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XML error: <soundImpactDefault>BulletImpact_Metal</soundImpactDefault> doesn't correspond to any field in type TerrainTemplateDef. Context: <ThingDef ParentName="CarpetBase">
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not sure if it's this mod or not. there are multiple errors like this one and all of them connected with bullets.
Not yet - while the mod is updated for 1.6, I haven't gotten towards supporting the guns from Odyssey.
I'm mainly not working on ANY Rimworld mods at the moment because I'm not in the Rimworld mood, sorry.
The original?
You can take a look at this mod and go back to that mod and see what I've changed for forking.
I'm kinda done with Rimworld modding for now, working on Minecraft and Airships: Conquer the Skies stuff.
The requirements are that you make the gun sound the same name as you are replacing it with so that my patch can detect it; and the sound format has to be in .ogg
It was inevitable -w-
Log: https://gist.github.com/HugsLibRecordKeeper/f7ed4b2d7b94411c9d4c1fca3c76fbc8
Despite this, enjoying the new update thus far!
Okay, quick disclaimer; I'm not very well versed in XML coding, let alone C++.
Harmony works pretty fine, along with hugslib - no errors, but I don't use Biomes!core.
Haven't used Rocketman in a long while though, so I can't tell from that either.
I was going to consider saying something like, "Maybe it's a mod load order thing?" until I saw the results of your experiments..
Gruuaaaahhhhh!!
For what it's worth, I did have it to a point where enabling or disabling 'Biomes! Core' would cause rocketman to pop up with errors after the game finished initializing.
That could be a coincidence, but if I disable everything except this mod, rocketman, harmony and hugslib plus the 'Biomes! core' mod; I do see a ton of "could not load reference to"s in the logfile. Including a bunch of issues with SoundDefs.
Before any of this happened, I did note that Rocketman complained about using "DefOf"; but rocketman doesn't seem to report what mod that's in relation too.
Trying to figure this out is a bit frustrated by how hard it is to work out what most errors are coming from, since it all reports as coming from some .h file
Your mod's working just fine so long as nothing else messes with the vanilla def for the rifle.
I also have no idea which mod might be messing with said vanilla def, or even why.
Other than your mod, the only mods on my list remotely eligible are the Vanilla Expanded mods for factions and weapons.
I'm currently guessing that some mod that really has no business messing with this def is responsible - but I've got a lot of mods to gradually add and check to see whats going on.
For now, I want to apologize, as it seems I've given you a false start. If I do find what mod was causing the issue I'll let you know
I installed the mod recently, a couple days ago
I found the file where you said it would be, and in RangedIndustrial.xml I found a ThingDef for Gun_SniperRifle.
On line 1057 I found a <soundCast>Shot_SniperRifle</soundCast>
So I would presume that means it's there; and as you say I would also expect vanilla defs to always be there.
Perhaps I can also help with some more details:
I mostly use the Vanilla Expanded and Alpha series of mods (which I don't believe messes with core items much)
I don't use CE
Most of the other mods I use are concerned with graphical changes or QoL (such as pathing, pawn AI, UI) or biomes and animals (like RE:growth)
Failed to find a node with the given xpath implies that it doesn't exist; but typically, Vanilla sounds should always be there right?
Perhaps check your basegame Rimworld defs (Core - Defs - Thingdefs_misc - RangedIndustrial) and look at the file itself. You can easily look with Notepad, I'm sure!
Not sure if the patch is failing because of a possible typo or something else to do with the xpath. I barely understand how they work. so I tried to confirm if the resources it mentions exist.
I checked the def in game using RIMSQOL and it does use Shot_SniperRifle, and this mod's folder has the replacement files in it's folder [ConSwap/Weapon/SniperRifle]. The names in the patch seem to match up, so those look fine. Not sure what the issue is on my end. I appreciate the mod and the work you've done, and I'm reporting this in case it helps! (Unless it's just a me thing, in which case my apologies)
Verse.PatchOperationReplace(xpath="/Defs/SoundDef[defName="Shot_SniperRifle"]/subSounds/li/grains/li[clipFolderPath="Weapon/SniperRifle"]/clipFolderPath"): Failed to find a node with the given xpath
I found the minigun sound to be a bit underwhelming, but the rest is fantastic.
It might be the Beam Graser trying to load without the DLC on.
Lemme see what I can do.
[Enhanced Vanilla Gun Sounds Revived] Patch operation Verse.PatchOperationReplace(/Defs/SoundDef[defName="BeamGraser_Shooting"]/subSounds/li/grains) failed
Yes, it is CE compatible. Might need some mod order fiddling though.
However, on my other mod I also plan to make a patch for CE's sounds to make them even better.
Thank you! I put my own lil' effort into the extras ^w^
Since Enhanced Combat Sounds still works for 1.4, I have opted not to put it in this mod.