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  • Developer

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 up

Don't Starve: 86935 WIN32_STEAM
Build Date: 2013-10-05_15-58-06
THREAD - started 'GAClient' (5448)
HttpClient::ClientThread::Main()
cGame::InitializeOnMainThread
WindowManager::Initialize
RestoreWindowPosition
   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_texture
GL_ANGLE_framebuffer_blit
GL_ANGLE_framebuffer_multisample
GL_ANGLE_instanced_arrays
GL_ANGLE_pack_reverse_row_order
GL_ANGLE_texture_compression_dxt3
GL_ANGLE_texture_compression_dxt5
GL_ANGLE_texture_usage
GL_ANGLE_translated_shader_source
GL_EXT_read_format_bgra
GL_EXT_robustness
GL_EXT_texture_compression_dxt1
GL_EXT_texture_format_BGRA8888
GL_EXT_texture_storage
GL_OES_get_program_binary
GL_OES_packed_depth_stencil
GL_OES_rgb8_rgba8
GL_OES_standard_derivatives
GL_OES_texture_npot
GL_MAX_TEXTURE_SIZE = 8192
GL_MAX_TEXTURE_IMAGE_UNITS = 16
GL_MAX_RENDERBUFFER_SIZE = 8192
GL_MAX_VIEWPORT_DIMS = 8192, 8192
GL_MAX_VARYING_VECTORS = 10
GL_MAX_VERTEX_ATTRIBS = 16
GL_MAX_VERTEX_UNIFORM_VECTORS = 254
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS = 4
GL_MAX_FRAGMENT_UNIFORM_VECTORS = 221
4 compressed texture formats
texture format 0x83f0
texture format 0x83f1
texture format 0x83f2
texture format 0x83f3
cDontStarveGame::DoGameSpecificInitialize()
cGame::StartPlaying
LOADING LUA
DoLuaFile scripts/main.lua
DoLuaFile loading buffer scripts/main.lua
scripts/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 SUCCESS
scripts/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...
 

Could you please upload your font for me to take a look?

  • Developer

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.

No promises that we will implement the change but I will bring it up and get you a response tomorrow.

  • Like 1
  • Developer

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.

This change will be a part of today's public preview :).

  • Like 2

Hello! I'm working on a character mod right now and I need some help.

I want her hair to be about this long:

9as8c8.jpg
(Early stages of the art)

It's not fitting inside of the textures border though.  What can I do about this?  Thanks.

Edited by Stealthic
  • Like 1
  • Developer

Hello! I'm working on a character mod right now and I need some help.

I want her hair to be about this long:

9as8c8.jpg

(Early stages of the art)

It's not fitting inside of the textures border though.  What can I do about this?  Thanks.

If you upload what you have so far, I can take a look and provide some suggestions.

  • Like 1

If you upload what you have so far, I can take a look and provide some suggestions.

You want me to upload the direct texture file? Like I said before, the art is in early beta.  I also didn't erase the bow on the right side or anything yet just because the hair didn't fit.

http://oi41.tinypic.com/96jji8.jpg

 

 

Hair fit to appropriate size for file:

http://oi40.tinypic.com/2d9zb78.jpg

 

Thanks a ton. :)

Edited by Stealthic

Hello! I'm working on a character mod right now and I need some help.

I want her hair to be about this long:

9as8c8.jpg

(Early stages of the art)

It's not fitting inside of the textures border though.  What can I do about this?  Thanks.

She looks gorgeous!

 

I'd say you have two options... animate the character from scratch... which you more than likely do not want to do...

Or...

There might be a way to make the hair and bow separate objects that are, like, children of the head symbol... but I have absolutely no idea how to do that, and have no idea how you would get it aligned properly..

  • Like 1

She looks gorgeous!

 

I'd say you have two options... animate the character from scratch... which you more than likely do not want to do...

Or...

There might be a way to make the hair and bow separate objects that are, like, children of the head symbol... but I have absolutely no idea how to do that, and have no idea how you would get it aligned properly..

Aw, thank you! I'm glad you like her so far. :grin:

Both her in game character and portrait still need too be touched up to have more of that 'Klei feel'.

Here's the portrait so far:

 

29vt47.jpg

 

Well, what I was thinking, (if this is even possible), would be to put the hair in Wendy's/Willow's pigtail slot, but replace the animation to make it stationary.  Would that even be possible?

  • Like 1
  • Developer

Aw, thank you! I'm glad you like her so far. :grin:

Both her in game character and portrait still need too be touched up to have more of that 'Klei feel'.

