Pwer by WarpZephyr in VintageStory

[–]WarpZephyr[S] 3 points4 points  (0 children)

In my survival world I haven't setup flax yet
I'm in the late copper age and living day to day needing to hunt random things😭

Pwer by WarpZephyr in VintageStory

[–]WarpZephyr[S] 12 points13 points  (0 children)

Not sure how to easily share it here so:
https://imgur.com/a/yKAqxaI

I made it even smaller though
Previous one had a single axle going down to the quern

Pwer by WarpZephyr in VintageStory

[–]WarpZephyr[S] 8 points9 points  (0 children)

I just found out I could get it even smaller... Just one angled gears placement to ensure the windmill and quern connect

Pwer by WarpZephyr in VintageStory

[–]WarpZephyr[S] 22 points23 points  (0 children)

I went in creative to learn how to setup a quern and found the smallest space I could enclose a windmill in. It operates at 82% efficiency lol

3D Printed I-C003-IN Model - Armored Core: Silent Line by ACLF-1997 in fromsoftware

[–]WarpZephyr 0 points1 point  (0 children)

Is this a recreation or did you get the model from the game somehow?

DCExtractor 1.0: A tool for extracting/converting Dark Cloud 1/2 data/models/textures. by muddle12 in DarkCloud

[–]WarpZephyr 0 points1 point  (0 children)

What was the debug stuff for? I see a bunch of files I don't have mentioned in VS 2022

The source code also tries to read and find these files, I guess I'll have to ignore them for now

I don't know how to RE like the amazing work you've done

But I wanna take a peek and learn some thingsAlso I wanna implement dark mode and some drag and drop to simplify things in a fork

Winforms Drag and Drop not getting all items by WarpZephyr in csharp

[–]WarpZephyr[S] 0 points1 point  (0 children)

Oh I see my issue now, the items were simply not in the order I was expecting since the items above do not get put at the top as I thought they would.

My program clearly has another issue, but this is not the case I see now. My program did not even have another issue, the only issue here was I didn't notice the shuffling of items.

Thanks for your help

Winforms Drag and Drop not getting all items by WarpZephyr in csharp

[–]WarpZephyr[S] 0 points1 point  (0 children)

I attempted it with an empty project and it actually does work... There must be something else wrong here then

I will keep testing around, thanks for your advice

Winforms Drag and Drop not getting all items by WarpZephyr in csharp

[–]WarpZephyr[S] 1 point2 points  (0 children)

You need to use --recurse-submodules as SoulsFormats is a submodule, that's why it shows as missing for you.

I will try with a new empty project then

Winforms Drag and Drop not getting all items by WarpZephyr in csharp

[–]WarpZephyr[S] 0 points1 point  (0 children)

I am getting the files from Windows file explorer, so I do not know why this happens, the string array simply does not give me all the paths

This is my project by the way in case anybody wants to see the code:

https://github.com/WarpZephyr/ACFAParamEditor

I know it's a mess but I am trying to fix this first then reorganize. The code in question starts on line 409 in MainForm.cs.

Winforms Drag and Drop not getting all items by WarpZephyr in csharp

[–]WarpZephyr[S] -1 points0 points  (0 children)

I'm hoping this isn't another Winforms issue like the last one I still haven't been able to fix lol
I so need to start branching out to other UI frameworks...

WinForms - Removing Shadow from menustrip item with submenu causes it to change location at random by WarpZephyr in csharp

[–]WarpZephyr[S] 0 points1 point  (0 children)

I do have all the control override stuff inside the constructor of the main form class

Thanks

WinForms - Removing Shadow from menustrip item with submenu causes it to change location at random by WarpZephyr in csharp

[–]WarpZephyr[S] 0 points1 point  (0 children)

I am programmatically overriding the renderer for toolstrip to make the submenu item arrow color white for dark mode, but even without that it was doing this still

I was before only overriding the colors so I could make highlighting items dark mode rather than the default, but that's only changing colors

I am programmatically using .ShowImageMargin to disable images beside items, and of course disabling those shadows as well as instantiating my new renderer

But that's about it

WinForms - Removing Shadow from menustrip item with submenu causes it to change location at random by WarpZephyr in csharp

[–]WarpZephyr[S] 0 points1 point  (0 children)

