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🗿 Litestone Studios 🗿 / litestone-programming
Discussion for all the 1s and 0s and stuff. :v
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V A H K I T I 17-Feb-20 01:34 PM
Memes
HA
BEAT YA TO IT THIS TIME
@The Cap'm (Reese)
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The Cap'm (Reese) 17-Feb-20 01:35 PM
Sequels are never as good as the original
...generally
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V A H K I T I 17-Feb-20 01:35 PM
:v
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Ondrik🅱 (Ondrej) 17-Feb-20 01:35 PM
I was about to ask
"what happened to litestone-dev?"
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The Cap'm (Reese) 17-Feb-20 01:36 PM
might want to post a final message in old dev to clarify why it's there
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Ondrik🅱 (Ondrej) 17-Feb-20 01:36 PM
178'239 messages were sent into the channel
that's quite a lot
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V A H K I T I 17-Feb-20 01:38 PM
Done
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The Cap'm (Reese) 17-Feb-20 01:38 PM
there we go
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Ondrik🅱 (Ondrej) 17-Feb-20 01:38 PM
also, what about the stuff which doesn't fit in any of the dev channels?
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The Cap'm (Reese) 17-Feb-20 01:38 PM
onto greener pastures
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Ondrik🅱 (Ondrej) 17-Feb-20 01:38 PM
like, localization for instance - where should I post about it?
it's not related to art, modeling, or programming
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V A H K I T I 17-Feb-20 01:39 PM
New channels are always doable
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The Cap'm (Reese) 17-Feb-20 01:39 PM
also channel description btw
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The Cap'm (Reese) 17-Feb-20 06:51 PM
so question
@V A H K I T I
We're trying to make the ammo pickups use the upgraded sprites just like the HUD, correct?
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V A H K I T I 17-Feb-20 06:54 PM
Ye
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The Cap'm (Reese) 17-Feb-20 06:54 PM
so in other words
we're not using the old sprites at all
right?
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V A H K I T I 17-Feb-20 06:55 PM
I guess not no, why?
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The Cap'm (Reese) 17-Feb-20 06:55 PM
...So why can't we just rename the new sprites to the old ones and not have to do a bunch of hooking stuff?
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V A H K I T I 17-Feb-20 06:58 PM
Are you high? :V
Onua Lewa and Tahu?? :V
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The Cap'm (Reese) 17-Feb-20 06:59 PM
I see that for Lewa, but Tahu already uses unique ones
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V A H K I T I 17-Feb-20 07:00 PM
True. Still it's gonna create a mishmash
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The Cap'm (Reese) 17-Feb-20 07:01 PM
this is why I wanted a universal pickup texture before Aight, that's enough from me.
...oh, actually, one other thing.
The Legend FMV kept a typo from the original text
referring to "...the islander's powers..."
which should be "...the islanders' powers..."
the existing use of the apostrophe implies that one islander has powers, while the corrected usage I posted refers to the islanders as a group
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V A H K I T I 17-Feb-20 08:13 PM
Fucc
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benji 17-Feb-20 11:34 PM
so @V A H K I T I did you get the hookmod working?
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V A H K I T I 17-Feb-20 11:34 PM
Working? No. I got it to crash again. 😛 Found out where it's doing so
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benji 17-Feb-20 11:36 PM
oh wait
I think I might have the solution
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V A H K I T I 17-Feb-20 11:37 PM
eyes_shaking
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benji 17-Feb-20 11:37 PM
I can't voice now but I might be able to join you with live share
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V A H K I T I 17-Feb-20 11:38 PM
Aight, one sec
Apparently you're still in it
😛
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benji 17-Feb-20 11:41 PM
ok try that one
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V A H K I T I 17-Feb-20 11:42 PM
Error C2198 'GcLegoCamera__NewToa': too few arguments for call OptionalPatchNative
Ayy it works
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The Cap'm (Reese) 17-Feb-20 11:43 PM
so
does that mean we now have NobuaCam ™️ ?
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V A H K I T I 17-Feb-20 11:43 PM
[][][] lego_level_initfull [][][] init cam This is CameraDo
Not yet
😛
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benji 17-Feb-20 11:43 PM
excellent
could you paste me the IDA pseudocode?
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V A H K I T I 17-Feb-20 11:44 PM
Sure, one sec
void __thiscall GcLegoCamera::NewToa(GcLegoCamera *this, ScIdentifier *a2) { this->float_1104 = flt_7065B0; if ( id_onua__dword_706590 == a2->i ) { this->camera_h_float_980 = flt_7065B4; } else if ( id_gali__dword_706594 == a2->i ) { this->camera_h_float_980 = flt_7065B8; } else if ( id_poha__dword_706598 == a2->i ) { this->camera_h_float_980 = flt_7065BC; } else if ( id_kopa__dword_70659C == a2->i ) { this->camera_h_float_980 = flt_7065C0; } else if ( id_lewa__dword_7065A0 == a2->i ) { this->camera_h_float_980 = flt_7065C4; } else if ( id_tahu__dword_7065A4 == a2->i ) { this->camera_h_float_980 = flt_7065C8; } else if ( id_akam__dword_7065A8 == a2->i ) { this->camera_h_float_980 = flt_7065CC; this->float_1104 = flt_7065D0; } else if ( id_wair__dword_7065AC == a2->i ) { this->camera_h_float_980 = flt_7065D4; this->float_1104 = flt_7065D8; } this->camera_h_float_980 = this->camera_h_float_980 + flt_7065DC; this->float_1096 = this->camera_h_float_980; }
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benji 17-Feb-20 11:45 PM
alright, could you double click the flt_ values on the top and second to bottom lines and tell me what those values are?
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V A H K I T I 17-Feb-20 11:46 PM
.data:007065B0 flt_7065B0 dd 7.0 .data:007065DC flt_7065DC dd 0.1 (edited)
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benji 17-Feb-20 11:49 PM
how about the two floats in the bottom else if block?
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V A H K I T I 17-Feb-20 11:49 PM
8.0 and 14.0 respectively
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benji 17-Feb-20 11:49 PM
cool let's use those
Alright, now it's up to you to change the values of Unknown 1 and 2 to determine what they do
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V A H K I T I 17-Feb-20 11:51 PM
SO if I load this right now I should expect a royally fucked camera view, yes? Pac
Or if I change them rather
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benji 17-Feb-20 11:51 PM
farther out, most likely
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V A H K I T I 17-Feb-20 11:51 PM
Aight, will test
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOH MAMA MIA
Now THAT'S WHAT I CALL FUCKIN NOBUACAM
Pac
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The Cap'm (Reese) 17-Feb-20 11:52 PM
it looks like you shrank onua
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V A H K I T I 17-Feb-20 11:52 PM
I think it must be the FOV
I'll tinker
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The Cap'm (Reese) 17-Feb-20 11:53 PM
Honey, I Shrunk the Toa! staring Rick Moranis
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V A H K I T I 17-Feb-20 11:53 PM
He's scaled fine
It's just the camera
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The Cap'm (Reese) 17-Feb-20 11:53 PM
yeah I know
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V A H K I T I 17-Feb-20 11:54 PM
Only works for onua though I assme we just haven't gotten to the redirection part @benji
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benji 17-Feb-20 11:54 PM
it should override all the characters that the native function handled
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V A H K I T I 17-Feb-20 11:54 PM
Well it doesn't. Just onua. 😛
FYI right off the bat yes the first float is height.
Halved it here
I'm gonna take a wild guess and say the second is zoom
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The Cap'm (Reese) 17-Feb-20 11:55 PM
width
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V A H K I T I 17-Feb-20 11:55 PM
Yup
So height and zoom are floats 1 and 2 respectively
Don't mind the distortion btw. I forgot to copy my DGVoodoo config. 😛
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benji 17-Feb-20 11:57 PM
ahhh phew
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The Cap'm (Reese) 17-Feb-20 11:57 PM
this is why i always use my 4:3
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V A H K I T I 17-Feb-20 11:57 PM
Also nvm, it does work with the other Toa, I just didn't notice it as much with Gali for some reason
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benji 17-Feb-20 11:58 PM
Ideally we ought to put this knowledge back into IDA
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V A H K I T I 17-Feb-20 11:58 PM
Gali looks less zoomed out than Onua for some reason.
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benji 17-Feb-20 11:58 PM
however, if we keep downloading JMMB's IDA databases it will be overwritten
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V A H K I T I 17-Feb-20 11:58 PM
Probably just her height difference
True
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The Cap'm (Reese) 17-Feb-20 11:58 PM
she has a head over him 😛
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V A H K I T I 17-Feb-20 11:58 PM
Well @JrMasterModelBuilder can just look over this info
He updates the database every time he goes into it pretty much
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JrMasterModelBuilder 17-Feb-20 11:59 PM
What up?
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V A H K I T I 17-Feb-20 11:59 PM
FOund out what some floats do!
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benji 17-Feb-20 11:59 PM
(GcLegoCamera.camera_h_float_980 is height, GcLegoCamera.float_1104 is zoom in unknown units)
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V A H K I T I 18-Feb-20 12:00 AM
The Kaita... actually kind of look a bit good with these settings. Though it takes up too much of the screen
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The Cap'm (Reese) 18-Feb-20 12:01 AM
bois be too thicc
insert joke about kirby super star here
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V A H K I T I 18-Feb-20 12:01 AM
Wow so we just makde a hookmod Pac (edited)
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benji 18-Feb-20 12:01 AM
FYI the old dev channel has some very useful pins
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V A H K I T I 18-Feb-20 12:01 AM
Ye, it's still there, just archived
It's in the legacy section now
So how do we then pass this off to the OSI now?
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benji 18-Feb-20 12:02 AM
FYI we probably could have just called gclegocamera::setzoomfactor from the beginning
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JrMasterModelBuilder 18-Feb-20 12:02 AM
Just added those camera values.
👌 1
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V A H K I T I 18-Feb-20 12:02 AM
nice
Well not quite Benji cause again, the Kaita adjust both height and zoom (edited)
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benji 18-Feb-20 12:04 AM
I'm thinking we ought to make our hooked GcLegoCamera::NewToa do nothing, and instead write a function that the OSI can use to set the height and zoom from wherever it wants
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V A H K I T I 18-Feb-20 12:05 AM
Sounds good to me. I assume we'll have this called in the individual character classes?
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benji 18-Feb-20 12:07 AM
it's up to @ShadowDraikana where to set the camera positions from
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V A H K I T I 18-Feb-20 12:12 AM
I'm gonna seriously shit bricks if you're about to tell me this entire part of the mod can be done in one line of code. :v
Okay more than one good so it's not THAT simple. xP
Two fairly straightforward blocks though
UH
My VS just crashed
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The Cap'm (Reese) 18-Feb-20 12:14 AM
.-.
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V A H K I T I 18-Feb-20 12:15 AM
Dunno how much of that was lost if any
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benji 18-Feb-20 12:19 AM
that should be good to go for the native side
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V A H K I T I 18-Feb-20 12:20 AM
Nice! So for the OSI what would I be putting in and does it matter where?
I assume as of right now with nothing it'll just flat crash or shut down (edited)
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benji 18-Feb-20 12:21 AM
I don't think it will, go ahead and try running it
it will probably mean the camera keeps its default height offset and zoom factor
which could be zero or any other number
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V A H K I T I 18-Feb-20 12:22 AM
Hol up, just trying to repoint the project for rebuilt
What all do I have to change for that again?
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benji 18-Feb-20 12:23 AM
you need to tell the other hookmods where to find the ijl15.dll now that you've moved it
in the project properties for each of the hookmods, go to VC++ Directories
oh did you get it to work?
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V A H K I T I 18-Feb-20 12:25 AM
Ye
Seems to have defaulted to NobuaCamTM
So Wairhua (edited)
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benji 18-Feb-20 12:25 AM
ok, now time for the OSI side
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V A H K I T I 18-Feb-20 12:25 AM
Actually it looks off even for them
It must be just a default somewhere else
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The Cap'm (Reese) 18-Feb-20 12:26 AM
wairhua
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V A H K I T I 18-Feb-20 12:26 AM
Alright so what do I put in the OSI then?
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benji 18-Feb-20 12:26 AM
Live Share it and we can work it out
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V A H K I T I 18-Feb-20 12:27 AM
YOU get a NobuaCam, and YOU get a NobuaCam. EVERYONE GETS A NOBUACAM
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The Cap'm (Reese) 18-Feb-20 12:27 AM
which islander is oprah
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benji 18-Feb-20 12:27 AM
ideally this would be @ShadowDraikana 's call, but we can do some research for testing purposes
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V A H K I T I 18-Feb-20 12:27 AM
Ye
I enjoy tinkering in the OSI
If I had to suggest a spot it would either be the Toa classes or the level setups
onuaclass would be as good a place as any to start I think
Note: MOST of the code in these classes is unused and has been so since prior to our alpha
Example:
method onuaclass(param1, param2, param3, param4, param5) { this.gs_lego_toa(param1, param2, param3, param4, param5); this.dig = 1; this.walkspeed = 4; this.runspeed = 15; this.standingjumpheight = 6; this.standingjumplength = 6; this.runningjumpheight = 4; this.runningjumplength = 8; this.swimingabilty = 0; this.bounce = 0; this.mapperstate = 2; gckeymapper::setusecontext(this.mapperhandle, 0); this.inputhandle = null; return null; }
None of that is functional
Some of it is actually handled by movelists now.
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ShadowDraikana 18-Feb-20 12:30 AM
use toa classes
not the level setups
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V A H K I T I 18-Feb-20 12:30 AM
Aight
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ShadowDraikana 18-Feb-20 12:30 AM
well
it might need the level setup
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benji 18-Feb-20 12:30 AM
lol the zoom set already exists
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V A H K I T I 18-Feb-20 12:30 AM
But is it used?
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benji 18-Feb-20 12:30 AM
irrelevant
if it works
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V A H K I T I 18-Feb-20 12:31 AM
True
Did we then just accidentally redirect the exe back to existing OSI code? Pac
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benji 18-Feb-20 12:32 AM
we need to comment out our GcLegoCamera__SetZoomFactor registration
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V A H K I T I 18-Feb-20 12:32 AM
?
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benji 18-Feb-20 12:33 AM
in the hookmod
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V A H K I T I 18-Feb-20 12:33 AM
o. I'll bring that back up then
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benji 18-Feb-20 12:34 AM
don't bother sharing it
just comment out the line
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V A H K I T I 18-Feb-20 12:34 AM
OSIRegisterFunction?
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benji 18-Feb-20 12:34 AM
the zoom factor one, yes
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V A H K I T I 18-Feb-20 12:35 AM
Done
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ShadowDraikana 18-Feb-20 12:35 AM
should be warp factor 1 cuz we know how this game rolls
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benji 18-Feb-20 12:35 AM
ok, now we need to know how to access the camera from onua
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V A H K I T I 18-Feb-20 12:36 AM
Do I need to reshare? Cause it says you're still here
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benji 18-Feb-20 12:39 AM
I'm still here
can't find any references to cameras for the life of me
could you do a search?
searching remotely is super slow for me
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V A H K I T I 18-Feb-20 12:39 AM
You won't find any. IIRC there are next to none. I'll have another look tho
?
Or are you looking for references within player.lss?
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benji 18-Feb-20 12:41 AM
we're looking for references outside the actual camera LSS files
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ShadowDraikana 18-Feb-20 12:42 AM
next time let me handle the osi part of the liveshare liam (edited)
also
visual studio search
SUCKS
horrendously slow
even hangs
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V A H K I T I 18-Feb-20 12:43 AM
So something like this benji?
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benji 18-Feb-20 12:43 AM
perfect
alright throw in some numbers and let's give it a go
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V A H K I T I 18-Feb-20 12:50 AM
Where did you put it again? My liveshare lost track of you.
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benji 18-Feb-20 12:51 AM
onuaclass.lss
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V A H K I T I 18-Feb-20 12:51 AM
Ah thanks
Stand by
Ayyy
What were the original values for Onua again? 1 and 14 was it?
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benji 18-Feb-20 12:53 AM
idk
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ShadowDraikana 18-Feb-20 12:53 AM
👀
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V A H K I T I 18-Feb-20 12:53 AM
Either way we got control over this beast now! ❤️
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benji 18-Feb-20 12:53 AM
anyways, that was a hookmod start to end, with OSI integration
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V A H K I T I 18-Feb-20 12:54 AM
Not as complicated as I figured, though the integration bit you may still have to go over with Kay since I wasn't able to capture it, or hear any explanations from you
However we got a fair bit ready to go for her
Thanks for your time tonight btw. I know you're super busy as of late
👍 1
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benji 18-Feb-20 12:55 AM
reminder to commit asap once it works
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V A H K I T I 18-Feb-20 12:56 AM
Okay so the original values I sent earlier must be for the default since I'm back to NobuaCam. xP
I'll jump back into ida and find the proper floats for toa
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benji 18-Feb-20 12:56 AM
have fun
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V A H K I T I 18-Feb-20 12:56 AM
THank
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ShadowDraikana 18-Feb-20 12:58 AM
cool
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V A H K I T I 18-Feb-20 01:09 AM
Okay so I can't seem to adjust the zoom
Just the height
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The Cap'm (Reese) 18-Feb-20 01:09 AM
oof
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V A H K I T I 18-Feb-20 01:10 AM
@benji Should I try uncommenting out that thing we commented out?
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benji 18-Feb-20 01:14 AM
Sure
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V A H K I T I 18-Feb-20 01:14 AM
Didn't work. Just got done testing it.
I set the OSI value to some absurd number like 50 and it doesn't change the zoom at all
Did something go wrong here?
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benji 18-Feb-20 01:23 AM
No idea, any number of things could be going on
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V A H K I T I 18-Feb-20 01:23 AM
:/ So what do?
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V A H K I T I 18-Feb-20 01:35 AM
I assume it's soemthing to do with the existing OSI code for the zoom we've assumed works
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V A H K I T I 18-Feb-20 01:49 AM
Well I'm gonna try and get some sleep. Let me know if you're free later tomorrow to test further
Just a quick aside before going to bed: Clearing out the setzoomfactor method in basecamera entirely does nothing. No crash but no change either.
I think that does literally nothing, even after what we did.
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V A H K I T I 18-Feb-20 11:12 AM
@benji Obligatory ping in case you missed this
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benji 18-Feb-20 11:15 AM
yeah the OSI was fine
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V A H K I T I 18-Feb-20 11:16 AM
Oh? So what do you think might be wrong here, or otherwise what should be my next step in debugging it?
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benji 18-Feb-20 11:17 AM
imho the most likely issue is that the values we found in GcLegoCamera::NewToa were just starting values, so setting them via OSI after the toa changes just changes the initial value, not the current value (edited)
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V A H K I T I 18-Feb-20 11:18 AM
Hmm.. Well it worked for the height, unless the values for zoom are buried deeper for some reason
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benji 18-Feb-20 11:18 AM
but that's a random guess
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V A H K I T I 18-Feb-20 11:18 AM
How would you go about debugging this then? (edited)
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benji 18-Feb-20 11:20 AM
Check the rest of the exe function that calls GcLegoCamera::NewToa for references to those same variables to see how they are used, or look for native functions that might reference a different variable that might be the zoom factor
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V A H K I T I 18-Feb-20 11:20 AM
Aight, gimmie a few minutes and I'll do just that
Well wait hold on.
If that's the case, why did it work when we did it in the mod itself setting values? Let me double check that and make sure it actually DID anything, but I'm pretty sure it did
Yep, DEFINITELY works. 😛
So it's something we're missing in sending that off to the OSI, not the values themselves, right?
FYI I uncommented this stuff to make it work.
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V A H K I T I 18-Feb-20 11:35 AM
AHA
Fixed it
zoom
Er
Okay
So I had to re-register the zoomfactor as a new OSI function
Using the existing one does not work
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benji 18-Feb-20 11:35 AM
nice 👍
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V A H K I T I 18-Feb-20 11:36 AM
I'm L E A R N I N G. ❤️
Question now though is WHY does the existing function not work?
I'm not gonna complain or anything, but having to add a new function should technically be unnecessary
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benji 18-Feb-20 11:37 AM
can I see the new register call?
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V A H K I T I 18-Feb-20 11:39 AM
Hold up, having some trouble actually controlling it now.
It's definitely a change from the norm, but something else may be up
Stand by
Theeere we go
Script issues. I sent up a new method as a clone of the height one when I should have just renamed the function calls for the existing method for zoom
WHich makes it even weirder that it DOESN'T work with the original function call
Cause the script as you say is fine
Okay yep, gained full control now
One sec, I'll show you the code
Nothing fancy though, I just uncommented out the function registration, turned it into "setbuttfactor" temporarily, and changed all other instances of zetzoomfactor to that.
Basically just used all our existing code, but registered it as a new function
Maybe the OG function has something else going on that prevents it from being called in this way?
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ShadowDraikana 18-Feb-20 11:46 AM
>making new methods
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benji 18-Feb-20 11:46 AM
maybe we can't register gclegocamera::setzoomfactor because it's already registered by the EXE
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ShadowDraikana 18-Feb-20 11:46 AM
BOI
^
i'd check that
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benji 18-Feb-20 11:47 AM
what are you on about
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V A H K I T I 18-Feb-20 11:47 AM
Well we didn't register it before remember?
We commented that out once we found out it already was
So we just tried to use the function that was already there.
But evidently it won't let us.
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benji 18-Feb-20 11:47 AM
I had you uncomment it last night 🙃
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V A H K I T I 18-Feb-20 11:47 AM
I did that yes, but it didn't change anything
Neither registering it or leaving it as-is had any effect
ShadowDraikana (Ashlyn)Today at 11:46 >making new methods
???
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ShadowDraikana 18-Feb-20 11:49 AM
I sent up a new method as a clone of the height one when I should have just renamed the function calls for the existing method for zoom
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V A H K I T I 18-Feb-20 11:49 AM
I mean I did it to make sure that it didn't just take the same input as the new height method
Anyways, what I've done here works. I'm able to adjust both the height and zoom, and perfectly replicate the OG camera settings via the script.
FYI for Onua, I rounded up from like.. 2.9 and a 6 digit fraction to 3.0.
So 3.0 height, 7.0 zoom for all normal Toa.
Changed the function name to CamZoom from Butts btw. :v
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benji 18-Feb-20 12:00 PM
So does that mean Nobua Mode works like you want?
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V A H K I T I 18-Feb-20 12:00 PM
It sure do. 😄
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UTTER_BODGE 18-Feb-20 02:54 PM
\o/
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V A H K I T I 18-Feb-20 05:17 PM
Am home now
So here's a thing I dug up from the old dev chat that might be relevant to our conundrum with the passive Rahi
ShadowDraikana (Ashlyn) 17/04/2019 oh hey side note: did you know that what controls the waterfall in the Vatuka's lair is only used once in the entire game? the game function called for it is never used anywhere else in the OSI "gctransdirector", "hide"
The function that coincidentally also holds the necessary code to spawn the particle fountains and move the infected masks when called by GcCharacter::Kill.
@ShadowDraikana Does this change anything in your mind in regards to scripting those functions now? 😛
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ShadowDraikana 18-Feb-20 05:24 PM
O_o
so that's what it's tied into
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V A H K I T I 18-Feb-20 05:25 PM
¯\_(ツ)_/¯
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ShadowDraikana 18-Feb-20 05:25 PM
fucking
you know what
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V A H K I T I 18-Feb-20 05:26 PM
All I know right now is that it's a step in the GcCharacter::Kill function to make the things happen, and it's also apparently already registered as an OSI function according to past you. 😛 (edited)
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ShadowDraikana 18-Feb-20 05:26 PM
that handles transparent objects
think mbch
i completely forgot to attempt to use it there
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V A H K I T I 18-Feb-20 05:26 PM
Heh
Well there ya go
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ShadowDraikana 18-Feb-20 05:26 PM
it's legit used nowhere else
outside of mud0
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V A H K I T I 18-Feb-20 05:26 PM
And it works there
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ShadowDraikana 18-Feb-20 05:27 PM
do me a favor and check if it has other functions
as in what can transdirector do
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V A H K I T I 18-Feb-20 05:27 PM
Question is, can we access the code that's tucked away in it for infected masks from the OSI
If we can, half our work is already done
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ShadowDraikana 18-Feb-20 05:27 PM
IF that's part of a registered osi sub function if you will
child is a better word
is the hide command fired when the mask is in play?
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V A H K I T I 18-Feb-20 05:28 PM
IIRC it's used to hide the Rahi during its death animation
Eg: the S P E E N
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ShadowDraikana 18-Feb-20 05:29 PM
curious
so the fadeout is triggered from there
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V A H K I T I 18-Feb-20 05:30 PM
The things are apparently done under GcTransDirector::sTransNode but I'm not sure where to find that
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ShadowDraikana 18-Feb-20 05:31 PM
that's a lead at least
gotta do something in the house real quicc
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V A H K I T I 18-Feb-20 05:31 PM
Ah here we are
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ShadowDraikana 18-Feb-20 05:46 PM
NujuThink
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V A H K I T I 18-Feb-20 05:46 PM
That shows pretty much everything there I think
It creates the sprite and the emitter.
THis moves the mask up
if ( anim_sprite_new ) { pos_y_plus1 = flt_6FEE0C + pos_y; GcAnimSprite::GcAnimSprite( anim_sprite_new, aInfMasks, dword_6FEE14, dword_6FEE10, 72, 2, pos_x, pos_y_plus1, pos_z, &sprite_path, 0, 0, a13, 0); }
To put it in perspective, this is all that aisetbenign does on its own. Pac
void __thiscall GcCharacter::AISetBenign(GcCharacter *this, bool a2) { GcCharacterAIController::SetBenign(this->character_ai_controller, a2); }
So we need to find a way to grab this one section of GcCharacter::Kill and tack it onto aisetbenign
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V A H K I T I 18-Feb-20 06:29 PM
Okay so step 1 of getting this into a hookmod is done. I now have GcCharacter::Kill doing that trampoline thing we initially did last night with an added debug string
@benji
[][][] AreaSetActiveNow active area is bech area is bech startPos is str0 DED
Pac
The rest of this function is a lot more complex, so I'm not entirely sure how to proceed.
