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Klei Bug Tracker

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Everything posted by pickleplayer

  1. Someone recently informed me my first-person mod was broken for Hamlet, and I've been fixing it up but there is one bug that I cannot figure out. The component that controls darkness shading and distance transparency is crashing the game in first-person view, but only for Hamlet. There is no crash screen, it simply closes the game. No crash related messages show up in the error log at all. I've been tossing print messages into the code like landmines try and find where exactly it stops showing the messages, but... It just kinda doesn't stop. Like it runs the component for a full tick and displays every print message, and THEN crashes. BUT I've discovered that removing the line of code that actually changes the color; inst.AnimState:SetMultColour(r, g, b, a) fixes the crashing. Changing the r,g,b,a values to a static SetMultColour(1,1,1, 1) also fixes the crashing. But changing it to SetMultColour(1,1,1, a) or SetMultColour(1,1,1, 0.1) crashes the game, Meaning that something specific being set to an alpha of 0.1 is causing the crash. I'm not sure what this could be from, since this mod still runs fine on every other version of the game (vanilla, RoG, Shipwrecked, and DST) For reference: the shading component works by running a formula to determine shading color on all entities within 65 unit radius and calculating the color and alpha values for all of those. It looks a little something like this (but much bigger an messier) local ents = TheSim:FindEntities(x,y,z, 65, {}, {"INLIMBO", "NOCLICK", "skybox"}) for k, v in pairs(ents) do if v.AnimState or v.Light then --(a bunch of complex calculating for color as R,G,B) --(a bunch of complex calculating for opacity as A) v.AnimState:SetMultColour(R,G,B,A) end end I'm not very familiar with Hamlet or the recent updates, but does anyone have any clue as to what might have been added to the game that would cause a crash like this? Any weird glowing creatures or strange opaque particle effects? This seems to be the only version that recently had any issues with entities being at an alpha less than 1.0
  2. SetMultColour() issues in Hamlet only

    Oh my god you can turn those off??? First of all, that just fixed one of the most annoying graphical glitches that I thought previously to be unfixable, so thank you for that. It didn't fix the crashing though Whew this has been a tough one. For a while I was tricked into thinking I was onto something, only to find out a few other parts of my mod were broken and that it only stopped crashing because my shader disables itself upon leaving buildings. It's weird that taking the radius down from 65 to 40 fixes this issue, but leaves you with a very short field of vision. And at 45, the game will actually continue to run for a few seconds before crashing. But I'll occasionally find random "safe spots", like large sections of jungle that I can wander around in without crashing until I stray too far in a specific direction. And I can teleport out of bounds into the middle of the ocean and look around just fine. But as soon as I get close to land and start seeing bits of grass and trees; poof! crash. It's really hard to tell if it's an issue with my mod's code or the game's shading engine. I guess I could just disable my shader while in hamlet worlds. I used to play with it disabled anyways because it lagged pretty hard in Hamlet. But whatever got recently updated made the framerate issues much better
  3. Item Mod Template/Base?

    Yes actually! Here is a set of sample mods that I once used to get me started when I was first learning to mod this game. Hopefully these are still up to date, because that was many years ago. But I have reason to believe the item prefab template should still work fine, because I haven't needed to update my item prefab since I released my mod EDIT: Oh hold up, I just realized I'm in the DST forums instead of vanilla Don't Starve. hopefully these still work roughly the same
  4. Pickle's First Person Mod

