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CrazyAluminum

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Posts posted by CrazyAluminum

  1. 15 hours ago, eXSe said:

    I've tried searching, but haven't found anything about it in this topic. Anyway, some of my textures seem washed out/blurry (boxes, trader, ore nodes), so I was wondering is there a fix for that?

     

    I had a similar problem sometimes in the past (some mod, or even vanilla, I don't remember) and it was fixed by toggling streaming textures on/off, but this time it didn't fix it.

    "gfx st budget 0" in the console after every joining the game or if you just see these blurry textures

  2. 1 hour ago, Pritch said:

    Ok, so this is super cool.  That being said, why cant I load and shoot any of the guns.  That's the fun of the flying tank!

    Because it requires a lot of code in the C# programming language. Nobody will spend about a year of their life on this, as Manux did

     

  3. 9 minutes ago, Valrin72 said:

    okay, other than spending close to a million dukes at the trader, how the heck do you get one of the new helicopters?  It can't be crafted that I can see and I've never seen one sitting around.

    Buy only, nothing more

  4. 8 hours ago, mr.devolver said:

     

    It's already there in the rule number 1 with an example. I'm sorry, but I can't think of any better way how to explain it...

     

      ...

     

    I am aware of the flexibility of the format of this file, but this was meant to be a short guide for beginners to teach the players how to format their first basic localization.txt file and how to make one quickly with as few errors as possible. The reason why I'm encouraging them to stick with the vanilla format is simply that there's always an example in vanilla localization.txt file, so if they ever get stuck, they could simply check out the vanilla file again, but if they decide to go with their custom format, they will be on their own with no example they could follow. Therefore adding something like this may be counter-productive. As you can see, some people find it difficult to even understand the vanilla format. If I added another option to the guide, they could be confused even more and make more mistakes.

    "Key,English" format is easier and better, because you don't have to write a lot of useless text you skip anyway

  5. On 9/5/2020 at 10:35 AM, mr.devolver said:

     Hello everyone,

     

    recently I was trying to help another modder who wanted to learn how to write his custom Localization.txt file for his mods. Although the original idea was to give him a quick answer, it turned out to be a little tutorial I thought someone else may find useful, so here it is for everyone:

     

    Think of the content of Localization.txt as if it was the content of a table. As long as you stick to the vanilla format and follow its rules, you should be fine. Always try to match the vanilla format whenever possible.

     

    Following these three simple rules will help you to write your own basic localizations from scratch:

     

    1. First line of Localization.txt is always the table header with all kinds of labels or descriptions for entries below it. In other words, they should give you a hint as to which entry is expected where. This is the first line in vanilla:

    
    Key,File,Type,UsedInMainMenu,NoTranslate,english,Context / Alternate Text,german,latam,french,italian,japanese,koreana,polish,brazilian,russian,turkish,schinese,tchinese,spanish

     

    2. As you can see in this first line, all the entries must be separated by commas thanks to which the game knows where the new entry is and everything after a comma is treated as a new entry. However, what if we needed to write a long text such as item description that may contain several commas that we actually want to show in game? That's what the rule number 2 is all about:

     

    Writing long texts that have to include commas such as item descriptions would normally break the Localization.txt file format. To avoid that issue, the whole entry must be written inside double quotation marks like in the following example:

    
    "This is one entry in Localization.txt, and this is still the same entry despite being written after the comma! All thanks to being written inside double quotation marks!"

     

    3. Each line in Localization.txt file is considered a new line of entries in the table, so what if we wanted to write a pretty item description with paragraphs instead of showing a wall of text with no paragraphs?

     

    To write a new line inside our text, we need to write a special mark that will tell the game to put the text that follows on a new line. The mark looks like this:

    
    \n

     

    Example:

    
    This will be shown on the first line.\nThis will be shown on the second line.

    In game this text will look like this:

    
    This will be shown on the first line.
    This will be shown on the second line.

     

    If you wanted to leave one or more lines empty, you would have to put two or more of these marks together.

     

    Example:

    
    This will be shown on the first line.\n\nThis will be shown on the third line.

    In game this text will look like this:

    
    This will be shown on the first line.
    
    This will be shown on the third line.

     

    A good rule of thumb is to keep the length of your texts up to 80 characters per line, otherwise your text may show up a little bit broken, not neatly formatted the way you expected. It's because the game seems to put hard-coded line breaks after 80 characters, at least in some cases.