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benji 18-Feb-20 08:20 PM
oh nice work
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V A H K I T I 18-Feb-20 08:20 PM
Thank
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benji 18-Feb-20 08:20 PM
I don't see why you're hooking Kill though
it seems like AISetBenign is the one you want to change
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V A H K I T I 18-Feb-20 08:21 PM
It is, but the code I want is directly called by Kill, so I was hoping to hook kill and just change what AI setting it trips to just clone that of setbenign
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benji 18-Feb-20 08:21 PM
modifying AISetBenign will be 10000x easier
if you can get away with that
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V A H K I T I 18-Feb-20 08:22 PM
Well I've written here what would probably need to be done to do it that way, if that seems reasonably within my skill level?
A simple EXE mod can get them back in the game just by changing a hard-coded function call off of aidie. That's the easy part. The problem is that the infected masks and particle fountain are a part of gcmodeldirector::hide, and when that's not run, none of that happens. What I'd need to do is basically extract that code from gcmodeldirector::hide and have it run indepenedently after aisetbenign is run How would you recommend I approach that?
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benji 18-Feb-20 08:23 PM
Adding code to functions is ez pz, removing code from functions is a massive pain because you have to re-code yourself all the stuff you don't want removed
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V A H K I T I 18-Feb-20 08:24 PM
Fair. Well I'm just working on an assignment and Nobua's model right now, but if you're free in maybe 10 minutes we could tackle that if you want to help me learn that aspect of this.
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benji 18-Feb-20 08:26 PM
I'm down to help you add code to a function, but I'm not interested in trying to re-code almost all of Kill
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V A H K I T I 18-Feb-20 08:26 PM
Right, no I'm fine with whatever is easiest and gets the job done. 😛
I'll just undo what I did here. It didn't take too long
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benji 18-Feb-20 08:27 PM
well it's up to you to tell me what you want done and how you want to do it
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V A H K I T I 18-Feb-20 08:27 PM
Well assuming we use this in tandem with JMMB's EXE mod, the game will now by default turn any Rahi killed passive and spawn the infected mask sprite.
WHat needs to happen now is the code to make the sprite move and spawn the particle emitter currently a part of GcModelDirector::Hide needs to be brought into the fold.
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benji 18-Feb-20 08:28 PM
so the part you pasted after you said
THis moves the mask up
(edited)
or what
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V A H K I T I 18-Feb-20 08:29 PM
Pretty much, yeah. That code just takes the Y value and adds y+1.
THere's also code to spawn the emitter in there
Er.. I thought there was but now I'm not seeing it. One sec
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V A H K I T I 18-Feb-20 08:39 PM
Okay maybe I'm looking at something different then, but this definitely handles the mask movement, or at least it REALLY looks like it would
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benji 18-Feb-20 08:40 PM
I don't see anything movement related
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V A H K I T I 18-Feb-20 08:40 PM
I think that code snipped I pasted is what we want.
if ( anim_sprite_new ) { pos_y_plus1 = flt_6FEE0C + pos_y; GcAnimSprite::GcAnimSprite( anim_sprite_new, aInfMasks, dword_6FEE14, dword_6FEE10, 72, 2, pos_x, pos_y_plus1, pos_z, &sprite_path, 0, 0, a13, 0); }
Basically get Y, add Y+1
Which would just make the sprite rise by 1 value every tick until the animation ends
The one thing I remembered from my Javascript class
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benji 18-Feb-20 08:42 PM
no, that says to create it 1 unit above the position of the character
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V A H K I T I 18-Feb-20 08:42 PM
Hmm
Well in that case I'll have to have a look in that other function JMMB mentioned before.
GcTransDirector::sTransNode
Unless it's outside that and it just has to be there to get to it. His message way back when wasn't super clear
JrMasterModelBuilderToday at 04:21 Not hiding the model and adding it to GcTransDirector::sTransNode means that stuff doesn't happen.
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benji 18-Feb-20 08:44 PM
sTransNode is the parent of all transparent things
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V A H K I T I 18-Feb-20 08:44 PM
Wonderful. So needle in a haystack then? 😛
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benji 18-Feb-20 08:44 PM
more like a red herring
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V A H K I T I 18-Feb-20 08:44 PM
What do you propose?
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benji 18-Feb-20 08:45 PM
No idea
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V A H K I T I 18-Feb-20 08:45 PM
I'll try stepping through functions again until I find something. Just wanna finish up this model real quick
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benji 18-Feb-20 08:49 PM
aight good luck
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V A H K I T I 18-Feb-20 08:59 PM
I'll need it 😛
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ShadowDraikana 18-Feb-20 09:03 PM
oh btw
did you set the hookmods to x64 or win32
in your solution file locally
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V A H K I T I 18-Feb-20 09:05 PM
32
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ShadowDraikana 18-Feb-20 09:05 PM
i believe that's correct so we're good then
oh ffs here we go making that pr
and now i pray i wrote this correctly
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V A H K I T I 18-Feb-20 09:10 PM
Okay so
The best I can find so far is that GcEmitter is called by GcCharacter::React
But this doesn't just apply to death, but any hit the creature takes.
So I'm not sure that this is the right thing.
@benji
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V A H K I T I 22-Feb-20 01:31 AM
@benji Dumb stupid idea based on an old video game trope.
How hard would a hookmod be that takes any bone named head and scales it up by a set amount? Pac
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The Cap'm (Reese) 22-Feb-20 08:48 AM
Ah, DK Mode
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V A H K I T I 24-Feb-20 11:18 AM
@ShadowDraikana Let's take this here since we're kind of derailing the pitches channel.
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ShadowDraikana 24-Feb-20 11:18 AM
aight
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V A H K I T I 24-Feb-20 11:21 AM
So for MBCH let's see if GcTransDirector will help us here. You say it's used in MUD0, and it seems to work there.
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ShadowDraikana 24-Feb-20 11:21 AM
the main problem looking at this again
is the way the event is fired
it's not working correctly and i really don't understand why
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V A H K I T I 24-Feb-20 11:22 AM
How is it firing exactly?
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ShadowDraikana 24-Feb-20 11:22 AM
if (param1.eventid == 35) { if (param1.args[0] == this.boulder.id) { if (param1.args[1] == 0) { this.boulder.hide(); } } else if (param1.args[0] == this.waterfall.id) { if (param1.args[1] == 0) { this.waterfall.hide(); } } }
those extra checks for the boulder and waterfall ids are needed along with the param1.args[1] or else it just does the thing anyway even if there has been no fadein/fadeout fired
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V A H K I T I 24-Feb-20 11:24 AM
So it's.. testing for the boulder being hidden?
That seems hacky and unnecessary
Can we not just do it with triggers?
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ShadowDraikana 24-Feb-20 11:24 AM
no it's testing for the event
it checks whether the event args 0 is the boulder or not
as in the object having fadein/fadeout run
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V A H K I T I 24-Feb-20 11:25 AM
Imma brb and get some food, but I feel like this could be done super easily by just plopping a trigger in the pit to test for the boulder itself and then fire an event once it's there.
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ShadowDraikana 24-Feb-20 11:25 AM
the args[1] == 0 is the "da fuq" part
see that's the issue
it just fires no matter what
it's not even checking properly
and if i remove the checks it goes nuts the same way
something is setting if off from the get go for some reason
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V A H K I T I 24-Feb-20 11:26 AM
Well maybe because it's testing for an event and those are weird and inconsistent.
hmm
Well either way I think a trigger would simplify things and help narrow down the real issue
AFAIK there's no need to test for an event
At the end of the day we just need a thing to happen when another thing is in a place.
No need to overcomplicate it. Or in this case leave it overcomplicated. 😛
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ShadowDraikana 24-Feb-20 11:27 AM
well here's the issue
slapping a trigger in that pit would look really really dumb with no water falling from there properly until it landed
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V A H K I T I 24-Feb-20 11:28 AM
I mean
The trigger doesn't have to be at the VERY BOTTOM
😛
Just offset it upwards to match the existing timing
Not everything is a problem, you just have to be a bit more creative.
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ShadowDraikana 24-Feb-20 11:30 AM
problem is i don't know if there's an actual even for an object passing through a trigger
*event
it could be the trigger events work for anything
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V A H K I T I 24-Feb-20 11:31 AM
Well I know right away that triggers don't descriminate players from entities. See early Onu-Koro tests.
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ShadowDraikana 24-Feb-20 11:36 AM
i need to know what event 31 does
nm i think i answered that question
it looks like it's for what happens when a boulder object lands
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V A H K I T I 24-Feb-20 11:40 AM
🅱
Anyways I'd still recommend testing a trigger. It would simplify matters.
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ShadowDraikana 24-Feb-20 11:44 AM
not really considering that's not going to affect the way it fires it
maybe adding one step to the process but aside from that no
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V A H K I T I 24-Feb-20 11:45 AM
Another way to do it would be to take advantage of the fact that the boulder always follows a set path at a set time and have GALI activate a trigger when she touches the boulder, then just have the waterfalls fire on a timer to line up with when the boulder drops.
Or hell, just have the timer run when Gali touches the boulder. I think the boulder moving at all is scripted, right?
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ShadowDraikana 24-Feb-20 11:46 AM
as soon as she touched the boulder with the pakari turned on, it starts moving. not a set path btw
that's all handled by the moveable object physics
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V A H K I T I 24-Feb-20 11:47 AM
Eg: Boulder begins rolling, start timer. After N seconds, hide waterfalls
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ShadowDraikana 24-Feb-20 11:47 AM
well i'd have to fadein/fadeout
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V A H K I T I 24-Feb-20 11:47 AM
Well it may not be a set path, but it always follows the same one
IIRC it never changes
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ShadowDraikana 24-Feb-20 11:47 AM
which put us right back to the event in question that always just does the thing anyway
something sets it off way early
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V A H K I T I 24-Feb-20 11:48 AM
That's another point I'd like to bring up here btw. It may be handled by physics, but it uses the old alpha way of moving boulders around right?
Eg: BLDR compared to RKFL.
So it's far less dynamic.
I would suggest we change that and in doing so we can have an isolated test box for the next patch + ROLL, but only after we get the basic functionality of the set piece down.
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V A H K I T I 24-Feb-20 10:43 PM
Any luck @ShadowDraikana ?
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ShadowDraikana 24-Feb-20 10:46 PM
nope and im heading to bed
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V A H K I T I 24-Feb-20 10:58 PM
.-.
so early?
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V A H K I T I 25-Feb-20 02:20 PM
@ShadowDraikana Feel up to continuing this deep-dive today? I did some brief tinkering last night, but I couldn't figure out how to properly use GcTransDirector.
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ShadowDraikana 25-Feb-20 02:21 PM
maybe? not sure yet
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V A H K I T I 25-Feb-20 02:21 PM
@The Cap'm (Reese) Did you convert the text paths into splines yet, or has that not been done?
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The Cap'm (Reese) 25-Feb-20 02:21 PM
i did
all four txts are separate splines
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V A H K I T I 25-Feb-20 02:22 PM
nice, so that's something that can be set up at least
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The Cap'm (Reese) 25-Feb-20 02:22 PM
anyway's i'm off. I'll be back around 3:30-ish
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V A H K I T I 25-Feb-20 02:22 PM
Aight
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The Cap'm (Reese) 25-Feb-20 04:45 PM
and lo I have returned
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V A H K I T I 25-Feb-20 09:59 PM
same
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V A H K I T I 25-Feb-20 11:11 PM
beep boop
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The Cap'm (Reese) 25-Feb-20 11:11 PM
bop
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The Shadow Emperor 25-Feb-20 11:12 PM
Beezow Doo-doo Zopittybop-bop-bop
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The Cap'm (Reese) 25-Feb-20 11:13 PM
quality album, that was
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V A H K I T I 25-Feb-20 11:13 PM
Scatman is best man
Or was I guess. Rip
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The Cap'm (Reese) 25-Feb-20 11:13 PM
yea
third album was a tad iffy but still good
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V A H K I T I 25-Feb-20 11:14 PM
I've only actually heard a handful of his songs. I should give his full discography a runthrough
His remix of Invisible Man blows the Queen original out of the fucking park IMO. (edited)
However the original is definitely dated.
Scatman's has a more timeless feel to it.
It doesn't feel quite as clearly 80s synthpop. 😛
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The Cap'm (Reese) 25-Feb-20 11:16 PM
Scatman's World and Everybody Jam are super solid
(the albums)
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V A H K I T I 25-Feb-20 11:16 PM
I've heard the songs for sure.
Not the full albums
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The Cap'm (Reese) 25-Feb-20 11:16 PM
Take Your Time is okay, but it clearly was made when he was in ailing health
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V A H K I T I 25-Feb-20 11:16 PM
:/
Sort of like Mother Love for Queen
That song was actually never finished. Before recording the last verse, Freddie needed to take a break and went home to rest. Well suffice to say he never woke up.
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The Cap'm (Reese) 25-Feb-20 11:18 PM
yikes
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V A H K I T I 25-Feb-20 11:18 PM
Brian May ended up piecing together what they had to work with and sang the last verse himself
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The Cap'm (Reese) 25-Feb-20 11:18 PM
ah
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V A H K I T I 25-Feb-20 11:18 PM
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The Cap'm (Reese) 25-Feb-20 11:18 PM
Yeah Take Your Time has a prominent female vocalist on just about every song, and you get very little of John
and in the title track you can hear the strain in his voice (as it was the last song he ever recorded, apparently)
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V A H K I T I 25-Feb-20 11:20 PM
Yeah that's the same with this one. Most of the album Made in Heaven was similar. A lot of unfinished material pieced together as a last hurrah.
"And Freddie at that time said ‘Write me stuff … I know I don’t have very long; keep writing me words, keep giving me things I will sing, then you can do what you like with it afterwards, you know; finish it off’ and so I was writing on scraps of paper these lines of ‘Mother Love’, and every time I gave him another line he’d sing it, sing it again, and sing it again, so we had three takes for every line, and that was it … and we got to the last verse and he said ‘I’m not up to this, and I need to go away and have a rest, I’ll come back and finish it off … and he never came back" ~ Brian May
Fuck now I'm sad. All these amazing artists and amazing PEOPLE that died way too soon. ;~;
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The Cap'm (Reese) 25-Feb-20 11:24 PM
yeah...
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V A H K I T I 25-Feb-20 11:24 PM
So uh.... getting back more on topic I guess to try and lighten the mood, what's everyone working on tonight/want to work on, if anything? (edited)
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V A H K I T I 25-Feb-20 11:41 PM
:v
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V A H K I T I 27-Feb-20 09:25 PM
@The Cap'm (Reese) Are you busy right now?
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The Cap'm (Reese) 27-Feb-20 09:25 PM
not necessarily
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V A H K I T I 27-Feb-20 09:25 PM
Think you'd have time for a little MBCH experiment?
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The Cap'm (Reese) 27-Feb-20 09:25 PM
could do
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V A H K I T I 27-Feb-20 09:25 PM
So we all know that before the water is fully hidden and all the swapping in and out of models is going on, shit turns invisible and it looks jank as fuck.
So I'm thinking we hide all of that for the time being by making a cutscene from below when the boulder starts falling.
Then that can end once everything is all processed and nobody has to see that ugliness
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The Cap'm (Reese) 27-Feb-20 09:27 PM
so what you're saying is combine it with the pushblock scene or have it as a camera pan
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V A H K I T I 27-Feb-20 09:27 PM
I mean we could potentially do both, but the pan is absolutely necessary here until we figure out depth sorting.
We could even possibly just chain the two together, though Idk how good it would look
I'll leave it up to you as to what should be shown in the pan, but just don't get too wild with it, and make sure everything on the top of the cliff is not visible.
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The Cap'm (Reese) 27-Feb-20 09:29 PM
oh yeah I actually have to do things :v
nevermind im busy
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V A H K I T I 27-Feb-20 09:30 PM
My suggestion would be to focus on the boulder falling and then the tohunga as the falls fade
Boi
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The Cap'm (Reese) 27-Feb-20 09:30 PM
well I have no clue how I'll coordinate all that but I'll try making some sort of pan
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V A H K I T I 27-Feb-20 09:30 PM
It's mostly just a matter of timing really.
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The Cap'm (Reese) 27-Feb-20 09:31 PM
Yeah. And I calculate that how, exactly?
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V A H K I T I 27-Feb-20 09:31 PM
My plan is to have this start the moment the boulder tips over the edge, so build it on that assumption for a start time.
As for the end time just count how long it takes for shit to fade out and work from there
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The Cap'm (Reese) 27-Feb-20 09:32 PM
you are aware how cam times work right
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V A H K I T I 27-Feb-20 09:32 PM
?
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The Cap'm (Reese) 27-Feb-20 09:32 PM
times in cam slbs are measured from 0 to 1
me manually timing things will do jack and shit
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V A H K I T I 27-Feb-20 09:33 PM
I mean... assuming what you mean is that every frame in a cam SLB is some fraction between 0 and 1, Idk what utility you could use for it, but I'm sure there's a way you could break down the amount of time the boulder and fades take into that fraction
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The Cap'm (Reese) 27-Feb-20 09:34 PM
all I know about timing these is pressing the "time this for me please" button and it auto adjusting times for me
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V A H K I T I 27-Feb-20 09:36 PM
So you've never once looked at one of these and thought about how much real time you want them to go on for? That's not something @UTTER_BODGE has made easy to calculate?
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The Cap'm (Reese) 27-Feb-20 09:37 PM
I just use points to make a shape and space them so the camera doesn't go lightspeed between them
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V A H K I T I 27-Feb-20 09:39 PM
Well... in that case I'd just say start by trying to time a slow pan from the boulder drop to the end of the fade. Be it by trial and error or otherwise. Once you have that down, you can divide that up into sections for what to focus on and when since you'll now have the full timespan of the pan as a frame of reference to time everything else.
Just a simple left to right two point pan or something like that to start just to get a feel for the real timing.
Then fill in the gaps once you have that down.
Make sense? 😛
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The Cap'm (Reese) 27-Feb-20 09:41 PM
that also requires me being able to view the pan
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V A H K I T I 27-Feb-20 09:41 PM
Which I think @ShadowDraikana Can set up for you real quick once you get something for her to work with.
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The Cap'm (Reese) 27-Feb-20 09:42 PM
well i have the Tarakava pan already done
and a trigger for it
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V A H K I T I 27-Feb-20 09:42 PM
What's that have to do with this? 😛
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The Cap'm (Reese) 27-Feb-20 09:42 PM
It's something to work with :v
I.E. the trigger
to trigger it
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V A H K I T I 27-Feb-20 09:43 PM
o
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V A H K I T I 27-Feb-20 10:15 PM
any luck?
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The Cap'm (Reese) 28-Feb-20 11:17 AM
So here's what I have.
Here and here there are three points on top of one another, which hopefully should make the camera pause.
Miniboss is Path 0, boulder is Path 1
also here's this to test the box trigger in the boulder pit
since it was misaligned for some reason 🤷
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V A H K I T I 28-Feb-20 02:23 PM
Has it been tested or are you not able to do that?
@The Cap'm (Reese)
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The Cap'm (Reese) 28-Feb-20 04:33 PM
Cannot
(And I'm at work till around 7 tonight)
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V A H K I T I 28-Feb-20 09:49 PM
oof
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The Cap'm (Reese) 28-Feb-20 09:52 PM
Yeah still can't do it. :p
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V A H K I T I 28-Feb-20 09:53 PM
nani
WHat was that about a box trigger btw?
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The Cap'm (Reese) 28-Feb-20 09:56 PM
The killbox you told me to add to the boulder pt
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V A H K I T I 28-Feb-20 09:56 PM
o
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The Cap'm (Reese) 28-Feb-20 09:56 PM
It was slightly misaligned
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V A H K I T I 28-Feb-20 10:15 PM
I see
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V A H K I T I 28-Feb-20 10:30 PM
Btw I've decided to rename Greg & PD 3
Imma make it a play on Evil Dead 3 and call it "Army of Dankness". :v
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The Cap'm (Reese) 28-Feb-20 10:31 PM
fair
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The Cap'm (Reese) 28-Feb-20 11:49 PM
how's that going ftr
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V A H K I T I 28-Feb-20 11:53 PM
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ShadowDraikana 29-Feb-20 08:58 AM
i actually saw that movie recently btw
that makes this gif 10 times better lol
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Ondrik🅱 (Ondrej) 01-Mar-20 08:39 AM
you know that you haven't done shit in a long time
when you are 51 commits behind
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ShadowDraikana 01-Mar-20 08:44 AM
oof
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The Cap'm (Reese) 01-Mar-20 12:07 PM
so for that camera pan for the boulder
what I did won't work
the cam times are auto-set by distance apart, meaning it can't and won't pause
best I could do is just make the pan go around the area more to try accounting for the fadeout
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V A H K I T I 01-Mar-20 12:12 PM
It pauses in CLF1.
There has to be a way
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ShadowDraikana 01-Mar-20 12:12 PM
pardon
pauses?
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V A H K I T I 01-Mar-20 12:13 PM
It pauses at the end before the cutscene itself ends.
It doesn't just reach the end of the spline then cut back to the Toa like the boss intros.
There's a solid 2 second pause.
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ShadowDraikana 01-Mar-20 12:17 PM
1.5 seconds if this is right
the question is i don't see how it actually interfaces with the cutscene itself
in clf1
unless event 6 is what's triggering that
like that fires when a scene is supposed to end
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V A H K I T I 01-Mar-20 06:33 PM
SuS
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The Cap'm (Reese) 01-Mar-20 06:33 PM
SeeS
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V A H K I T I 01-Mar-20 06:33 PM
SooS MooM
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The Cap'm (Reese) 01-Mar-20 06:33 PM
Bees
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The Shadow Emperor 01-Mar-20 06:37 PM
WW SOOS BOOB
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V A H K I T I 01-Mar-20 07:10 PM
What's everyone working on tonight? Any outstanding tasks y'all wanna tackle?
@ShadowDraikana Progress on MBCH? If you're not currently still trying things I need you to push what you have so I can. 😛
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ShadowDraikana 01-Mar-20 07:12 PM
look i'm trying to relax for the evening now
had more shit go down today and i'm getting fucking sick of mbch
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V A H K I T I 01-Mar-20 07:13 PM
Okay so... push your changes so somebody else can take over.
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ShadowDraikana 01-Mar-20 07:13 PM
it's tedious and i straight up do not want to work on it
i have no changes that work
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V A H K I T I 01-Mar-20 07:13 PM
Don't hoard code, we've been over this
😛
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ShadowDraikana 01-Mar-20 07:13 PM
it's fucking broken
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V A H K I T I 01-Mar-20 07:13 PM
Idc if they WORK I just need timers in place which you have last I heard (edited)
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ShadowDraikana 01-Mar-20 07:13 PM
i did but they straight up weren't even functioning
period
i can't explain that either
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V A H K I T I 01-Mar-20 07:14 PM
Well just send whatever you have then.
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ShadowDraikana 01-Mar-20 07:14 PM
and no i'm not pushing it as is because it does literally fuck all
and i removed it earlier and i really am not in the mood to readd it now
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V A H K I T I 01-Mar-20 07:16 PM
Look, nobody else here knows how to set up a timer. Unless you want to give one of us a crash course in some other area, shit isn't gonna get done with you sitting on changes, functional or not. I know you don't want to touch this area anymore, but some of us still do. If you already removed the code then fine I guess, but don't do that again. If something isn't working and you don't want to work on it anymore, send what you have, don't just revert it and leave us with our thumbs up our asses. :/
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ShadowDraikana 01-Mar-20 07:16 PM
i reverted it BECAUSE IT DOES FUCKING NOTHING
NOTHING
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V A H K I T I 01-Mar-20 07:17 PM
Does the code you put in work in other areas, or is it just this one that's acting up?
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ShadowDraikana 01-Mar-20 07:17 PM
this one
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V A H K I T I 01-Mar-20 07:17 PM
Then it could probably have been salvaged with further testing.
There's probably a REASON it does nothing, however stupid and nonsensical it may be
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ShadowDraikana 01-Mar-20 07:18 PM
fine. i'll deal with it later tonight.
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V A H K I T I 01-Mar-20 07:18 PM
And we can't find that reason if the code is gone
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ShadowDraikana 01-Mar-20 07:18 PM
i'm getting sick of this
like i am beyond done with this area
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V A H K I T I 01-Mar-20 07:19 PM
Well nobody's asking you to keep hammering at it anymore. All I'm asking is for a known functional code base that we can debug ourselves. 😛
Literally all I wanted was timer code. Yes it doesn't function here for some dumbass reason, and I understand and accept that. I just wanted it in there functional or not so that maybe we have a chance to find out why. By all means just relax if you don't want to deal with this area anymore.
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ShadowDraikana 01-Mar-20 07:21 PM
not to mention the fadein/show thing doesn't work even with the changes you made
and when i tried making the timer affect the first waterfall only it did fuck all
hell the timer didn't even fire correctly
which makes absolutely ZERO sense because it was being read and it should have been firing
(sound familiar)
i'll set it back up later
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V A H K I T I 02-Mar-20 06:31 PM
Btw Reese, an idea.
