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Topics - AlienizdPixel

Pages: [1] 2 3 ... 14
1
Bug Reports [Retail] / HD Splinter Textures Inconsistency
« on: January 21, 2018, 04:07:51 PM »
The splinter textures are not consistent within the different HD texture packs (particularly the seasonal HD texture packs).

2
Bug Reports [Retail] / Bluescreen Behavior when Editing Waypoint Node
« on: January 20, 2018, 08:41:54 PM »
Total Miner: Forge.  Please take a photo of this screen and post it on TotalMinerForums.net, so that we can fix it. Thank you.

System.ArgumentException: Object of type 'Microsoft.Xna.Framework.Vector3' cannot be converted to type 'System.Collections.Generic.List`1[Microsoft.Xna.Framework.Vector3]'.
   at System.RuntimeType.TryChangeType(Object value, Binder binder, CultureInfo culture, Boolean needsSpecialCast)
   at System.RuntimeType.CheckValue(Object value, Binder binder, CultureInfo culture, BindingFlags invokeAttr)
   at System.Reflection.RtFieldInfo.InternalSetValue(Object obj, Object value, BindingFlags invokeAttr, Binder binder, CultureInfo culture, StackCrawlMark& stackMark)
   at System.Reflection.RtFieldInfo.SetValue(Object obj, Object value, BindingFlags invokeAttr, Binder binder, CultureInfo culture)
   at StudioForge.Engine.GUI.PropertyEditor.ValidateInput(ITextInputWindow win)
   at StudioForge.Engine.GUI.DataField.StudioForge.Engine.Integration.ITextInputWindow.EndInput(Boolean needValidate)
   at StudioForge.Engine.GUI.TextInput.ProcessLastKeys(Keys[] lastKeys)
   at StudioForge.Engine.GUI.TextInput.HandleInput(PlayerIndex playerIndex)
   at StudioForge.Engine.GUI.WindowManager.HandleInput()
   at StudioForge.Engine.GameState.GameScreen.HandleInput(InputState input)
   at StudioForge.TotalMiner.Screens2.PauseMenuScreen2.HandleInput(InputState input)
   at StudioForge.Engine.GameState.ScreenManager.Update(Int32 index, Boolean otherScreenHasFocus)
   at StudioForge.Engine.GameState.ScreenManager.Update(GameTime donotuse)
   at Microsoft.Xna.Framework.Game.Update(GameTime gameTime)
   at StudioForge.Engine.Game.BaseGame.Update(GameTime gameTime)
   at StudioForge.TotalMiner.TotalMinerGame.Update(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.Tick()
   at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameHost.OnIdle()
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at StudioForge.Engine.Game.BaseGame.Run[T]()

Occurred consistently whenever editing a coordinate of a Waypoint node.

3
Bug Reports [Retail] / Behavior Bluescreen
« on: January 19, 2018, 10:33:41 PM »
Total Miner: Forge.  Please take a photo of this screen and post it on TotalMinerForums.net, so that we can fix it. Thank you.

System.ArgumentException: Object of type 'Microsoft.Xna.Framework.Vector3' cannot be converted to type 'System.Collections.Generic.List`1[Microsoft.Xna.Framework.Vector3]'.
   at System.RuntimeType.TryChangeType(Object value, Binder binder, CultureInfo culture, Boolean needsSpecialCast)
   at System.RuntimeType.CheckValue(Object value, Binder binder, CultureInfo culture, BindingFlags invokeAttr)
   at System.Reflection.RtFieldInfo.InternalSetValue(Object obj, Object value, BindingFlags invokeAttr, Binder binder, CultureInfo culture, StackCrawlMark& stackMark)
   at System.Reflection.RtFieldInfo.SetValue(Object obj, Object value, BindingFlags invokeAttr, Binder binder, CultureInfo culture)
   at StudioForge.Engine.GUI.PropertyEditor.ValidateInput(ITextInputWindow win)
   at StudioForge.Engine.GUI.DataField.StudioForge.Engine.Integration.ITextInputWindow.EndInput(Boolean needValidate)
   at StudioForge.Engine.GUI.TextInput.EndInput(Boolean needsValidation)
   at StudioForge.Engine.GUI.WindowManager.EndInput()
   at StudioForge.Engine.GUI.WindowManager.HandleWindowHovered(Window windowHovered, Canvas canvasHovered)
   at StudioForge.Engine.GUI.WindowManager.HandleMouseInput()
   at StudioForge.Engine.GUI.WindowManager.HandleInput()
   at StudioForge.Engine.GameState.GameScreen.HandleInput(InputState input)
   at StudioForge.TotalMiner.Screens2.PauseMenuScreen2.HandleInput(InputState input)
   at StudioForge.Engine.GameState.ScreenManager.Update(Int32 index, Boolean otherScreenHasFocus)
   at StudioForge.Engine.GameState.ScreenManager.Update(GameTime donotuse)
   at Microsoft.Xna.Framework.Game.Update(GameTime gameTime)
   at StudioForge.Engine.Game.BaseGame.Update(GameTime gameTime)
   at StudioForge.TotalMiner.TotalMinerGame.Update(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.Tick()
   at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameHost.OnIdle()
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at StudioForge.Engine.Ga

Occurred when misclicking outside of the editing region of a behavior.

