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About RageLeague

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  1. There are some weird image splicing thing going on with how the game stores the assets. Most textures are not actually textures, but reference to a sprite in a sprite sheet. You want to export textures that are thousands, or even tens of thousands of kB, and not textures that are less than 1kB, as they don't actually have the texture.
  2. Yeah, you will need separate tools from the ones used in don't starve, I believe. https://github.com/instant-noodles/gltools https://github.com/Fymir27/GLToolsGUI/releases/download/0.2.1/GLToolsGUI.zip These are the tools that you can potentially use to convert to and from .tex files. Although, if you are only using .tex for image purposes, I suggest you use .png instead. The game can load .png files just as well. Although if you want to make custom animations, right now there is no good ways to make one.
  3. Also, they may or may not posted in the wrong forum, because it sounds more like a don't starve thing rather than a Griftlands thing. This happens surprisingly often.
  4. There is the fast builder mode, which significantly speeds up the progression of the game (in terms of building infrastructures)
  5. IndexOutOfRangeException: Index was outside the bounds of the array. GravityComponents.FixedUpdate (System.Single dt) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/GravityComponents.cs:250) KComponents.Sim33ms (System.Single dt) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/KComponents.cs:80) KComponentSpawn.Sim33ms (System.Single dt) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/KComponentSpawn.cs:27) SimAndRenderScheduler+Sim33msUpdater.Update (ISim33ms updater, System.Single dt) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/SimAndRenderScheduler.cs:244) UpdateBucketWithUpdater`1[DataType].Update (System.Single dt) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:79) StateMachineUpdater+BucketGroup.AdvanceOneSubTick (System.Single dt) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:152) StateMachineUpdater.AdvanceOneSimSubTick () (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/Plugins/Klei/util/StateMachineUpdater.cs:244) Game.SimEveryTick (System.Single dt) (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/Game.cs:1372) Game.Update () (at C:/jenkins_workspace/workspace/Preview_Simgame_Windows/game/Assets/scripts/game/Game.cs:1348) Build: U37-485026-SD When I load up my game, this happened shortly after running for a while.
  6. That is the thing I am also wondering. You said "somewhere in UnityEngine web page", but I have no idea where on the webpage does your information come from. If you don't provide an explicit link then there is no way to verify your claim.
  7. Where did you get the information that "Unity recommends assigning expression result to a temporary variable before passing it into a function"?
  8. The scripts in Unity use C#. Changes to the game code are all changes to the C# scripts.
  9. When exporting po files of modded content, it seems that the controls localization strings are always exported. Not sure why.
  10. The mods installed using steam workshop is under the workshop folder, not the game folder or the same folder.
  11. Vixmalli cannot die during that fight. It is scripted so that he will always survive. When he panics, the battle will end immediately. If you have a booster clamp that prevents surrendering, then the battle will end when he drops down to 1 health.
  12. Corporate needs you to find the difference between these two pictures.