You say you can't make a camera pause, but we do know at the very least it can pause at the beginning and end of its path.
So we COULD theoretically split up your MBCH camera into two splines separated by a scripted pause.
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The Cap'm (Reese) 02-Mar-20 06:33 PM
See I thought about that
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V A H K I T I 02-Mar-20 06:33 PM
Ie: Cam 1 goes to boulder, pause, immediately jumps to cam 2
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The Cap'm (Reese) 02-Mar-20 06:33 PM
But IIRC last time we tried stringing cams together it didn't work at all
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V A H K I T I 02-Mar-20 06:33 PM
We tried this before?
When?
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The Cap'm (Reese) 02-Mar-20 06:33 PM
Credits from TAHU
Trying to make the game play the pans up to the credits played only the first one iirc and then started the credits
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V A H K I T I 02-Mar-20 06:36 PM
I don't remember this at all, and am also not entirely clear on what you're trying to describe, but until @ShadowDraikana sends me her timer and cam playback code, I'll take your word for it since at present I'm unable to tinker.
(No rush btw Ash) 😛
At any rate I'm sure it's possible. Though I'm not sure how well the game will react to it.
The worst case scenario in my head is that it'll go through ALL the motions before starting the next cam. That includes scrolling the letterboxing back out, and then in again for the start of the next section.
Which uh...
Won't look particularly good. 😛
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The Cap'm (Reese) 02-Mar-20 06:42 PM
Well question now
How does mud man/rock boi do it
Because they dont letterbox the game at all
SHRN3 does it too
And alpha SHRN6
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V A H K I T I 02-Mar-20 06:44 PM
SHRN3 has a pan? I don't recall this
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The Cap'm (Reese) 02-Mar-20 06:44 PM
Well not so much a pan
It snaps the camera in front of you while a door closes
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V A H K I T I 02-Mar-20 06:44 PM
ah
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The Cap'm (Reese) 02-Mar-20 06:44 PM
Which I assume is either the same or a similar function
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V A H K I T I 02-Mar-20 06:45 PM
May want to look into that then. My guess is that it's just a cam with a single point, but I guess also some toggleable value somewhere as to whether or not to letterbox during the scene.
Given that everything we've set up ourselves does the letterboxing, I would assume that this is the default setting
Whatever SHRN3 and the boss cams do must be something manually set.
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The Cap'm (Reese) 02-Mar-20 06:46 PM
And SHRN6
Which has a pan in the alpha
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V A H K I T I 02-Mar-20 06:47 PM
Maybe give that same digging to the best of your ability. I need to do a quick grocery run. If you can't find anything, I'll TECHNICALLY have time when I get back, though I really should be doing assignments.
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V A H K I T I 05-Mar-20 01:32 PM
@The Cap'm (Reese) It LOOKS simple enough at first glance? THere are three different floats for forward vector.
Presumably W, S, and Right Click speeds
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The Cap'm (Reese) 05-Mar-20 01:32 PM
ah
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V A H K I T I 05-Mar-20 01:32 PM
Well for setting that up anyways
Two of them are the same which I'm willing to wager is Right Click and S (edited)
One is 3, the other two are 12.
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The Cap'm (Reese) 05-Mar-20 01:33 PM
huh
so would the idea be to bump up S to...I dunno, 20 or something?
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V A H K I T I 05-Mar-20 01:36 PM
Just confirmed in game btw. S and right click give the exact same boost. If there is a difference it's negligible.
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The Cap'm (Reese) 05-Mar-20 01:36 PM
ah
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V A H K I T I 05-Mar-20 01:59 PM
Can you do me a favour?
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The Cap'm (Reese) 05-Mar-20 01:59 PM
sup
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V A H K I T I 05-Mar-20 02:00 PM
What's the ID of Gali's swim animations? THat includes the default as well as the windup.
I'm thinking this might be a movelist thing.
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ShadowDraikana 05-Mar-20 02:00 PM
what's up
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V A H K I T I 05-Mar-20 02:00 PM
All the EXE seems to do is determine the forward vector.
I'm looking into speeding up Gali's wind-up S swim boost
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The Cap'm (Reese) 05-Mar-20 02:01 PM
36 - GALI SWIM
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V A H K I T I 05-Mar-20 02:01 PM
It's kind of inept right now
THank
My main tipoff here is that the EXE doesn't seem to have any code at all for the S boost.
I can find things that it does for pressing W and Right Click, (GcMotionSystem::SwimKeyPressed and GcMotionSystem::SurfaceKeyPressed respectively) but nothing for S.
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The Cap'm (Reese) 05-Mar-20 02:03 PM
...hmm
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V A H K I T I 05-Mar-20 02:03 PM
My best guess now is that it's either entirely movelist handled, or worse, functions like the jump animation where the height is determined by the animation itself.
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The Cap'm (Reese) 05-Mar-20 02:03 PM
It might just be that it's named weird but I can't find the S animation in my list
c201 - GA_C201 (Onua Meets Gali) c202 - GA_C202 (DiveFromMask) c230 - GA_C230 (Takara) c301 - GA_C301 (Gali Meets Pohatu) 00 - GALI IDLE 01 - GALI WALK 02 - GALI RUN 03 - GALI JUMP UP 04 - GALI JUMP DOWN / GALI RUN JUMP DOWN 16 - GALI THROW (early melee) 17 - GALI DRAG START 1...
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V A H K I T I 05-Mar-20 02:04 PM
Though if it IS animation handled, @Ondrik🅱 (Ondrej) may be able to do something with it since it would just be a matter of making the ending boost move the model farther.
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Ondrik🅱 (Ondrej) 05-Mar-20 02:05 PM
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V A H K I T I 05-Mar-20 02:05 PM
:v
@The Cap'm (Reese) Frogkick?
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The Cap'm (Reese) 05-Mar-20 02:05 PM
unused IIRC
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Ondrik🅱 (Ondrej) 05-Mar-20 02:05 PM
making the ending boost move the model farther.
... I'm not sure I can do that
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V A H K I T I 05-Mar-20 02:05 PM
Also Gali has turning swim animations? THat's new to me
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The Cap'm (Reese) 05-Mar-20 02:05 PM
yeah I have two minds on those
they're either unused or they're subtle
when my game runs at a shit fps, I think I actually catch them
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V A H K I T I 05-Mar-20 02:06 PM
With a hookmod we could POSSIBLY make use of those if they're at all worth adding.
Just have them play if the forwrd vector changes I THINK
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The Cap'm (Reese) 05-Mar-20 02:07 PM
it also might be that underwater is breaking them like it does the damage animation
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V A H K I T I 05-Mar-20 02:07 PM
hmm
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The Cap'm (Reese) 05-Mar-20 02:07 PM
cuz Gali does have an animation for being hurt underwater
and it seemingly tries to play
but it's immediately canceled by the normal swim anim
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V A H K I T I 05-Mar-20 02:09 PM
I mean that makes sense from what I can see in the exe.
Lots of ForceAnim calls.
So it's clearly hard-coded to play swim and nothing but swim forever and always. Pac
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The Cap'm (Reese) 05-Mar-20 02:09 PM
I've also inferred that 63 - GA_SWIM_AFTER_JUMP also doesn't play for the same reason
though to be fair I
've not looked through the movelist for it (edited)
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V A H K I T I 05-Mar-20 02:10 PM
I'd love to get all this up and running, but just from briefly looking over things here, I think the entire swim function set would have to be hooked and gutted.
Like a fish if you will
Pac
Anyways obviously for anyone but @benji that's probably EXCEPTIONALLY unfeasible right now.
That does bring up an interesting thought though.
I must be missing some conditions somewhere, because there's no way it's constantly forcing swim to play but letting frogkick(?) through without something telling it somewhere to STOP forcing the other animation first.
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The Cap'm (Reese) 05-Mar-20 02:12 PM
Is frogkick the S animation?
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V A H K I T I 05-Mar-20 02:12 PM
Otherwise you have shit like damage cancelling
I would assume so
That's what Gali does
A frock kick
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The Cap'm (Reese) 05-Mar-20 02:12 PM
frock
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V A H K I T I 05-Mar-20 02:13 PM
You know what I mean. :v
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V A H K I T I 05-Mar-20 03:07 PM
@The Cap'm (Reese) ( ͡° ͜ʖ ͡°)
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Ondrik🅱 (Ondrej) 05-Mar-20 03:07 PM
speedrunning intensifies
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V A H K I T I 05-Mar-20 03:09 PM
TOO MANY PUs
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Ondrik🅱 (Ondrej) 05-Mar-20 03:09 PM
👀
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V A H K I T I 05-Mar-20 03:11 PM
Gee, I didn't know Gali had the Kakama Nuva in this game ( ͡° ͜ʖ ͡°)
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Ondrik🅱 (Ondrej) 05-Mar-20 03:11 PM
good embed discord
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V A H K I T I 05-Mar-20 03:11 PM
Embedded fine on my end
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Ondrik🅱 (Ondrej) 05-Mar-20 03:11 PM
0:00 / 0:00
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V A H K I T I 05-Mar-20 03:13 PM
???????????????????????????????
o h
I think I confirmed jump height is also movelist controlled. :v
Fucking DESTROYED
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sweg (Andrew) 05-Mar-20 03:32 PM
is gali luigi
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The Cap'm (Reese) 05-Mar-20 04:40 PM
Mega oof
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🌻 sher1bot! 🌺 05-Mar-20 04:57 PM
OMG
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The Cap'm (Reese) 05-Mar-20 05:00 PM
when you get time
can you check if height of ledge grab is also determined like that
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V A H K I T I 07-Mar-20 07:12 PM
I mean I imagine it is, but I don't think that's what's wrong with Voriki and the Kaita.
Especially Voriki because for all intents and purposes he's literally just a reskin of Tahu.
Same basic model and skeletal structure, same animations, same data files, etc.
I think there's a deeper issue there somewhere.
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V A H K I T I 08-Mar-20 12:20 PM
beep
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🌻 sher1bot! 🌺 08-Mar-20 12:29 PM
boop
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Ondrik🅱 (Ondrej) 08-Mar-20 12:41 PM
biip
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The Cap'm (Reese) 08-Mar-20 04:10 PM
SuS
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The Cap'm (Reese) 19-Mar-20 07:21 PM
so uh
I guess by the luck of a blue moon or some shit, I just completed MBCH in the alpha
boulder actually fell when I pushed it
door's open, matoran moved just like they did when we ported the area (though the fourth one actually vanished properly)
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The Cap'm (Reese) 19-Mar-20 07:41 PM
On a partially related side note, figured out what the geysers in GL3S are for
Provided they're working, they kill when in proximity
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V A H K I T I 19-Mar-20 07:42 PM
🅱
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The Cap'm (Reese) 19-Mar-20 07:44 PM
You say, stuff is way, Way to go, Go away. Who had you was? I yes you would, It was catastro-, catastro-feeling good.
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The Cap'm (Reese) 20-Mar-20 05:39 PM
okay so I'm not sure yet but I may have found something odd in alpha lev3
yup okay this is a thing
fuckn obs
hold on
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V A H K I T I 20-Mar-20 05:48 PM
?
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The Cap'm (Reese) 20-Mar-20 06:19 PM
Well since OBS is fucking with me rn I'll just explain
So GLY1
I've long wondered why it's called that considering there's no glyph there
You get the stone hammer at the end, not the stone rain
After a playthrough today, I figured it out. There's a spot that, if you pass it, the stone rain is automatically given to you
It's past where the runner stops, right before what is, in the beta, a tunnel
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V A H K I T I 20-Mar-20 07:25 PM
Huh
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The Cap'm (Reese) 20-Mar-20 07:27 PM
Yeah it's weird
This is the only spot in the game where you don't get the glyph via a pickup afaik
Presumably it's a trigger
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The Cap'm (Reese) 20-Mar-20 10:51 PM
keep in mind I'm mashing E the entire time here
(aka the power switch key)
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ShadowDraikana 21-Mar-20 12:35 AM
nani
i need to look at that
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The Cap'm (Reese) 21-Mar-20 12:43 AM
yea 'ss weird
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The Cap'm (Reese) 21-Mar-20 01:24 PM
Okay so
via some inferences and texture/code searching
I fixed Mr. Windy's textures here
his code for the two projectiles that were white squares referenced "sticks" and "rocks" folders, with one-frame stick_ and rock_ textures
which, of course, no longer exist as of this build
However, the flyingdebris texture he uses in the final notably has sticks flying around in it, and there is an unused sprite animation of a boulder
Putting two and two together, he now no longer throws white squares 😛
On a related side note, it is actually impossible to kill Dave here. Nothing calls his playextro method, unlike the hydra
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The Cap'm (Reese) 21-Mar-20 04:51 PM
@Ondrik🅱 (Ondrej) Had time so I finally got around to doing this
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Ondrik🅱 (Ondrej) 21-Mar-20 04:51 PM
rip the timesave, but it was cheap anyway
I mean, even I called for its removal
that should show
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The Cap'm (Reese) 21-Mar-20 04:54 PM
Pushed to clusterfuck, will get a main branch for it in just a sec
pr is up for main
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The Cap'm (Reese) 21-Mar-20 07:15 PM
so in conclusion I did lev5 stuff today
😛
are you proud of me @V A H K I T I
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V A H K I T I 21-Mar-20 07:35 PM
nice :p
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The Cap'm (Reese) 21-Mar-20 07:36 PM
I gave Dave his attacks and his last name
that is nice
really though, the alpha refers to him as "Mr. Windy"
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V A H K I T I 21-Mar-20 07:36 PM
Pac
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The Cap'm (Reese) 21-Mar-20 07:37 PM
leaving the official boss names as:
Vatuka-Nui Hydra Rocky Snowman Mr. Windy Puff the Magic Dragon
this has been my contribution for today
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V A H K I T I 21-Mar-20 07:46 PM
I may make an attempt at something after if there's anything for me to work on. @ShadowDraikana What's on your plate right now?
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The Cap'm (Reese) 21-Mar-20 07:47 PM
well the new Amana Volo model you mentioned before
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V A H K I T I 21-Mar-20 07:49 PM
True, and I did make an attempt at it. Though unless I get a better idea of what some of the other parts are, it doesn't look particularly good so far.
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The Cap'm (Reese) 21-Mar-20 07:50 PM
oof
how about GLY15's thermals? What was the last thing we did with those?
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V A H K I T I 21-Mar-20 07:51 PM
Well I'd like to consolidate work to level 2 where at all possible
I want to get that patch done
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The Cap'm (Reese) 21-Mar-20 07:51 PM
just saying since it's on the current patch additions list
Hmm...maybe you could design the underwater hive so we can get underwater invasion Rahi going?
you're good at designing things right? 😛
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V A H K I T I 21-Mar-20 07:53 PM
Idk am I? .-.
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The Cap'm (Reese) 21-Mar-20 07:54 PM
you already have a couple textures to work with and it's something to do
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V A H K I T I 21-Mar-20 07:56 PM
True.
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The Cap'm (Reese) 21-Mar-20 07:56 PM
If not, just look at the trello and see if there's anything that strikes your fancy
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V A H K I T I 21-Mar-20 08:10 PM
Yeah, I want to work on something but I'm back in that weird shitty headspace again. >->
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The Cap'm (Reese) 21-Mar-20 08:10 PM
🙃
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V A H K I T I 21-Mar-20 08:10 PM
?
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The Cap'm (Reese) 21-Mar-20 08:11 PM
shit headspace not good
not good at all
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The Cap'm (Reese) 22-Mar-20 01:14 AM
Added the text for the swimming tutorial totem and the two Rau hints to the slb (and translation doc); pushing now
If we still have the totem model with the custom texture for Gali's level on it I can get that into BECH tomorrow (the model, at least; I don't really know how to set up totem conversations) (edited)
now I'm really done for the night
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The Cap'm (Reese) 22-Mar-20 01:33 PM
Okay I was going to save this suggestion until we focus on lev3, but could we move RKFL so that it's not right after VLLG? It's a major annoyance right off the bat in the level, and it was around SHRN back in the alpha.
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V A H K I T I 22-Mar-20 01:33 PM
Sure
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The Cap'm (Reese) 22-Mar-20 01:35 PM
I was thinking between XROD and SHRN
(After the Kakama platforming section)
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V A H K I T I 22-Mar-20 01:37 PM
Could work
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Ondrik🅱 (Ondrej) 22-Mar-20 01:37 PM
I mean, changing the position in the level won't change how much of an annoyance it is
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V A H K I T I 22-Mar-20 01:40 PM
The biggest issue with it and snfl is how long it takes.
I think we just need to decrease the amount of boulders it takes to open the door
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The Cap'm (Reese) 22-Mar-20 01:40 PM
It's a timer, not boulders shot
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Ondrik🅱 (Ondrej) 22-Mar-20 01:40 PM
it's not boulders
it's time
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V A H K I T I 22-Mar-20 01:40 PM
Well decrease that then
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Ondrik🅱 (Ondrej) 22-Mar-20 01:40 PM
around a minute and ten seconds until you can just barely fit through
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V A H K I T I 22-Mar-20 01:41 PM
Yeah that's way too much
I'd say at MAXIMUM it should be 30 seconds
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The Cap'm (Reese) 22-Mar-20 01:41 PM
My point is that it's so early in the level that it immediately puts off the player
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Ondrik🅱 (Ondrej) 22-Mar-20 01:41 PM
yeah, that's true
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V A H K I T I 22-Mar-20 01:42 PM
Well either way we should decrease that timer.
Cause as Ondrik says, moving it doesn't stop it from being a pain in the mask.
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The Cap'm (Reese) 22-Mar-20 01:42 PM
Putting it later gives more of a curve than a sharp spike in difficulty/annoyance followed by more normal stuff
And I agree with the timer shortening
100% (edited)
I still want it moved tho 😛
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V A H K I T I 22-Mar-20 01:43 PM
I mean yeah go for it.
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The Cap'm (Reese) 22-Mar-20 01:44 PM
Cool. I'll do that today.
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Ondrik🅱 (Ondrej) 22-Mar-20 01:44 PM
I really need to play this game again and get used to all the changes
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The Cap'm (Reese) 22-Mar-20 01:44 PM
Anyone got that old totem model we made for VLLG when the horns were bound to Q btw? I wanna put that in BECH for the swimming tutorial
I wanna get a couple things done before we're all ready to focus on TP03
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V A H K I T I 22-Mar-20 01:48 PM
Is it not still just in the blk?
Apparently not
Fuck, the one time we should have been as messy as Saffire
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The Cap'm (Reese) 22-Mar-20 01:49 PM
I think we kept the texture in the lev2 blk IIRC
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V A H K I T I 22-Mar-20 01:49 PM
Well it's still in that one alpha area, right?
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Ondrik🅱 (Ondrej) 22-Mar-20 01:49 PM
I should have it still
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The Cap'm (Reese) 22-Mar-20 01:49 PM
well yes and no
There is a totem in GLY2
but it has a stone wall texture on it
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V A H K I T I 22-Mar-20 01:50 PM
I mean if it's the same model you can just open the dae file in notepad and change the texture path
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The Cap'm (Reese) 22-Mar-20 01:50 PM
If memory serves we made the texture for this totem
Oh?
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V A H K I T I 22-Mar-20 01:50 PM
No, it's an unused texture from the alpha IIRC
And yea, that's why I like dae files.
Part of the old process for getting Walker's models game-ready before was opening them in Notepad and redefining the default definition of a meter. :p
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Ondrik🅱 (Ondrej) 22-Mar-20 01:51 PM
I have it
1.1 (edited)
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V A H K I T I 22-Mar-20 01:51 PM
Nice
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The Cap'm (Reese) 22-Mar-20 01:51 PM
send plz
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Ondrik🅱 (Ondrej) 22-Mar-20 01:51 PM
need the texture too?
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The Cap'm (Reese) 22-Mar-20 01:51 PM
thank
shouldn't
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Ondrik🅱 (Ondrej) 22-Mar-20 01:51 PM
np
this is why I keep an archive of the old versions
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The Cap'm (Reese) 22-Mar-20 02:17 PM
rkfl is pushed, moving on to sign placing now
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V A H K I T I 22-Mar-20 02:18 PM
Nice
@ShadowDraikana Feel like doing a convo real quicc?
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The Cap'm (Reese) 22-Mar-20 02:22 PM
Could be as simple as copy/paste depending
Would have to check how many lines Onua's totems have (edited)
This one has 6
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The Cap'm (Reese) 22-Mar-20 02:37 PM
This a good position?
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V A H K I T I 22-Mar-20 02:38 PM
Ye
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The Cap'm (Reese) 22-Mar-20 02:38 PM
k
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V A H K I T I 22-Mar-20 02:39 PM
Or maybe place it before the spot of water you HAVE to go through
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The Cap'm (Reese) 22-Mar-20 02:39 PM
...is that a "do this instead" or a suggestion
cuz my hand was on the push button right before you sent that 😛
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V A H K I T I 22-Mar-20 02:40 PM
It is a suggestion. Just thinking closer to here might be better
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The Cap'm (Reese) 22-Mar-20 02:40 PM
no I know what you mean
just whether or not it was a "dew it" or a "maybe"
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V A H K I T I 22-Mar-20 02:41 PM
For that matter, I would suggest this area get a bit of a redesign as part of the bech overhaul.
It's a bit of a stark right angle to get where you need to go through the water and it's not super obvious until you're already in the water.
I don't like that the game is introducing a new mechanic without making the destination visible.
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The Cap'm (Reese) 22-Mar-20 02:43 PM
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V A H K I T I 22-Mar-20 02:43 PM
Like you literally jump in the water just to make a big 180 and get out again
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The Cap'm (Reese) 22-Mar-20 02:43 PM
I know, I've played this a thousand times
that a good position for the totem
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V A H K I T I 22-Mar-20 02:44 PM
It is for now, but I'd say given this it's subject to change
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The Cap'm (Reese) 22-Mar-20 02:44 PM
well yeah
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V A H K I T I 22-Mar-20 02:45 PM
Bold idea: What if we cleaned up and enclosed this area a bit more then made it the spawn point?
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The Cap'm (Reese) 22-Mar-20 02:45 PM
I already was wary of putting it over here due to the archway I grayboxed before
wut
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V A H K I T I 22-Mar-20 02:45 PM
?
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The Cap'm (Reese) 22-Mar-20 02:45 PM
explain
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V A H K I T I 22-Mar-20 02:45 PM
What.. is there to explain? :v (edited)
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The Cap'm (Reese) 22-Mar-20 02:45 PM
Your idea?
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V A H K I T I 22-Mar-20 02:46 PM
I just said the idea
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The Cap'm (Reese) 22-Mar-20 02:46 PM
Yeah. And I don't get what you mean exactly.
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V A H K I T I 22-Mar-20 02:47 PM
I literally don't know how to explain it any clearer than the original area. Pac Cleaning up this beach instead of the other one and spawning here puts the areas you need to go to into a much more direct perspective, and could allow us to fill the original spawn area with more optional things. It is otherwise an unnecessarily large area with little more than 2 crabs
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The Cap'm (Reese) 22-Mar-20 02:48 PM
See that's a better explanation. 😛
But then brings up the question of MTUP to here
how they fit together
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V A H K I T I 22-Mar-20 02:49 PM
What about it?
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The Cap'm (Reese) 22-Mar-20 02:50 PM
Wasn't the idea before to merge MTUP and BECH?
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V A H K I T I 22-Mar-20 02:51 PM
MTUP is goin to need a metric fuckton of cleanup to be anywhere near the quality of Bech. If @Grampa Walker is up to it, I'm sure he can find a way, but at the moment I think it's a bit too large an undertaking considering how much we already have to do that is a lot more necessary.
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The Cap'm (Reese) 22-Mar-20 02:52 PM
Taking that off the trello card, then
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V A H K I T I 22-Mar-20 02:52 PM
Or just move it to future patches
If we want to get this out anytime soon, I do think we need to start cutting things that aren't necessarily within the scope of revitalizing level 2.
Things like TTUN additions for instance are 100% necessary.
Things like MBCH can, if they continue to be a pain in the ass, be put off to the side for now.
Ideally I'd like to get this patch out in approximately the next month and a half, but that all depends on how everyone else's schedules and motivations line up.
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The Cap'm (Reese) 22-Mar-20 02:55 PM
in that case, you should go over the trello again and move things to other patch lists to slim it down
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V A H K I T I 22-Mar-20 02:55 PM
I plan to as soon as I finish my character modelling final
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The Cap'm (Reese) 22-Mar-20 02:55 PM
i already moved GLY15 to the lev5 list yesterday
totem is pushed btw
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UTTER_BODGE 22-Mar-20 03:00 PM
and there is an unused sprite animation of a boulder
on one hand I feel like the boulder doesn't really fit the environment, on the other hand I don't have any better ideas
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The Cap'm (Reese) 22-Mar-20 03:00 PM
i mean
as I said, he was supposed to throw a rock according to the code
and the fact this boulder animation exists in the beta like the flyingdebris (which I infer evolved from the "stick" he was coded to throw judging by the sprites) leads me to believe that the boulder goes here
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V A H K I T I 22-Mar-20 03:03 PM
Who's throwing a rock? What did I miss?
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The Cap'm (Reese) 22-Mar-20 03:04 PM
The alpha Air Elemental?
The video I posted yesterday?
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V A H K I T I 22-Mar-20 03:04 PM
o
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The Cap'm (Reese) 23-Mar-20 06:37 PM
Okay, how the fuck do collision boxes work
I'm trying to fix the lava pillars in TA10
I can change the big rectangle's size by changing the Y value of either collision point, but changing the X or Z values don't do jack shit
unless someone else wants to try their hand at making these things not suck ass I propose we remove them for now
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The Cap'm (Reese) 23-Mar-20 07:11 PM
On a not really related but also kind of related note, this looks wrong... 😄
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sweg (Andrew) 23-Mar-20 07:14 PM
bonkle lava
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V A H K I T I 24-Mar-20 02:29 AM
What is it that sets the collision for those anyways?