    Version 1.2


    See the world in true First-Person! Move the camera with the mouse and navigate inventory with the scroll wheel. -Switch back to normal camera view at any time from the pause menu, or with Ctrl-Q! Play Don't Starve the way it was never really meant to be played! Take a look at the mod trailer! ----------CONTROLS-------- While in first person, your cursor is replaced with a white selection reticle in front of you. -Hold [Q] to temporarily unlock the mouse and move it normally, for crafting and inventory management. -Use the scroll wheel to scroll though inventory slots, and the (E) and (R) keys to use/select inventory items. -[E] will "use" whatever item is in the highlighted inventory slot (eat-food, equip-tools, examine-anything else) -[R] will "select" the item in the highlighted inventory slot, holding it. ---with an item selected, you can then- click on a campfire to cook it, ---click on the ground to drop it, ---click on a chest to store it, ect. ---press R again to place that selected item back into the highlighted inventory slot. -With ranged weapons equipped, your white circle will switch to a red one, and the range increases the more you tilt your view upwards. -When taking damage, red directional indicators show which direction the damage came from. A new button "switch camera" button is added to the pause menu, which will switch your view between first-person and regular top-down view. Ctrl-Q will also switch between normal and first-person view. MOUSE SENSITIVITY (and other things) CAN BE CHANGED IN THE "CONFIGURE MOD" MENU (And many other options available from the actual menu, including FOV and camera height) -Compatible with Don't Starve, Reign of Giants, and Shipwrecked -"somewhat" compatible with controllers... I'm working on it (Quick-Guide): HOW TO COOK FOOD IN FIRST PERSON: -use the mouse wheel to scroll to the food in your inventory -press [R] to select it -click on a campfire to cook it (keep clicking if you want to cook multiple things) -press [R] again to place it back in your inventory --MOD RUNNING SLOW?-- For older laptops that might struggle with this mod enabled, try raising the "shading refresh rate" setting in the mod config settings menu. If it's still too slow, disabling "simulate darkness" will speed everything up, but make night look... weird, to say the least. --- UPDATE 1.1 - SKY UPDATE! --- *Added clouds (can be turned on/off in mod settings) *Added a sun and moon that appear during night/day *Sky and clouds darken when rain is about to fall *Moon gets noticeably moonier on full moons
  5. Pickle's First Person Mod

    Sorry about that, I messed up part of the upload. I just updated it, so hopefully it should work now. Give it a try and tell me if this update fixed it
  6. Kaji character mod

    Version 1.1


    Fear core: -Equip it and “attack” enemies with it to scare them away for 5 seconds. Angered neutral enemies will become passive again after running away. (including boss monsters) -“feeds” off of their fear to regain 7 health. -costs 15 sanity, and has a 20 second cooldown. -cannot be removed from inventory, but remains in your inventory if you die and respawn. -cannot be used on smaller innocent creatures like rabbits and birds because kajis such a softie. Panic roar: -activates automatically when health goes below 30 -scares off all monsters on screen for 8 seconds, also un-agros’ them. (hound packs will run away and won’t come back) -disables all non-mobile enemies for 8 seconds (tentacles and eye plants) -invincibility while roaring -cannot be activated again until you return to good health (must be above 110 hp and 75 sanity) Chubby and higher metabolism: -Gets hungry 15% faster because of his infrequent use of his core. Or something like that. Don’t quote me on that one. -This makes him chubby, and he has a natural insulation value of + 45. (slightly less than the lowest tier winter clothing) Good with maps: -Is a cartographer, and has a larger map view radius. (note: this feature still has some bugs. The extra map revealed is hidden once saving and re-opening. If it bothers you, you can disable map vision in the mod config menu.) Terrified of water: -quickly loses sanity near ponds and oceans. -cannot use, or equip, fishing poles. -And a few other fun easter eggs. Compatible with regular Don’t starve and RoG! (but not DST) The character Kaji belongs to Venoshade, and this mod was made with their permission.
  7. Version 1.0.0


