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Messages - Craig

Pages: [1] 2 3 ... 361
1
Ideas / Re: Drill
« on: Today at 12:58:33 AM »
no no no bedrock is bedrock, it cannot be dusted, polished, broken, mined, drilled, blasted, lasered, nuked, anti-mattered into inverse-reverse-matter. it cannot be crushed by super massive black holes. it is denser than the densy densist densiest neutron stars. it is bedrock. you cannot undo bedrock. bedrock is bedrock. bedrock stays. it is the end of the universe. it encompasses all dimensions, multi-dimensional universe travellers cannot travel through bedrock. am i clear yet?

2
Bug Reports [Retail] / Re: Spawn mob with custom AI (Bug)
« on: Today at 12:49:40 AM »
Mobs attack now.

3
Ideas / Re: Force Input Script Command
« on: Today at 12:18:51 AM »
Or maybe an Player Enter Script where they join the map and this script will trigger. I'd love that.
?

4
Development Updates / Re: 2.7 - PC - Dig Deep
« on: February 21, 2018, 09:09:06 PM »
All modders please note the change to ItemTypeData.xml and ItemTypeClassData.xml

<Class> in ItemTypeData.xml has been changed to <ClassID>
<ItemClass> in ItemTypeClassData.xml has been changed to <ClassID>

If your mods have these fields in their xml files, you'll need to change them and reupload for the mod to continue to work as expected.

5
Development Updates / Re: 2.7 - PC - Dig Deep
« on: February 20, 2018, 02:28:11 AM »
In the new update, don't load existing worlds and then save them. There is a bad bug which may corrupt the save. Fix coming soon.

[Edit]
Was only happening on new worlds. The fix is released. Be sure to get the update. Version 27008.

6
Development Updates / Re: 2.7 - PC - Dig Deep
« on: February 20, 2018, 02:13:15 AM »
PC Version 2.7 - The Dig Deep Update is live

The Dig Deep game mode is now enabled.

Other changes:
PRESS ANY KEY prompt removed from startup screen.
Enemy NPCs now attack as expected.
Rock layer transition noise.
Hotbar Mouse wheel now works properly for single hand wielding.
NPC spawn block loot tables disabled for Dig Deep and Survival game modes.
Some gamepad/keyboard icon fixes.
PgUp/PgDn keys swapped for Books.
Inputs added for dropping items directly from hotbar, and rebuild local light.
Some RAM management tweaks.
Some anti-piracy measures implemented.
Script Mob commands changed to NPC. (Mob still supported for backwards compat).
AI and dialog options added to npc spawn script command.
A few other small bug fixes.

Mod Changes:
Some C# API changes.
Manage Mods item removed from Setup menu. Use the Lobby screen instead.
Added support for modded multiplayer servers (GetPluginNet).
Added support for Arcade block game custom resolution.
Added support for large numbers of new modded items. Shop screen has page #;
Added CanBreatheUnderWater and ShowHitBoxes to NPC xml.

7
Your world / [WIP] Re: Forgeplex reboot!
« on: February 19, 2018, 06:41:04 PM »
Already said it before, I don't have anything ready! Also scripts are giving me a lot of trouble where when I press one button it just continually does it.
You could edit your scripts using an external editor until I fix this problem.

8
Mods / [C#] Re: Guide to installing XNA Game Studio in latest Visual Studio 2017
« on: February 18, 2018, 11:37:32 PM »
DXSetup? Will that replace my DirectX 11 with a low version? If so then no.
No, DirectX is designed in such a way that newer versions support previous version interfaces.

9
Questions and Answers / [Answered] Re: unlockables
« on: February 16, 2018, 05:38:23 AM »
Not the Dig Deep update. Unlockables are to be merged with Steam Achievements. That will be an incremental process over the course of Early access, i.e. We will add unlockables/achievements a few at a time over several updates.

10
Development Updates / Re: 2.7 - PC - Dig Deep
« on: February 16, 2018, 05:33:47 AM »
The Dig Deep Update is almost ready. I've needed a few more days than anticipated to finish everything and make it the best Dig Deep experience I can within reasonable time. There are a few new features in the PC Dig Deep game mode that weren't in the Xbox 360 version. I like them a lot, and I hope you all will to. They are the main reason for the few extra days. It should be worth it.

I'm hoping to have everything finished by end of tomorrow (Saturday my time). But I may need Sunday too. In any case, it will be released shortly.

11
Development Updates / 2.7 - PC - Dig Deep
« on: February 09, 2018, 10:58:55 PM »
A final testing build for Dig Deep is ready. If all goes well we're looking at a Dig Deep release around Wednesday.


12
Ideas / Re: Generate sphere tool
« on: February 07, 2018, 12:23:26 AM »
You can make a sphere, then make another one inside it with a smaller radius and using a different block, like cloud for example, then replace cloud with none/air for the region of the sphere.

13
Total Miner Discussion / [PC] Re: What are you going to do on TM PC?
« on: January 31, 2018, 06:36:51 AM »
There hasn't been any new mods, components or worlds uploaded to Downloads recently, what's up guys n girls?

14
if you call Xbox one port sooner "not the priority" the game have to be re-written from C# to C++ in order for the game to be on Xbox one which will take a really long time considering a simple pc port is really different from re-writing the game in a new code format.
That's incorrect. Xbox One is now possible with a port to monogame, which is a C# API.

15
The maximum  width is dependant on the installed graphics card, not an XNA or Total Miner limit.

6400 pixels is probably too wide for your graphics card.

A safe bet is 2048 (and for everyone who might like to use your mod).

You could also try 4096, which might work on your graphics card, but might not work on others.

I'd suggest sticking with 2048.

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