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Topics - JAZZ 0R KILLER

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1
Bug Reports [Retail] / Going from beta to retail
« on: May 30, 2018, 03:36:17 PM »
I've been playing the beta version for a while now, and decided to go back to retail version. But when I go to launch Total Miner after opting out of the beta, the game will not load. It will load fine if I go back into the beta, but will not load for the retail version. I have reinstalled the game, and even reinstalled XNA 4.0. Does anyone know of a solution for this?

2
Ideas / Color in text
« on: May 06, 2018, 06:19:32 PM »
This ones simple. We should have the ability to change the color of the text in game. We have the ability to change the color of the game notifications at the top left of our screens, so we should have the ability to change the text color of signs.

Changing the color of the coding of our scripts would also we useful. I love the "Comment" line in the scripts, but having the ability to change the color of the lines of code would be really to section of parts of the script.

3
Ideas / History value in scripts
« on: May 02, 2018, 09:16:45 PM »
Wouldn't it be nice to be able to assign a history value to lets say, the r (red) in scripts like:
TintColor
SkyColor
FogColor

I would love to be able to do this for RGB.

Ex. History [100]
SkyColor [history:red,g,b]

The value of the r (red) would equal the value of your history *red*

4
Ideas / Script menu customization (?)
« on: April 24, 2018, 07:59:23 PM »
I'm not sure how to word this other than wanting more characters in the menu script line.

In an indie map that I'm working on, I have scripted a shop using the menu script. The problem that I have with it, is there's not much room for typing. My menu consists of a long line of scripting, and it doesn't help that I've put the scripts that are executed when selecting the item all in folders in folders. This makes the script line longer and have less room to type.

So I guess that what I'm saying is it would be cool to either have:

- Longer line for coding in the menu
- Maybe introducing a new menu that is made for scripting shops, like a "Shop menu"
- Having the ability to customize menus.

This is just a small problem/idea that can be fixed just by using actual shops, but I prefer the menu shop

5
Bug Reports [Retail] / NPC AI
« on: April 24, 2018, 07:19:09 PM »
I've made a topic over this before, but it was possibly ignored, or unseen.

When you go to spawn a mod through a script with a custom AI, it always spawns with the default AI

6
Questions and Answers / [Unanswered] BlockMaterialData
« on: April 14, 2018, 09:56:19 PM »
Playing around with modding blocks, and changing files and such, I noticed that for the "BlockMaterialData", changing the resistance of the block doesn't do anything. Changing anything doesn't affect anything. Is this a bug? Am I doing something wrong? There is no error, I have it set to the right material, but it still doesn't change anything. I even copied the same example.

7
Questions and Answers / Modding blocks
« on: April 07, 2018, 05:22:37 PM »
Is it possible to have a modded block spawn naturally? I re textured an unused block. Also, can we change what items blocks drop from being mined?

8
Mods / [WIP] Dark Items v1.1 - Topic
« on: April 07, 2018, 04:19:12 PM »
Hello everyone!

Mod - http://totalminerforums.net/index.php?action=downloads;sa=view;down=76

I've always thought that it would be cool if Total Miner had a new class call "Dark" the class would have its own set of items and these items would be better than titanium, and they would have magical properties. I am currently working on a mod that adds these items, and unfortunately, I cannot add any special properties to these items yet. The mod also features a custom block that is the ore form of the new added Dark Gem Stone.

History:
1.0 - Adds Dark Ore - Block, Dark Gem Stone, Dark Pickaxe
1.1 - Adds Dark Sword, Dark Shovel, slightly re-textured pickaxe
1.2 coming soon - Adds Dark bow, Dark Arrow, re-textured pickaxe


Mod currently adds:
Dark Ore - Block
Dark Gem Stone
Dark Pickaxe
Dark Sword
Dark Shovel


To be added:
Dark Bow
Dark Arrow
Dark torch
Dark Battleaxe
Dark Hatchet
Dark Armor - ???
Crafting recipes


This topic will be updated when I update the mod, pictures to come soon.


9
Mods / [WIP] C# (Edit)
« on: April 02, 2018, 08:30:46 PM »
Big shout out to Justyn! He has helped me with almost all of this project that I am working on.