    This fellow with the ram horns and the smiley face tail is Kaji. As a core from Alkia, Kaji has a fear core instead of a heart, and black blood instead of red. With it he can distort his body in horrifying ways to scare off creatures. Here it is! so many people asked for it I finaly got around to doing it. The dst version of the Kaji mod. (THIS VERSION IS FOR DON'T STARVE TOGETHER ONLY) Check out the single player version if you want! http://steamcommunity.com/sharedfiles/filedetails/?id=516929231 Kaji is a character designed by my friend VenoShade! Check out https://charahub.com/character/871797/Kajira-Odysseus-Helix to see their info page. STATS AND ABILITIES: Health:150 Hunger:150 Sanity:175 (many stats are configurable in mod settings) Kaji's powers inflict the "SPOOKED" status on enemies. -tinted black for the duration of the status, and players will say "Yikes!" when applied. -forced to run in the opposite direction of Kaji until the status ends. -ends after 4 seconds. -It will also automatically end early for players (not mobs) if they take damage, or enter total darkness. (no Charlie killing!) Fear Core: one of the two ways to inflict "Spooked" equipped in the hand slot and used like a ranged weapon (that does no damage). -it "spooks" only the creature you use it on, costing 12 (default) sanity and gaining 5 hunger. -Can be used on other players ONLY if the server has pvp enabled. Using it on other players costs an additional 5 sanity. -has a 20 second cooldown before it can be used again -It can only be used against other players if the server has pvp enabled. -on death, it will remain in your inventory on after respawning. -(In the dst version, there is nothing preventing you from taking it out of your inventory. So DON'T LOSE IT. It is not craftable, and the only way to get another one is to die and respawn with a new one.) Panic Roar: A dormant "panic button" that activates automatically when health falls below 35 and inflicts "spook" to everything on screen -inflicts the "spooked" status to every creature on screen EXCEPT other players. (I didn't want it accidentally messing up cooperative boss fights) -Kaji gets full invincibillity for the duration of the roar animation (3.5 seconds), and becomes "un-targetable" for another 4.5 seconds after that. ("untargetable" means that he cannot be directly attacked by other players or monsters, but can still take damage from other sources like starving, freezing, explosions, fires, ect.) -Drops sanity by 35 when used. Once used, it will not be useable again until you return to good health. (above 110 health and above 75 sanity) Fear of water: -Kaji's sanity will quickly drop when near water or ponds. -His attack power decreases near water by up to 35% depending on how close you are. -Refuses to use fishing poles. Chubby and needs to eat more often: -gets hungry 15% faster -has a small amount of natural insulation
  8. Oh, I totally forgot to post this here! (just gonna copy/paste the video description down here) Smashup; a work-in-progress Don't Starve mod that changes the game's genre into a Super Smash Bros style fighting game! This teaser trailer shows a very unfinished version of the mod, so you can expect the final product to change a lot. (including more than two playable characters.) The song used in this trailer is a slightly edited version of Lone Digger by Caravan Palace. For those of you wondering how accurately this mod simulates the real Super Smash Bros, it's pretty close. The knockback formulas are identical to those in the game. It even includes many of the smaller features like Shield-stun, hitstun, shield push, teching, parrying, and others. I've thrown out the old Don't Starve combat system and am replacing it with my own system of hitboxes and hurtboxes! And this trailer is supposed to mostly show off the visuals. Very little balancing went into this build, since I’ll be focusing on that after most of the programming is done. Wilson probably won’t keep the shoryuken or the crazy 80 damage combo. Or maybe he will, who knows. I re-drew and animated the characters to more closely resemble how they look in the official Don't Starve trailers and portraits. (that being said, I may completely redraw Woodie's face because it came out weird) Anyone interested in seeing announcements and updates on the mod's progress can follow the "#ssb mod prototype" tag on tumblr, where I'll also be talking about current progress and plans for the mod.
  9. i need help with my mod nabaru

    or, IF you haven't closed spriter at all since you started, you might be able to just mash Ctrl-Z until it's all back to the way it started
  10. i need help with my mod nabaru

    It looks to me like the images in spriter file has been moved around. The hair image sizes look a bit off and the pivot points look much different that the ones I'm using. So your spriter preview isn't showing the correct version of what your character will look like in the actual game. You'll need to restore it to the way it was positioned before stuff was moved around. Just take a copy of the original esctemplate.scml and paste it into your exported folder and rename it nabaru.scml (delete the old one you have in there first.) Then it will take your images and place them in the proper order when you open it up and refresh it. It won't fix the sprites in-game, but it'll make spriter show the correct preview of what your character will look like in-game. You shouldn't need to redraw anything. (I'm still not sure what's going on with the hair edges but maybe this will fix something, I don't know)
  11. i need help with my mod nabaru

    Oh, I don't know. If you change the actual .tex and move it down too far, that might cause clipping. but I don't know. you can post it here if you want, I might take a look
  12. i need help with my mod nabaru

    No, I meant you're 'not' supposed to do that. Repositioning an image in spriter doesn't work. You have to do it in the image file.
  13. i need help with my mod nabaru

    hm. Did you change the size of the hair image or try to change the position of the hair in spriter by dragging it somewhere else? Because neither of those things will work. Trying to re-position an image in spriter doesn't actually change the hair's position in-game. All changes (like height or size adjustments) have to be done on the image itself.
  14. i need help with my mod nabaru

    Hm? What's wrong with the hair? It looks fine to me
  15. [Tutorial] Using Extended Sample Character Template

    You mean when you change something it's not actually changing the in-game appearance? hm. Has the autocompiler been acting funny since you changed it? like, when it's compiling, does it randomly spew out a jargon of text and close before you can read it? if so, it might be another texture error. if that does turn out to be the case, (it might not be), redoing the images that started causing the errors would likely fix it.
  16. [Tutorial] Using Extended Sample Character Template