Or do we not know?
Also yeah, that's an easy fix. It's literally just fucked up UVs.
One side of the falls has a seam and the UVs on the opposite side of the seam are flipped.
For texture scrolling to be consistent, the UVs have to at least be facing the same direction.
Tl;dr: BecauseSaffire
Put it on the to-do list and I'll fix it tomorrow
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The Cap'm (Reese) 24-Mar-20 10:42 AM
The collision afaik is defined by the box you can edit in unity
There's code in the puzzle class to hurt you if you touch the box
I don't know if something in that code is messing up the box or if it's an exe thing
If we had the visual debugger in the alpha I could check of it renders the boxes any different
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V A H K I T I 24-Mar-20 02:17 PM
Well @ShadowDraikana successfully made Alpha LSS work, maybe she can get this working as well?
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The Cap'm (Reese) 24-Mar-20 02:30 PM
Reminder to fix TA12 thing above
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V A H K I T I 24-Mar-20 02:30 PM
yeet
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The Cap'm (Reese) 24-Mar-20 02:31 PM
Anyways, for these pillars, if we can't figure them out in a quick amount of time, I say we cut them for this patch and leave them for the lev6 patch later on (edited)
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V A H K I T I 24-Mar-20 02:31 PM
I mean we should be doing that anyways tbh
😛
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The Cap'm (Reese) 24-Mar-20 02:32 PM
?
Oh I get it nvm
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V A H K I T I 24-Mar-20 02:32 PM
We're supposed to be doing these patches in sequence. Going off the rails down rabbit holes in other levels is only causing us delays and providing us less content to add when we get to them proper.
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The Cap'm (Reese) 24-Mar-20 02:34 PM
In that case I'll cut them from the obj slb and attempt to comment their code out for now
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V A H K I T I 24-Mar-20 02:39 PM
aight
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The Cap'm (Reese) 24-Mar-20 02:56 PM
If I fail the commenting part i will ask for help 😄
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The Cap'm (Reese) 24-Mar-20 03:44 PM
okay nope I don't know how to properly comment this out
obj slb is done at least
Thinking on it, we should probably take out the fireballs as well
until the lev6 patch
so if I could get some help on that commenting that stuff out that'd be cool
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ShadowDraikana 24-Mar-20 03:54 PM
dm me
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V A H K I T I 24-Mar-20 03:55 PM
Why does this have to be done via DMs? :v
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UTTER_BODGE 24-Mar-20 04:07 PM
Okay, how the fuck do collision boxes work I'm trying to fix the lava pillars in TA10 I can change the big rectangle's size by changing the Y value of either collision point, but changing the X or Z values don't do jack shit
The collision afaik is defined by the box you can edit in unity There's code in the puzzle class to hurt you if you touch the box
@The Cap'm (Reese) ok so
two things going on here
a) 99% of the time those collision boxes aren't used for anything but for checking if the game should activate collision checks against the real mesh/shape of the object
checking if something collides with a box is cheap, checking if something collides with a complex shape of a model is not - so they have a box surrounding the models
and if you're inside that, then they do the expensive collision check against the model itself
this is the first time I'm hearing of the game using the box itself for any other purpose.... which is a problem, because
b) like trigger boxes, these boxes must be cubes
and the game will make them cubes if they're not
i.e. whatever the tallest/widest/longest section of the box is, all the shorter sides will be expanded out in-game to match
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The Cap'm (Reese) 24-Mar-20 04:10 PM
well considering these are pillars that's a pisser
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UTTER_BODGE 24-Mar-20 04:10 PM
yyyyyep
the best solution would be to use some entirely different means of checking for collision with them
is there any way to make it check against the actual shape, not the surrounding box?
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The Cap'm (Reese) 24-Mar-20 04:10 PM
Or we could just make them part of the lava model and have them kill via that instead of coding
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ShadowDraikana 24-Mar-20 04:10 PM
i'm trying to figure out how this even works atm
this area's code uses a metric fuckton of variables
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The Cap'm (Reese) 24-Mar-20 04:11 PM
i just want to comment this stuff out
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ShadowDraikana 24-Mar-20 04:11 PM
38 to be exact
which is
insane
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The Cap'm (Reese) 24-Mar-20 04:11 PM
my brain hurts too much to do this today
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UTTER_BODGE 24-Mar-20 04:12 PM
Or we could just make them part of the lava model and have them kill via that instead of coding
I think handling it the same way as normal lava is probably the best call
at least off the top of my head
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The Cap'm (Reese) 24-Mar-20 04:14 PM
in that case nuking the pillar code entirely and commenting out the boulders for now would be the ideal solution
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ShadowDraikana 24-Mar-20 04:15 PM
y'know
just making those pillars as part of the bcl would solve a whole lot i would think. now why did saffire not do it this way
1. because saffire or 2. there's a legitimate reason for them doing this (edited)
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V A H K I T I 24-Mar-20 04:17 PM
I mean presumably they aren't supposed to instantly kill you
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The Cap'm (Reese) 24-Mar-20 04:17 PM
considering how much damage they do it's damn close
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UTTER_BODGE 24-Mar-20 04:17 PM
hmm
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V A H K I T I 24-Mar-20 04:17 PM
Temporary for testing
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ShadowDraikana 24-Mar-20 04:17 PM
considering contact with lava instantly kills you anyway
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UTTER_BODGE 24-Mar-20 04:18 PM
to me it seems weird to not be instakill but
I haven't tried it first hand
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V A H K I T I 24-Mar-20 04:18 PM
I mean they are pretty numerous
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UTTER_BODGE 24-Mar-20 04:18 PM
so idk what the difficulty is like
I guess we could spam and stack smaller cube triggers and rig that up via scripting
if that was the idea
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ShadowDraikana 24-Mar-20 04:33 PM
...the fireballs are kaput right
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The Cap'm (Reese) 24-Mar-20 04:35 PM
they don't move
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ShadowDraikana 24-Mar-20 04:38 PM
i can tell you why
the array for them is literally empty
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V A H K I T I 24-Mar-20 04:39 PM
🙃
I mean to be fair this is a BLATANTLY unfinished level
And it was cut
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ShadowDraikana 24-Mar-20 04:39 PM
they have class references in the onevent code
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The Cap'm (Reese) 24-Mar-20 04:39 PM
which is a CRIME
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V A H K I T I 24-Mar-20 04:39 PM
That's what we're here for
😛
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ShadowDraikana 24-Mar-20 04:39 PM
as in stuff that would reference the code within the associated fireball class
but they left the array dummied out
ffs saffire
why the hell did they leave that blank, there's no excuse for that
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V A H K I T I 24-Mar-20 04:40 PM
My question is why do they have their own class in the first place?
Are these not meant to just function like BLDR?
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ShadowDraikana 24-Mar-20 04:40 PM
because there's a fuckton of code involved for them?
i'm not going to rip this stuff out just because we think everything needs to fucntion like fucking bldr
if that's how it's SUPPOSED to work then yeah
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The Cap'm (Reese) 24-Mar-20 04:41 PM
I think that was a question, not a "make it like BLDR"
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V A H K I T I 24-Mar-20 04:41 PM
It was a question but now it's appended with an "Ash needs to fuckin chill". Pac (edited)
Get yo Pink Diamond transformation out of here
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ShadowDraikana 24-Mar-20 04:42 PM
boi
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The Cap'm (Reese) 24-Mar-20 04:42 PM
i don't get that reference wut
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V A H K I T I 24-Mar-20 04:43 PM
If you shatter me, I'm not bowing to you Pac
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The Cap'm (Reese) 24-Mar-20 04:43 PM
is that the same reference or something else
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ShadowDraikana 24-Mar-20 04:44 PM
that'd be steven universe i believe. which i don't pay any attention to Pac
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The Cap'm (Reese) 24-Mar-20 04:44 PM
oh
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V A H K I T I 24-Mar-20 04:44 PM
F
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The Cap'm (Reese) 24-Mar-20 04:44 PM
is that show still going
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ShadowDraikana 24-Mar-20 04:44 PM
apparently
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The Cap'm (Reese) 24-Mar-20 04:44 PM
never really watched it past one or two episodes when it first came on
but anyways TA10
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ShadowDraikana 24-Mar-20 04:49 PM
any cut areas that had fireballs
aside from this one
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The Cap'm (Reese) 24-Mar-20 04:49 PM
TP02
if you land on the center platform a fireball falls down one of the lavafalls
So are we not cutting the fireballs? If not I need to redo the obj slb
?
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ShadowDraikana 24-Mar-20 05:01 PM
idk
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The Cap'm (Reese) 24-Mar-20 05:02 PM
Pac
well it's important to know considering we need to get back to more important matters (lev2 and TP03) 😛
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The Cap'm (Reese) 24-Mar-20 05:49 PM
good talk :v
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ShadowDraikana 24-Mar-20 06:49 PM
i'm not up to speed on what the plan even is here and if i was i've forgotten
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The Cap'm (Reese) 24-Mar-20 06:49 PM
well the plan is to have them fall
like they seem to be intended to
but if that can't be done quickly we dummy them out and move on to more important things for 1.1
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V A H K I T I 24-Mar-20 08:02 PM
ye
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The Cap'm (Reese) 24-Mar-20 08:07 PM
Soooooooooooooooooooooooo
Can it be done quickly or do we comment it all out for now
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The Cap'm (Reese) 24-Mar-20 08:29 PM
Regardless I'm keeping a copy of the old obj slb in the blk for future reference
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V A H K I T I 24-Mar-20 08:42 PM
Idk. Depends what Ash hgas to say
In the meantime I'd focus on level 2
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The Cap'm (Reese) 24-Mar-20 10:07 PM
Well what can I do, o wise liam
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The Cap'm (Reese) 24-Mar-20 10:35 PM
Send me a message, dear prophet, to what path I should follow
Elucidate my purpose, o seer of progress
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V A H K I T I 24-Mar-20 10:38 PM
Whatever you like really. The trello is as good a leader as I am right now. :v
It's been so long since I've actually had to coordinate anything here I've kinda lost my edge. Gotta ease back into it. :p
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The Cap'm (Reese) 24-Mar-20 10:38 PM
Yeah uh, mostly model stuff.
Which I am in no way qualified for
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V A H K I T I 24-Mar-20 10:39 PM
Well if there's nothing for level 2 you can do, feel free to branch out. Just make sure that it doesn't interfere with progress on level 2 if it's a job you can't personally finish.
@ShadowDraikana How are you feeling lately? Your woodshed is growing cobwebs. :p
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The Cap'm (Reese) 24-Mar-20 10:52 PM
I'm honestly not sure if there's anything on trello I can do
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V A H K I T I 24-Mar-20 11:05 PM
.-.
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The Cap'm (Reese) 24-Mar-20 11:06 PM
Hey, if you see anything on there I have the skillset to do go right ahead and tell me; I'm not seeing anything.
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The Cap'm (Reese) 24-Mar-20 11:36 PM
still need to reorganize that anyways
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V A H K I T I 24-Mar-20 11:36 PM
Well that's something for the time being
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The Cap'm (Reese) 24-Mar-20 11:36 PM
what is
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V A H K I T I 24-Mar-20 11:36 PM
reorganizing
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The Cap'm (Reese) 24-Mar-20 11:37 PM
I mean, that's your job. 😛 Setting priorities for what to get done for 1.1
you said you'd do that post-character design final
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V A H K I T I 24-Mar-20 11:38 PM
true
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ShadowDraikana 25-Mar-20 10:59 AM
ok so
fireballs today
keep or no keep
for ta10
replaced the ancient music code and cleaned up the area class a bit. haven't touched anything else yet
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The Cap'm (Reese) 25-Mar-20 11:47 AM
@ShadowDraikana
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ShadowDraikana 25-Mar-20 12:12 PM
i'll go hook them up then
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ShadowDraikana 25-Mar-20 12:45 PM
PFF
saffire called the setsurfmode method twice in the initfull method
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The Cap'm (Reese) 25-Mar-20 12:46 PM
oof
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ShadowDraikana 25-Mar-20 12:46 PM
redundant cleanup code too
setsurfmode was set up in a way to allow turning surfing on and off by calling it with an argument or not
so saffire called that
turned surfing off, setsplitanimation, etc. then immediately did the same thing again in the cleanup
looks like someone got interrupted in scripting this area the more i look at it
...why are there two tp03 area classes
oh there's one for lev8
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The Cap'm (Reese) 25-Mar-20 12:53 PM
you can cut that since we're moving it to lev6 again
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ShadowDraikana 25-Mar-20 12:54 PM
aight
was the area blk for it removed from the lev8 assets along with the makefile
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The Cap'm (Reese) 25-Mar-20 01:02 PM
I took it out of the makefile back when I ported it over to lev6
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ShadowDraikana 25-Mar-20 01:03 PM
aight. i take it the blk was removed too or was just the makefile updated
went ahead and pushed the code removal for it from lev8
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The Cap'm (Reese) 25-Mar-20 01:03 PM
pretty sure I moved the folder entirely
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ShadowDraikana 25-Mar-20 01:03 PM
ahh
meanwhile
wtf is this bullshit
the same exact code
repeated and assigned to different variables
correct me if i'm wrong but this could be handled with ONE variable not THIRTY-SEVEN (edited)
and give that var as the second argument for items within the following array
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ShadowDraikana 25-Mar-20 01:17 PM
that somewhat simplifies the class a bit
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benji 25-Mar-20 01:28 PM
well that code assigns a different random number to each variable there
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ShadowDraikana 25-Mar-20 01:30 PM
oh fuck yeah that's right
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benji 25-Mar-20 01:31 PM
however, repeating with a while loop would be much more elegant
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ShadowDraikana 25-Mar-20 01:31 PM
if i only use one it's using the same number for all of them
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benji 25-Mar-20 01:31 PM
right
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V A H K I T I 25-Mar-20 01:32 PM
Well well well, looks like somebody's getting their groove back. Nicely done so far Ash.
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ShadowDraikana 25-Mar-20 01:34 PM
@benji how would you propose i set up a while loop for this
if i can compact this down as much as possible that'd make this a hell of a lot cleaner
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benji 25-Mar-20 01:35 PM
well I'd need to see how the random values are used
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ShadowDraikana 25-Mar-20 01:36 PM
they're used for timer values and assigned to different timers themselves in an array
the start of which is in that screenshot
basically repeats for 37 different timers
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benji 25-Mar-20 01:41 PM
well but I need to see the code to tell you how to use a loop
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ShadowDraikana 25-Mar-20 01:44 PM
clusterfuck-branch-take-two, ta106_puzzle class
is where this is
just pushed some edits to it
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benji 25-Mar-20 01:55 PM
So you'd replace lines 113-186 with a loop, like so:
this.timerarray = [ ]; // Create empty array var i = 0; // Stores which iteration of the loop we are in while (i < 37) { var timername = "wt"; // We need to pad the single digit timers with an extra '0', // so that 'wt2' becomes 'wt02' if (i <= 9) { timername = timername + "0"; } timername = timername + __tostring(i); this.timerarray.__append(new lego_timer(timername, globalclass.randnum.getrandomfloat(3.0, 4.5), 0)); i = i + 1; }
(edited)
If you don't care what the timers are named, you can remove the middle segment about padding the timer names
Oh, and it looks like you can merge the loop that calls initfull on the timers into the loop I just posted
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ShadowDraikana 25-Mar-20 01:58 PM
awesome
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benji 25-Mar-20 01:59 PM
oh wait, don't use that
ok fixed
(You need the i = i + 1 to not cause an infinite loop)
(Man I wish LSS had a normal for loop)
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ShadowDraikana 25-Mar-20 02:00 PM
yeah i was going to ask if i needed that thing on the end since every other while loop has it
oh yeah can i axe all those variables at the start of initfull now or do we still need those here outside of 38
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benji 25-Mar-20 02:10 PM
if var1 through var37 aren't used anywhere else then they can be deleted
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ShadowDraikana 25-Mar-20 02:18 PM
cool
i'll keep this while loop in mind for future use elsewhere, particularly for cycling through ids like that
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Ondrik🅱 (Ondrej) 25-Mar-20 02:25 PM
Question
so I finally got the unity editor and how exactly does this work?
This is where I am now
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UTTER_BODGE 25-Mar-20 02:29 PM
I'm heading to work right now but
see the readme on the project's main page
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Ondrik🅱 (Ondrej) 25-Mar-20 02:30 PM
I have no Manager object
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V A H K I T I 25-Mar-20 02:30 PM
Anything I an do to be of help right now friends? I'm not really doing much.
@ShadowDraikana
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The Cap'm (Reese) 25-Mar-20 02:30 PM
did you even get the project
you need to open the scene in the project
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ShadowDraikana 25-Mar-20 02:31 PM
not much at the immediate moment
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V A H K I T I 25-Mar-20 02:32 PM
Aight, keep me posted
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ShadowDraikana 25-Mar-20 02:32 PM
trying to figure out what the hell is up with the blank fireball array and what saffire was doing
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V A H K I T I 25-Mar-20 02:32 PM
@Grampa Walker You busy today?
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ShadowDraikana 25-Mar-20 02:32 PM
one other side question about ta10
do we want the music to restart upon death
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The Cap'm (Reese) 25-Mar-20 02:32 PM
no
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ShadowDraikana 25-Mar-20 02:32 PM
thought so
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Ondrik🅱 (Ondrej) 25-Mar-20 02:33 PM
okay, I opened the scene, that was the issue. And now I'm getting this
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ShadowDraikana 25-Mar-20 02:35 PM
and pushed
music will play continuously instead of stopping and restarting
fixed some more redundancies with the kill/unkill code for that matter
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The Cap'm (Reese) 25-Mar-20 02:36 PM
so do them boulders work now
I'll commit my no-pillars object slb
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ShadowDraikana 25-Mar-20 02:38 PM
they're set up as moveable objects in the tp02 class
tf
i still love this btw
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Ondrik🅱 (Ondrej) 25-Mar-20 02:47 PM
lol
sometimes I'm extremely baffled by all the work that we've collectively put into this
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ShadowDraikana 25-Mar-20 02:49 PM
i'm baffled how i didn't lose my sanity with the osi back in the asm days Pac
dark times
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The Cap'm (Reese) 25-Mar-20 02:49 PM
As am I 😛
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benji 25-Mar-20 02:52 PM
You might want to take some time to rename the params there to match what variable they are assigned to
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ShadowDraikana 25-Mar-20 02:53 PM
ye
just haven't touched that class in like forever so i haven't done so yet
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The Cap'm (Reese) 25-Mar-20 04:09 PM
so how goes the boulders then
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The Cap'm (Reese) 25-Mar-20 07:14 PM
good talk :v
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ShadowDraikana 25-Mar-20 07:18 PM
they aren't
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The Cap'm (Reese) 25-Mar-20 07:21 PM
Wut
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ShadowDraikana 25-Mar-20 07:42 PM
as in they aren't going
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The Cap'm (Reese) 25-Mar-20 07:43 PM
Pac
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UTTER_BODGE 25-Mar-20 11:47 PM
@Ondrik🅱 (Ondrej) post a screenshot of the console/log
no way of knowing what's going wrong without that
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V A H K I T I 30-Mar-20 05:41 PM
@The Cap'm (Reese) Got the model working with Benji's help. Pushed
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The Cap'm (Reese) 30-Mar-20 05:42 PM
Yay
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V A H K I T I 30-Mar-20 05:42 PM
I tested it but it apparently spawns me.. inside the chamber with the Tarakava, underwater. 😐
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The Cap'm (Reese) 30-Mar-20 05:43 PM
Underwater is probably a code thing
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V A H K I T I 30-Mar-20 05:43 PM
Probably a spawnpoint thing too
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The Cap'm (Reese) 30-Mar-20 05:43 PM
You set STR0 at the new entrance yes?
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V A H K I T I 30-Mar-20 05:43 PM
I did, and this is nowhere near there
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The Cap'm (Reese) 30-Mar-20 05:45 PM
There might be a setunderwater in the code upon entering. Check
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V A H K I T I 30-Mar-20 05:45 PM
Gonna try that yeah, cause my spawn points are fine.
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The Cap'm (Reese) 30-Mar-20 05:46 PM
Actually while you're there
The waterfall on the left there
It has clipping issues in-game
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V A H K I T I 30-Mar-20 05:47 PM
Not sure what you mean by "there". I'm not even editing the water
There we go
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The Cap'm (Reese) 30-Mar-20 05:47 PM
No I'm not even in the game yet I'm just saying (edited)
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V A H K I T I 30-Mar-20 05:47 PM
Nuked all the setunderwater code
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The Cap'm (Reese) 30-Mar-20 05:47 PM
Look to the left waterfall from where you are in that screencap
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V A H K I T I 30-Mar-20 05:48 PM
Gotta fix this door
Also
both of them have issues
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The Cap'm (Reese) 30-Mar-20 05:48 PM
yes
but the left is the most noticable
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V A H K I T I 30-Mar-20 05:49 PM
I think I'm gonna clone the entry door for the exit one as well. The stone just looks... bad
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The Cap'm (Reese) 30-Mar-20 05:50 PM
i see you changed TAKV's texturing there
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V A H K I T I 30-Mar-20 05:50 PM
Not on purpose
I think something got fucked up in Maya
Not surprised.
I'm just gonna do it over.
I forgot to generate a new BCL anyways. 😛
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The Cap'm (Reese) 30-Mar-20 05:55 PM
oof
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V A H K I T I 30-Mar-20 06:19 PM
And of course. After I do all the work a SECOND TIME Maya fucks it all up AGAIN.
I'm going to work on this tomorrow. I don't have the strength to deal with this shit right now.
No fuck it. I need to get this over with. >->
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V A H K I T I 30-Mar-20 06:45 PM
Great, well now it works, but I'm getting a crash I've never seen before.
It's one of those "touch the water and the game fucking explodes" crashes.
@ShadowDraikana Any insight?
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ShadowDraikana 30-Mar-20 06:49 PM
what the fuck now
oh those crashes
you haven't seen these?
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V A H K I T I 30-Mar-20 06:49 PM
I have seen the effect, but I don't recognize this particular function.
I may just be rusty
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ShadowDraikana 30-Mar-20 06:50 PM
what exactly resulted in this
one thing comes to mind right off the bat when you said touch the water and the game fucking explodes
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V A H K I T I 30-Mar-20 06:50 PM
I DID just make like 3 incomplete commits in a row. Pac It could be any number of things given what I edited. But probably due to altering the water model.
I hadn't changed the BCL yet though
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ShadowDraikana 30-Mar-20 06:51 PM
that would do it
i had this issue with gali's shrine before
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V A H K I T I 30-Mar-20 06:52 PM
Last I remember this was an issue with generating BCLs from models the wrong way, hence why I held off for the moment on doing that.
I take it even the water model itself can cause it?
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ShadowDraikana 30-Mar-20 06:53 PM
yup
because water
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V A H K I T I 30-Mar-20 06:53 PM
Wonderful. How did you fix it then? (edited)
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ShadowDraikana 30-Mar-20 06:53 PM
i think it's due to mtl mismatch
trying to do something with the bcl that doesn't match the model and then implosion
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V A H K I T I 30-Mar-20 06:53 PM
.-.
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ShadowDraikana 30-Mar-20 06:53 PM
as in material mistmatch
if i'm remember this correctly
it's fucky as hell and sometimes it does work
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V A H K I T I 30-Mar-20 06:54 PM
Okay so you're saying I HAVE to generate a new BCL to make this work then
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ShadowDraikana 30-Mar-20 06:54 PM
likely
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V A H K I T I 30-Mar-20 06:54 PM
How do I do that for water? I vaguely recall it's a stupidly involved process that I previously just shifted to you. 😛
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ShadowDraikana 30-Mar-20 06:55 PM
it's because saffire used an incredibly complicated way of handling materials
as in the material slb
ffs where's the pin with this information
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V A H K I T I 30-Mar-20 06:56 PM
Probably in the old dev chat
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ShadowDraikana 30-Mar-20 06:57 PM
for the love of god the pins got cleared
fml
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V A H K I T I 30-Mar-20 06:57 PM
Wot
They absolutely did not
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ShadowDraikana 30-Mar-20 06:57 PM
they are not showing up on my end
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V A H K I T I 30-Mar-20 06:57 PM
Also apparently I can just generate one from my water model and make it work
Huh
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ShadowDraikana 30-Mar-20 06:57 PM
yep exactly what i suspected
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V A H K I T I 30-Mar-20 06:59 PM
?
Anyways @The Cap'm (Reese), fixed the water clipping, and merged TAKV with GIZR. It doesn't look pretty at the merge site, but I'll leave that to @Grampa Walker since this area could use with a UV overhaul anyways.
I'll push it now
Done
Go nuts with the cutscene you two. :p
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The Cap'm (Reese) 31-Mar-20 10:38 AM
The backtrack trigger to SHRN does not work (edited)
(in takv)
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V A H K I T I 31-Mar-20 11:23 AM
Fucc
Does everything else work?
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The Cap'm (Reese) 31-Mar-20 11:47 AM
yes
just the trigger
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V A H K I T I 31-Mar-20 11:51 AM
weird
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V A H K I T I 02-Apr-20 03:39 PM
@ShadowDraikana Are you free? 😛
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ShadowDraikana 02-Apr-20 03:40 PM
not at the moment
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V A H K I T I 02-Apr-20 03:41 PM
Will you potentially be later today?