4
Ideas / DrawBlood Properties Behavior Node
« on: January 10, 2018, 07:29:53 PM »
A new option within the Properties Node for Behaviors.
DrawBlood: [255,0,0,255]
This option allows being capable of adjusting the blood color of an NPC via RGBA.
Uses include having an NPC draw unique colored blood or to draw no (player visible) blood when the NPC is injured.

5
Total Miner Discussion / [Game] How to Change your Controls
« on: January 06, 2018, 04:03:11 PM »
Due to surrounding confusion and misunderstanding, I am creating this simple guide on how to change the controls within Total Miner.

While within a world, open the Pause menu via the "Escape" key.

*If you have set your Default Pause menu to the "Old Menu", select the "New Menu" option at the bottom of the menu and proceed with the guide.

Navigate to the "Options" tab.

Select the "Input Profiles" button in the top-right region of the menu.

The first option available will be Profile, in which requires you to insert a title for your Profile/Control configuration. Simply insert a title and press the Enter/Return key; you may notice that many of the available button have change their shade of grey and can be selected.


Now you are able to change your Controls. Most keys can be used, however ones such as Shift, Alt, Ctrl, and Escape cannot be used. Any option that has "Special +" requires holding the Special key (The default key is "Tab", however can be changed) along with the specified key.


If you have any relating questions, or believe I have missed something that should be included, post it within this topic.

6
Bug Reports [Retail] / World List Bluescreen
« on: January 06, 2018, 03:26:50 PM »
Total Miner: Forge.  Please take a photo of this screen and post it on TotalMinerForums.net, so that we can fix it. Thank you.

System.NullReferenceException: Object reference not set to an instance of an object.
   at StudioForge.Engine.GameState.MenuScreen.UnloadContent()
   at StudioForge.TotalMiner.Screens.BlockMenuScreen.UnloadContent()
   at StudioForge.Engine.GameState.ScreenManager.UnloadContent()
   at Microsoft.Xna.Framework.DrawableGameComponent.Dispose(Boolean disposing)
   at Microsoft.Xna.Framework.GameComponent.Dispose()
   at Microsoft.Xna.Framework.Game.Dispose(Boolean disposing)
   at Microsoft.Xna.Framework.Game.Dispose()
   at StudioForge.Engine.Game.BaseGame.Run[T]()

7
Bug Reports [Retail] / Cannot Delete nor Edit World Names
« on: December 24, 2017, 04:24:46 PM »
It is not possible to delete nor edit the names of worlds in-game.

8
Site Suggestions and Bugs / Downloads Category Icon change
« on: December 22, 2017, 07:38:19 PM »
The white background on the icon for the "Downloads" categories should be removeddue to its contrast with the majority of the users having a darker theme, however not sacrificing its theme for those with the lighter theme.

9
Site Suggestions and Bugs / Show Discord ID
« on: January 16, 2017, 12:30:18 PM »
The ability to show your Discord ID similar to Steam and Xbox.

10
Ideas / Skills Off Change
« on: November 17, 2016, 07:11:17 PM »
Whenever skills are off, it should default to setting them to Local for if they need to be enabled in Creative instead of Global due to the Item command restriction.

11
Questions and Answers / Looting Item bonus
« on: November 12, 2016, 06:12:45 PM »
Why is the "Looting" skill bonus the only one that does not display when inspecting an item?

12
Ideas / Creating Cloud blocks
« on: November 03, 2016, 05:02:47 PM »
You can create the Cloud block by smelting a Bucket of Water or from an Ice block in a Furnace.
The player will require Smelting level 10, and will take around the same time as it does to smelt Sand into Glass.

13
Questions and Answers / Livestream to Youtube
« on: October 24, 2016, 05:47:04 PM »
Will the livestream-to-be be uploaded to Youtube for those who aren't able to watch the stream live?

14
Site Suggestions and Bugs / Fully Empty Message box
« on: October 23, 2016, 11:20:54 PM »
I recently attempted to post three corresponding scripts; however, for some reason whenever I would attempt to post, I would get an error message stating that the message box was blank. I'm unsure what is causing this, but the only way around it was to disable to BBC code, and I would like to know what is causing this message to turn up blank to prevent from reoccuring (or be fixed if it's a bug).
Spoiler for Message:
[color=yellow]Join[/color]
HUDBar [Hunger] [player] [history:hungerlevel] [100] [po,si,ti,on] [c,ol,ou,r] [label|vertical|numbers|right]
HUDBar [Thirst] [player] [history:thirstlevel] [100] [po,si,ti,on] [c,ol,ou,r] [label|vertical|numbers|right]
History [thirstlevel] [player] [100]
History [hungerlevel] [player] [100]
Script [Drain Thirst]
Script [Drain Hunger]

[color=yellow]Drain Thirst[/color]
History [thirstlevel] [player] [-1]
If
HasHistory [thirstlevel] [player] [false]
Then
Health [-999]
EndIf
Loop [60000]

[color=yellow]Drain Hunger[/color]
History [hungerlevel] [player] [-1]
If
HasHistory [hungerlevel] [player] [false]
Then
Health [-999]
EndIf
Loop [120000]

[color=limegreen]Set the "Join" script as an event driven script for whenever a player joins the map.
I did not understand what you a refering towards when saying "...your health will go down when it hits 0 when both bar are at 0%...", so currently it will simply kill the player if either reach zero.[/color]

15
Questions and Answers / [scale] parameter HUDBar
« on: October 23, 2016, 05:43:24 PM »
What does this parameter do? There is no documentation either in-game nor here on the forums, and is never mentioned in the update notes.

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