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Topics - The Gold Knight

Pages: [1] 2 3 4
1
Ideas / Custom Avatar Handling on Multiplayer
« on: January 17, 2018, 04:34:13 AM »
As I mentioned in your stream...
"In the event you haven't already thought of it, I think the best way to handle custom skins in multiplayer would be to have the server/client or whatever query for the players selected skin, and if it can't find it to default to boy or something."

2
Questions and Answers / In regards to custom avatars/skins
« on: January 17, 2018, 03:34:14 AM »
Will we be seeing the addition of custom avatars to mods before or after multiplayer is released?

3
Ideas / Behavior Node Idea
« on: January 10, 2018, 04:13:16 AM »
Perhaps we could get a behavior node that allows us to set a target for the NPC, mainly being the player of course. I only say this because there's a behavior I'm working on that requires the NPC to target the player after selecting particular dialog, and they will target other mobs, but the way I have it now, once they target other mobs, they stop following the player completely. so perhaps a SetTarget node would be useful.

4
I'll preface by saying that I knew it likely wouldn't work, but wanted to try anyways. The game didn't give any errors when attempting to load the mod, and only crashed when I tried equipping the item.



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.ArgumentOutOfRangeException: Resource size must be greater than zero.
Parameter name: vertexCount
   at Microsoft.Xna.Framework.Graphics.VertexBuffer..ctor(GraphicsDevice graphicsDevice, Type vertexType, Int32 vertexCount, BufferUsage usage)
   at StudioForge.TotalMiner.Graphics.ItemModelManager.BuildModel(Item itemID)
   at StudioForge.TotalMiner.Graphics.ItemModel.BuildMesh()
   at StudioForge.TotalMiner.Hand.SetItem(Item newItemID, Boolean overrideOtherHand)
   at StudioForge.TotalMiner.Player.SetLeftHotBarSlot(Int32 slotID, Boolean soft)
   at StudioForge.TotalMiner.Player.CheckHotBarLeftButtons()
   at StudioForge.TotalMiner.Player.CheckHotBarButtons()
   at StudioForge.TotalMiner.Player.HandlePlayInput()
   at StudioForge.TotalMiner.Player.HandleInput(GamePadState pad, GamePadState lastpad)
   at StudioForge.TotalMiner.GameInstance.HandleInput(InputState input)
   at StudioForge.TotalMiner.Screens.GameplayScreen.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]()

5
Bug Reports [Retail] / Custom NPC Model size below 1 falls through map
« on: December 28, 2017, 12:58:35 AM »
Upon working on a custom NPC, I set its scale to 0.5 and it falls through the map after taking a few steps

6
Mods / [Discussion] GK's Mod Discussion/Support Topic
« on: December 27, 2017, 04:12:42 AM »
Once there is a proper section for mods, I'd very much like this topic moved but for now, this will have to do.

This will be a topic for the purpose of discussing any of the mods I've made, if someone finds a problem with it, has feedback for it, or just wants to compliment me on my amazing work ;)

Mods I've Released:

GK's Armory Also the first mod released on the forums!
GK's Armory adds 24 Greenstone Gold tiered weapons, 6 Armor pieces, a potion, and a key to the game!
Included in this mod is:
Spoiler for Hidden Content:
Weapons:
Claymore
Warhammer
Glaive
Halberd
Mace
Magic Staff
Hand Axe
Rapier
Bo Staff
Shotel
Scimitar
Dagger
Sabre
Scythe
Holy Blade
Deer Horn Knife
Pata
Sai
Scissor Glove
Broadsword
Bowie Knife
Falchion
Spear
Trident
Lucerne
Sickel
Hammer
Katana
Morning Star
Arrow
Armor:
Waistcoat
Scarf
Helmet
Chestpiece
Gauntlets
Boots
Misc:
Key
Potion

Preview of the mod:
Spoiler for Hidden Content:




Link to Mod Page: http://totalminerforums.net/index.php?action=downloads;sa=view;down=3

Changelog:
Spoiler for Hidden Content:
v1.0.0
- First Release
---
v2.0.0
- Spelling error fixes
- Updated some stats
- added placeholder combat stats
- weapons and armor are now craftable

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

Western Weapons
This mod pack includes a western themed Revolver, Winchester, Scoped Winchester, Sticks of Dynamite, Molotov McRibtail, and Bullets. None of these items do anything on their own and are for scripting purposes. Note that in scripts the item IDs are WestRev, WestScope, WestWin, WestMol, WestBul, and WestDy

Preview of the mod:
Spoiler for Hidden Content:

Link to Mod Page: http://totalminerforums.net/index.php?action=downloads;sa=view;down=13

Changelog:
Spoiler for Hidden Content:
v1.0.0 - First Release

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

Dark Souls Black Knight Gear
This mod pack includes the Black Knight Shield, Greataxe, Halberd, Sword, and Greatsword from Dark Souls 1.

Preview of the mod:
Spoiler for Hidden Content:

Link to Mod Page: http://totalminerforums.net/index.php?action=downloads;sa=view;down=12

Changelog:
Spoiler for Hidden Content:
v1.0.0 - First Release

---------------------
GK's Toy Army Men

This mod adds in 4 new NPCs in 10 different colors who are tiny as heck, and meant for nothing more than to fight each other. It adds in a Green, Red, Blue, and Yellow toy soldier, tank, jeep, and helicopter to watch fight to the death for your amusement. It comes with several behaviors that can be used to assign them to teams which will have them fight each other, but not the same color. IMPORTANT to make them work properly, on the npc spawn blocks, you have to set the inventory to contain the colored block of the color they are. For example, if you have a green tank and green jeep, they should have the green block in their inventories to make sure they don't attack each other, and make sure red/blue/yellow units all have their corresponding color in their inventory.

