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Messages - AlienizdPixel

Pages: [1] 2 3 ... 195
1
Ideas / Re: Ideas for scripts
« on: February 22, 2018, 06:51:35 PM »
I do not see a use for this other than for visual reasoning, in which there should likely be a more general approach.
This can be replicated by setting a block to None via the SetBlock command, and proceeding to add a pickup for the block destroyed in its location via the Pickup command. The "(Time)" variant is redundent with the Wait command.

2
Bug Reports [Retail] / Re: I cant start Totalminer
« on: February 22, 2018, 06:00:39 PM »
From what I have searched, that model is targeted towards Japan.
I am not capable of loading the sites, but I assume due to it being intended for Japanese use, the game does not properly handle the inputs (assuming they differ from English QWERTY designs)?

3
Mods / [C#] Re: Guide to installing XNA Game Studio in latest Visual Studio 2017
« on: February 18, 2018, 10:12:57 PM »
...Will that replace my DirectX 11 with a low version?...
It should not.

4
Total Miner Discussion / [Survival] Re: Will this game have more to do?
« on: February 10, 2018, 02:37:41 PM »
Currently, there is an issue with NPCs not being capable of targeting the player, being why they ignore you. It should be patched.
The next release will include the Dig-Deep gamemode, in which includes an extremely deep world in which you must find Blueprints to create certain items, including pickaxes in which to break the harder stone layers. It is recommended if you find Survival lackluster (even when NPCs can target you properly).

5
Ideas / Re: Generate circle tool
« on: February 02, 2018, 08:58:40 AM »
Spheres work like the flood tool don't they, where if it hits a block, it stops?...
No.

6
You realize that you can expand vertically, Right? It doesn't have to be a really long and narrow strip.

...does it auto select when it host the end, and moves down?
Yes.

7
Bug Reports [Retail] / Re: [PC] Zone Bug
« on: January 28, 2018, 10:26:17 PM »
Currently the Zones Menu is not entirely supporting with Mouse inputs; you will have to use the arrow keys one your keyboard to move the selection upon the setting you are wanting to change.

8
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).

9
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.

10
BlockTextures.xml must be renamed to BlockTextures16.xml

If it still has issues;
Is the image file named "tp_16.png"?
Are you using a non-HD texture pack?

11
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.

12
Gaming / Re: Free games
« on: January 18, 2018, 02:57:39 PM »

13
Questions and Answers / [Answered] Re: How many devs are there?
« on: January 10, 2018, 11:52:05 PM »
Craig is the sole programmer, while martindoolittle is the artist.

14
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.

15
Mods / [PC] Re: Infinite Worlds Mod
« on: January 10, 2018, 01:07:39 PM »
Its a cool mod in my opinion, not used to the infinite generation, but I like it - dig deep won't have infinite generation will it?
It is unlikely.

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