NOTE you have to unzip the *_build.zip and then the desired animation *.zip into a single folder to proceed with following H:\Games\SteamLibrary\steamapps\common\Don't Starve Mod Tools\mod_tools\FMOD_Designer\fmod_eventplayer.exeĪnim: use ktools from forums and then Spriter on *.scml file Sound: use FMOD from Steam DST Tools launcherįMOD Event Player is the best and can play. I also copy renamed lua5.1.exe to lua.exe for convenience (typing lua in cmd just works)ĭownloading other ppl's workshop mods to look at code: i just did not but you could try not doing it. %APPDATA% needs to be manually replaced they say. What it does not explain well is that you need to concatenate them all yourselfĭO NOT set the PATHEXT env var. It will print the env vars in the output that you need to add This command assumes to use packaged lua 5.1 binaries and installs to default location on C: The LUA environment variables are a bitch but i got by unzipping luarocks for windows. REMEMBER: You must run luarocks in x86 Native Tools Command Prompt for VS2017 and as Administrator luarocks install mobdebug # also compiles installs luasocket dependency needed by vscode-debuggee.Use vscode-debuggee (based on moddebug which DST devs apparently use) You can set highlights on certain words to help your eye find it admist the wall of text Open the file ~\Documents\Klei\DoNotStarveTogether\client_log.txtĪnd keep it open (the app will refresh/tail it) Use that windows program for log output LogExpertį:\Downloads\tools\LogExpert\LogExpert.exe "Paste as Shortcut" or alt right-click "Link to" will not work Mklink /J "H:\Games\SteamLibrary\steamapps\common\Don't Starve Together Dedicated Server\mods\base" "F:\Creative\DST_Mods\base\build" Mklink /J "C:\Program Files (x86)\Steam\steamapps\common\Don't Starve Together Beta\mods\base" "F:\Creative\DST_Mods\base\build" server side BehaviourTree: hierarchy of things entity will tryĬ:\Program Files (x86)\Steam\steamapps\common\Don't Starve Together Beta\mods ![]() Replica: sync component data with network Component: what an object "does" (e.g., eat, attack, follow) Recipe: validate action capability is earned ![]() ![]() Action: reference to enum of possible actions BufferedAction: an instance of an action to be executed StateGraph: rules of animation playback and timing for Prefabs and EntityScripts R-release (arm64): ModTools_0.9.4.tgz, r-oldrel (arm64): ModTools_0.9.4.tgz, r-release (x86_64): ModTools_0.9.4.tgz, r-oldrel (x86_64): ModTools_0.9.4.Dependency graph of critical structures - Prefab: what an object "is" Version:ĭescTools, MASS, nnet, survival, R (≥ 3.5.0)Į1071, C50, rpart, randomForest, pROC, pscl, methods, relaimpo, ot, lattice, lmtest, car, robustbase, class, NeuralNetTools, naivebayes, sandwich, AER The package implements a consistent user interface to the most popular regression and classification algorithms, such as random forest, neural networks, C5 trees and support vector machines, and complements it with a handful of auxiliary functions, such as variable importance and a tuning function for the parameters. ModTools: Tools for Building Regression and Classification ModelsĬollection of tools for regression and classification tasks.
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