Townscaper

Townscaper

Digitalzombie Feb 16, 2022 @ 7:33am
2
[MOD] FirstPerson feature update & ModUI release!
https://steamcommunity.com/sharedfiles/filedetails/?id=2755381137

Adds first person mode (including building while in FP)

Get it here:
https://github.com/DigitalzombieTLD/Townscaper-LittleFirstPerson/releases/latest/

Look at it here:
https://youtu.be/0I8Chetq2AE

And please check the readme 😄

Changelog v0.9.2:
- Now with GUI -> ModUI integration!
- Jump is gone, say hello to your new jetpack
- Customization options for input (for our AZERTY friends and everyone else of course), FOV and others
- Added soundeffects for walking & jetpack
- A few bugfixes and optimizations
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Showing 1-15 of 27 comments
TheSha Feb 18, 2022 @ 7:50am 
I installed but when I press f2 nothing happens, I'm using melonloader 0.4.3 and ModUI is installed
Digitalzombie Feb 18, 2022 @ 7:57am 
Originally posted by TheSha:
I installed but when I press f2 nothing happens, I'm using melonloader 0.4.3 and ModUI is installed

Does the ModUI sidebar open? Can you see the settings of LFP?
TheSha Feb 18, 2022 @ 8:00am 
Originally posted by Digitalzombie:
Originally posted by TheSha:
I installed but when I press f2 nothing happens, I'm using melonloader 0.4.3 and ModUI is installed

Does the ModUI sidebar open? Can you see the settings of LFP?
I have no ModUI sidebar for some reason. I get this error in melonloader:
[16:59:26.207] [ERROR] Exception while Contacting RemoteAPI Host (https://api.melonloader.com/api/v1/game/townscaper): System.Net.WebException: An exception occurred during a WebClient request. ---> System.NullReferenceException: Object reference not set to an instance of an object
at System.Net.AutoWebProxyScriptEngine.InitializeRegistryGlobalProxy () [0x0005b] in <d2957de1c3fd4781a43d89572183136c>:0
at System.Net.AutoWebProxyScriptEngine.GetWebProxyData () [0x00007] in <d2957de1c3fd4781a43d89572183136c>:0
at System.Net.WebProxy.UnsafeUpdateFromRegistry () [0x0001a] in <d2957de1c3fd4781a43d89572183136c>:0
at System.Net.WebProxy..ctor (System.Boolean enableAutoproxy) [0x0000d] in <d2957de1c3fd4781a43d89572183136c>:0
at System.Net.WebProxy.CreateDefaultProxy () [0x00012] in <d2957de1c3fd4781a43d89572183136c>:0
at System.Net.Configuration.DefaultProxySectionInternal.GetSystemWebProxy () [0x00000] in <d2957de1c3fd4781a43d89572183136c>:0... etc
Digitalzombie Feb 18, 2022 @ 8:59am 
Problem solved on discord. Best way to get support with problems .... or just to chat and share towns :D -> https://discord.gg/F46YJu8ZUJ
Bipolar Bear Mar 4, 2022 @ 11:01pm 
Nice!
Isabelle May 6, 2022 @ 5:19pm 
love seeing mods for this game! have you done any work on the little people mod as of recent?
Ozzuneoj May 7, 2022 @ 10:25pm 
This is so cool! I just installed the game, played for about 10 minutes and thought to myself "This is neat, but I all I want to do is walk through my town..." .

I came to the Steam forums and 10 minutes later I was walking around my town in first person view! It would be wonderful to have something like this implemented officially, especially if it was interactive (going in a door and coming out another, sitting in chairs, looking through binoculars, scaring away birds when you walk near etc.) but for now this mod does a nice job! Thank you!
Digitalzombie May 9, 2022 @ 8:46am 
Originally posted by Isabelle:
love seeing mods for this game! have you done any work on the little people mod as of recent?

Not recently. I've pushed that aside for a bit, because I'm going to release "LittleMultiPlayer" this week. :D
The last thing I did on LittlePeople was testing graphic styles for the people. Say hello to "Mo": https://www.youtube.com/watch?v=dnz96dlFKe4
drawn by Sem/TinyCop, another modder.

Originally posted by Ozzuneoj:
Thank you!

