Search found 23 matches

by pawnstorm
Mon Nov 13, 2017 7:21 pm
Forum: Modding
Topic: Quick mod guide
Replies: 42
Views: 174146

Re: Quick mod guide

I don't think there's any way to import ogre mesh files directly into 3ds max. OgreMax comes with a mesh viewer though, maybe you can use that to see what exactly is in the meshes. Alternatively, you can try Ogre Meshy or maybe you can find something useful on the ogre wiki (a lot of the stuff on th...
by pawnstorm
Mon Nov 13, 2017 10:11 am
Forum: Modding
Topic: Quick mod guide
Replies: 42
Views: 174146

Re: Quick mod guide

The links posted here ( ogre ) are only for max 2011, and i understand the developer discontinued it. Ill try to get around this issue, though i find that its more time consuming to get around getting max 2011, and trying to find any documentation on how to actually get this thing working into the ...
by pawnstorm
Fri Sep 02, 2016 12:26 pm
Forum: Translation
Topic: FCS crashes when building a .translation file
Replies: 13
Views: 8341

Re: FCS crashes when building a .translation file

The log file should be "Kenshi\forgotten construction set.log", can you post yours?
by pawnstorm
Sun Aug 07, 2016 3:40 pm
Forum: Modding
Topic: [MOD REQUEST] More automation
Replies: 6
Views: 1689

Re: [MOD REQUEST] More automation

Mr.YaRr wrote:I did try right mouse and follow. But it never produced desired behavior. (Too many ppl to micro all the time)
Did you hold SHIFT while clicking follow?
by pawnstorm
Sun Aug 07, 2016 11:34 am
Forum: Modding
Topic: [MOD REQUEST] More automation
Replies: 6
Views: 1689

Re: [MOD REQUEST] More automation

Auto follow (and auto bodyguard) is already in the game, isn't it? Just select your squad and shift+click follow or bodyguard on the guy you want them to follow. About looting, don't forget that it's a crime (unless it's wildlife I think) and if certain NPCs see you do it, you get a bounty. It might...
by pawnstorm
Thu Aug 04, 2016 5:06 pm
Forum: Gameplay
Topic: Clock sync issues
Replies: 12
Views: 2573

Re: Clock sync issues

Could it possibly be caused by some local time offset accidentally being applied to the game clock? I just started a new game to test, and the game clock was set to 11:00, sunset also seemed roughly an hour late. Which correlates to my local GMT+1h time offset. I just checked Shidan's steam location...
by pawnstorm
Wed Aug 03, 2016 8:51 pm
Forum: Modding
Topic: Translation of kenshi
Replies: 16
Views: 3850

Re: Translation of kenshi

Merging these 2 threads might be a little messy though, maybe it's a better idea if somebody extracts the useful information out of these threads and creates a fresh FAQ style topic in the translation section?
by pawnstorm
Mon Aug 01, 2016 7:36 pm
Forum: Bug reports
Topic: [0.93.7] Export button in Translation dialog crash (FCS)
Replies: 4
Views: 849

Re: [0.93.7] Export button in Translation dialog crash (FCS)

Awesome sauce! It's not fixed for me yet though, and I've been online this entire time. According to steam the update seems queued though, is there any way to force a Kenshi update?
by pawnstorm
Mon Aug 01, 2016 11:39 am
Forum: Modding
Topic: Translation of kenshi
Replies: 16
Views: 3850

Re: Translation of kenshi

If you look at their trello page, you can see it's still labeled "In Progress" but everything on the checklist is done. I'm sure it'll be completed soon, probably next patch. My guess is they just have to finish integrating the boost locale stuff or something.
by pawnstorm
Mon Aug 01, 2016 8:37 am
Forum: Modding
Topic: Translation of kenshi
Replies: 16
Views: 3850

Re: Translation of kenshi

I think the translation system is incomplete, they probably still need to add some things. If I understand the magic text correctly, the way it will work once the system is in place is roughly this: 1. In the next patch there'll probably be a main.pot file in locale/en/LC_MESSAGES. This file will co...
by pawnstorm
Sun Jul 31, 2016 3:21 pm
Forum: Modding
Topic: FCS \ Game Fonts? [kind of SOLVED]
Replies: 17
Views: 4004

Re: FCS \ Game Fonts? [kind of SOLVED]