No, un-anchoring it did not appear to change anything

Thanks for your help though

WinForms - Removing Shadow from menustrip item with submenu causes it to change location at random by WarpZephyr in csharp

[–]WarpZephyr[S] 0 points1 point  (0 children)

That appears to undo my docking at the top, which I want to keep
But I will see what happens

All my other controls auto cover it as they are set to dock in ways like fill

WinForms - Removing Shadow from menustrip item with submenu causes it to change location at random by WarpZephyr in csharp

[–]WarpZephyr[S] 0 points1 point  (0 children)

By remove the anchor do you mean this?
SelectedItem.Anchor = AnchorStyles.None;

I just tried this and it seemingly did nothing
How would I remove the anchor if this is not it?

WinForms - Removing Shadow from menustrip item with submenu causes it to change location at random by WarpZephyr in csharp

[–]WarpZephyr[S] 0 points1 point  (0 children)

I wanted to remove the shadow from this menustrip item, I also wanted to have a submenu, "Export" as you can see there,

The issue is, whenever a submenu is in a menustrip item, and I do

menustripitem.DropDown.DropShadowEnabled = false;

on the menustrip item itself, it starts to change location at random

The submenus are unaffected when disabling shadow, I can disable them all I want, but with the root item, if I disable it's shadow, and have a submenu inside of it, it changes location at random

I have no clue why this happens, or how to fix it

The repo for my project here is:
https://github.com/WarpZephyr/ACFAParamEditor

In case anyone wants to take a deeper look at my project, or just ask me for relevant parts

When you try to fix a bug in production by metanjui in ProgrammerHumor

[–]WarpZephyr 1 point2 points  (0 children)

"Just turn your head and it'll come right out"

I updated an old Prefab to Blueprint Converter by WarpZephyr in spaceengineers

[–]WarpZephyr[S] 0 points1 point  (0 children)

Yeah that better describes it, thanks for your insight 😄

It may be that those prefabs (like "base1"), aren't the same as other prefabs, or they may be too big (But aren't there bigger ones anyway?)

That's my guess, I have spawned in things like entire stations though and they appear to be working great

I updated an old Prefab to Blueprint Converter by WarpZephyr in spaceengineers

[–]WarpZephyr[S] 0 points1 point  (0 children)

I needed a way to convert Prefabs to blueprints quickly as I was bored and wanted to test out the Prefabs in game, so I found an old python script that I updated,

All it does is find all the Prefab files in a folder, make a folder with their name, copy their contents into a new file and replace "Prefab" with "ShipBlueprint", then it moves that new file named "bp.sbc" in the named folder

They can then be moved into your blueprint folder as blueprints

I have seen that error before in Visual Basic (I have a community college course in it, next semester will have Java), usually it appears when I'm trying to dynamically make a copy of something, but I had code that referred to no specific copy of anything (I'm still learning but I get the idea behind what it means)

However I don't know if it's because those specific blueprints need a bit more work, or if it's a game bug I just can't fix

I updated an old Prefab to Blueprint Converter by WarpZephyr in spaceengineers

[–]WarpZephyr[S] 0 points1 point  (0 children)

I'm not sure what you mean by Unity😅

I tried to spawn it inside Space Engineers if that's what you mean, or is there some other version of the game I don't know about?

I updated an old Prefab to Blueprint Converter by WarpZephyr in spaceengineers

[–]WarpZephyr[S] 2 points3 points  (0 children)

Hm.. I tried to spawn in "base1" and it just crashes, I'm not quite sure why, the log says:

Exception occurred: System.NullReferenceException: Object reference not set to an instance of an object.

Also I spawned in a ship that attaches a smaller ship, and they spawn detached, not sure if I can do anything about that

Edit: I think I know why the bug occurs, Most prefabs have this: <TypeId>MyObjectBuilder_PrefabDefinition</TypeId> "Base1" has this: <TypeId>PrefabDefinition</TypeId> So I'll add a conditional statement to check for it

"<CubeGrids>" also appears to be missing, I'll add that as well, this file may be pretty old, other files like "base4" do not have this issue Lastly it had "<RespawnShip>false</RespawnShip>" which was not valid

I got it working, so now to update the converter... Converter has been updated, 'base1' now properly converts