thomasims / teardownumf Goto Github PK
View Code? Open in Web Editor NEWTeardown Unofficial Modding Framework
License: The Unlicense
Teardown Unofficial Modding Framework
License: The Unlicense
2/12/21- Installed UMF followed the instructions w/ no issues, mods loaded into folder, game starts up, enabled mods. They show up as a selection during game play ie: "1,2,3" for weapons selection, but they will not select when choosing the corresponding number for the mod/weapon?
So whenever I try to open teardown after installing UMF and running the loader it always says something data lua attempt to call a nil value anybody can help with this? Also whenever i want to play teardown again i need to reinstall it.
The Custom Tool system should be rewritten to work in conjunction with the official support being added in 0.6 to allow a smooth transition for mod makers already using the system provided by UMF.
Had this issue both yesterday before, and today after the main branch of teardown was updated. I had used both the master branch and the 0.5.0 github branches both times. Today with the 0.5.2 update, I also used the most recent copy of the 0.5.0 GH branch.
After copying the folder into the teardown install directory and running the .bat file, when I start the game, I never even get to the white splashcreen. Alt+F4 wont kill it, I have to alt+tab out and task manager kill the game.
How
The guide at TeardownUMF-Examples is outdated, because the source code in this repo looks nothing like in the guide. What should I do if I want to install a mod, requiring UMF like this one?(Also it links to the previously mentioned guide)
it´s don´t paching the game it opens and closes
Teardown 0.6 will support custom tools itself and with that UMF no longer needs to be a core mod. The new structure will be centered around UMF being a dependency rather than a loader, dropping the REALMS loading altogether.
this is the LAST TIME i am asking,how do you, no one here, not even the tutorials tell me how to fix actually. How do you even do it
From 0.5.0 on, user-installed mods should all be installed in Documents/Teardown/mods/
, The goal of this issue is to determine in which ways the UMF could complement the new loading mechanism.
The current UI system in teardown is quite rough and tedious to use, this works well enough for simple UI elements but the code quickly becomes cluttered and complicated. It also makes it nearly impossible to extend existing UI, requiring mods to override entire functions.
The goal of this new library is to address this problem by putting a focus on the structure of UI elements code using shorter syntax with less boilerplate. This new syntax should hopefully make elements more modular and easily extensible.
Example of the new syntax:
local window = TDUI.Window { -- A window with an X button.
title = "My Window";
width = 350;
height = 500;
align = "center center";
padding = 10; -- Padding is inside, margin is outside. Can be a number, string, or table of values.
layout = TDUI.StackLayout { -- Layout of sub elements. List of layouts TBD.
orientation = "vertical";
};
TDUI.Button {
text = "Do Something";
padding = 10;
width = "fit-content"; -- Changes to adapt to its contents, using the parent container as a max size.
height = "fit-content";
onclick = function(self) -- A simple callback to an event. List of events TBD.
print("Pressed button 1")
end;
};
TDUI.Button { -- Properties are inherited from TDUI.Button, so they don't always need to be redefined.
text = "Something else";
background = Color(1, 0.3, 0.5);
color = Color(1, 0.3, 0.5);
onclick = function(self)
print("Pressed button 2")
end;
};
}
window:Popup() -- :Popup() requests user input focus, pausing the game and freeing the cursor.
-- Panels that don't need to capture the mouse can just call :Show() instead, possibly using :RequestFocus() later.
UI elements using this syntax are inherently extensible, for instance if you wanted to make a special button that was red by default you could do:
-- Putting the result in TDUI.RedButton isn't anything special; TDUI is a regular table and simply makes the new button type easier to access in other files.
TDUI.RedButton = TDUI.Button {
background = Color(1, 0.2, 0.1);
color = Color(1, 0.2, 0.1);
}
-- You can now use TDUI.RedButton just like TDUI.Button in the previous example.
As well as providing the root panel UI element that handles all the layout, drawing, and input functions, the library should include a reasonable set of generic elements to cover most use cases.
In preparation for Teardown 0.5, the framework should move more towards APIs that will be reuse-able in the new modding system, metadata for common objects is a good way to simplify code in mods working on those objects.
Vectors, Quaternions, and Transforms have already received this improvement. The goal of this issue is to unify those metatables into a robust system.
so basically i downloaded umf and mods and i opened the hook_modloader and when i went in-game uhf example mods worked but not any other guns did i do something wrong or something?
I cannot switch to the modded weapons, and they are also not choosable, could you please fix it? Is this the same issue you've said before? Thank you
I ran across this issue while I was setting up UMF and figured you might want to know about it, as it seems like it would be rather common.
Essentially, when generating an XML, you have to create a new "mod" to use the editor. I simply dragged a copy of my vox file into that new project, which is the logical approach for most users. Unfortunately, that generates a generic filepath depending on where you open the vox (namely MOD/model.vox
). This does not reflect common practice of nesting model files in MOD/vox/model.vox
. I would suggest adding a note below the section on generating the prefab, for example:
Make sure all references to your vox file are accurate in the XML!
This seems easy enough to fix with a note, but is frustrating to a new user like me.
Ultimately, the problem is that no error is thrown, unlike vanilla tool loading, which will notify users if the vox path is incorrect. I might also suggest catching errors related to a failed model load.
Cheers,
Catalyzzt
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