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ShadowDraikana 02-Apr-20 03:42 PM
maybe
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V A H K I T I 02-Apr-20 03:53 PM
Aight, well let me know fren. :p
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ShadowDraikana 08-Apr-20 09:05 AM
RE save corruption: ping me when we have hands on deck for this
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V A H K I T I 08-Apr-20 11:59 AM
@ShadowDraikana Suuuuup
@JrMasterModelBuilder You busy today?
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The Cap'm (Reese) 08-Apr-20 11:59 AM
did you read the rundown of the issue
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V A H K I T I 08-Apr-20 11:59 AM
Maybe a quick one
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The Cap'm (Reese) 08-Apr-20 12:00 PM
Front End's quit function calls GcSaver
which is a bad thing
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ShadowDraikana 08-Apr-20 12:00 PM
i need to specifically kill this call to verify that
within the function itself
which is what i need to know how to do or for someone else to do
i just need one very tiny bit of code bypassed
i want to rule this out in effect
HOWEVER
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The Cap'm (Reese) 08-Apr-20 12:02 PM
Essentially what I found yesterday is that save files corrupt once the window closes after you click "Quit" in front end; it doesn't happen if the game force closes (either from a shutdown or Alt+F4)
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V A H K I T I 08-Apr-20 12:04 PM
Or if you hit the X presumably
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The Cap'm (Reese) 08-Apr-20 12:05 PM
i assume so yes
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V A H K I T I 08-Apr-20 12:05 PM
So why can't this be turned off from the OSI if it's being called from a scripted button?
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The Cap'm (Reese) 08-Apr-20 12:07 PM
IIRC it's the GcGame::QuitGame function that gets called, and that also calls GcSaver? Is that accurate @ShadowDraikana ?
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V A H K I T I 08-Apr-20 12:07 PM
Is there an OSI function that just closes the game? Seems like an easier way to test this.
I mean I can probably nop out the GCSaver call, but I'm not sure it's necessary to go that far
Btw, is this related to Ondrik's bug from yesterday?
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The Cap'm (Reese) 08-Apr-20 12:12 PM
I don't believe so no
That was purely test menu
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ShadowDraikana 08-Apr-20 12:13 PM
no it's needed to nop it out
the osi calls the function
the function itself is where the fuck up is happening i think
but i need that specific gcsaver call noped out within the function to be sure
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V A H K I T I 08-Apr-20 12:17 PM
Well gimmie just one minute and I'll look into it then. Just discussing what to do with an apparent sadist pedophile in the bionicle community with other community leaders right now. 🙃
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The Cap'm (Reese) 08-Apr-20 12:18 PM
.-.
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V A H K I T I 08-Apr-20 12:26 PM
Pff. Well then.
Seems pretty straightforward. :p
Found another small issue already btw.
PTV1 and potentially other areas don't have music, but they don't have code to stop music from frontend or start the music that would have carried over from the previous area on loading a save
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The Cap'm (Reese) 08-Apr-20 12:33 PM
yeah we know
that's been a thing forever
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V A H K I T I 08-Apr-20 12:34 PM
IIRC we fixed this in another area once before.
For this specific issue we could maybe hijack code from PTOS to make it work.
Ie the "entered from back door" code
THat way we could just say something like "if entered from FREN, play music, else do nothing"
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The Cap'm (Reese) 08-Apr-20 12:39 PM
so you got that line out or
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V A H K I T I 08-Apr-20 12:39 PM
working on it
Just brushing up on how to do this
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ShadowDraikana 08-Apr-20 12:45 PM
ping me with updates
again
just the gcsaver call needs to be skipped
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V A H K I T I 08-Apr-20 12:48 PM
Question though
What function does the quit button in the text menu call?
And why can't we just use it here
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The Cap'm (Reese) 08-Apr-20 12:48 PM
*test
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V A H K I T I 08-Apr-20 12:49 PM
Yes
that
:p
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The Cap'm (Reese) 08-Apr-20 12:50 PM
Here's the thing
My theory
The test menu doesn't load an area
Front End does
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V A H K I T I 08-Apr-20 12:50 PM
Fair
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The Cap'm (Reese) 08-Apr-20 12:50 PM
in fact
tested just now
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V A H K I T I 08-Apr-20 12:50 PM
Well I made it skip the call anyways
Just need to run one more test
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The Cap'm (Reese) 08-Apr-20 12:50 PM
quitting from the test menu does call the saver
it just doesn't have another area to save so it doesn't overwrite level/area (edited)
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V A H K I T I 08-Apr-20 12:51 PM
Sounds about right
Oh yeah another thing we need to look into
How pausing the game and alt tabbing inverts the process
Ie the game will be paused UNLESS the window isn't in focus. (edited)
Then the menu will be up, but the game will be running normally
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Ondrik🅱 (Ondrej) 08-Apr-20 12:53 PM
alt tabbing isn't a "full" pause I think
see RKFL and SNFL
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V A H K I T I 08-Apr-20 12:54 PM
Idk if it'll work, but I tried IDA's patch program to apply the changes to the EXE directly. (edited)
Feel free to test also, Reese.
Just keep an eye on the last modified date of the save you use.
If this worked, it should just hit the GCSaver call, and jump right over it.
Fuck I don't think it worked
Bah
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The Cap'm (Reese) 08-Apr-20 12:57 PM
it did not
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V A H K I T I 08-Apr-20 12:57 PM
Okay I'll try just nopping it out manually.
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V A H K I T I 08-Apr-20 01:04 PM
Done
That didn't need to be as difficult as I was originally making it
:p
I just nopped out the call and left everything else.
Tested, and it doesn't save on quitting
So it should get the job done
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The Cap'm (Reese) 08-Apr-20 01:08 PM
yup works
save is uncorrupted
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benji 08-Apr-20 01:08 PM
thought: If you disable saving from the frontend, will that disable saving settings changes?
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V A H K I T I 08-Apr-20 01:09 PM
I'm not certain. Does GcSaver handle that?
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The Cap'm (Reese) 08-Apr-20 01:09 PM
nope, setting save fine
Tested by turning off music and quitting out
music is still off on reload
👌 1
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V A H K I T I 08-Apr-20 01:10 PM
nice
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The Cap'm (Reese) 08-Apr-20 01:11 PM
so that's fixed, then
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V A H K I T I 08-Apr-20 01:11 PM
Yeah I guess is is, isn't it? There really isn't any downside to this if settings aren't saved.
The only thing that will be lost is progress in a specific area.
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The Cap'm (Reese) 08-Apr-20 01:12 PM
?
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V A H K I T I 08-Apr-20 01:12 PM
Well let's say you finish an invasion but quit before leaving the room.
That progress won't be saved
We'll have to add a GcSaver call to the pause menu quit button to remedy that
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The Cap'm (Reese) 08-Apr-20 01:12 PM
also the settings are saved
so
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V A H K I T I 08-Apr-20 01:13 PM
So..?
Oh right
I misspoke
:p
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The Cap'm (Reese) 08-Apr-20 01:13 PM
😛
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V A H K I T I 08-Apr-20 01:13 PM
I meant are saved
Point is, we'll need to add a save call to the pause menu if we want this to really be fixed
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The Cap'm (Reese) 08-Apr-20 01:13 PM
said save call will have to happen before area transition
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V A H K I T I 08-Apr-20 01:14 PM
well no
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The Cap'm (Reese) 08-Apr-20 01:14 PM
well yes :v
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V A H K I T I 08-Apr-20 01:14 PM
We'd basically just be moving the save call from the frontend quit button to the pause menu quit button
OH WAIT
I see what you mean
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The Cap'm (Reese) 08-Apr-20 01:14 PM
it you don't trigger saving before transition it'll save FREN again 😛
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V A H K I T I 08-Apr-20 01:15 PM
I mean as long as it happens when the button is pressed, I don't see why it would transition before the save is created.
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The Cap'm (Reese) 08-Apr-20 01:15 PM
just saying
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V A H K I T I 08-Apr-20 01:15 PM
@ShadowDraikana Is that something you can do via the OSI?
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The Cap'm (Reese) 08-Apr-20 01:26 PM
regardless I'll add the fix to the patch notes for Main
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V A H K I T I 08-Apr-20 01:26 PM
aight
Sent Kay a DM btw. She can't see the pings here because warframe. Pac
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The Cap'm (Reese) 08-Apr-20 01:27 PM
oof
insert joke about discord overlay here
pr is up
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ShadowDraikana 08-Apr-20 01:30 PM
yeah but i can see dm notifs just fine. because discord
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The Cap'm (Reese) 08-Apr-20 01:40 PM
oof
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ShadowDraikana 08-Apr-20 01:44 PM
ok so
@benji aight so it looks like in order to do what we want, gcsaver::save needs to be registered as an osi function. just need to allow for it to be called and go from there
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benji 08-Apr-20 01:50 PM
sounds like you should ask @V A H K I T I to add it to BetterSaver
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V A H K I T I 08-Apr-20 01:50 PM
nani
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The Cap'm (Reese) 08-Apr-20 06:02 PM
And then that conversation ended. Pac
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The Cap'm (Reese) 09-Apr-20 01:08 PM
Pac (edited)
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V A H K I T I 09-Apr-20 03:15 PM
@benji I'm not exactly sure how I would go about doing that. Is that something you taught me before and I'm just having a stroke? 😛
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benji 09-Apr-20 04:49 PM
I distinctly recall walking you through adding a native function for the OSI to use
And you recorded it
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V A H K I T I 09-Apr-20 05:51 PM
Well yeah, but I don't think we ever went over adding things to bettersaver
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ShadowDraikana 09-Apr-20 05:53 PM
preferably we'd register the function in the osi normally but have that code stored with bettersaver because it relates to gcsaver
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benji 09-Apr-20 05:58 PM
what hookmod you do it in has no effect on how you do it
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V A H K I T I 09-Apr-20 06:05 PM
Hmm.. okay. I guess I'll refresh myself on that tomorrow and give it a shot
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V A H K I T I 10-Apr-20 02:10 PM
Working on this now.
BetterSaver already has definitions for most if not all GcSaver things, so that helps
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The Cap'm (Reese) 10-Apr-20 02:10 PM
Yeet
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V A H K I T I 10-Apr-20 02:11 PM
Er.
s = MH_CreateHook(pGcSaver__Save, &BetterSaver::Save, nullptr); @benji This means it's already hooked and usable, right?
@ShadowDraikana Try calling this instead of GcSaver directly.
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ShadowDraikana 10-Apr-20 02:18 PM
aight i'll work on this shortly
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benji 10-Apr-20 02:43 PM
That means BetterSaver::Save will be called instead of the old GcSaver::Save. It does not let the OSI call it though.
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V A H K I T I 10-Apr-20 02:43 PM
Ah..
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benji 10-Apr-20 02:43 PM
Keep looking for the OSI function registering.
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V A H K I T I 10-Apr-20 02:49 PM
You're sure you never registered it, or you're just having me look to check?
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V A H K I T I 10-Apr-20 03:38 PM
Okay so it doesn;t look like it's registered, but I SHOULD just be able to register it the same way you did clearcinema like this, no?
Er
Changing the clearcinema call obviously
Missed that in my copy paste. :p
Hmm.. no cause that leads back to this, and I'd need to do the same thing with that. The problem is I never recorded the second half of our thing I think.
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V A H K I T I 10-Apr-20 03:48 PM
Well I tried what I THINK will work, and it built, so let's see what's what then
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V A H K I T I 10-Apr-20 04:19 PM
Ayyy I figured it out! 😄
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The Cap'm (Reese) 10-Apr-20 04:19 PM
Mems
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V A H K I T I 10-Apr-20 04:20 PM
@ShadowDraikana I've successfully registered BetterSaver::Save as an OSI function. Tested with the Miru trigger in the test level. Every time you walk through it, the save file is updated.
You should be able to put this into the pause menu now, and we can finally wrap up the save corruption issue once and for all
If all goes well on your end with this, I'll push my changes to the LOMNHook, Main, and Rebuilt repos.
Full disclosure: I really did completely forget what I was doing here, and just cludged my way through using context clues from other registered functions, so definitely test this as best you can.
FYI @benji, this is what I did if you want to tell me I did good or bad. :P
static ScOSIVariant* __cdecl OSIStub_BetterSaver_Save(ScOSIVariant* ret, LOMNHook::Util::ScOSIVirtualMachine* vm, void* param1, void* param2, void* param3, void* param4, void* param5, void* param6, void* param7, void* param8, void* param9, void* param10) { SaveDirector::ValueID id = (SaveDirector::ValueID)param1; pGcSaver__Save; SaveDirector::Save(); OutputDebugStringW(L"Save Game called via script"); // Return a null variant ret->Payload = 0; ret->TypeID = 0x0F; return ret; }
LOMNHook::Util::OSIRegisterFunction(OSIStub_BetterSaver_Save, "bettersaver", "save", 0, 0, 0xf, 0xf, 0xf, 0xf, 0xf, 0xf, 0xf, 0xf, 0xf, 0xf);
There's probably some unnecessary things in there, or maybe not. Idk. But at the moment it seems to work, so I can clean it up before pushing if necessary, but otherwise testing and implementation can commence.
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benji 10-Apr-20 04:25 PM
Looks great; nice job.
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V A H K I T I 10-Apr-20 04:26 PM
Thanks. 😄
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benji 10-Apr-20 04:26 PM
The id variable looks unused
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V A H K I T I 10-Apr-20 04:27 PM
I'll remove it and test then
Yep, that still works fine
As I said, I was just sorta copy pasting from other functions cause I did forget the second half of your little lecture since I didn't have a chance to record it. xP
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benji 10-Apr-20 04:28 PM
Also the pGcSaver__Save does nothing
If you want to call the function, you have to use parentheses after the name
But I don't think you want that line anyway
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V A H K I T I 10-Apr-20 04:29 PM
That's weird, I swear I tried it with JUST the savedirector call ebfore and it didn't work. That's the only reason I dug that up
YOu are right though, I remove it too and it's fine
Guess I just did it wrong the first time. 😛
Also, implementing this will make testing a lot easier in the future too, because not having the game save on quit from the pause menu makes it a bit of a hassle to get in and out of the same level when testing new features or changes via the test menu.
Cause unless you make a point of going through a door, or manually editing the save, anywhere you use the debug menu to teleport to doesn't get registered to the save
In retrospect I'm not sure why they tried to do it they way they did from frontend cause uh...
They REALLY should have known that writing a save when an area is loaded would register THAT area and not the previous one.
I mean they COULD have added some conditional shenanigans or just had the game store the last two area updates in memory, then had it ignore the most recent one if it returns as FREN, but this is a lot more elegant and foolproof. At least in theory. (edited)
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The Cap'm (Reese) 10-Apr-20 04:53 PM
BecauseSaffire
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V A H K I T I 11-Apr-20 11:23 AM
AIght then
Guess I'll just uhhhhh
Do this myself
😛
Done
The game now saves when you quit from the pause menu
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V A H K I T I 11-Apr-20 11:36 AM
Nopped out native code that saves game in Frontend, resulting in bad saves Update Better Saver to allow save game calls directly from the OSI Update pause screen to force save game on quit
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Ondrik🅱 (Ondrej) 11-Apr-20 11:47 AM
Halleluja!
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V A H K I T I 11-Apr-20 12:11 PM
Pushed also to main
I have done fairly thorough testing on my end with all of this, but all the same feel free to test further whenever it's convenient. (edited)
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The Cap'm (Reese) 11-Apr-20 12:20 PM
Yeet
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The Cap'm (Reese) 11-Apr-20 12:53 PM
works
though I do have to ask
are we planning on fixing the succ crash this patch
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V A H K I T I 11-Apr-20 12:54 PM
The hydra?
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The Cap'm (Reese) 11-Apr-20 12:54 PM
yes
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V A H K I T I 11-Apr-20 12:54 PM
I mean we don't really know what's wrong with it, but if we can find out, yes
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The Cap'm (Reese) 11-Apr-20 12:54 PM
if not we need to turn the crabs off
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V A H K I T I 11-Apr-20 12:57 PM
Yea. Well what do we know about the issue so far?
IIRC it was an issue with the hydra not discriminating the crabs from gali
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The Cap'm (Reese) 11-Apr-20 12:57 PM
Crabs=active, getting succed =crash. IIRC it has something to do with AI?
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V A H K I T I 11-Apr-20 12:58 PM
I seem to recall it was an issue with collision and how the hydra is basically trying to apply its effect to EVERYONE in the level instead of just gali
Which causes the game to flip the fuck out when it does so to the crabs
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The Cap'm (Reese) 11-Apr-20 12:58 PM
i don't recall that, but it's been a long time since we looked into this
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V A H K I T I 11-Apr-20 01:02 PM
V A H K I T I12/02/2020 Well that was a short deep dive. It seems to be bombing just after disabling character collisions, which I assume maybe it's trying to do on a universal scale, and the crabs don't like that. I think what it's doing is trying to hit a fly with a sledgehammer. It's programmed to disable and hide EVERYTHING in the scene that isn't itself, not specifically Gali. (I think)
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The Cap'm (Reese) 11-Apr-20 01:02 PM
assume
(I think)
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V A H K I T I 11-Apr-20 01:03 PM
I mean y'all got any research showing anything better? Pac
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The Cap'm (Reese) 11-Apr-20 01:03 PM
No. but you know what they say about assumption
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V A H K I T I 11-Apr-20 01:07 PM
I'll look into it again now I guess
Well first thing
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sweg (Andrew) 11-Apr-20 01:08 PM
holy crap no more "save game broke" reports
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V A H K I T I 11-Apr-20 01:08 PM
I forgot Ash got the intro sort of working
That's neat
Second
This isn't a good sign for my theory. :p
Unless it IS still TRYING to hide the crabs but is flipping out because it can't
I remember where we left off with this now, we were working on the intro and trying to put the hydra into its idle phase for the duration of it
@ShadowDraikana Would you mind refreshing me a bit on that? What did we last leave off at with this?
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ShadowDraikana 11-Apr-20 01:15 PM
we experimented with some sort of idle timer
that apparently doesnt work
we need to extend the idle state at the start to be just after the cutscene ends
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V A H K I T I 11-Apr-20 01:27 PM
Are we able to force animations on bosses like we can other things?
If so, we could just do that on a timer
Hell, if we REALLY wanted to get hacky with it
We could spawn the boss AS a regular enemy, (which we already know we can do) for the duration of the cutscene, then swap it out with the actual boss after that's over
Or if the OSI already does that and just simultaneously calls code to register it as a boss, we could just have the game wait to activate its boss code
This would probably have the added advantage of not having the health bar render during the cutscene
@ShadowDraikana
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ShadowDraikana 11-Apr-20 01:33 PM
We straight up cannot
I stopped reading there at the top
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V A H K I T I 11-Apr-20 01:34 PM
That's bad form
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ShadowDraikana 11-Apr-20 01:34 PM
Reading the rest but i wanted to get that off first
Hardcode fuckery
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V A H K I T I 11-Apr-20 01:34 PM
Hence my secondary suggestions
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ShadowDraikana 11-Apr-20 01:35 PM
Heres a whack idea
Rip out the init code for the taniwa
disable thw setup code in initfull and see what it does
Dont have my laptop on me atm but ill pull up the class on git or something (edited)
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V A H K I T I 11-Apr-20 01:36 PM
Well I can tell you right now just commenting out the lines that call addboss and gethydraboss cause a crash
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ShadowDraikana 11-Apr-20 01:37 PM
as i suspected
what does it die on
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V A H K I T I 11-Apr-20 01:37 PM
let me chedk
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ShadowDraikana 11-Apr-20 01:37 PM
moat likely boss fadein etc etc
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V A H K I T I 11-Apr-20 01:37 PM
Either way I'm sure we can make my swap idea work, it'll just take a bit of extra code
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The Cap'm (Reese) 11-Apr-20 01:37 PM
get it? moat? cuz it's the water boss
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ShadowDraikana 11-Apr-20 01:38 PM
Boi
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V A H K I T I 11-Apr-20 01:38 PM
Cause we've spawned bosses from hives before and without the associated code, they just act like normal enemies. Albeit stuck in their idle animations (edited)
Which IS what we want technically
So we wouldn't even need to force it
Whether we just swap out the actual entity itself after the cutscene or activate the boss code on top of it is up to how we can actually manpulate the script
If we can delay the init and just hook it onto an existing entity when it fires, that would be the ideal solution
Anyways I'll check the crash first and foremost.
GcModelDirector::Show
I'm guessing with those lines commented out, it doesn't know what to look for
Interestingly this.hydr = gchydraboss::gethydraboss(); seems to be dead.
Commenting out just that has no effect at all
At least in the start of the fight
Though it doesn't seem to come into play at the start on further examination so maybe not
ALright so here's a start
If I comment out the show line as well, I can just make the boss not render at all
So that's a good sign for the plan of delaying the init (edited)
Well that's not quite what I wanted, but it works
Loaded in the taniwa as a normal enemy using code from BLCV
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The Cap'm (Reese) 11-Apr-20 01:50 PM
what's it doing
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V A H K I T I 11-Apr-20 01:50 PM
I basically just told the game to load it the same way it loads the Kane-Ra. It's permanently idle, which is what all bosses do when loaded this way. It's just not loaded in the correct position.
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The Cap'm (Reese) 11-Apr-20 01:50 PM
ah
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ShadowDraikana 11-Apr-20 01:57 PM
Yeah because its setting the coords
Osi is
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V A H K I T I 11-Apr-20 01:58 PM
Well do we know the coordinates that the actual boss is supposed to spawn in?
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ShadowDraikana 11-Apr-20 01:59 PM
Check exe for those
OR
See if tweakable can be set
As a char
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V A H K I T I 11-Apr-20 02:01 PM
How does that help us get the boss coordinates? :p
Also
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ShadowDraikana 11-Apr-20 02:01 PM
this wouldtrigger a cam menu entry. Select char and the coords would be there
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V A H K I T I 11-Apr-20 02:02 PM
gethydraboss seems to have diddly shit to do with the actual boss.
It literally just gets the entity and then sends it back off to modeldirector
Seems kinda redundant but okay
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ShadowDraikana 11-Apr-20 02:03 PM
Basically like going gs lego character but without the extra code
Loading a character model for use later
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V A H K I T I 11-Apr-20 02:05 PM
Hmmm
I could try something really stupid to make this work.
I could ATTEMPT to make a hookmod that makes GcHydraBoss::Delay directly accessible from the OSI.
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ShadowDraikana 11-Apr-20 02:06 PM
Litestone secret technique Pac
Actually
That
Might fuckin work but i'd have to sync it up with with when in the cutscene the delay ceases
If it even works at all
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V A H K I T I 11-Apr-20 02:08 PM
Well I'll give it a shot then. I just need to brush up again on actually doing that. The Better Saver thing was easy because most of the preliminary setup of type definitions were already present.
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V A H K I T I 11-Apr-20 02:48 PM
Alright
step 1 complete
I've successfully hooked the function
Now to make it OSI accessible (edited)
Currently it just hooks the function and does the exact same thing it always did
No changes except for outputting that debug string on the lower right there
Either way it's a start
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The Cap'm (Reese) 11-Apr-20 02:51 PM
can you do boss music while you're in there
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V A H K I T I 11-Apr-20 02:51 PM
?
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The Cap'm (Reese) 11-Apr-20 02:51 PM
I kid, I know you moved that to a future patch (changing boss music)
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V A H K I T I 11-Apr-20 02:51 PM
o
If this works though, I may be able to do the same to fix the vuravura's sound effects
maybe
Though that might be a bit harder given how each sound is likely associated with a different function
Quote @benji in that video I recorded for reference: "This is gonna be a pain, and I'm probably going to do most of it for now" Yep. This is probably where I lose the plot. Pac
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The Cap'm (Reese) 11-Apr-20 03:08 PM
mega oof my dude
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The Cap'm (Reese) 11-Apr-20 03:16 PM
you know what I just realized
if we redo rock man's model, we'll need to redo the boss door graphic
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V A H K I T I 11-Apr-20 03:34 PM
True
But that won't be too difficult.
As evidenced by the unused Vuravura door textures, they literally just overlayed a screenshot of the model over a blank door texture and added blend effects to it. :p
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UTTER_BODGE 11-Apr-20 04:03 PM
y
oh
thanks keyboard
disregard y
also hello
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The Cap'm (Reese) 11-Apr-20 04:03 PM
hi
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V A H K I T I 11-Apr-20 04:03 PM
Hello there. :v
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The Cap'm (Reese) 12-Apr-20 03:24 PM
hello there
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V A H K I T I 12-Apr-20 05:11 PM
wat
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Roblord 12-Apr-20 05:12 PM
Angery bat
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V A H K I T I 12-Apr-20 05:16 PM
The angle makes it look like it's angrily flexing big muscular arms in Tahu's direction as a show of defiance.
@Chip 🐉🇬🇧 You know what to do. Pac
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ShadowDraikana 12-Apr-20 05:48 PM
no he's obviously asserting his dominance
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The Cap'm (Reese) 12-Apr-20 06:08 PM
Btfr
Unused red bat (used in alpha)
Figured it might be more appropriate to use than bats
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UTTER_BODGE 12-Apr-20 06:21 PM
oh cool
ye good use of it
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The Cap'm (Reese) 12-Apr-20 06:21 PM
They were used twice in the alpha I believe, maybe more that I haven't found
By twice I mean two areas
TA12 would be the easiest place to spot them
I've been considering replacing all the bats in lev6 with btfr for a while but today I randomly decided to put them in the invasion
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UTTER_BODGE 12-Apr-20 06:25 PM
I like that idea
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V A H K I T I 12-Apr-20 06:25 PM
I like it
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The Cap'm (Reese) 12-Apr-20 06:30 PM
Cool, guess I'll get on that later
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V A H K I T I 12-Apr-20 06:35 PM
🅱
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The Cap'm (Reese) 12-Apr-20 06:42 PM
He knows he's often dreamt Of shortening her life She's felt her hand discreetly reaching for the kitchen knife
Get a room, you're meant for each other! This is only going to go one way
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The Cap'm (Reese) 12-Apr-20 10:49 PM
done
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V A H K I T I 12-Apr-20 11:43 PM
beep
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The Cap'm (Reese) 12-Apr-20 11:43 PM
boop
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The Cap'm (Reese) 13-Apr-20 04:05 PM
all the btfrs are in if you want to see em
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V A H K I T I 13-Apr-20 04:07 PM
Nice.