I am working on a project that adds a sound effect to the game when a button is pressed. I got all the way up to the point to where you add the references, and you're supposed to add all the .dll files from the Total Miner directory. For some reason it doesn't let me add all of the .dlls, I get an error. Can someone help me out? What am I doing wrong?

Spoiler for Hidden Content:
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Input.Touch;
using Microsoft.Xna.Framework.Media;

namespace Sound_Effects_Mod
{
    public class Class1
    {
        SoundEffect[] SoundEffects;
        ITMGame gameVar;
        public void Draw(ITMPlayer player, ITMPlayer virtualPlayer)
        {

        }

        public void Initialize(ITMPluginManager agr, string path)
        {

        }

        public void InitializeGame(ITMGame game)
        {
            this.gameVar = game;
            this.SoundEffects = new SoundEffect[1];
            this.SoundEffects[0] = this.gameVar.AudioManager.LoadSoundEffectFromStream(@"C:\Users\First.Last\Desktop\Sound_Effects\Sound_Effect.wav");

        }

        public void PlayerJoined(ITMPlayer player)
        {

        }

        public void PlayerLeft(ITMPlayer player)
        {

        }

        public void Update(ITMPlayer player)
        {
            if (InputManager.IsKeyReleasedNew(player.PlayerIndex, Keys.N))
            {
                int index = this.gameVar.Random.Next(1, 1);
                this.SoundEffects[index].Play();
            }
        }

        public void Update()
        {

        }
    }
}

10
Questions and Answers / [Unanswered] Block history
« on: April 02, 2018, 09:21:22 AM »
Is there any way I can give a history to a block, then have a script run, and if that block has that history, something else happens?

Ex. I'm making a strategy - adventure map where you can farm to make money, then upgrade your farm to have more plots. I want to set a script where you can plant crops using scripts, and the block where you planted your crops will have a set history. Another script will run checking for the history, and if the block has the history, it will run another script, speeding up the crops life cycle.

This is really hard to explain, but hopefully you will understand what I'm trying to say.

11
Questions and Answers / World names
« on: March 31, 2018, 09:07:50 AM »
How do you change the world name?

12
Bug Reports [Retail] / Total Miner not opening
« on: March 30, 2018, 08:54:54 PM »
Total Miner was working just fine for me. One day I decided to check out the forums, see whats going on. I noticed something that caught my eye, Total Miner Beta. I ran the beta version through Steam to check it out and see what it has to offer, then sometime later I decided to go back and launch the game in its standard form. Now when I try to run Total miner Retail release, it tries to launch, but then nothing happens. I can easily go back into the beta version and play the game that way, but I prefer the Retail version.

Any ideas? I'm sorry I can't remember your name right now, but someone else had this issue, Total Miner not running, and they suggested we install the latest Microsoft XNA. The kind person (You know who you are) left the link, I installed it, but it's still broken.

The Algordo was the person suggesting we install the latest XNA.

13
Bug Reports [Retail] / Button Menus and the B Button (Possible Bug?)
« on: March 12, 2018, 09:31:51 AM »
I'm not totally settled on this being a bug, maybe Craig thought it would be a feature?

Anyways, when you script the button menu in game, and you choose an option for the B button, when you press the B button to run that option, it opens up the inventory. The script that you set up to be executed from the B button is still carried out, it just gets kind of annoying while it opens your inventory.

I feel like this could be a simple fix, but who knows. Does anyone out there know exactly what I'm talking about? Perhaps you have stumbled across this possible bug?

14
Questions and Answers / [Answered] Access Denied Adding Mods
« on: March 11, 2018, 09:37:34 AM »
As the title suggests, I get an Access Denied error when I try to upload a mod. What do I do?

15
Your world / [Other] Strange Town Horror
« on: March 06, 2018, 08:04:29 PM »
Strange Town Horror

Strange Town Horror is a map I started working on recently, and I think I've got a good start on it. There are no pictures, only a short preview video. Check it out, let me know what you think! The video is really laggy due to me using free game capturing software, and a cheap PC.

Credits are listed in the video, though most, almost all of the work is done by me.

Features: Custom NPCs, Custom Items, Eerie weather, Blinking Effect, More to come!

Video -

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