Here's a temporary fix for the Export crash. Just load it after the core game data and before your mod before you export.
It's just a little hack to get past the crash, so you shouldn't be using it for anything else.
by pawnstorm
Sun Jul 31, 2016 2:42 pm
Forum: Bug reports
Topic: [0.93.7] Export button in Translation dialog crash (FCS)
Replies: 4
Views: 849

[0.93.7] Export button in Translation dialog crash (FCS)

Clicking on the Export button in the Forgotten Construction Set causes a crash. The source of this crash is 3 dialog lines in the rebirth.mod file: 50938-rebirth.mod "No really, I'm not a..." 50943-rebirth.mod "I'm not a Fogman. I'm just a normal Hiver...." 50962-rebirth.mod &quo...
by pawnstorm
Sun Jul 31, 2016 11:17 am
Forum: Modding
Topic: FCS \ Game Fonts? [kind of SOLVED]
Replies: 17
Views: 4004

Re: FCS \ Game Fonts? [kind of SOLVED]

Yeah it does seem a bit complicated. Maybe in the next patch they'll include an example. It does look like a pretty neat solution though :). I get the same crash when clicking export, seems to be some kind of bug. There are some details about the crash in the "forgotten construction set.log&quo...
by pawnstorm
Sun Jul 31, 2016 9:09 am
Forum: Modding
Topic: FCS \ Game Fonts? [kind of SOLVED]
Replies: 17
Views: 4004

Re: FCS \ Game Fonts? [SOLVED]

Awesome sauce, you got it to work! Only just now I noticed there's a new "locale" directory in my kenshi folder. Did you read the Kenshi_translations.txt file in there? If you look at the example folder structure at the end, it seems you can just put your custom kenshi_fonts.xml file in yo...
by pawnstorm
Sun Jul 31, 2016 3:37 am
Forum: Modding
Topic: FCS \ Game Fonts? [kind of SOLVED]
Replies: 17
Views: 4004

Re: FCS \ Game Fonts?

Hmm, I was pretty confident the code range thing might be it. Did you edit it correctly? The whole file should look something like this (I only edited the Exo fonts): <?xml version="1.0" encoding="UTF-8"?> <MyGUI type="Resource" version="1.1"> <Resource type=&...
by pawnstorm
Sat Jul 30, 2016 5:48 pm
Forum: Modding
Topic: FCS \ Game Fonts? [kind of SOLVED]
Replies: 17
Views: 4004

Re: FCS \ Game Fonts?

I assume that i should also put these new fonts in a same directory mods\mymod\fonts ? And then in kenshi_fonts.xml just replace old fonts names with new fonts names? Yes, that's the idea. Step 1 and 2 are optional I suppose. They're so you don't have to mess with the original game files. That way,...
by pawnstorm
Sat Jul 30, 2016 12:21 pm
Forum: Modding
Topic: FCS \ Game Fonts? [kind of SOLVED]
Replies: 17
Views: 4004

Re: FCS \ Game Fonts?

The fonts that come with Kenshi don't seem to support cyrillic characters. I assume you're working on a russian translation mod? I took a quick glance at how fonts are loaded, and while it does seem possible to use custom fonts, I don't think it will work with the steam workshop. Maybe this works: 1...
by pawnstorm
Mon Jul 11, 2016 12:13 pm
Forum: Modding
Topic: Skinned character templates now available
Replies: 9
Views: 5028

Re: Skinned character templates now available

Wow, finding this one was actually nice training for my Google Fu!

I found one working link for the latest version, but it's on some weird chinese site. The file you're looking for is OgreMaxSceneExporter2.6.4-3DSMax-NonCommercial.7z, right? Try here
by pawnstorm
Sat Jul 09, 2016 1:25 pm
Forum: Modding
Topic: AI changes in 93.2
Replies: 3
Views: 1202

Re: AI changes in 93.2

I have no idea what specifically changed, but I might have a nice idea how you can keep track of changes in the future. You could try copying the forgotten construction set and any files it depends on to a separate directory, and also copy gamedata.base and *.mod to a "data" subfolder. The...
by pawnstorm
Sun Jun 26, 2016 6:47 am
Forum: Modding
Topic: [0.9x.x MOD] Making Kenshi look better! [updated 27-06-2016]
Replies: 9
Views: 3352

Re: [0.9x.x MOD] Making Kenshi look better!

Thanks for taking the time to make some screenshots! That's a nice squad you got there :). So, what do you think about it? Do you like how it looks? I fixed some bugs, the colours should now be even more crispy and punchy! But if it's too much, you can tweak some variables in "settings.h"....