     

    That's it for the basics. There are also some advanced things such as tags you can use inside Localization.txt that help you to show some special values that may be changing in game and it will always show the actual values, such as cvars, but honestly I'm not familiar with those yet, I never really had to use them and it's out of scope of this little tutorial point of which was to explain basics.

     

    I hope this helps at least some of you to get started writing your first basic localizations for your new awesome mods. I hope you enjoyed it and I wish you good luck with your mods!

    Can you update your guide and add the "Key,English" way?

  6. 3 hours ago, ColdSun said:

    Is it possible just to release the UI from this?  I love the mod and play it a lot, but I would also love to have the UI for playing with my own set of mods. :) Fantastic job all around btw!

    Impossible. UI is closely related to the mod

  7. 17 hours ago, czurik said:

    I have a problem

    as soon as i load the game this error appears in console

    error.png

    So i can't find any of this firearms in looting. How to fix that? Im playing alpha 19.1 and i have installed patch 19.1 for this mod

    I have items.xml file above that fixes error with ak101😄

  8. 30 minutes ago, Loftus said:

    So if it's an oil pump, I will need an augur (not yet located). Also, once I have the pump, does it need to be placed in a certain location, over shale for example?

    I don't know, maybe everywhere (also you can check it yourself in the creative)

  9. 2 hours ago, Loftus said:

    How so? I have always considered it a staple.

     

    Anyway, where can I find or how to unlock access to the crucible?

     

    The other thing I find myself baffled by is the ability to make gasoline. I have been fueling my vehicle with jerry cans filled from barrels or gas pumps. What is a renewable source for gasoline?

    Better Barter at 3 level can give you a crucible from a trader. I advice firstly to make a crucible schematic from first crucible then you can craft even billion crucibles

  10. 3 hours ago, Loftus said:

    yeah, I focused on Lucky Looter, have it at level 4. Now moving into Better Bartering in hopes the crucible pops up on traders.

    Lucky Looter is mostly useless, Better Barter is very useful. You just wasted points on a very useless perk😄

  11. 3 hours ago, Loftus said:

    CRUCIBLE - oh my. The only thing locking me up. What are sources for these? 25 days in and not one found yet!

    Survived 40 days and find no one crucible. You're not alone😉

  12. 7 hours ago, NanoGOD_rus said:

    Hello, ive got a problem with unlocking weapons to craft. Done everything upper (patch, patched the patch). Does schematics only unlock them?

    The reason why you can't is a missing progression.xml file, so yes, only schematics

  13. 54 minutes ago, Evilracc0on said:

    Hello! Mod looks interesting but my dumb ass is obviously doing something wrong. 
    >downloaded mod from nexus
    >copied files into "Mods"
    >created new world
    >nothing works

    >reinstalled into files of said names in each directory 
    >nothing

    Help please. I usually use the mod launcher but this is beyond me. I am using latest stable 19.2  and have used a fresh copy for install. 

    If you downloaded the archive (Bdub's Vehicles-*just a numbers*) then you just need to copy folder (Bdubs Vehicles) from that archive to Mods

  14. 10 hours ago, AlphaJD said:

    I've downloaded this mod, which is great btw. I put it on my test server, however I'm the only one who can see it.

     

    Does this require others to download and install the mod, or is there a way to have the server push the files to other clients?

    All mods that have more than just "server-friendly" .xml files must be installed on the client

  15. On 11/4/2020 at 5:26 PM, doughphunghus said:

    Just to make sure this isn’t a factor:

    In the repository where this mod is located, there are actually 2 mods: “more vanilla food” and “more vanilla medicine”.  Do not load/use the “more vanilla medicine” mod/folder!

     

    Also Something to try if you can: start a new game on your side (not server side) with only the “more vanilla food” loaded and see if the icons appear.  This would rule out issues with the mod on your side, or some other mod interfering, or possibly some game files that are corrupted or changed.

     

    also: are you loading this mod from the mod launcher or from GitHub, somewhere else?  Can you look inside the “modinfo.xml” file inside the mod (open in notepad or similar) and report back on what is in the “version” field (should be either A18 or A19 o think)

    Can you make a version without buffs, only schematic crafting (without perks) and with normal technical item names (as example, drinkBerryTea, for better search in the crafting list on the "food" or "drink" word)?

     

    You don't required to write DescriptionKey for any item, because you can just write Desc in the end of the each item name in the localization.txt and it's will still work.

     

    Localization.txt example

    ----------------------------------------------------

    Key,English

    drinkBerryTea,Berry Tea

    drinkBerryTeaDesc,"Stupid description"

    ----------------------------------------------------

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