Here's the portrait so far:

 

29vt47.jpg

 

Well, what I was thinking, (if this is even possible), would be to put the hair in Wendy's/Willow's pigtail slot, but replace the animation to make it stationary.  Would that even be possible?

I'll try some things out tomorrow see what we can do to fix the problem.

Aw, thank you! I'm glad you like her so far. :grin:

Both her in game character and portrait still need too be touched up to have more of that 'Klei feel'.

Here's the portrait so far:

 

29vt47.jpg

 

Well, what I was thinking, (if this is even possible), would be to put the hair in Wendy's/Willow's pigtail slot, but replace the animation to make it stationary.  Would that even be possible?

Oh my goodness, I'm melting!

See what I did there? ... Yeah, I'm terrible. Sorry.

 

I don't believe you could disable the pigtail bounce. Gosh, I really hope you get this working! She's beautiful!!   \( ;A; )/

 

Incidentally... is that a SnowMonster, I spy? ;D

Hmm, I think icy what you did there...

Don't worry, she has plenty of winter puns. I'm terrible as well...

 

Agh, well then hopefully Cheerio can find something out. ^_^  If not, I'll do some research. I can't go down without a fight! She needs her long hair. :'(

 

Oh my! I had no idea this was even posted.  I'd love to use that if you wouldn't mind!  I planned on her having the ability to craft snowmen in the winter to distract enemies.  If her sanity gets too low, they come to life and attack her!

I just wasn't aware that a fully custom enemy has yet to be created by the community...I may have grabbed a bit more than I can handle.

I do have experience with modding, but only games like Fallout.

Edited by Stealthic

Hmm, I think icy what you did there...

Don't worry, she has plenty of winter puns. I'm terrible as well...

 

Agh, well then hopefully Cheerio can find something out. ^_^  If not, I'll do some research. I can't go down without a fight! She needs her long hair. :'(

 

Oh my! I had no idea this was even posted.  I'd love to use that if you wouldn't mind!  I planned on her having the ability to craft snowmen in the winter to distract enemies.  If her sanity gets too low, they come to life and attack her!

I just wasn't aware that a fully custom enemy has yet to be created by the community...I may have grabbed a bit more than I can handle.

I do have experience with modding, but only games like Fallout.

Heehee, well played. =P

Absolutely! Go ahead! I'd love to see something done with them! Nobody else picked up the challenge - it's beyond my level, that's for sure - but we're definitely approaching new levels of sophistication in mods.

Up & Away is going to be the benchmark for incredible mods. And I'm not just saying that because I'm part of the team. |D

 

There will very soon be the Skeleterror from the Night Terrors mod that a particularly lovely lady is animating, as we speak.

Or... maybe she's taking a quick break and checking the forums... but is getting back to work in a minute!

So between the creature mod tutorials and the finished Night Terrors, you can probably figure everything out. =)

Heehee, well played. =P

Absolutely! Go ahead! I'd love to see something done with them! Nobody else picked up the challenge - it's beyond my level, that's for sure - but we're definitely approaching new levels of sophistication in mods.

Up & Away is going to be the benchmark for incredible mods. And I'm not just saying that because I'm part of the team. |D

 

There will very soon be the Skeleterror from the Night Terrors mod that a particularly lovely lady is animating, as we speak.

Or... maybe she's taking a quick break and checking the forums... but is getting back to work in a minute!

So between the creature mod tutorials and the finished Night Terrors, you can probably figure everything out. =)

I'd be happy to. :D  And yes, so far it looks great!  I've been looking at it and you guys have definitely put a lot of work into it.  I personally would love to help out, but I don't have the time right now. 

 

That's what I was thinking.  If there are tutorials up, I can definitely get something done. :)

  • Developer

No problem! Thank you. :-)

This is still a work in progress but what I'm working on is getting a character in Spriter so that it can be built using that.  That'll make a new atlas with new offsets that will fit all your images.  What you would then have to do is instead of stomping the example character atlas with your images, you'd replace the original source art.  You could then resize some of the images and adjust the pivots in Spriter and then build a new atlas with new pivots.  This is still a work in progress but here's the original images plus the Spriter project in case you wanted to get a head start.  

 

wilson_spriter.zip

 

post-283016-0-21810000-1382208842_thumb.

  • Like 3

Ooooh, and this will be compatible with the existing player animations?

I was actually thinking about making a template-type-character in Spriter, remaking all the animation, and then uploading that for others to use, but that would be a monumental task, and if we're getting an "official" one - especially one that works with the current player animation - that's wonderful news!

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