Cheerio

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Everything posted by Cheerio

  1. Modders: Your new friend at Klei!

    He's around, he's just got a big chunk of work he needs to focus on. And we unpinned and consolidated a bunch of the threads to try and cleanup the forum a little.
  2. Modders: Your new friend at Klei!

    Sorry about the trouble. This probably has to do with the new gamepad support added in the new patch. Could you please point me to your mod so I can take a look at what's going on? Thanks!
  3. [Bugs] Moth Lamp

    I think it does. That's what I had first tried and then Spriter crashed opening the file
  4. Modders: Your new friend at Klei!

    I'm glad to hear it .
  5. In the mod, 'player' can be used in the 'SpawnCreature' function because it's a variable that gets passed into it. If you're using this function elsewhere, you can use: local x, y, z = GLOBAL.GetPlayer().Transform:GetWorldPosition()
  6. [Bugs] Moth Lamp

    Sorry I didn't explain the problem well enough. At some point Spriter detected two files in your folder called 'pngB5e.png' and 'pngF17.png' which are probably temporary file names which were created while pngs were actually being copied to your folder and your Spriter file is now referencing them. They don't really cause too much harm other than the 'Don't Starve' pipeline considers missing images an error which is the spew you get when starting the game. Unfortunately I don't see how to cleanup unused references in Spriter so the easiest solution right now is probably to add some placeholder pngs to the 'sky_octopus' folder. Someone could also write a script to clean up the Spriter file but I won't have time to do that anytime soon. My suggestion for right now is to save two placeholder images in the 'sky_octopus' folder called 'pngB5e.png' and 'pngF17.png' and try to avoid copying pngs to your spriter folder while Spriter is open.
  7. More importantly, there's a ton of features in Flash which we don't support meaning half the time you'd export your work only to find it doesn't make it through the pipeline. Spriter's smaller feature set is pretty easy to use and easy to support as well .
  8. Modders: Your new friend at Klei!

    So I haven't been able to reproduce the problem but we've been fixing quite a few stuttering bugs which might help with this issue. These changes will be part of the public preview as of sometime this afternoon. I'd be curious to see if these fixes help out with your problem.
  9. Actually, I'd really like to fix that problem if I can. Would you be ok with uploading your mod so I can fix the tools so this doesn't happen to anyone else?
  10. The pngs are probably not where the spriter file thinks they are. If when you created the spriter file the pngs were in a subfolder, then they need to be in the same subfolder under the exported directory. I'll look into putting a warning of some kind to make that easier to figure out.
  11. [Bugs] Moth Lamp

    So interestingly enough, this doesn't seem to be a mod tool problem. The Spriter file references pngB5e.png but that image doesn't exist.
  12. Modders: Your new friend at Klei!

    And it's 100% certainly tied to using the level textures?
  13. Modders: Your new friend at Klei!

    So I don't get any kind of performance problems with the mod on both my work pc and my home pc. I know from reading the 'Up and Away' forums that it seems like more than one person is having problems with this. He was saying that the performance problems acted like stutters and went away after a bit. The stutters which settle would imply that you might be running low on video memory but that doesn't really fit considering the size of the textures in question. Would it be possible for you to try the mod with 4x4 level textures? That would somewhat confirm my guess. In the mean time, we have a pc at work which we use as our min spec test machine. I'll get the mod running on that and see if I can reproduce the problem. Sorry for the inconvenience.
  14. [Bugs] Moth Lamp

    I'll fix this for you . I got the same thing. Also if you post these kinds of problems in the main forum, it'll be way easier for me to notice .
  15. Version 1.0

    1,053 downloads

    This tutorial will teach you how to create a mod which replaces the music in 'Don't Starve'. For this tutorial, we're going to replace the main menu music. To follow this tutorial, download and extract this mod to your 'mods' folder and jump to the tutorial page here.
  16. Modders: Your new friend at Klei!

    And how do I jump up into the cloud world?
  17. It looks like the 'sampleprefab_preview.zip' had a bug in it. 'scml' files are supposed to live in the 'exported' folder. If you download the new version of the 'sampleprefab_preview.zip', I think it will work.
  18. Modders: Your new friend at Klei!

    So I wasn't able to reproduce your problem but we have fixed a problem with disappearing textures in the latest update. The public preview should be available sometime tomorrow afternoon. Let me know if that fixes your problem and if not, I'll work with you to figure out a way to get it to happen on my machine. Thanks for your patience.
  19. Modders: Your new friend at Klei!

    This should be fixed in the next update. You should be able to test this in the public preview that's released tomorrow( Tuesday ) afternoon.
  20. What happens if you run 'Don't Starve Mod tools/autocompiler.exe'? Does that build the zip files?
  21. So the work music functions slightly differently and there's also no tutorial which covers it. However I've setup an fmod project which should help you get what you want. Basically, the work songs are started as soon as the game starts and then the volume(intensity) is adjusted dynamically as things happen in the game. All you need to do is open the attached fmod project, right click on the sound events and click replace sound and then add your sound as you would before. Also I replaced your changes to dynamicmusic.lua with a couple of extra calls to remapsoundevent which should reduce the changes of your mod breaking with future updates. Let me know how this works out for you! phillip.zip
  22. If you browse to the directory containing 'Don't Starve', does the folder structure look like this? %root%/dont_starve/ %root%/dont_starve/mods/ %root%/Don't Starve Mod tools/
  23. Sorry for the late reply. Right now the tools are only available on steam. There should be no reason why someone couldn't copy those files and post them elsewhere but that's the only place we currently have planned to keep the tools up to date.
  24. Ok so I think it has something to do with those music tracks being complex fmod events driven by in game parameters. In short, I'll need to figure out exactly what's going on once I get back to the office next week. Sorry about the trouble, I'll let you know once I've figured out what's going on.
  25. That music is awesome . Do you think you could give me your fmod project as well so I can see how that's setup? That's the fdp file you open in FMOD designer.