simplex Posted June 14, 2014 Share Posted June 14, 2014 (edited) Didn't that get patched? (Stability aside.) http://forums.kleientertainment.com/topic/37389-patch-notes-rev-103865-june-12-2014/?p=499663 Possibly. Seth said he fixed it, but I don't know if this went into the released hotfix or if it'll go out on Monday's part of the hotfix. Either way, I wouldn't adopt it for U&A without some extensive testing after the fix to make sure it's working correctly (especially with options taking the values true/false). Edited June 14, 2014 by simplex 1 Link to comment Share on other sites More sharing options...
debugman18 Posted June 14, 2014 Author Share Posted June 14, 2014 Possibly. Seth said he fixed it, but I don't know if this went into the released hotfix or if it'll go out on Monday's part of the hotfix.Either way, I wouldn't adopt it for U&A without some extensive testing after the fix to make sure it's working correctly (especially with options taking the values true/false). Yeah, that definitely makes sense. I'm hoping that it turns out to be stable come Monday's hotfix, but we'll see. Link to comment Share on other sites More sharing options...
simplex Posted June 14, 2014 Share Posted June 14, 2014 Yeah, that definitely makes sense. I'm hoping that it turns out to be stable come Monday's hotfix, but we'll see. But do you have relevant options in mind? Link to comment Share on other sites More sharing options...
debugman18 Posted June 14, 2014 Author Share Posted June 14, 2014 But do you have relevant options in mind? Well, before you had mentioned the mist and the different effects, like sparks. I also think you should be able to toggle dev mode on and off, for access to testing commands and things of that nature. Aside from those, maybe the world size could be changeable there. For lack of extensive worldgen settings (which I understand would be a complicated addition), being able to make the world smaller would likely help those with less powerful machines. Link to comment Share on other sites More sharing options...
simplex Posted June 14, 2014 Share Posted June 14, 2014 @debugman18 The "fix" for the mod configuration support has indeed been released already, it's just not effective. I'm getting tired of this. Not just of the butchering of the modding API, but more generally with the state of the Don't Starve code as a whole ever since RoG was released. Given that Don't Starve is primarily written in Lua, would it be too much to ask for its developers to actually know the language? (good software engineering practices would be a bonus) Link to comment Share on other sites More sharing options...
simplex Posted June 14, 2014 Share Posted June 14, 2014 (edited) @debugman18I implemented modinfo based configuration support in wicker and Up and Away (stable and dev). It's been integrated in the "regular" configuration system, so you'd access it via TheMod:GetConfig as usual.The modinfo based cfg data is loaded explicitly by calling TheMod:LoadModConfigurationData(). This is being done in worldgen_main.lua, together with the rest of the configuration loading. The loading order is the following (noting that, if two sources define the same configuration option, the latter one overrides the former):tuning.lua is loaded (which in turn loads the files in the tuning/ directory);rc.defaults.lua (if it exists) is loaded;the modinfo based cfg data is loaded (i.e., TheMod:LoadModConfigurationData() is called);dev.rc.defaults.lua (if it exists) is loaded;rc.lua (if it exists) is loaded;dev.rc.lua (if it exists) is loaded.As you may have noted, the rc.defaults.lua file, which used to be mandatory, is now optional (it makes no sense to define conflicting options with modinfo in it, since they'll just get overriden, so now I no longer see a purpose for it; currently it's completely commented out).Therefore, dev.rc.defaults, rc.lua and dev.rc.lua act as manual overrides for the modinfo based configuration. In particular, since dev.rc.defaults sets the DEBUG option to true, in the dev version debugging is always on, regardless of how the option is set in the mod configuration screen.In modinfo.lua, the 'name' field of an option is treated by wicker (when loading the options) as a series of keys to the configuration table. So the option named "CLOUD_MIST.ENABLED", for example, will correspond to the valueTheMod:GetConfig("CLOUD_MIST", "ENABLED")In other words, the 'name' attribute is split on periods, making it act as a table assignment. As in all other configuration, if the initial entries of an option name (in this case, "CLOUD_MIST") do not exist, that table is created, and if they already exist the table is reused, merging options.Since the mod configuration support is still broken, I wrote a mod fixing it:ModCfgFix.zipIt simply overrides files and functions to get things working properly. It's not meant to be a long term thing, just an aid allowing us to work on configuration support at once instead of waiting for the API to be fixed. But we should wait to the API fix before releasing the configuration enabled version of Up and Away, of course. Edited June 14, 2014 by simplex 1 Link to comment Share on other sites More sharing options...
debugman18 Posted June 17, 2014 Author Share Posted June 17, 2014 Alright, so here's the current changelog for 0.0.7. It's not done, but we've got a good amount done for it:+ Updated beanlet animations.+ Updated rose animations.+ Updated skytrap animations.+ Made golden sunflowers more useful, with a tiny bit of risk to them.+ Made golden petals more useful.+ Made beanlets slower.+ Skyflowers no longer give positive sanity aura.+ Skyflower petals now spoil.+ Tweaked the balance of each biome.+ Tweaked Winnie's balance.+ Balanced the aurora drops.+ Added an option to regenerate the cloudrealm.+ Made the lionblob easter egg very rare.+ Crystals now have names that aren't colors.+ Made the bean giant more dangerous.+ Cloudcrags now have a chance to drop rocks.+ Added support for Too Many Items.+ Improved support for the N Tools invincibility button (for example, when being drawn to a whirlwind).+ Thunder trees can now be replanted.+ Skyflies are no longer catchable. A proper method for catching them will be implemented in the future.@simplexI am getting a strange issue where the thunder sapling is invisible when planted. Saving and reloading fixes it, so I'm not really sure what's happening there. It's not complaining of a missing animation, either. Link to comment Share on other sites More sharing options...
