Jump to content

Diff

Vintarian
  • Posts

    309
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Diff

  1. You don't want the latest version for VS, you'll want .NET 8 specifically. Specifically specifically the x64 version for macOS, NOT the ARM/Apple Silicon version.
  2. Appreciate you putting all the work into figuring out the root cause! Went ahead and did just that, made a mod that patches that SetupContext function and sets Antialiasing to Gray, or whatever else the user configures. Oddly, on macOS "Subpixel" doesn't seem to actually use subpixel rendering, but I confirmed it's working by setting some of the other available AA options.
  3. Far as I can tell there's nothing wrong with the shape of your pit, so it's either that there's a stack that's not quite a full 32 logs, or that it's not being lit correctly. I recreated your pit and was able to get it to bake down to crispy charcoal bits. Things to watch for, once I complete the fire pit on top of the logs, the info HUD at the top actually changes to "Charcoal Pit" instead of "Fire Pit", and after lighting it, it displays a warning that you have 30 in game minutes to cover the pit. If you don't see any of those things, abandon ship and double check everything. https://www.youtube.com/watch?v=vLHjLE9Y-Oc
  4. Could be any of a good handful of things. A picture/video would be worth a lot. Without that, the top few things that go wrong are air gaps/incompletely filled wood piles and not covering up the fire itself. It's gotta be completely starved of oxygen or else it'll just burn.
  5. Dang, missed that and that was the first place I looked. Appreciate the second set of eyes!
  6. Looks like a complex answer, this is the code responsible, but it varies based on a lot of things and I'm not finding a single max speed written in stone. You'd have to trace out how high the math goes to figure out the max speed. I also can't find any multipliers for boat type. I believe this code handles both sailboats and rafts, but the only modifiers I see for speed are the status of the sail and how many people are rowing.
  7. Just based on the error, I'm guessing that the problem is that the core game files aren't JSON. JSON always has property names enclosed in quotes like this: { "name": "paul", "number": 2, } Vintage Story stores things in almost-but-not-quite-JSON, which doesn't put property names in quotes, like this: { name: "paul", number: 2, } There's a program called ModMaker stored next to the Vintagestory executable that can convert the game assets to and from Vintage Story's not-quite-JSON format. Since your error says "Expecting property name enclosed in double quotes", I'm expecting you'll need to do that before opening any file in Blender.
  8. Most creatures do have an aggro noise that I believe is used when they notice you. The aggro sound for shivers is a kinda choked growl. Some creatures don't though, bowtorn stay silent and just focus on sniping you.
  9. Nifty idea, only see one issue with it, but it's a big one: texturing. Right now, pixels in textures map pretty directly to voxels. What color is this voxel? Just look at the one, precise pixel that it aligns to in the texture. That all breaks when you cut corners. Your sketch works in 2d without textures, but try drawing or imagining how a surface gets smoothed with a texture applied to it. Does it get stretched? Are there multiple seams in cases like your curves? Both could look pretty bad, and I'm not sure there's a good solution.
  10. it's an emote, like "(╥﹏╥)" or "૮₍ ˃ ⤙ ˂ ₎ა" but stripped down to the bare necessities.
  11. Nitpicking this, you're spot on elsewhere (30% is a large wedge, too many new users too fast can be a problem), but as far as I'm aware there are no requirements for anything like this on Steam. The only DRM mandated by Steam is a Steam account, basically the same DRM we have here. There would have to be changes so that Anego's servers would accept Steam accounts as valid, or some other changes to help turn Steam accounts into game accounts, but those are practical considerations, not orders from above. There are plenty of games on Steam that are more DRM-free than VS.
  12. Good news about that then, I revived the mod LadyWYT mentioned earlier and heavily enhanced it: https://mods.vintagestory.at/captions
  13. AppData is Windows, but macOS does have a /Users/ folder at the root of the disk. On macOS the correct path is ~/Library/Application Support/VintagestoryData/ The Library folder (and some others) are hidden by default in macOS. Gotta hit Cmd+Shift+G in Finder and then you can paste the path in.
  14. Vintage Story doesn't have native controller support. When you launch VS through Steam, are you using the Steam Input API to remap your controller to keyboard and mouse inputs? If you're using a preset community profile, which one?
  15. The server is running, so you need to stop it. Either restart your computer, or open Mint's equivalent of the task manager to kill the server. Or "killall Vintage" in a terminal would probably do the trick.
  16. Long shot, but I believe it may need to be lower case "client". The examples on the wiki and the majority of examples I can scrape together on GitHub are client: "server" rather than client: "Server". The few on GitHub that are client side patches do use a lower case "client".
  17. It works in single player though? How are you installing the mod? Are you just putting it in your client mod folder?
  18. For Flatpak, the VintagestoryData folder is inside .var/app/, not .config. What's probably going on is that you copied your clientsettings.json file. Inside that file is the path that the game loads mods from. If you copied it from windows, it's trying to look up your Windows AppData folder on your C drive, which doesn't exist. I would just back up the clientSettings.json file and delete it. The game will regenerate a fresh one for the correct platform. You'll have to sign in again and tweak your settings however you had them, but that's probably the easiest fix.
  19. How'd you install the mods on the server? The list in the launcher won't tell you about the server.
  20. Yeah that was ambiguous. When I say <instrument> I mean <insert instrument here>, it's a handful of folders inside the survival/sounds/voice/ folder with names like accordian, flute, clarinet, oboe, harpsichord, that each have sound files with numbers like 1.ogg, 2.ogg, up to 7.ogg. Those are the player's voice.
  21. My closed captions mod might be able to help you pin down where it is, or at least what it is.
  22. They are referenced a few times but as far as I can tell are entirely unused. There may be some obscure way to provoke them into playing, but like you noticed they're very human groaning noises and not instrument sounds. AFAIK, all player sounds are sourced from survival/sounds/voice/<instrument>/. There's also survival/sounds/voice/saxophone.ogg that I believe is the source for the trader's voice.
  23. From what I can tell from past research for past mod ideas, this is the code that manages health for entities, and while it has the information necessary to know where damage came from, it always just plays a "hurt" sound and doesn't pass that information along to anyone else. I think a mod that wanted to change that would want to replace that method. It didn't end up being immediately useful for what I wanted to do with it, so I hope it's useful for this instead.
  24. Can confirm it is all being played from one sound folder per voice instrument.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.