What's next on the current patch to-do list? I'm still hoping to get some more Ga-Wahi stuff done, but I haven't heard from Walker in a while..
Even tried DMing him just asking if he's alright but never got an answer.
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The Cap'm (Reese) 13-Apr-20 04:08 PM
shite
hope he's ok
additions or bugfixes for what's next
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V A H K I T I 13-Apr-20 04:10 PM
Well what are the current bugfixes we could tackle?
Maybe we can get a preliminary patch out just to get something up there for people to look forward to
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The Cap'm (Reese) 13-Apr-20 04:10 PM
let's see
collection animation for the gear isn't disabled in VLLG2
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V A H K I T I 13-Apr-20 04:11 PM
collection animation?
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The Cap'm (Reese) 13-Apr-20 04:11 PM
yea
you know
when you collect an item and it plays an animation
the gear is underwater so that's bad
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V A H K I T I 13-Apr-20 04:12 PM
Oh
Well there's code we can copy for that from Gly3
Or the area with the kaukau, I forget its identifier
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The Cap'm (Reese) 13-Apr-20 04:12 PM
mwat
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V A H K I T I 13-Apr-20 04:12 PM
Right
Both of those areas have underwater items with the animation disabled
I'll tackle that now
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The Cap'm (Reese) 13-Apr-20 04:13 PM
there's the bettersaver (i think) issue of pickup models respawning on reentering an area
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V A H K I T I 13-Apr-20 04:13 PM
@ShadowDraikana Will need to provide more information on that before I can look at it.
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The Cap'm (Reese) 13-Apr-20 04:13 PM
there's the water issue that fucks BECH and GLY1/2
there's kevin
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V A H K I T I 13-Apr-20 04:14 PM
THAT I don't think I can handle myself
Both of those
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The Cap'm (Reese) 13-Apr-20 04:14 PM
There's TVIL not being wide enough so you can't jump over the whole thing
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ShadowDraikana 13-Apr-20 04:15 PM
let me do it
just don't even touch it
like stay clear of that shit, save your sanity
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V A H K I T I 13-Apr-20 04:15 PM
The water issue or kevin?
I mean
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ShadowDraikana 13-Apr-20 04:15 PM
mine's gone, i have no sanity left to lose
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The Cap'm (Reese) 13-Apr-20 04:15 PM
GLY3 doesn't save on exit due to using a box trigger, but that's not necessarily an issue now that quitting saves?
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V A H K I T I 13-Apr-20 04:16 PM
You SAY you'll do it, but all you've been doing lately is playing warframe. Which I'm not gonna fault you for, these are hard times, but like... Don't say you're gonna do a thing and then leave us hanging, yea? 😛
Otherwise I'm gonna take matters into my own hands regardless
Like I already did with the save corruption, but TO BE FAIR your internet got fugged
Point is somebody has to keep this project afloat. :p
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The Cap'm (Reese) 13-Apr-20 04:17 PM
there's adding frames to a couple of Nokama's conversations, but if we're not gonna include MBCH in 1.1 I might just cut the text for now instead
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V A H K I T I 13-Apr-20 04:18 PM
Well I'm going to continue looking into MBCH after everything else is ready.
We're just delaying it for now because it's a pain.
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The Cap'm (Reese) 13-Apr-20 04:18 PM
ye
there's the VISN doors, which is lev4 not 2
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V A H K I T I 13-Apr-20 04:18 PM
Anyways it looks like Ash is back to Warframe, so I'm just going to continue like that interjection never happened
One thing at a time. I'll get the collection animation disabled now
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The Cap'm (Reese) 13-Apr-20 04:20 PM
k
I'm just listing stuff that can realistically be done rn
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V A H K I T I 13-Apr-20 04:20 PM
Ye
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The Cap'm (Reese) 13-Apr-20 04:20 PM
such as not the mudman issue that causes the melee crash
or getleaf
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V A H K I T I 13-Apr-20 04:23 PM
Hmm
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ShadowDraikana 13-Apr-20 04:23 PM
folds arms
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The Cap'm (Reese) 13-Apr-20 04:23 PM
plays ARMS
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V A H K I T I 13-Apr-20 04:24 PM
@ShadowDraikana Yes? :p
Anyways I don't see any code in gly3 or mwat that disables the pickup animation. Unless I'm just skimming over it.
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The Cap'm (Reese) 13-Apr-20 04:24 PM
it should also be in BECH
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ShadowDraikana 13-Apr-20 04:24 PM
that's the thing
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V A H K I T I 13-Apr-20 04:24 PM
Should be or already is?
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ShadowDraikana 13-Apr-20 04:24 PM
it's rigged up entirely differently
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The Cap'm (Reese) 13-Apr-20 04:24 PM
is
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V A H K I T I 13-Apr-20 04:24 PM
Of course it is
How is it rigged up then?
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ShadowDraikana 13-Apr-20 04:25 PM
the collection is not even handled the same way
like completely
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The Cap'm (Reese) 13-Apr-20 04:25 PM
we moved the gate stone there so we had to manually disable the animation
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ShadowDraikana 13-Apr-20 04:25 PM
which requires setting it up as an object in a different manner
and not a collectible
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The Cap'm (Reese) 13-Apr-20 04:25 PM
the decision to move the gear was a bit more abrupt so the code there wasn't put in VLLG
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ShadowDraikana 13-Apr-20 04:25 PM
to create the illusion of collectibel
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V A H K I T I 13-Apr-20 04:25 PM
So there is hacky code in bech to do what mtwat and gly3 do then?
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ShadowDraikana 13-Apr-20 04:26 PM
then fire the saver code elsewhere to actually get the item to do the thing
yup
i just replicated it
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V A H K I T I 13-Apr-20 04:26 PM
Well as long as it works that's all that really matters
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The Cap'm (Reese) 13-Apr-20 04:28 PM
also
mtwat is a very good name for that area
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V A H K I T I 13-Apr-20 04:29 PM
:v
@JrMasterModelBuilder Are you available? I need some info on a thing.
One of these values is (probably?) a timer float, but judging by the declarations of GcHydraBoss itself being non-existent, I'm guessing you didn't really dig too far into this function. Any idea what may be what?
Unrelated: Levels Don't Save On Transition What levels are involved with this, and does it still happen after the corruption fix?
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The Cap'm (Reese) 13-Apr-20 04:33 PM
no like
level-to-level loads don't trigger GcSaver
ex. MUD0 > MTUP2
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V A H K I T I 13-Apr-20 04:34 PM
Well that can be manually fixed now
Cause we can directly call BetterSaver::Save from the OSI
I'll just add a manual save call into the initfull of those areas (edited)
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The Cap'm (Reese) 13-Apr-20 04:35 PM
the only level it doesn't need to trigger from is post-7 since that'd be...problematic
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V A H K I T I 13-Apr-20 04:35 PM
Just a bit
:p
We don't need to save at the end of say mud0, rather at the beginning of Mtup2
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The Cap'm (Reese) 13-Apr-20 04:35 PM
ye
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V A H K I T I 13-Apr-20 04:35 PM
I'll just do that now. Should take all of 5 minutes
Just throw Bettersaver::Save into initfull, done
I'll have to do it 12 times for both main and rebuilt but eh
Done for mtup2, though I don't think it's necessary for that
Well not AS necessary
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The Cap'm (Reese) 13-Apr-20 04:43 PM
yea
since the cutscene forces you to STRT/BECH
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V A H K I T I 13-Apr-20 04:43 PM
If you quit during the cutscene it'll boot you back, but since it's no longer playable it'll save on transition to strt
Ye
I'll leave it just in case though
Cause yeah, it WILL boot you back if you quit during the cutscene for whatever reason
Better safe than sorry. It doesn't break anything to have it save there (edited)
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The Cap'm (Reese) 13-Apr-20 04:44 PM
ye
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V A H K I T I 13-Apr-20 04:44 PM
Literally this is all we need to do now to have the game save wherever and whenever we want
Hell we could hook this up to the checkpoints in places like Blr1/2 if we really wanted to get fancy with it
(I think)
ANyways one thing at a time
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JrMasterModelBuilder 13-Apr-20 04:46 PM
It's probably one of the animation states for the Hydra.
Initially it sets an animation, than after a certain time it switches it.
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V A H K I T I 13-Apr-20 04:47 PM
Yep
That's exactly what it is
What I need to know is what part of this tells it how long it should wait
Because I need to extend it
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JrMasterModelBuilder 13-Apr-20 04:48 PM
dbl_760148 points to a double, for how long. (edited)
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V A H K I T I 13-Apr-20 04:49 PM
.data:00760148 dbl_760148 dq 3.333333253860474 ?
See that's what I thought, but I've never successfully been able to edit those. Or if I have, it hasn't had any effect
This included
I set it to fuckin 9 and it LOOKED like it edited the actual bytes as per usual with IDA's patch program, but nothing changed
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JrMasterModelBuilder 13-Apr-20 04:54 PM
9 would be 00 00 00 00 00 00 22 40
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V A H K I T I 13-Apr-20 04:55 PM
Yep, I use patch program to change byte into that.
I'll load it again, but last time I did this it had no effect at all
Yep, no change
Unless doing it with the patch program in this specific case doesn't actually affect the game when ran through the debugger, Idk what's up
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joint-Dogg666 13-Apr-20 04:58 PM
Have you tried opening the binary in a hex editor and making sure the bits are actually changed?
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JrMasterModelBuilder 13-Apr-20 04:58 PM
You would still need to apply the patch to the EXE.
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V A H K I T I 13-Apr-20 05:00 PM
Weird. Why does the patch program work like this in other instances and not here?
Is this just only something that the assemble function can do?
Cause I noticed that's not applicable for editing this section
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JrMasterModelBuilder 13-Apr-20 05:01 PM
Patching code in the IDB doesn't change the file on disk.
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V A H K I T I 13-Apr-20 05:02 PM
Well no, but it does function as an on-the-fly patch of sorts when run through the debugger doesn't it? I'm positive I've done that before
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JrMasterModelBuilder 13-Apr-20 05:02 PM
Yes, if you are patching it in memory while the debugger is running, that would work.
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V A H K I T I 13-Apr-20 05:02 PM
Then if it works you can just hit apply patches to input file
Okay so
This doesn't do anything, even through the debugger
Is my point
OH WAIT
I see what you mean
It has to actually be RUNNING first (edited)
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JrMasterModelBuilder 13-Apr-20 05:03 PM
yes
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V A H K I T I 13-Apr-20 05:04 PM
Alright, I'll just try applying this to the file then
Ayy it worked!
I need to tweak the time still, but that made it idle until the cutscene ended
OKAY so once I get that down, I'll have another thing for your patch program then. No hookmod needed here
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JrMasterModelBuilder 13-Apr-20 05:08 PM
👍
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V A H K I T I 13-Apr-20 05:13 PM
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The Cap'm (Reese) 13-Apr-20 05:14 PM
is that the only time it idles that long
or does it idle that long every time it idles
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V A H K I T I 13-Apr-20 05:14 PM
Unfortunately no, it idles like that at least every time YOU die
I need to test further
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The Cap'm (Reese) 13-Apr-20 05:14 PM
not what i meant
it does idle post-succ no matter what
so does it go long there
cuz if it's only every death Dave does that too
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V A H K I T I 13-Apr-20 05:15 PM
It does, yes
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The Cap'm (Reese) 13-Apr-20 05:16 PM
it does post-succ or it does only every death
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V A H K I T I 13-Apr-20 05:16 PM
Both
However the crabs can mitigate this by keeping the action going, assuming we can fix them too
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The Cap'm (Reese) 13-Apr-20 05:16 PM
oh
yeah dats no good
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V A H K I T I 13-Apr-20 05:17 PM
I mean it's fine if the crabs are there, but unless we can fix them too, yeah
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The Cap'm (Reese) 13-Apr-20 05:17 PM
ye
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V A H K I T I 13-Apr-20 05:17 PM
It actually kind of makes the fight a bit easier and more stressful
Cause it gives you a chance to deal with the crab hordes, but also leaves you a bit anxious as to why it's just looming over you
Anyways I'm gonna continue my saver fixes for now
What is the puzzle class name for strt4?
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The Cap'm (Reese) 13-Apr-20 05:20 PM
strt4_puzzle
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V A H K I T I 13-Apr-20 05:20 PM
Does that not exist in main like beachpuzzle?
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The Cap'm (Reese) 13-Apr-20 05:21 PM
i mean i just searched it in the scripts folder
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V A H K I T I 13-Apr-20 05:22 PM
.-.
Ah in main it's just called startpuzzle
mtup5 has no puzzle class, correct?
ditto with mtup6
I think this should cover everything for main, correct?
I may just put the save calls for the others in the lego area classes here for consistency If it makes any difference
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The Cap'm (Reese) 13-Apr-20 05:26 PM
should
erm
that should was to the "should cover everything for main"
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V A H K I T I 13-Apr-20 05:27 PM
Ye
That's better
In all of them it's at the end of initfull
Pushed to main
And pushed to rebuilt clusterfuck
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The Cap'm (Reese) 13-Apr-20 05:34 PM
yay
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V A H K I T I 13-Apr-20 05:34 PM
Feel free to test
If it works we can cross that off the list
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The Cap'm (Reese) 13-Apr-20 05:35 PM
make sure to add it to the main patch notes
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V A H K I T I 13-Apr-20 05:35 PM
Right
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The Cap'm (Reese) 13-Apr-20 05:39 PM
well there's a problem
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V A H K I T I 13-Apr-20 05:39 PM
?
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The Cap'm (Reese) 13-Apr-20 05:39 PM
loading into MTUP2 (testing rebuilt) kills gali
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V A H K I T I 13-Apr-20 05:39 PM
Wot
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The Cap'm (Reese) 13-Apr-20 05:39 PM
and that makes her invisible for the cutscene
by loading I mean loading a save into mtup2
and when she spawns into the next area you're stuck into a death loop
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V A H K I T I 13-Apr-20 05:41 PM
I'm not sure how you're accomplishing this
I open up Gali's level from the test menu, quit before the cutscene plays, and when I load, I just get dropped into bech just fine
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The Cap'm (Reese) 13-Apr-20 05:42 PM
I shut the game as the cutscene started
then booted the game up again and loaded my save
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V A H K I T I 13-Apr-20 05:43 PM
I let the cutscene play a bit and quit.
I got loaded back into MTUP just fine though
But since the trigger is no longer there, this is a problem in and of itself
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The Cap'm (Reese) 13-Apr-20 05:44 PM
Yeah I did it again
shut the game down while the cutscene is playing, reload, and gali dies upon starting
invisible during cutscene, death loop in BECH
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V A H K I T I 13-Apr-20 05:44 PM
I can't replicate that at all
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The Cap'm (Reese) 13-Apr-20 05:45 PM
you're alt f4ing during the scene?
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V A H K I T I 13-Apr-20 05:45 PM
I mean realistically, this shouldn't be an issue since there's no legitimate way to quit the game during a cutscene, but there's always the possibility
No, I'm alt tabbing and closing rhe game
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The Cap'm (Reese) 13-Apr-20 05:46 PM
I've been alt f4ing
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V A H K I T I 13-Apr-20 05:46 PM
Yeah even then I can't replicate this
The worst I get is trapped in mtup
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The Cap'm (Reese) 13-Apr-20 05:46 PM
okay what point exactly are you closing the game
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V A H K I T I 13-Apr-20 05:47 PM
As soon as I see Onua pop up
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The Cap'm (Reese) 13-Apr-20 05:47 PM
okay same wtf
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V A H K I T I 13-Apr-20 05:48 PM
Okay okay there's a relatively hacky but easy fix for this
I think we can just make it NOT EVER set the cutscene as having been played
That way it'll just play it every time you enter mtup regardless
Which is the only reason the area exists
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The Cap'm (Reese) 13-Apr-20 05:48 PM
ah so like what happened in mtup6 before
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V A H K I T I 13-Apr-20 05:48 PM
Ye
There's no reason not to make it do that since it's the only reason you'll ever be here
I feel like we should do the same thing for MTUP 6 now tbh
Cause as it is now even if you don't purposely skip it, it'll register as having been watched
Though we'll have to block off the door BACK to mtup6 if we do that
So I'm not sure
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The Cap'm (Reese) 13-Apr-20 05:50 PM
i mean why go back
there's not exactly anything in there (edited)
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V A H K I T I 13-Apr-20 05:50 PM
I mean why go back to any area in this game sometimes? Just because you don't need to doesn't mean people aren't going to want to or try to
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The Cap'm (Reese) 13-Apr-20 05:51 PM
fair but most areas don't have cutscenes that will fuck up if we run bettersaver 😛
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V A H K I T I 13-Apr-20 05:51 PM
:v
Well if you want to remove the trigger in fvil to mtup6, go for it
Then I'll set them both up to just play the cutscene at all times.
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The Cap'm (Reese) 13-Apr-20 05:52 PM
i can get on that later
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V A H K I T I 13-Apr-20 05:52 PM
AIght
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The Cap'm (Reese) 13-Apr-20 05:52 PM
dinner and family time
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V A H K I T I 13-Apr-20 05:56 PM
Okay NOW I'm getting the death loop and invisible gali
Hmm
Maybe I do need to put the save call in the puzzle class then
Yeah it's actually writing to the save as having 0 health
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The Cap'm (Reese) 13-Apr-20 05:57 PM
and 0 energy
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V A H K I T I 13-Apr-20 05:57 PM
I think I know what the issue here is
Cutscenes pause all background processes, and I think it may be saving before the game gets a chance to register all the character's information because the cutscene is set to play first
Does this happen in other areas too I wonder?
It does
Okay well that's a big issue I should have tested for before pushing but live and learn. :v
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The Cap'm (Reese) 13-Apr-20 06:00 PM
HANGING ON THE EDGE OF TOMORROW
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V A H K I T I 13-Apr-20 06:26 PM
Alright pushed a fix for main and rebuilt
I found that putting the save call into onevent fixes the issue
Level transition save fix fix. Pac
Also hold off on removing the mtup6 trigger for now, cause I'd like to find a better way to handle this.
Cause for consistency we'd have to do the same thing for all the levels, and AFAIK there's no way to just test for the cutscenes having been watched in their ENTIRETY or otherwise skipped.
It'll just save it to the file regardless, and if we ignore that in other areas that you CAN return to and can't avoid returning to, it's going to get really messy really fast
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The Cap'm (Reese) 13-Apr-20 06:30 PM
k
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V A H K I T I 13-Apr-20 06:31 PM
Alright so that's level transitions fixed I think. Once again if it works fine, set it as done on the trello
The delay on the hydra is.. partially fixed/we can get away with calling it fixed if we can fix the crabs as well
If we know what textures the rugs in the Turaga huts are supposed to use, I can probably fix that now
IIRC Matau's hut has the proper textures, but Idk if they're the same game-wide or if those are exclusively his rugs
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The Cap'm (Reese) 13-Apr-20 06:33 PM
Oh uh
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V A H K I T I 13-Apr-20 06:33 PM
Not to mention it's not just rugs but pots too.
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The Cap'm (Reese) 13-Apr-20 06:33 PM
He still has no door
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V A H K I T I 13-Apr-20 06:33 PM
They're just not as noticeable
No door on the outside for the invasion?
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The Cap'm (Reese) 13-Apr-20 06:34 PM
He still doesn't have a door blocking him before invasion clearing
Ye
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V A H K I T I 13-Apr-20 06:34 PM
Hmm.. alright, I think I can handle that. Just probably gonna take a late lunch break first.
In the meantime if you could dig up the textures that the hut objects are supposed to use, I can tackle that at the same time
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The Cap'm (Reese) 13-Apr-20 06:35 PM
That's called dinner, Liam. 😛
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V A H K I T I 13-Apr-20 06:35 PM
Shush :v
The tvil bridge is an easy one too.
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The Cap'm (Reese) 13-Apr-20 06:35 PM
So the rugs were the issue in the huts?
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V A H K I T I 13-Apr-20 06:35 PM
I just have to shift the geometry a bit
IIRC it's all the objects
Rugs, pots, and tables
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The Cap'm (Reese) 13-Apr-20 06:36 PM
Ah. And not Matau?
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V A H K I T I 13-Apr-20 06:36 PM
But some huts have them textured properly
I think Matau, Vakama, and Nuju are fine
Definitely Matau at least
Oh while I'm on OSI stuff, Gly32 doesn't save?
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The Cap'm (Reese) 13-Apr-20 06:37 PM
That's a trigger thing
Box triggers dont fire the saver
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V A H K I T I 13-Apr-20 06:37 PM
Why is the exit door here a box trigger then?
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The Cap'm (Reese) 13-Apr-20 06:37 PM
Ask Saffire.
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V A H K I T I 13-Apr-20 06:37 PM
Is that just a saffire thing, or did we do that?
Ah
Is there a reason it CAN'T be a plane?
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The Cap'm (Reese) 13-Apr-20 06:37 PM
No
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V A H K I T I 13-Apr-20 06:38 PM
Well after dinner do you think you could tackle that one?
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The Cap'm (Reese) 13-Apr-20 06:38 PM
Just haven't changed it yet
Ye probably
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V A H K I T I 13-Apr-20 06:38 PM
Aight
The more bugfixes we get out of the way here and now, the more substance we have for a new main patch and the less we have to fix later with more content added on top of them
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The Cap'm (Reese) 13-Apr-20 06:38 PM
I still need help getting the MBCH trigger for the falling platforms done ftr, but since we're pushing that back we can deal later
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V A H K I T I 13-Apr-20 06:39 PM
If we get this, the turaga huts, and the Ta-Koro bridge done, that's a good chunk of the 1.1 bugfix list out of the way
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The Cap'm (Reese) 13-Apr-20 06:39 PM
Yeah
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V A H K I T I 13-Apr-20 06:39 PM
Like a lot of this is pretty simple stuff, we've just been preoccupied with not going insane from isolation
😛
If we weren't all going mad and/or completely burned out, we'd have probably been done all of this months ago
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The Cap'm (Reese) 13-Apr-20 06:40 PM
so what in here is wrong
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V A H K I T I 13-Apr-20 06:40 PM
Hmm.. okay Nokama is fine
Her hut is very unique though so I'm not surprised
Whenua and Onewa are definitely borked though
Both of them have rugs made of wood, and furniture/pottery made of mossy dirt. 😛
The rugs have a texture used in Matau's hut, but I'm not sure if that's supposed to be unique to Matau or not.
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The Cap'm (Reese) 13-Apr-20 06:42 PM
yeah I'm not seeing a rug texture in the lev1 folder
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V A H K I T I 13-Apr-20 06:43 PM
Well that's good in a way.
What about pottery?
Not that I expect it to have a unique texture
But dirt is definitely not the right one. Pac
This isn't Minecraft
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The Cap'm (Reese) 13-Apr-20 06:44 PM
here's what it uses in-game
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V A H K I T I 13-Apr-20 06:44 PM
Ye
If you take away the vertex colours you can tell it's just dirt
And the others use stone
Judging by the texture seam near the top of the pot, I'm going to guess that's not intentional
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The Cap'm (Reese) 13-Apr-20 06:46 PM
nothing specifically for pottery, but then again neither does Nokama
hers use the horn textures
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V A H K I T I 13-Apr-20 06:47 PM
hmm
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The Cap'm (Reese) 13-Apr-20 06:47 PM
we might be able to use an unused "window" texture here?
there's these weird "window" textures in here that don't match the onu-koro aesthetic at all
I don't know how good they'd look on the model but 🤷
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V A H K I T I 13-Apr-20 06:48 PM
If it comes down to that, I say we just wait for Walker to reemerge
The pots in Onewa's hut look a lot better
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The Cap'm (Reese) 13-Apr-20 06:49 PM
otherwise I'd try different stone textures until one looks good
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V A H K I T I 13-Apr-20 06:49 PM
Ditto for Vakama
Though both could use some vertex colours under the rim for shading
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The Cap'm (Reese) 13-Apr-20 06:51 PM
those seem to be using textures from SHRN
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V A H K I T I 13-Apr-20 06:52 PM
Nuju's and Matau's also look fine
So it's pretty much just Whenua's pots, (maybe, they don't look TERRIBLE) and his and Onewa's rugs
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The Cap'm (Reese) 13-Apr-20 06:52 PM
yeah
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V A H K I T I 13-Apr-20 06:52 PM
The reason I question the rugs is because Matau's are just a bunch of leaves
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The Cap'm (Reese) 13-Apr-20 06:53 PM
in theory for Whenua's pots we could jerry-rig the shrine textures like in Onewa's hut
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V A H K I T I 13-Apr-20 06:53 PM
True
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The Cap'm (Reese) 13-Apr-20 06:54 PM
these, though...
i don't think whenua keeps stone mushrooms lying around
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V A H K I T I 13-Apr-20 06:55 PM
Oof
Also yeah there it is
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The Cap'm (Reese) 13-Apr-20 06:55 PM
Here's a texture. Could this be passed off as a rug?