simplex Posted June 17, 2014 Share Posted June 17, 2014 @simplex I am getting a strange issue where the thunder sapling is invisible when planted. Saving and reloading fixes it, so I'm not really sure what's happening there. It's not complaining of a missing animation, either. I'll look into it. It's certainly caused by MemSpikeFix, there were other similar reports. Link to comment Share on other sites More sharing options...
debugman18 Posted June 23, 2014 Author Share Posted June 23, 2014 (edited) @simplexWhat do you think we need for 0.0.7 to be ready? I was actually thinking we might add the additional tea types to it, instead of the dev branch. Also, apparently people are still getting the black cloudwaves. Somehow, I don't even know. Aside from that, I think SethR mentioned that the latest patch was pretty much the last one we'll be getting. If the boolean issues are still there... Oi. Edited June 23, 2014 by debugman18 Link to comment Share on other sites More sharing options...
simplex Posted June 23, 2014 Share Posted June 23, 2014 @simplex What do you think we need for 0.0.7 to be ready? I was actually thinking we might add the additional tea types to it, instead of the dev branch. Also, apparently people are still getting the black cloudwaves. Somehow, I don't even know. Aside from that, I think SethR mentioned that the latest patch was pretty much the last one we'll be getting. If the boolean issues are still there... Oi. I think we could release 0.0.7. Idealy the MemSpikeFix related issue should be fixed with it, but since I'm not sure when I'll be able to take care of that I think we shouldn't wait. And yeah, I think new teas could go into it. The boolean options bug in mod configuration has been fixed. Link to comment Share on other sites More sharing options...
Luggs Posted June 23, 2014 Share Posted June 23, 2014 @simplexWhat do you think we need for 0.0.7 to be ready?I was actually thinking we might add the additional tea types to it, instead of the dev branch.Also, apparently people are still getting the black cloudwaves. Somehow, I don't even know.Aside from that, I think SethR mentioned that the latest patch was pretty much the last one we'll be getting. If the boolean issues are still there... Oi.He said its been fixed. At least. An issue involving boolean(whatever that is) and configs has been fixed. Link to comment Share on other sites More sharing options...
debugman18 Posted June 23, 2014 Author Share Posted June 23, 2014 (edited) I think we could release 0.0.7. Idealy the MemSpikeFix related issue should be fixed with it, but since I'm not sure when I'll be able to take care of that I think we shouldn't wait. And yeah, I think new teas could go into it.The boolean options bug in mod configuration has been fixed.He said its been fixed. At least. An issue involving boolean(whatever that is) and configs has been fixed. Ah, glad it's been fixed. Alright, so I'll balance the teas out (right now they just exist, no particular values) and push the update today. And a boolean is a true/false value. Edited June 23, 2014 by debugman18 Link to comment Share on other sites More sharing options...
simplex Posted June 23, 2014 Share Posted June 23, 2014 boolean(whatever that is)And a boolean is a true/false value. What debugman said. It's a standard term in programming for a type representing true and false values. The name is a reference to George Boole. Link to comment Share on other sites More sharing options...
Luggs Posted June 23, 2014 Share Posted June 23, 2014 a boolean is a true/false value.What debugman said. It's a standard term in programming for a type representing true and false values. The name is a reference to George Boole. 4 Link to comment Share on other sites More sharing options...
debugman18 Posted June 23, 2014 Author Share Posted June 23, 2014 Updated. 1 Link to comment Share on other sites More sharing options...
MilleniumCount Posted June 23, 2014 Share Posted June 23, 2014 Updated. 6 Link to comment Share on other sites More sharing options...
orian34 Posted June 23, 2014 Share Posted June 23, 2014 Man, this is awesome! Link to comment Share on other sites More sharing options...
santi Posted June 25, 2014 Share Posted June 25, 2014 Every time i enable it, i go again to the mod page and i appears "To be disabled" What do i do? Link to comment Share on other sites More sharing options...
debugman18 Posted June 25, 2014 Author Share Posted June 25, 2014 Every time i enable it, i go again to the mod page and i appears "To be disabled" What do i do? Are you perhaps using an outdated version of Don't Starve? Link to comment Share on other sites More sharing options...
santi Posted June 25, 2014 Share Posted June 25, 2014 Are you perhaps using an outdated version of Don't Starve?Nope, up to date. Link to comment Share on other sites More sharing options...
debugman18 Posted June 25, 2014 Author Share Posted June 25, 2014 Nope, up to date. Could you post your log.txt, so we can see if there are any errors or anything odd going on? The only thing I can see causing what you described is having a version of the game which has an API version of 5 instead of 6. Link to comment Share on other sites More sharing options...
debugman18 Posted July 3, 2014 Author Share Posted July 3, 2014 @simplexI think 0.0.8 is just about ready. Is there anything you think needs to be in it? I have a few more small things to do before releasing it, if you think there's nothing it needs. Link to comment Share on other sites More sharing options...
debugman18 Posted July 6, 2014 Author Share Posted July 6, 2014 Does anybody want to try updating the Steam workshop version of Up and Away? It's not letting me, from either of my computers. It's worrying that it refuses to update. Link to comment Share on other sites More sharing options...
DwerBomb Posted July 7, 2014 Share Posted July 7, 2014 @debugman18 could we borrow the wetness and/or the lighting strike (in RoG thunders can strike on the player and paralyze him for a moment, also revealing the skeleton) feature from the RoG without making the mod RoG exclusive? Link to comment Share on other sites More sharing options...
Battal Posted July 7, 2014 Share Posted July 7, 2014 I'm pretty sure that would be considered pirating. Link to comment Share on other sites More sharing options...
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