Glad you like it :)
There are more features on my list that I want to integrate. I will get to that after the LittleMultiPlayer release. Like a "build gun" ... like in Portal. Just without the portals and instead appearing and disappearing blocks ;)
Last edited by Digitalzombie; May 9, 2022 @ 8:46am
Isabelle May 9, 2022 @ 4:17pm 
Originally posted by Digitalzombie:
Originally posted by Isabelle:
love seeing mods for this game! have you done any work on the little people mod as of recent?

Not recently. I've pushed that aside for a bit, because I'm going to release "LittleMultiPlayer" this week. :D
The last thing I did on LittlePeople was testing graphic styles for the people. Say hello to "Mo": https://www.youtube.com/watch?v=dnz96dlFKe4
drawn by Sem/TinyCop, another modder.

Originally posted by Ozzuneoj:
Thank you!

Glad you like it :)
There are more features on my list that I want to integrate. I will get to that after the LittleMultiPlayer release. Like a "build gun" ... like in Portal. Just without the portals and instead appearing and disappearing blocks ;)
youre basically singlehandedly making this game enjoyable past a few hours of gameplay.

while youre at it, i suggest making some sort of "entering a door teleports you to a nearby adjacent door" system for exploring more complicated networks of houses. I don't know how to mod so certainly take that with a grain of salt.

I was just saying how cool multiplayer would be in this, how odd. glad to hear its in the works!
Digitalzombie May 10, 2022 @ 11:08am 
Originally posted by Isabelle:
while youre at it, i suggest making some sort of "entering a door teleports you to a nearby adjacent door" system for exploring more complicated networks of houses. I don't know how to mod so certainly take that with a grain of salt.

It may sound a bit strange ... but the doors are surprisingly hard to find in the game. :D
Been looking for a good way for quite a while now.

The LittlePeople need to know the position and existence of doors too, so they can pop in and out. But I will find them in the end ;)
Isabelle May 10, 2022 @ 4:52pm 
Originally posted by Digitalzombie:
Originally posted by Isabelle:
while youre at it, i suggest making some sort of "entering a door teleports you to a nearby adjacent door" system for exploring more complicated networks of houses. I don't know how to mod so certainly take that with a grain of salt.

It may sound a bit strange ... but the doors are surprisingly hard to find in the game. :D
Been looking for a good way for quite a while now.

The LittlePeople need to know the position and existence of doors too, so they can pop in and out. But I will find them in the end ;)

i hadnt considered that the doors arent actually doors. as far as the game is concerned, theyre just more contextual scenery items, right?

maybe doing a lookup of that particular model? shot in the dark :)
SeekerUnrelenting May 11, 2022 @ 1:05am 
Has anyone gotten this to work on a MAC?
Digitalzombie May 11, 2022 @ 8:56am 
Originally posted by Isabelle:
i hadnt considered that the doors arent actually doors

Even worse ... the windows are actually doors too. And everything changes on every click.

In theory I could just search through every object that is in the scene and check "are you door?" but "are you a window also?", then never mind. But doing that on every click would be ... kinda bad for performance.

So I need to find the right position in the game where it decides to place a door or not. Then I can inject my mod to wait and listen for added/removed doors. "Oh you want to create a door? thats nice, let me just quickly note the position ... thaaaaank you"
Isabelle May 11, 2022 @ 4:27pm 
Originally posted by Digitalzombie:
Originally posted by Isabelle:
i hadnt considered that the doors arent actually doors

Even worse ... the windows are actually doors too. And everything changes on every click.

In theory I could just search through every object that is in the scene and check "are you door?" but "are you a window also?", then never mind. But doing that on every click would be ... kinda bad for performance.

So I need to find the right position in the game where it decides to place a door or not. Then I can inject my mod to wait and listen for added/removed doors. "Oh you want to create a door? thats nice, let me just quickly note the position ... thaaaaank you"

maybe some sort of "bake door position" function that scans the map as a once-over instead of realtime? at the cost of having realtime doors you could save performance while still being able to implement any kind of detection algorithm you want
nnsense May 12, 2022 @ 4:41pm 
Wow, great work, and just in time, this game is incredibly addicting at first, but it can't last forever, it asks to be more than "click click click" and it seems you've opened the way! :D
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