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V A H K I T I 13-Apr-20 06:55 PM
The plates are made of wet dirt
:p
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The Cap'm (Reese) 13-Apr-20 06:55 PM
two of these smoother stone textures
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V A H K I T I 13-Apr-20 06:55 PM
Hmm.. maybe
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The Cap'm (Reese) 13-Apr-20 06:56 PM
the first could be the plate texture there
smooth stone and all
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V A H K I T I 13-Apr-20 06:56 PM
ye
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The Cap'm (Reese) 13-Apr-20 06:56 PM
AH
the one pot in Onewa's hut uses the button texture
that was bothering me
wow these two huts are nearly identical
bizarre
right down to the stone mushrooms
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V A H K I T I 13-Apr-20 07:02 PM
Not surprised
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The Cap'm (Reese) 13-Apr-20 07:02 PM
Matau has them too, but the textures are kinda fucked
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V A H K I T I 13-Apr-20 07:02 PM
Matau and Nuju's have the same layout
Wow never noticed that
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The Cap'm (Reese) 13-Apr-20 07:02 PM
Matau's is smaller and distinct though
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V A H K I T I 13-Apr-20 07:02 PM
Well the mushrooms we can fix at least
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The Cap'm (Reese) 13-Apr-20 07:02 PM
Nuju has no even slight verticality and is more open
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V A H K I T I 13-Apr-20 07:03 PM
Cause Vakama has those covered
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The Cap'm (Reese) 13-Apr-20 07:03 PM
okay the lava mushrooms look fuckin cool
they even have moving textures
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V A H K I T I 13-Apr-20 07:03 PM
Ye
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The Cap'm (Reese) 13-Apr-20 07:04 PM
also why does Vakama randomly have 6 hint totems lol
so in summation:
Whenua: - Rugs (on_lev_20xx_walkway_base_1) - Pots/Plates (on_lev_20xx_shrinepattern3 & on_lev_20xx_shrine_pattern_2) / (on_lev_20xx_walkway_1) - Shrooms (on_lev_31xx_mus_1 & on_lev_31xx_mus_2) Onewa: - Rugs (PO_LEV_10XX_SAGUATEX2) - Shrooms (PO_LEV_10XX_STICKCACTII3) Matau: - Shrooms (just fix em)
(edited)
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V A H K I T I 13-Apr-20 07:06 PM
Seems about right.
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The Cap'm (Reese) 13-Apr-20 07:07 PM
i'll edit with texture suggestions
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V A H K I T I 13-Apr-20 07:07 PM
Aight
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The Cap'm (Reese) 13-Apr-20 07:14 PM
okay there
the two lev3 ones btw
random cactus textures with weird names
no mushroom textures are present in the lev3 folder so if we want a specific mushroom texture we can probably port the lev1 version
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UTTER_BODGE 13-Apr-20 07:28 PM
there's these weird "window" textures in here that don't match the onu-koro aesthetic at all
canister "windows" for bech
unsure if they're used or not (edited)
but that's definitely what they are/were for
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The Cap'm (Reese) 13-Apr-20 07:35 PM
GLY3 transition is fixed for rebuilt
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V A H K I T I 13-Apr-20 07:35 PM
Nice
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The Cap'm (Reese) 13-Apr-20 07:35 PM
if someone can shoot me a vanilla gly3 trigger file I can get it done quicker
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V A H K I T I 13-Apr-20 07:35 PM
I'm gonna make that dinner I still haven't made yet. Pac Did you get to retest the loading stuff?
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The Cap'm (Reese) 13-Apr-20 07:35 PM
since it takes a year for my laptop to switch branches
I have not, been focused on textures and this
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V A H K I T I 13-Apr-20 07:36 PM
I mean yeah it does take a while to switch branches.
Just do what I do and make a duplicate local repo that's permanently on one or the other branch
I have one repo for main, and one for rebuilt
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The Cap'm (Reese) 13-Apr-20 07:37 PM
gali no longer game ends upon loading into MTUP
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V A H K I T I 13-Apr-20 07:37 PM
It takes ages because it's literally redownloading and/or removing files when you change branches
😛
In the case of main vs rebuilt that uh
that's a lot of fuckin files
Pac
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The Cap'm (Reese) 13-Apr-20 07:37 PM
well in that case can you shoot me the main gly3_TRIGGER.slb at your earliest convenience
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UTTER_BODGE 13-Apr-20 07:38 PM
Just do what I do and make a duplicate local repo that's permanently on one or the other branch I have one repo for main, and one for rebuilt
^^^ thiiiiisss
especially helpful for when you need to directly compare them
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The Cap'm (Reese) 13-Apr-20 07:38 PM
I'll keep testing the save thing in the meantime
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V A H K I T I 13-Apr-20 07:38 PM
I'll send the trigger now, but I would advise doing this ASAP
😛
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The Cap'm (Reese) 13-Apr-20 07:38 PM
no that would require a modicum of effort
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V A H K I T I 13-Apr-20 07:39 PM
Boi
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The Cap'm (Reese) 13-Apr-20 07:50 PM
pr for the fix is now up on main
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V A H K I T I 13-Apr-20 07:50 PM
Nice, I'll merge it after dinner
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The Cap'm (Reese) 13-Apr-20 07:50 PM
and I guess you can ditch the other PR since you put the save corruption fix in the patch notes yourself afterwards Pac
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V A H K I T I 13-Apr-20 07:50 PM
Ye. :p
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The Cap'm (Reese) 13-Apr-20 07:50 PM
ya mook
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V A H K I T I 13-Apr-20 07:51 PM
Fite me
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The Cap'm (Reese) 13-Apr-20 07:52 PM
i will
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V A H K I T I 13-Apr-20 07:53 PM
What's the safe word? ( ͡° ͜ʖ ͡°)
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The Cap'm (Reese) 13-Apr-20 07:55 PM
well the saving works
with the exception of lev7, since you put it in ONUA and not MANA
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V A H K I T I 13-Apr-20 07:56 PM
Ah right, we changed that in rebuilt
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The Cap'm (Reese) 13-Apr-20 07:57 PM
this brings a question to mind (edited)
what do we want to do with lev7 this patch
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V A H K I T I 13-Apr-20 07:57 PM
Fixed and pushed
Hmm.. not sure
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The Cap'm (Reese) 13-Apr-20 07:58 PM
do we want to try finishing what we have now, releasing whatever we've done so far as-is with the note that it's heavy WIP (just as a teaser for what's to come, essentially), or cut everything and revert to vanilla lev7 until we get it all done?
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V A H K I T I 13-Apr-20 07:59 PM
I say the former would be easiest
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The Cap'm (Reese) 13-Apr-20 08:00 PM
so finish getting the Kaita functional, as well as rebuilding MANA-PST1-MAN1-KUTA (which is already mostly done)-PST2?
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V A H K I T I 13-Apr-20 08:00 PM
ye
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The Cap'm (Reese) 13-Apr-20 08:00 PM
okay
I'll not move anything on the trello then
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V A H K I T I 13-Apr-20 08:01 PM
Finishing rebuilding the areas is optional for now as long as they work
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The Cap'm (Reese) 13-Apr-20 08:01 PM
I moved ko-koro to the lev4 patch since I'm pretty sure we ent doing that for 1.1
oh one other thing we could fix
giving the lev7 toa areas proper model rendering limits
because without them, PHTU and KPKA become impossible if you load a save into lev7
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V A H K I T I 13-Apr-20 08:06 PM
nani
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The Cap'm (Reese) 13-Apr-20 08:06 PM
You may recall bug reports a while back about how the platform in KPKA wasn't raising
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V A H K I T I 13-Apr-20 08:07 PM
I don't recall
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The Cap'm (Reese) 13-Apr-20 08:08 PM
...well I was about to show you, but apparently loading into GALI is shutting my game down
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V A H K I T I 13-Apr-20 08:08 PM
Any errors in releaseinform?
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The Cap'm (Reese) 13-Apr-20 08:10 PM
no
[][][] lego_level_initfull [][][] init cam [][][] Life = 80 Num = 4.000000 [][][] num = 1.000000 [][][] add max energy [][][] set Energy = 80 [][][] num = 1.000000 Setting tweakable on char Setting tweakable on cam [][][] Life = 180 Num = 9.000000 [][][] num = 1.000000 [][][] add max energy [][][] add max energy [][][] add max energy [][][] add max energy [][][] add max energy [][][] set Energy = 180 [][][] num = 1.000000 [][][] AreaSetActiveNow
okay loading into ONUA works so I can show you the bug
PHTU after loading the save:
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V A H K I T I 13-Apr-20 08:13 PM
.-.
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The Cap'm (Reese) 13-Apr-20 08:13 PM
KPKA
the models don't render until you're close
and they don't do anything until they render
which means you can't shoot the switches
and the button on the platform in KPKA never moves from its lowered position
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V A H K I T I 13-Apr-20 08:16 PM
I'll look into it later tonight
Also oof at the health multiplier
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The Cap'm (Reese) 13-Apr-20 08:16 PM
yeah uh
that's gonna get worse when the Wairuha switch is put in
cuz this is only Akamai's health added to the rest
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V A H K I T I 13-Apr-20 08:17 PM
.-.
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The Cap'm (Reese) 13-Apr-20 08:17 PM
We really need to fix how max hp/energy is set
because as-is it's shite
see our fun trying to get Nobua's health/energy right
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The Cap'm (Reese) 13-Apr-20 10:21 PM
@V A H K I T I yo how's that late lunch
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V A H K I T I 13-Apr-20 10:49 PM
:v
Just taking a break. I'll probably get back o it tomorrow
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The Cap'm (Reese) 13-Apr-20 10:49 PM
oof
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V A H K I T I 13-Apr-20 10:49 PM
?
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The Cap'm (Reese) 13-Apr-20 10:49 PM
just oof
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V A H K I T I 13-Apr-20 10:49 PM
y tho
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The Cap'm (Reese) 13-Apr-20 10:49 PM
nothing more, nothing less
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The Cap'm (Reese) 14-Apr-20 12:43 PM
so I just realized that the description for the stone rain still mentions summoning boulders for Pohatu to kick
so I'mma change that
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The Cap'm (Reese) 14-Apr-20 12:57 PM
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Leena 14-Apr-20 01:21 PM
Whoa
From that angle the Kaukau looks like Tanma's mask
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The Cap'm (Reese) 14-Apr-20 01:28 PM
kinda, you're right
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The Cap'm (Reese) 14-Apr-20 01:35 PM
On a related note, I finally documented the items that have descriptions that run offscreen
Kakama, Mahiki, Hurricane Glyph, Hau, Volcano Glyph
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V A H K I T I 14-Apr-20 03:16 PM
Okay cool
How do we fix it? I somehow doubt this game will accept a simple /n. 😛
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The Cap'm (Reese) 14-Apr-20 03:16 PM
well
There's the example of the alpha where Gali's hook had multiple lines
I don't know how that worked but it's a start
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V A H K I T I 14-Apr-20 03:17 PM
@Ondrik🅱 (Ondrej) did that, correct?
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The Cap'm (Reese) 14-Apr-20 03:18 PM
wut
I thought that was vanilla
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V A H K I T I 14-Apr-20 03:18 PM
I remember Ondrik doing something with multi-line text, but it never turned out looking right
Why does the hook have multiple lines in alpha but not beta?
Did they change the text?
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The Cap'm (Reese) 14-Apr-20 03:19 PM
yes
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Ondrik🅱 (Ondrej) 14-Apr-20 03:19 PM
Yeah, I did that by adding a 0x10 iirc
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The Cap'm (Reese) 14-Apr-20 03:19 PM
that's a good three sentences there
so how they do
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V A H K I T I 14-Apr-20 03:21 PM
Does that wrap naturally or is it a forced line break?
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The Cap'm (Reese) 14-Apr-20 03:21 PM
Hell if I know
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V A H K I T I 14-Apr-20 03:21 PM
Well check the stringtable boi
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The Cap'm (Reese) 14-Apr-20 03:21 PM
I don't know how that worked but it's a start
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V A H K I T I 14-Apr-20 03:21 PM
:p
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The Cap'm (Reese) 14-Apr-20 03:21 PM
well I'm kinda in the middle of classwork
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V A H K I T I 14-Apr-20 03:21 PM
f
Well I'm not versed on the text side of things so I'll just start in on the Turaga huts
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The Cap'm (Reese) 14-Apr-20 03:22 PM
there's a million things I have to do by tonight
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V A H K I T I 14-Apr-20 03:22 PM
Begrudgingly I'm going to leave them as is for Main solely because there's no obvious replacement for any of these textures.
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The Cap'm (Reese) 14-Apr-20 03:22 PM
ye
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V A H K I T I 14-Apr-20 03:23 PM
That and I don't care to have to do WHenua's hut twice
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The Cap'm (Reese) 14-Apr-20 03:25 PM
lel
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V A H K I T I 14-Apr-20 11:06 PM
@JrMasterModelBuilder Are you free?
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JrMasterModelBuilder 15-Apr-20 01:17 AM
@V A H K I T I For a little bit.
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V A H K I T I 15-Apr-20 01:18 AM
Ah cool. I was wondering if you'd potentially be able to have a quick look into the equipment addition we want to make for 1.1. Basically the idea is to redirect GcCharacter::AddPart to pull its additional models from the character BLK rather than the area.
If it requires a hookmod so be it, but I just wanted to get your opinion on what might need to be done
Currently AddPart is never used in the game. (Aside from the test level in Rebuilt, and the split weapons testing branch) so we can pretty much do whatever with it. (edited)
The only other time it SHOULD have been used is in the alpha with the orange Nui Rama where they for some reason split the wings into a separate model. However that uses an entirely different function.
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JrMasterModelBuilder 15-Apr-20 01:23 AM
It's registered as an OSI function, takes a character, a string, and an ID.
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V A H K I T I 15-Apr-20 01:24 AM
Ye, that's known, we've figured out how to use it.
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JrMasterModelBuilder 15-Apr-20 01:24 AM
What are you wondering about it? (edited)
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V A H K I T I 15-Apr-20 01:24 AM
Ie: gccharacter::addpart(tohunga, "vlgr/it0a", 1);
The problem is it will pull it0a from the area BLK.
We don't want this, we want it to pull the part instead from the VLGR blk in this case.
That way it doesn't have to be defined in every area we put the character, or in the case of players, move to
Basically this is just saying "find a vlgr with the attached var 'tohunga', pull it0a from (insert current area BLK name here) and attach it to vlgr"
We want to just be able to define in say.. Kopaka's character setup to attach his sword, and that will just stay there unless told otherwise in a given area.
Likewise we need to be able to load the game and have it attach the part there as well
Parts added to players do persist between areas, but if you quit the game and reload, unless the area has another addpart call, it will be gone
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JrMasterModelBuilder 15-Apr-20 01:33 AM
Probably because their crappy active block file system needs switching which they didn't do because they don't use it. (edited)
Take GcModelDirector::AddBoss for example.
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V A H K I T I 15-Apr-20 01:34 AM
THat's not used?
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JrMasterModelBuilder 15-Apr-20 01:34 AM
It does:
cur_block_file = SrGetCurBlockFile(); GcCharacter::LoadCharBlockHeader(&base_boss_1->super);
To remember the current file then switch to the character block file.
Then it does:
SrSetCurBlockFile(cur_block_file);
Later to reset.
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V A H K I T I 15-Apr-20 01:35 AM
I'm not sure what effect that would have on bosses. .-.
I just know that is a function that's directly called from the OSI during boss setup and if it's not there, neither is the boss.
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JrMasterModelBuilder 15-Apr-20 01:36 AM
It's how it sets the file loading system to know which block file to load from (the character block file, not the area one). (edited)
gccharacter::addpart doesn't do that.
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V A H K I T I 15-Apr-20 01:37 AM
Wait so.. what you're saying is this game needs to override its own code just to read from a char file instead of an area one?
Wow you weren't kidding about this system being shit. Pac
Okay so... I'm guessing it would take a hookmod to make it do this?
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JrMasterModelBuilder 15-Apr-20 01:44 AM
yeah
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V A H K I T I 15-Apr-20 01:44 AM
How would you suggest going about it?
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V A H K I T I 15-Apr-20 02:32 AM
?
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benji 15-Apr-20 02:38 AM
@V A H K I T I First add the hookmod that does nothing but call the original function, then once that works, we can work on opening the right block file
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V A H K I T I 15-Apr-20 02:39 AM
Aight. I'll probably set that up in the morning if you're available tomorrow. It's rather late at the moment. :p
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benji 15-Apr-20 02:39 AM
nah you can work on the first part without me
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V A H K I T I 15-Apr-20 02:40 AM
Well yeah, that was the plan. I'm just not sure what I'd put in for the second part and when. :p
I suppose I can just do the first part now. It shouldn't be TOO difficult
I should probably do the same if we want to fix dynamic shadows. IIRC it didn't have anything in its code for removal on death or something like that
But one thing at a time I guess
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V A H K I T I 15-Apr-20 02:53 AM
Yeet
I'm getting better at this. :p
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benji 15-Apr-20 02:54 AM
but does the part still work?
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V A H K I T I 15-Apr-20 02:54 AM
Not presently no, cause all I've done so far is made it output a debug string
I just wanted to confirm I did everything right up to this point
And it looks like I have so neet
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benji 15-Apr-20 02:55 AM
nice
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V A H K I T I 15-Apr-20 02:55 AM
NOW I can actually make it do shit. :p
So just to clarify: I'll need to get the declarations for GcCharacter as a whole here, yes?
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benji 15-Apr-20 02:59 AM
Because you don't want to mess with anything inside a GcCharacter, you can do the struct GcCharacter; trick
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V A H K I T I 15-Apr-20 02:59 AM
ooh
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benji 15-Apr-20 02:59 AM
(legit computer science lingo: the trick is called declaring without defining, or forward-declaration) (edited)
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V A H K I T I 15-Apr-20 03:01 AM
Neat. So from this point then I'm probably going to be a tad lost, cause I didn't get to record the part where we actually put code into this.
Unless for now I'm just copying IDA's pseudocode, but I don't think that's how it works or what we did. xP
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benji 15-Apr-20 03:01 AM
no don't copy any pseudocode
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V A H K I T I 15-Apr-20 03:02 AM
Thought not
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benji 15-Apr-20 03:03 AM
ok I'll try to give an explanation
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V A H K I T I 15-Apr-20 03:04 AM
Also I'm not sure how it'll play into this, but it doesn't seem like addpart does the actual part stuff. THat's seemingly done by GcCharacter::_PiecePair
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benji 15-Apr-20 03:04 AM
we don't care how addpart works, just that we need to do some code before and after it does its thing
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V A H K I T I 15-Apr-20 03:04 AM
True
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benji 15-Apr-20 03:07 AM
SETP 1: To work with an existing function in the exe, you need a typedef, which creates a type by specifying the parameters and return type of the function. You can craft one like so:
typedef <return_type> (<calling_convention> *<name>)(<parameters>);
where <return_type> is the type the function returns (check in IDA, int foo() has a return type of int) <calling_convention> is usually __cdecl for static functions (functions that are about the class as a whole, not any specific instance), and usually __fastcall or __thiscall for non-static functions. Check in IDA, int __fastcall foo() has a calling convention of __fastcall <name> can be whatever you want, but I use the convention of whatever the function name is in IDA, but with colons replaced with underscores. <parameters> are whatever parameters IDA shows in parentheses, with one exception: If the calling convention is __thiscall, you can turn the calling convention to __fastcall and add an extra parameter void* unused after the first parameter. (edited)
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V A H K I T I 15-Apr-20 03:10 AM
I'm not too sure where I'm looking for that.
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benji 15-Apr-20 03:13 AM
you're looking at the top line of the pseudocode.
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V A H K I T I 15-Apr-20 03:14 AM
Ah okay
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benji 15-Apr-20 03:14 AM
but you should have already at least attempted STEP 1 if you've successfully hooked the function
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V A H K I T I 15-Apr-20 03:15 AM
Oh THIS you mean?
typedef void(__fastcall* GcCharacter__AddPart)(GcCharacter* _this, const struct _ScBaseString* a2, const ScIdentifier* a3); GcCharacter__AddPart tGcCharacter__AddPart; GcCharacter__AddPart pGcCharacter__AddPart = (GcCharacter__AddPart)0x00419060;
Yea, been there done that. :p
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benji 15-Apr-20 03:15 AM
yep, except not quite - see the ending note about what to do if you turn the __thiscall to a __fastcall like you did
(the <parameters> section)
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V A H K I T I 15-Apr-20 03:17 AM
Ah
So just replace everything after GcCHaracter*?
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benji 15-Apr-20 03:18 AM
STEP 2: If you want to be able to call the original exe function after you've hooked it, declare a variable for MinHook to store the original function in, like so:
<typedef_name> <trampoline_name>;
where <typedef_name> is the <name> of the typedef from STEP 1 <trampoline_name> is whatever you'd like to call the variable (I use the convention of a 't' and then the <typedef_name>) (edited)
it says add an extra parameter, not to replace anything
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V A H K I T I 15-Apr-20 03:20 AM
So just like this then? (GcCharacter* _this, const struct _ScBaseString* a2, const ScIdentifier* a3, void* unused);
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benji 15-Apr-20 03:20 AM
not quite, the line says
add an extra parameter void* unused after the first parameter.
(edited)
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V A H K I T I 15-Apr-20 03:20 AM
Derp. Sorry, it's late and I'm not thinking to clearly at the moment. :p
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benji 15-Apr-20 03:24 AM
STEP 3: To call and/or hook the exe function, you need to store the original address of the function. Declare the variable like so:
<typedef_name> <address_name> = (<typedef_name>)<address>;
where <typedef_name> is the <name> of the typedef from STEP 2 <address_name> is what you want to call the variable (I use the convention of a 'p' and then the <typedef_name>) <address> is the address of the function (Open the IDA-View, double click the function in the functions list, and then copy the address in the left column of the IDA-View)
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V A H K I T I 15-Apr-20 03:26 AM
Yeah I have all that down
Just had to add the unused thing
I also added the thing under OnPostInit
s = MH_CreateHook(pGcCharacter__AddPart, &hGcCharacter__AddPart, (void**)&tGcCharacter__AddPart);
I pretty much have everything in up to the point of adding code into void(__fastcall hGcCharacter__AddPart)(GcCharacter* _this, const struct _ScBaseString* a2, const ScIdentifier* a3) {}
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benji 15-Apr-20 03:27 AM
STEP 4: To hook the exe function, you need to have a replacement function to call. Declare (and define) the function like so:
<return_type> <calling_convention> <name>(<parameters>) { }
where each term in angle brackets has the same value as the terms in STEP 1, except <name> is what you want to call the replacement function (I use 'h' + the <name> of the typedef)
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V A H K I T I 15-Apr-20 03:27 AM
Yep, that's where I am now. :v
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benji 15-Apr-20 03:27 AM
I'm writing a step by step guide for you to pin
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V A H K I T I 15-Apr-20 03:27 AM
Ah okay
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benji 15-Apr-20 03:27 AM
so I know you've done a bit more
also so you can double check you did it right
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V A H K I T I 15-Apr-20 03:28 AM
Sorry, it was just getting confusing until I realized you were just writing stuff I already did. xP
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benji 15-Apr-20 03:32 AM
STEP 5: To hook the exe function, use MinHook like so:
MH_CreateHook(<pointer_name>, &<replacement_name>, <trampoline>);
where <pointer_name> is the <address_name> from STEP 3 <replacement_name> is the <name> from STEP 4 <trampoline> is (void**)&<trampoline_name> (<trampoline_name> from STEP 2) if you want a trampoline (do you want to be able to call the original function?) or nullptr if you don't and then enable all your hooks with
MH_EnableHook(MH_ALL_HOOKS);
(edited)
STEP 6: Now write your hook in the function you defined! Common things to do include calling the original function using the trampoline (and probably return whatever it returned)
have you done all that so far?
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V A H K I T I 15-Apr-20 03:35 AM
Ye. Except for writing the hook
Currently it just outputs a debug string and nothing else
BUT
I have the context to know how to call the trampoline
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benji 15-Apr-20 03:36 AM
right so for your case, let's start by declaring a variable to store whatever the vanilla function gives back
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V A H K I T I 15-Apr-20 03:36 AM
Cause we still have the early debug code for GcLegoCamera commented out in here
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benji 15-Apr-20 03:36 AM
what type does the function you're hooking return?
(I could look but I want you to figure it out)
Check STEP 1 or 4 for a refresher on return types
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V A H K I T I 15-Apr-20 03:39 AM
Void, right?
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benji 15-Apr-20 03:39 AM
yep
which means it doesn't return anything so we don't need to make a variable to store nothing
so you can get right to calling the trampoline function
which is as easy as
<trampoline_name>(<arguments>);
where <arguments> are the values to give the function. A common thing to do here is to give in the replacement function's parameters here (and you must do this for the void* unknown of __fastcall hooks)
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V A H K I T I 15-Apr-20 03:41 AM
So tGcCharacter__AddPart(_this, unused, a2, a3);
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benji 15-Apr-20 03:41 AM
yep
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V A H K I T I 15-Apr-20 03:41 AM
Yay context clues. :p
Also just to see if I could test with that, I tried building and it doesn't like my struct. I think I may have dun goofed somewhere
struct GcCharacter; is correct, yes?
Error C2371 'GcCharacter': redefinition; different basic types OptionalPatchNative C:\Users\sansa\Source\Repos\LOMNHook\OptionalPatchNative\OptionalPatchNative.cpp 284
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benji 15-Apr-20 03:47 AM
ah well it looks like it might have already been done somewhere else in the file
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V A H K I T I 15-Apr-20 03:47 AM
Possibly but unless I'm super blind, I couldn't find it
Then again
It wouldn't even build before if it wasn't would it?
