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Lampofulmine

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  1. Version 1.0.0

    748 downloads

    Need to chill down in the summer? Wanna do some snorkeling? Fancy some fresh fish for dinner? The mod “Creeps in the Deeps” introduces another level to the current world of DS: the Underwater! With new craftables, items and life down in the ocean, there will plenty to explore for the brave souls. Players will have to gear up and venture down into the deeps to discover the treasures hidden below. But beware... you might run out of breath on the way down! In order to access the deeps, you will have to look for the custom underwater entrance found somewhere in the map. Once mined, the fissure will stay open indefinitely giving you the ability to access the deeps anytime! COMPATIBILITY This mod is compatible with DS and RoG only. We're actively working to make this mod compatible with SW and then potentially port it to DST once the content has been completed ! IMPORTANT: It is highly suggested to play this mod with Mem Spike Fix (http://steamcommunity.com/sharedfiles/filedetails/?id=964299886) enabled to decrease lag issues !!! THE TEAM We're always happy to have someone new working with us but at the moment this is the team: Coding: @Mobbstar, @chromiumboy, @Lampofulmine (founder) Art: @mrpoke20xx, @spiderdian, @Dudedude. @QuickShot010 Strings: @ImDaMisterL, @Chris1488(and testing) Testers: @Mr.P, @Michi01, @AnonymousKoala Special thanks to the amazing number of collaborators that helped the development of this mod: AmaLee, Veenchesta, KidneyBeanBoy, MilleniumCount, Hast, Keeper, Electroely, Przemolsz, Jules, osmRhodey, Minespatch FIND US... Don’t forget to visit the discord channel at: https://discord.gg/6252ZYX and the mod collaboration in the Klei forums at: http://forums.kleientertainment.com/forum/144-mod-collaboration-creeps-in-the-deeps/ You can also find the Steam group here: http://steamcommunity.com/groups/creepsinthedeeps You can also download the Steam Version here: http://steamcommunity.com/sharedfiles/filedetails/?id=1087939370
  2. Need to chill down in the summer? Wanna do some snorkeling? Fancy some fresh fish for dinner? The mod “Creeps in the Deeps” introduces another level to the current world of DS: the Underwater! With new craftables, items and life down in the ocean, there will plenty to explore for the brave souls. Players will have to gear up and venture down into the deeps to discover the treasures hidden below. But beware... you might run out of breath on the way down! In order to access the deeps, you will have to look for the custom underwater entrance found somewhere in the map. Once mined, the fissure will stay open indefinitely giving you the ability to access the deeps anytime! This mod is compatible with DS and RoG only but will be getting SW compatibility in the future! ——————————————————— We're always happy to have someone new working with us but at the moment this is the team: Coding: Mobbstar, Chromiumboy, Lampofulmine Art: Mrpoke20xx, Spiderdian, Dudedude Strings: MisterL, Chris1488 Testers: Mr.P, Chris1488, Michi01, Anonymous Koala Special thanks to the amazing number of collaborators that helped the development of this mod: Space Monkey, AmaLee, Veenchesta, KidneyBeanBoy, MilleniumCount, Hast, Keeper, Electroely, Przemolsz, Jules, osmRhodey, Minespatch ——————————————————— Don’t forget to visit the discord channel at: https://discord.gg/6252ZYX and the mod collaboration in the Klei forums at: http://forums.kleientertainment.com/forum/144-mod-collaboration-creeps-in-the-deeps/ You can also find the Steam group here: http://steamcommunity.com/groups/creepsinthedeeps You can also find the mod on the Klei forums here: ——————————————————— Captains !!! Finally the moment to enjoy this mod has arrived !!! The mod has been officially released on Steam ! Check it out here: http://steamcommunity.com/sharedfiles/filedetails/?id=1087939370 !!
  3. Heya there ! As you might know, me and my team are about to launch the mod "Creeps in the deeps" with which we're planning to add the underwater world to the current DS world ! At this stage we would like to make it SW compatible, is there anyone willing to undertake this massive challenge ? You can check the mod infos and such in our subforums in the DS mods section ! Many Thanks Lampofulmine
  4. Heya everyone I was just wondering if its only a problem with my uploader or something that is affecting everyone. Has anyone recently updated their mod using the DS/DST tools ? Mine get stuck on "updating" and keeps running forever and ever..
