)EnsureWindowOnScreen All good.GLInfo~~~~~~GL_VENDOR: Google Inc.GL_RENDERER: ANGLE (RDPDD Chained DD)GL_VERSION: OpenGL ES 2.0 (ANGLE 1.0.0.2249)GL_SHADING_LANGUAGE_VERSION: OpenGL ES GLSL ES 1.00 (ANGLE 1.0.0.2249)THREAD - started 'WindowsInputManager' (14548)OpenGL extensions (19, 19):GL_ANGLE_depth_textureGL_ANGLE_framebuffer_blitGL_ANGLE_framebuffer_multisampleGL_ANGLE_instanced_arraysGL_ANGLE_pack_reverse_row_orderGL_ANGLE_texture_compression_dxt3GL_ANGLE_texture_compression_dxt5GL_ANGLE_texture_usageGL_ANGLE_translated_shader_sourceGL_EXT_read_format_bgraGL_EXT_robustnessGL_EXT_texture_compression_dxt1GL_EXT_texture_format_BGRA8888GL_EXT_texture_storageGL_OES_get_program_binaryGL_OES_packed_depth_stencilGL_OES_rgb8_rgba8GL_OES_standard_derivativesGL_OES_texture_npotGL_MAX_TEXTURE_SIZE = 8192GL_MAX_TEXTURE_IMAGE_UNITS = 16GL_MAX_RENDERBUFFER_SIZE = 8192GL_MAX_VIEWPORT_DIMS = 8192, 8192GL_MAX_VARYING_VECTORS = 10GL_MAX_VERTEX_ATTRIBS = 16GL_MAX_VERTEX_UNIFORM_VECTORS = 254GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS = 4GL_MAX_FRAGMENT_UNIFORM_VECTORS = 2214 compressed texture formatstexture format 0x83f0texture format 0x83f1texture format 0x83f2texture format 0x83f3cDontStarveGame::DoGameSpecificInitialize()cGame::StartPlayingLOADING LUADoLuaFile scripts/main.luaDoLuaFile loading buffer scripts/main.luascripts/main.lua(144,1) running main.lua scripts/modindex.lua(274,1) loaded modindex scripts/modindex.lua(57,1) ModIndex: Beginning normal load sequence. scripts/mods.lua(141,1) Loading mod: DisplayFoodValues2 (DisplayFoodValues22) scripts/mods.lua(165,1) Mod: DisplayFoodValues2 (DisplayFoodValues22) Loading modworldgenmain.lua scripts/mods.lua(173,1) Mod: DisplayFoodValues2 (DisplayFoodValues22) Mod had no modworldgenmain.lua. Skipping. scripts/mods.lua(165,1) Mod: DisplayFoodValues2 (DisplayFoodValues22) Loading modmain.lua scripts/mods.lua(255,1) Mod: DisplayFoodValues2 (DisplayFoodValues22) Registering prefabs scripts/mods.lua(278,1) Mod: DisplayFoodValues2 (DisplayFoodValues22) Registering default mod prefab LOADING LUA SUCCESSscripts/playerdeaths.lua(79,1) PlayerDeaths loaded morgue 112 scripts/playerprofile.lua(268,1) loaded profile scripts/playerprofile.lua(313,1) bloom_enabled false scripts/saveindex.lua(75,1) loaded saveindex scripts/gamelogic.lua(1046,1) OnFilesLoaded() scripts/gamelogic.lua(1035,1) OnUpdatePurchaseStateComplete scripts/gamelogic.lua(81,1) Unload BE scripts/gamelogic.lua(84,1) Unload BE done scripts/gamelogic.lua(86,1) Load FE scripts/gamelogic.lua(88,1) Load FE: done Assert failure 'mRenderParams.m_font != INVALID_RESOURCE_HANDLE' at ..\source\game\render\textnode.cpp(323): Trace follows... Link to comment https://forums.kleientertainment.com/forums/topic/18801-modders-your-new-friend-at-klei/page/27/#findComment-343238 Share on other sites More sharing options...
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