Preview of the mod:
Spoiler for Hidden Content:


Link to the mod page: http://totalminerforums.net/index.php?action=downloads;sa=view;down=32

Changelog:
Spoiler for Hidden Content:
v1.0.0 - First Release
v1.0.1 - improved ToySoldier behavior
v1.2.0 - new units and behaviors overhaul
v2.0.0 - 6 new teams
V2.1.0 - Animation for the soldiers!

---------------------
GK's Custom Block
This mod adds in a block separate from the rest, and doesn't replace any used blocks. It's completely unique and separate. Yes this mod is not a serious one, but it does show that we can have makeshift custom blocks added in right now by using unused blocks.

Preview of the mod:
Spoiler for Hidden Content:

Link to the mod page: http://totalminerforums.net/index.php?action=downloads;sa=view;down=41


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

Permissions
You do not have permission to re-upload any of my mods to any other sites.
You may not upload modified versions of my mods unless granted permission.
You may not use any of my assets in any of your mods unless granted permission.
You may however give feedback and have fun with my mods.
-----------------------------------------

Once Total Miner has access to the Steam Workshop, all mods located here will be uploaded there, while this topic will remain open as a discussion topic. All of my mods on the forums will then be outdated and no longer managed, as the workshop will become the focus.

7


Also some stats I guess

8
Bug Reports [Retail] / Easy Smelt BS
« on: December 23, 2017, 05:10:18 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.IndexOutOfRangeException: Index was outside the bounds of the array.
   at StudioForge.TotalMiner.Screens.CraftSelectBlueprintScreen.HandleInputCore(InputState input)
   at StudioForge.TotalMiner.Screens.CraftSelectBlueprintScreen.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]()

9
Graphics / PC Release, limited time of GK's services for mods
« on: December 23, 2017, 01:09:52 AM »
As the title says, in honor of the PC release, I'll be offering my services for people to make them textures for items of mods they're making. I'm not however, going to make 10+ textures for a single person. So if anyone is going to be making mods of items or whatnot, I'll happily make you a few textures for them.

EDIT: I will not being doing the coding for anyone. This is only an offer to supply graphics for people. If you don't know how to make the mods, this topic will help http://totalminerforums.net/index.php?topic=15122.0

10
Bug Reports [Retail] / Behaviors Bug
« on: December 23, 2017, 12:35:49 AM »
In the behaviors tab, when I click in the box Waypoints right below Waypoint Type on the waypoints node, then select a drop down option, the game blue screens.



Actual text in spoiler:
Spoiler for Hidden Content:
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

11
This topic will be a guide on how to install mods, worlds, components, and probably some other stuff to the PC edition of Total Miner. I'll even include pictures so you can be lazy and not read stuff.

HOW TO INSTALL MODS:
Download the .rar/.zip file of the mod you want, and open it using Winrar, .7zip or whatever archiving program you use.
Extract the folder to C:Username>Documents>My Games>TotalMiner>Mods
If there is no Mods folder, simply create one and extract the files there.

Start the game, and go to Setup > Manage Mods
Then activate them. In the setup screen, you can select whether these mods apply to all worlds or only new worlds.

Example of a Mods folder


HOW TO INSTALL MAPS
Follow the same instructions as with mods, but instead extract the folder into the Maps folder.
Example of a Maps folder:


HOW TO INSTALL COMPONENTS
Ok, you'll never guess how to do this, so I'll just tell you. Same thing as before, but with the Com folder. Just make sure each folder has a unique name so there's no conflicts.
Example of a Components Folder:



Picture Guide:
Spoiler for Hidden Content:



These three folders will be the ones we use. If there is no Mods folder, simply create one yourself. The Com folder is for components, the Maps folder is for worlds, and the Mods folder is for mods.

12
Bug Reports [Retail] / Upon Reloading a mod with new errors mid game
« on: December 11, 2017, 03:07:01 AM »

13
Fun House / 48 65 78 61 64 65 63 69 6d 61 6c 20 43 68 61 74
« on: January 22, 2017, 03:02:29 AM »
48 6f 77 20 61 62 6f 75 74 20 61 20 6c 69 74 74 6c 65 20 62 69 74 20 6f 66 20 64 69 73 63 75 73 73 69 6f 6e 20 6f 6e 6c 79 20 69 6e 20 68 65 78 61 64 65 63 69 6d 61 6c 3f 20 49 27 6d 20 66 65 65 6c 69 6e 67 20 61 20 6c 69 74 74 6c 65 20 63 68 65 65 6b 79 2e 20 3b 29

(And no, this isn't gibberish. ;-) )

14
Questions and Answers / PC Edition and Item Textures
« on: November 27, 2016, 04:14:56 PM »
To my understanding, the HD texture pack's item sizes are 32x32, but with the future PC release, will there be support for larger size textures for items and blocks? Like, let's say someone makes a mod for the game, could they use say, 256x256 sized textures for items?

15
Graphics / GK's Sitewide Themes!
« on: September 03, 2016, 08:26:48 PM »
GK's Simplistic Forum Themes!
I'm sure that if you've seen my other topic about bringing back the original awards. This time, using the Stylish Plugin, I bring you sitewide themes that affect the entire site! They'll be purely client side, meaning it's just for you!

To use these, you need the Stylish Plugin for your browser.

Green:Here!
Red: Here!
Blue: Here!
Orange: Here!

Previews:
Spoiler for Hidden Content:





Oh shoot, what's this? A new theme!? That's right folks, GK did a quick simplistic Halloween theme! It's a darker version of the orange, and it replaces the New Post/No New Post pictures into little pumpkins! (The pumpkins are Jack's pumpkin smiley, just made smaller and one made grayscale)
It can be found Here
And a preview of it here!
Spoiler for Hidden Content:

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