    No problem! Have you considered drawing part of the hair in the pigtails slot? It may animate a bit funny, but maybe it'll give you more room to work with
  17. [Tutorial] Using Extended Sample Character Template

    were you trying to change the head positions in spriter by dragging the images to different spots? Because as far as I know, That doesn't actually change the in-game model. To change the position of something, you have to change it's position in the actual image file, because re-arranging the spriter model doesn't actually do anything
  18. Hm, I really have no idea. Maybe take a look at the talker component? did you try googling it? Does anyone else have any ideas?
  19. Hm, it shouldn't crash. You might not have replaced them all correctly? There is probably a way to stop the sound. Take a look in the game's stategraph files and look for SGwilson.lua and look for the state where he starts talking, there has to be something in there that tells it to stop playing that you can apply to your code. Well mine is no longer an instrument, but yes, it still plays an animation beforehand and I have not been able to get rid of it. Perhaps you could at least change the animation to a different instruments by changing the "flute" tag to something else? I don't know what other instruments there are though
  20. hmmm, I feel like that should work... That's like how mine was set up, but mine works fine. uh...Maybe try replacing the "musician"s with "inst" for the sound?... (leave the animation code as it is though) maybe inst.SoundEmitter:KillAllSound will stop the panflute noise. Also, maybe the sound you're using is a looping sound? idk. at some point, try replacing his voice sound with this "dontstarve/creatures/deerclops/taunt_howl" which i know for sure doesn't loop (its a bit quiet though) and tell me if that sound loops or not. anyone else got an input on this?
  21. (sorry, been away for a while) Hm, I've never had any of my sounds loop before. Can you show me how you're calling the sounds? Can you paste the code of the function that activates when you play the violin? also, I have not touched anything DST before, so I wouldn't know.
  22. Oh dam, I have no idea why this never occurred to me, but yea, I guess all the clothing items would disappear because he doesn't wear any in the animation. I guess I never noticed in my animations because my character takes a different form in the animation. Well, I got nothing. But I think the weird sudden movements is from the pivot points on the body parts being in very different places in different frames in spriter. you should be able to fix those easy in spriter. to remove the custom sound, I think you can put "inst.SoundEmitter:KillAllSounds()" into your HearViolin function, just replace inst with instrument. or musician if that doesn't work. or try adding it into a DoTaskInTime() thing if neither of those work. But Adding custom sound gets REAL complicated, you're on your own for that one d: but if you want to try, this should get you started http://forums.kleientertainment.com/topic/27803-tutorial-adding-custom-sound-to-your-custom-character/ OH WAIT couldn't you use someones voicelines? Doesnt Wendy have a violin voice? Haha, that would probably work! you could put musician.SoundEmitter:PlaySound("dontstarve/creatures/deerclops/taunt_howl") (well, that would play the deerclops roar. you'd have to find the name of the voice sound clip theres a huge list of all the sound clips in the game somewhere in the games files, but i forgot where)
  23. ohh, so you changed the name of that other function. When there's two functions with the same name, it only calls the one closest to the bottom of the screen. I meant you combine them like this; local function HearViolin(inst, musician, instrument) if inst.components.sleeper then inst.components.sleeper:AddSleepiness(5, 20) end musician.AnimState:SetBank("violin_anim") musician.AnimState:SetBuild("violin_anim") musician:SetStateGraph("SGviolin_anim") --THIS WILL CHANGE HIM BACK AFTER THE 2 SECONDS OF THE ANIMATION musician:DoTaskInTime(2, function(musician) musician.AnimState:SetBank("wilson") end) musician:DoTaskInTime(2, function(musician) musician.AnimState:SetBuild("wilfred") end) musician:DoTaskInTime(2, function(musician) musician:SetStateGraph("SGwilson") end) endIt was probably crashing because you didn't change inst to musician, so it was trying to make the affected creatures play wilfred's animation
  24. Oh, right. that's becasue this: inst.components.instrument:SetOnHeardFn(HearViolin) ^is still set to call the "HearViolin" function when it's played. And all your animation stuff happens in the "onheard" function that you made. You could just change it to SetOnHeardFn(onheard) but then all the stuff in the "HearViolin" function wouldn't happen and nothing would fall asleep. So you can take all the code in your onheard function and just paste it into the HearViolin function. (just replace all the "inst" with "musician", because musician is what refers to the player in that function.)
  25. Whew! So it works now, right? Good to hear! I hope they eventually fix that auto-compiler bug, it seems to happen to a fairly large number of people.