  5. Animating four-sided creatures can be pretty difficult; the amount of animations needed is quite consistent especially if you're planning to have your creature to not only walk and run but also to attack, go to sleep etc... Usually for four-sided creatures you would have three different "groups" of animations: up, down and side + some single-always valid anims. Now, follow me here, there are FOUR necessary anims needed per group as a basis, these being: idle, walk, run, death. So if there are 4 anims for each group now you have 12 anims but this is not the end. The "walk" and "run" anim are not just simply one but include 3 more anim, this being the (walk or run)_pre, (walk or run)_loop and (walk or run)_pst. On the other hand, the "idle"requires only 1 anim per group and "death" only 1 which is used for all groups. I KNOW IT FEELS MESSY but what comes next its the easy part. **The bold text is just for guiding, the anims name is what come after it** (A) In other simpler words the .scml file for four sided creatures has the following basic set up: - idle: idle_up, idle_down, idle_side - walking: walk_pre_up, walk_loop_up, walk_pst_up - running: run_pre_up, run_loop_up, run_pst_up - dying: death (B) In case you wanna do a creature that also has the "attack" this follows the same structure of "idle": - attacking: atk_up, atk_down, atk_side (B) In case you wanna do a creature that also has the "sleep" you will need to add slightly different anims: - sleep: sleep_pre, sleep_loop, sleep_pst (C) In case you wanna do a creature that also has the "hit" and "eat" you could do the following: --Less complex creatures - hit: hit - eat: eat --More complex creatures - hit: hit_up, hit_down, hit_side - eat: eat_up, eat_down, eat_side (D) (Optional) Lastly, if for some reason you want your creature to become a prefab after dying e.g. the DS fish that once fished it becomes a pickable prefab, you will also need to add the "death" anim (where the anim is the still creature or essentially an object): - death: death (E) (Super optional) If you fancy adding some special animations like custom anims which are just for fun/aesthetics and hence are not essential you will just have to add the special animation name: e.g. (using random names) - special: special - fun: fun HOPE THIS HELPS !
  6. Been into modding for quite a while, tried compiling and decompiling and such for looooongggg time on mac. Result ? In order to avoid broken files, issues, bugs etc... the best thing you can do is code on your mac and let the compiling be done by someone who has a windows, I mean it. Easiest option !
  7. that I'm aware of the ktools of simplex was the only thing I knew used for decompiling; i remember something called Handsome Matt tools or on those lines but probably was only for compiling
  8. You using ktools as you are on... Mac or lynux ? Tbh I prefer having someone on a windows doing the compiling via the autocompling as its a tad more reliable than krane and ktech
  9. Great to know ! So it was just a matter of redoing the spriter with the new designs uh !
  10. Like the idea although would the player be exhausted after each recharge ? Or only if durability gets down to zero and player recharge it at that point ? If a player is fighting and then become exhasuted it could die in the process, maybe just make the "recharging" time longer as if the player was crafting something but with triple the length. In this case player could just take his/her time and evaluate the situation better !
  11. I believe the image definetely needs more polishing and possibly could be that it was not quite positioned in the center while doing the anims. I'm not aware that the code has any effect on the onmouse hitboxes, 99% is the png not being competely clean or wrong-positioned spriter anims.
  12. @makar5000 I'm not a DST modder but my team and I did implement a new widget on DS/DLCs. What I can tell you is that instead of basing ours on widget, we based our on a badge. In order to "connect" it to the player we added a few lines of code in a postinit section (which you don't appear to have) where we used the sim.lua to directly attach it to player and the player.lua to call for events and such... Hope this helps !
  13. Another bunch of new items and mobs has been added ! SW compatibility is coming soon as well ! Alpha is gonna be compatible with all DS DLCs !!! XD
  14. Quickest mod team recruiting I've ever seen on the forums XD
  15. Ladies and Gentleman, I've made a new thread with a better explanation on what we're planning to achieve and what we have here. Please follow the thread, leave a comment or press a like there you'll have updateds of our progress and even sneak peaks !!!
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