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benji 15-Apr-20 03:48 AM
Check the output window
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V A H K I T I 15-Apr-20 03:48 AM
Nevermind successfully run that debug string in game
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benji 15-Apr-20 03:48 AM
it should have a longer error message
look for a typedef void GcCharacter;, which was what I did when I forgot you could forward-declare them
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V A H K I T I 15-Apr-20 03:49 AM
1>C:\Users\sansa\Source\Repos\LOMNHook\OptionalPatchNative\OptionalPatchNative.cpp(284,8): error C2371: 'GcCharacter': redefinition; different basic types 1>C:\Users\sansa\Source\Repos\LOMNHook\OptionalPatchNative\OptionalPatchNative.cpp(17): message : see declaration of 'GcCharacter' 1>C:\Users\sansa\Source\Repos\LOMNHook\OptionalPatchNative\OptionalPatchNative.cpp(296,108): warning C4099: 'LOMNHook::Native::_ScBaseString': type name first seen using 'class' now seen using 'struct' 1>C:\Users\sansa\source\repos\LOMNHook\LOMNHook\include\Native\_ScBaseString.h(9): message : see declaration of 'LOMNHook::Native::_ScBaseString' 1>C:\Users\sansa\Source\Repos\LOMNHook\OptionalPatchNative\OptionalPatchNative.cpp(314,20): warning C4018: '<': signed/unsigned mismatch 1>C:\Users\sansa\Source\Repos\LOMNHook\OptionalPatchNative\OptionalPatchNative.cpp(339,100): warning C4099: 'LOMNHook::Native::_ScBaseString': type name first seen using 'class' now seen using 'struct' 1>C:\Users\sansa\source\repos\LOMNHook\LOMNHook\include\Native\_ScBaseString.h(9): message : see declaration of 'LOMNHook::Native::_ScBaseString'
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benji 15-Apr-20 03:49 AM
so it looks like on lines 284 and 17?
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V A H K I T I 15-Apr-20 03:49 AM
Ah yep
typedef void GcCharacter;
Didn't know those two things conflicted. Now I do! :p
Which one should I remove?
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benji 15-Apr-20 03:50 AM
yep both two ways of making types. Remove the typedef, it's a hack from when I forgot about forward-declaring structs
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V A H K I T I 15-Apr-20 03:50 AM
Aight
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benji 15-Apr-20 03:51 AM
Also it looks like GcCharacter::AddPart is used in the exe for msqt wings
I don't know what that means, but you might
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V A H K I T I 15-Apr-20 03:51 AM
Well yes and no
I guess I was mistaken in the thing I told JMMB earlier if you're finding it there, but that's alpha only all the same
Essentially, the orange Nui Rama is loaded in two parts for some inexplicable reason
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benji 15-Apr-20 03:52 AM
I just want to make sure we don't introduce a crash we don't know to test for
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V A H K I T I 15-Apr-20 03:52 AM
BUT the beta doesn't use them, and when we re-add them, we'll be re-merging them anyways
Ye
It's super weird and Idk why they did it
The GREEN Nui Rama are loaded in one piece just fine
And they share the exact same animations save for a few additional ones that have nothing to do with the wings.
Also success btw
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benji 15-Apr-20 03:55 AM
well done
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V A H K I T I 15-Apr-20 03:55 AM
It builds, it outputs debug, and trampolines back to the actual EXE function to add parts
😄
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benji 15-Apr-20 03:55 AM
time to make a WIP commit, no?
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V A H K I T I 15-Apr-20 03:55 AM
I suppose that would be worth doing if we don't plan on adding the blockfile code tonight
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benji 15-Apr-20 03:55 AM
Next, there are some native functions that you will need to call
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V A H K I T I 15-Apr-20 03:56 AM
Commit done
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benji 15-Apr-20 03:58 AM
SrGetCurBlockFile SrSetCurBlockFile SrGetCurSecondBlockFile SrSetCurSecondBlockFile GcCharacter::LoadCharBlockHeader GcAreaDirector::LoadCharTexBlockHeader
that should be about it (looking at how GcCharacter::AddMask sets the blockfiles and then sets them back)
so for each of those exe functions, do steps 1 & 3 (don't turn __thiscall into __fastcall by adding void* unknown, as you don't plan on hooking these functions)
We can talk through the rest later
Also, you probably want to pin the 6 steps
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V A H K I T I 15-Apr-20 04:00 AM
Yep, will do just as soon as I do this
Okay so SrGetCurBlockFile is a struct if I'm looking at this right, so do I just set that as its type definition as per usual, or should that be added as a struct?
Ie: typedef struct ScBlockFile* __cdecl SrGetCurBlockFile(); (edited)
Or rather
typedef struct ScBlockFile*(__cdecl *SrGetCurBlockFile); SrGetCurBlockFile pSrGetCurBlockFile = (SrGetCurBlockFile)0x0054DB30;
?
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benji 15-Apr-20 04:16 AM
you dont need the body of the struct because we dont plan on using anything inside the struct.
and you dont need the struct keyword in there, its a C backwards compatability thing
its what you do if you dont want to declare the struct ahead like we do
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V A H K I T I 15-Apr-20 04:20 AM
Hmm.. so just struct ScBlockFile; up top, and then the typedef as typedef ScBlockFile*(__cdecl SrGetCurBlockFile);?
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benji 15-Apr-20 04:20 AM
yep, but dont drop the parentheses after the typedef please
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V A H K I T I 15-Apr-20 04:21 AM
Aight
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benji 15-Apr-20 04:21 AM
i believe they are required even if there is nothing in them
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V A H K I T I 15-Apr-20 04:25 AM
typedef void (__thiscall *GcCharacter__LoadCharBlockHeader)(GcCharacter* _this); typedef void (__cdecl *GcAreaDirector__LoadCharTexBlockHeader)(bool a1); typedef ScBlockFile*(__cdecl SrGetCurBlockFile()); typedef void __cdecl SrSetCurBlockFile(struct ScBlockFile* a1); typedef ScBlockFile*(__cdecl SrGetCurSecondBlockFile()); typedef void __cdecl SrSetCurSecondBlockFile(struct ScBlockFile* a1);
I think that's all set up right
It builds and runs without freaking out anyways
:p
THough you said to do step 3, but that's the body which you said I don't need? I'm confused about that (edited)
Unless I'm mixing up what you meant by the body of the struct
Adding these in cause I'm pretty sure I misunderstood you and it really doesn't like the parentheses here.
typedef void (__thiscall *GcCharacter__LoadCharBlockHeader)(GcCharacter* _this); GcCharacter__LoadCharBlockHeader pGcCharacter__LoadCharBlockHeader = (GcCharacter__LoadCharBlockHeader)0x00419330; typedef void (__cdecl *GcAreaDirector__LoadCharTexBlockHeader)(bool a1); GcAreaDirector__LoadCharTexBlockHeader pGcAreaDirector__LoadCharTexBlockHeader = (GcAreaDirector__LoadCharTexBlockHeader)0x0048BE30; typedef ScBlockFile*(__cdecl SrGetCurBlockFile); SrGetCurBlockFile pSrGetCurBlockFile = (SrGetCurBlockFile)0x0054DB30; typedef void (__cdecl *SrSetCurBlockFile)(struct ScBlockFile* a1); SrSetCurBlockFile pSrSetCurBlockFile = (SrSetCurBlockFile)0x0054DB20; typedef ScBlockFile*(__cdecl SrGetCurSecondBlockFile); SrGetCurSecondBlockFile pSrGetCurSecondBlockFile = (SrGetCurSecondBlockFile)0x0054DB50; typedef void (__cdecl *SrSetCurSecondBlockFile)(struct ScBlockFile* a1); SrSetCurSecondBlockFile pSrSetCurSecondBlockFile = (SrSetCurSecondBlockFile)0x0054DB40; typedef SxReferenceCountable*(__cdecl *GcModelDirector__Get)(ScIdentifier* id); GcModelDirector__Get pGcModelDirector__Get = (GcModelDirector__Get)0x00480F70;
This builds without issue,
Pinned a message.
Pinned a message.
Pinned a message.
Pinned a message.
Pinned a message.
Pinned a message.
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benji 15-Apr-20 05:08 AM
typedef ScBlockFile*(__cdecl SrGetCurBlockFile);
check the format again - the parentheses follow, like so: typedef ScBlockFile*(__cdecl SrGetCurBlockFile)();
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V A H K I T I 15-Apr-20 05:09 AM
Tried that too
Doesn't like it any better
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benji 15-Apr-20 05:09 AM
you forgot the asterisk
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V A H K I T I 15-Apr-20 05:09 AM
Ah there we go
My b
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benji 15-Apr-20 05:09 AM
you want to declare a function pointer, not a funtion itself
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V A H K I T I 15-Apr-20 05:10 AM
If it's not obvious, I still don't truly understand what it is I'm doing here :p
I just know how to nod my head and follow instructions or context clues at this point. xD
Anyways that's all done I guess
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The Cap'm (Reese) 15-Apr-20 02:00 PM
so today I decided, quite randomly, to try and get as many missing pictures in the Glossary filled in as possible
Through a combination of in-game screencaps and official art I've managed to get all but these filled in:
Ignalu Lava Surfing Kewa Bird Riding Ngalawa Boat Racing Rahi Turaga Ussal Crab Dig
The sports are only in the GBA game afaik and don't have arenas like Huai and Koli do in LoMN, so I'm hesitant to get a screencap of that in (unless @V A H K I T I thinks otherwise) (edited)
Rahi and Turaga seem like ensemble pictures and I'd need that rigged up separately (to be fair, if we finalize the Turaga placements in KINI I can get a screenshot of that)
--- AHA
Found a difference in how alpha and beta VLGS load the text for the hook
beta: this.hook = new lego_pickup("hook", 0, 3, "item", 1, 1); alpha: this.hook = new lego_pickup("hook", 0, 3, "item", 1, 3);
the alpha loads four lines (I assume the different value at the end there is how many strings it loads; 0-1 v.s. 0-3)
so if we have a description sentence as separate lines we can load them with proper text wrapping
this might work for text on token doors too, thinking about it (edited)
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The Cap'm (Reese) 15-Apr-20 02:39 PM
YO
I DID IT
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UTTER_BODGE 15-Apr-20 02:47 PM
👍
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The Cap'm (Reese) 15-Apr-20 02:54 PM
Boom
That's all of them done
...Actually, while I'm at it, the Kaukau was right on the edge of being fucky, so I'll do it as well.
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UTTER_BODGE 15-Apr-20 02:56 PM
are we doing this for main too?
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The Cap'm (Reese) 15-Apr-20 02:56 PM
I'd assume so
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UTTER_BODGE 15-Apr-20 02:56 PM
yay
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The Cap'm (Reese) 15-Apr-20 02:56 PM
I'm just on rebuilt rn for the glossary thing so I'm doing it first
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UTTER_BODGE 15-Apr-20 02:57 PM
sounds good
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Ondrik🅱 (Ondrej) 15-Apr-20 03:00 PM
One question
how?
ooh
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The Cap'm (Reese) 15-Apr-20 03:00 PM
I explained above but
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Ondrik🅱 (Ondrej) 15-Apr-20 03:00 PM
okay, with OSI
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The Cap'm (Reese) 15-Apr-20 03:00 PM
ye
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Ondrik🅱 (Ondrej) 15-Apr-20 03:00 PM
yeah, I just read
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V A H K I T I 15-Apr-20 03:05 PM
Very nicely done Reese!
Also Re: the glossary, I'm okay with Tales of the Tohunga screencaps for the games
It WAS a companion to this game after all
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The Cap'm (Reese) 15-Apr-20 03:06 PM
k
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V A H K I T I 15-Apr-20 03:06 PM
As the the ensemble pics, there are those in existence for both Rahi and the Turaga
Though not in game
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The Cap'm (Reese) 15-Apr-20 03:06 PM
Oh?
ah
link me those and I'll throw em in
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V A H K I T I 15-Apr-20 03:06 PM
I mean most of the glossary uses the CG renders, right?
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The Cap'm (Reese) 15-Apr-20 03:06 PM
ye
with some in-game screenshots as supplement
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V A H K I T I 15-Apr-20 03:07 PM
Still looking for the Rahi. I may have to ask Peri about it
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The Cap'm (Reese) 15-Apr-20 03:11 PM
Okay done
Text fixes pushed for rebuilt. Once the glossary's done I'll get them done for main.
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UTTER_BODGE 15-Apr-20 03:14 PM
booyah
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The Cap'm (Reese) 15-Apr-20 03:18 PM
@V A H K I T I Do you want me to use the GBA images for Koli and Huai as well or should I keep the LoMN field screenshots
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V A H K I T I 15-Apr-20 03:18 PM
up to you
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The Cap'm (Reese) 15-Apr-20 03:18 PM
Aight. I'm lazy so I'll keep the LoMN ones
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UTTER_BODGE 15-Apr-20 03:18 PM
personally I'd opt for LoMN stuff when possible
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The Cap'm (Reese) 15-Apr-20 03:20 PM
I just nabbed these from the BS01 pages btw
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Ondrik🅱 (Ondrej) 15-Apr-20 03:20 PM
I'd put a the after of, but that's entirely my preference
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The Cap'm (Reese) 15-Apr-20 03:21 PM
wut
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UTTER_BODGE 15-Apr-20 03:21 PM
sounds fine as-is imo
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Ondrik🅱 (Ondrej) 15-Apr-20 03:21 PM
instead of of Ta-Koro village, have it be of the Ta-Koro village
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The Cap'm (Reese) 15-Apr-20 03:21 PM
oh
well I didn't write that
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Ondrik🅱 (Ondrej) 15-Apr-20 03:21 PM
yeah
still
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UTTER_BODGE 15-Apr-20 03:21 PM
people refer to cities and towns like the game does there all the time (edited)
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The Cap'm (Reese) 15-Apr-20 03:22 PM
I've never seen this minigame but this screencap is...amazing. 😄
i cannot tell what the fuck that is
Rahi is the only blank square left
Ok idea for this picture
( ͡° ͜ʖ ͡°)
👆 1
👌 1
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V A H K I T I 15-Apr-20 03:26 PM
YOU KNOW WHAT
DO IT
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Sethtaros 15-Apr-20 03:26 PM
Kewa Bird Riding requires masterful Kewa Bird riding.
Also that is perfect.
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V A H K I T I 15-Apr-20 03:26 PM
DailyDose ExtraStrength DailyDose ExtraStrength DailyDose ExtraStrength DailyDose ExtraStrength DailyDose ExtraStrength DailyDose ExtraStrength DailyDose ExtraStrength
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The Cap'm (Reese) 15-Apr-20 03:28 PM
THE GLOSSARY IS COMPLETE
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Ondrik🅱 (Ondrej) 15-Apr-20 03:29 PM
Y e e t!
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V A H K I T I 15-Apr-20 03:29 PM
Whyyyy is it so distorted?
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Ondrik🅱 (Ondrej) 15-Apr-20 03:29 PM
My guess is that it auto-resizes pictures to fit
like the flags in KSP
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The Cap'm (Reese) 15-Apr-20 03:29 PM
no
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V A H K I T I 15-Apr-20 03:29 PM
Actually all the others are like that too
Did.. did you think that was okay? Pac
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benji 15-Apr-20 03:29 PM
Yeah I'm not a fan of the squished
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The Cap'm (Reese) 15-Apr-20 03:29 PM
The textures are a specific size
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V A H K I T I 15-Apr-20 03:30 PM
Then you need to crop the images
:p
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The Cap'm (Reese) 15-Apr-20 03:30 PM
in that case
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V A H K I T I 15-Apr-20 03:30 PM
Also hi Benji! Imma get a coffee, but after that do ya wanna finish this addpart thing?
Also Reese, let's move this to #litestone-graphic-design
Re: AddPart, I think we can do this same thing with Passive Rahi but just in reverse, right? Here we're just cloning code from another function and making it run before handing it back to the EXE to run AddPart as normal.
For that we'd need to run the native code, then tack some code from AiDie onto the end
I haven't been this excited about LOMN stuff in a while :p
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benji 15-Apr-20 03:45 PM
I'm not free at the moment
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V A H K I T I 15-Apr-20 03:46 PM
Aight, any idea when you might be?
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benji 15-Apr-20 03:47 PM
An hour? Maybe?
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V A H K I T I 15-Apr-20 03:52 PM
sure
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The Cap'm (Reese) 15-Apr-20 04:17 PM
PR is up for the text fix for main
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V A H K I T I 15-Apr-20 04:17 PM
Nice. I'll finish up your glossary images first
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The Cap'm (Reese) 15-Apr-20 04:18 PM
are those going in main or rebuilt only
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V A H K I T I 15-Apr-20 04:18 PM
rebuilt only
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The Cap'm (Reese) 15-Apr-20 04:18 PM
k
figured
but i had to ask
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V A H K I T I 15-Apr-20 05:12 PM
Merged the text PR
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The Cap'm (Reese) 15-Apr-20 05:15 PM
yey
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V A H K I T I 15-Apr-20 05:33 PM
@JrMasterModelBuilder Another question.
This pseudocode in GcCharacter::Process is all that's needed to properly run the infected mask stuff + particle emitter, right?
GcCharacter::Animate(this_2, time, time_delta); if ( this_2->death_animation_related < dbl_6FF068 ) { if ( !this_2->evil_permanent ) ScDrawableModel::SetEvil(this_2->drawable_model_384, dword_6FF078); } else if ( !this_2->evil_permanent ) { v18 = dbl_6FF070 - this_2->death_animation_related; ScDrawableModel::SetEvil(this_2->drawable_model_384, v18); } // Move up some amount: move_up = this_2->death_animation_related * double_1_1__dbl_6FF080 * time_delta; this_2->point_536.y = move_up + this_2->point_536.y; // Create and position emitter (infected mask fountain thing): emitter = GcEmitter::Create(a2, 0x18u); emitter_z = this_2->point_536.z; emitter_y = this_2->point_536.y - double_1_0__dbl_6FF088; point.x = this_2->point_536.x; point.y = emitter_y; point.z = emitter_z; GcEmitter::Set(emitter, &point, 1, 0); v23.i = (DWORD)this_2->id_548; v80.i = '????'; v81.i = v23.i; // Is this really the right type? v24 = (GcTargetingReticle *)GcNoLightDirector::Get(&v81, &v80); anim_sprite = 0; if ( v24 ) anim_sprite = v24->anim_sprite; // Position anim sprite (injected mask): if ( anim_sprite ) GcAnimSprite::SetPosition(anim_sprite, &this_2->point_536); time_delta_2 = time_delta; this_2->death_animation_related = time_delta_2 + this_2->death_animation_related; GcCharacter::SetShadowType(this_2, 0); }
If so, is there an easy way I can call this section of the function directly?
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JrMasterModelBuilder 15-Apr-20 05:38 PM
No, you can't really call a portion of a function. (edited)
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V A H K I T I 15-Apr-20 05:39 PM
Hmm... would I have to make a new function out of just this code then?
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JrMasterModelBuilder 15-Apr-20 05:39 PM
Well you could in theory copy that section of data into a new address space and run it.
That would work because the code is not position independent. (edited)
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V A H K I T I 15-Apr-20 05:40 PM
I have no idea what that means. xP
I'm just trying to think of the easiest way to make this run, cause currently it's called from GcCharacter::Kill, but we don't want to use that function anymore.
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JrMasterModelBuilder 15-Apr-20 05:40 PM
You could probably copy the bytes straight into a new binary. (edited)
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V A H K I T I 15-Apr-20 05:41 PM
If we use GcCharacter::AiSetBenign, that code isn't called at all, hence our previous conundrum
What I'm thinking is to just do what I'm doing with addpart but in reverse, where we trampoline to the OG SetBenign function, then somehow tack this onto the end
Into a new binary? I'm not sure I follow
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benji 15-Apr-20 05:43 PM
I'm ready for AddPart whenever @V A H K I T I
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V A H K I T I 15-Apr-20 05:43 PM
Sweet
What's the next step?
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benji 15-Apr-20 05:44 PM
Well, you need to change what BLK it's looking at before trampolining, and then change it back after
that's it
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V A H K I T I 15-Apr-20 05:44 PM
So how do I do that? :p
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benji 15-Apr-20 05:44 PM
Well, to remember the old blockfile, create a variable to hold it and then use SrGetCurBlockFile()
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JrMasterModelBuilder 15-Apr-20 05:45 PM
All the instructions are in memory. If you were to have a section of memory that contain those instructions you could jump to it.
That would run that portion of code.
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benji 15-Apr-20 05:45 PM
I think that might be a bit more hacky than necessary
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JrMasterModelBuilder 15-Apr-20 05:45 PM
You might have to have some code at the beginning and end that makes it a complete function though. (edited)
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V A H K I T I 15-Apr-20 05:45 PM
Hmm... well let's look into that after I finish addpart
One hookmod at a time. :p I was just asking ahead of time cause Benji wasn't free to continue this one yet
:p
Unless you want to try it while I work on this
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JrMasterModelBuilder 15-Apr-20 05:46 PM
Also not sure if you might need to mark that section of memory executable (edited)
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benji 15-Apr-20 05:47 PM
to declare a variable in C and C++, you use this format: <type> <name>;. The <type> of a blockfile, judging from the return type of SrGetCurBlockFile(), is ScBlockFile*, and a good <name> might be oldBlockFile
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V A H K I T I 15-Apr-20 05:47 PM
So ScBlockFile*, oldblockfile;?
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benji 15-Apr-20 05:47 PM
The comma isn't part of the code
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V A H K I T I 15-Apr-20 05:47 PM
ah
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benji 15-Apr-20 05:48 PM
Then call SrGetCurBlockFile() and assign the value to your variable, which might look like this: oldblockfile = SrGetCurBlockFile();
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V A H K I T I 15-Apr-20 05:49 PM
It doesn't like that
Error (active) E0513 a value of type "SrGetCurBlockFile" cannot be assigned to an entity of type "ScBlockFile *"
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benji 15-Apr-20 05:50 PM
oh, you need to use the pointer we declared last night, which would look like pSrGetCurBlockFile()
IIRC
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V A H K I T I 15-Apr-20 05:50 PM
There we go
It's okay with that
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benji 15-Apr-20 05:50 PM
I am as well
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V A H K I T I 15-Apr-20 05:50 PM
:p
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benji 15-Apr-20 05:52 PM
Then to switch blockfiles to the one for the character that's having AddPart called on it, you use the exe's GcCharacter::LoadCharBlockHeader method, like so: pGcCharacter__LoadCharBlockHeader(_this);
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V A H K I T I 15-Apr-20 05:54 PM
Alright so this is what I have so far:
void(__fastcall hGcCharacter__AddPart)(GcCharacter* _this, void* unused, const struct _ScBaseString* a2, const ScIdentifier* a3) { ScBlockFile* oldblockfile; oldblockfile = pSrGetCurBlockFile(); pGcCharacter__LoadCharBlockHeader(_this); tGcCharacter__AddPart(_this, unused, a2, a3); OutputDebugStringW(L"Attached a part! Yay!\n"); }
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benji 15-Apr-20 05:54 PM
And of course after you call the old function via trampoline, you need to switch back to the original blockfile with SrSetCurBlockFile
(so that nothing else notices you messed with anything) (edited)
Next, you need to do the whole thing over for the secondary blockfile
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V A H K I T I 15-Apr-20 05:57 PM
Well I'm just trying to figure out how to call pSrSetCurBlockFile now. I assume I just set the variable to that instead of pSrGetCurBlockFile, yes?
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benji 15-Apr-20 05:58 PM
No, the Set version takes a parameter and doesn't return anything
so when you call it, you have to tell it what you want the current block file to be
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V A H K I T I 15-Apr-20 05:58 PM
But that will never be a single predefined thing. I assume shenanigans must ensue here. :p (edited)
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benji 15-Apr-20 05:59 PM
what do you mean - we stored the blockfile to use in the variable as the first and second steps
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V A H K I T I 15-Apr-20 05:59 PM
Oh okay, I see
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benji 15-Apr-20 05:59 PM
For the secondary blockfile: - Create a variable for it - Get it using SrGetCurSecondBlockFile() - Set it using GcAreaDirector::LoadCharTexBlockHeader(1); , and after trampolining, - set the secondary blockfile back to what it originally was, using SrSetCurSecondBlockFile
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V A H K I T I 15-Apr-20 06:01 PM
Well I'm still on the end of first one now. Do I just put it down as pSrSetCurBlockFile (oldblockfile);?
I always feel stupid when I'm doing this cause it's so obvious I don't really understand what I'm doing. >->
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benji 15-Apr-20 06:02 PM
yep, without the space
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V A H K I T I 15-Apr-20 06:02 PM
Oh shit I did a thing right
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benji 15-Apr-20 06:03 PM
nah I'm TA-ing first-year computer science classes, helping with homework and stuff, and you fit right in
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V A H K I T I 15-Apr-20 06:04 PM
Fair enough. :p
Okay so for the secondary blockfile, I should position that code in the same places around the trampoline that I did for the current blockfile, or just put it all before or after?
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benji 15-Apr-20 06:06 PM
same thing as before - some of it goes before the trampoline, and some of it after
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V A H K I T I 15-Apr-20 06:08 PM
void(__fastcall hGcCharacter__AddPart)(GcCharacter* _this, void* unused, const struct _ScBaseString* a2, const ScIdentifier* a3) { //Here we get the current character blockfile ScBlockFile* oldblockfile; ScBlockFile* newblockfile; oldblockfile = pSrGetCurBlockFile(); newblockfile = pSrGetCurSecondBlockFile(); pGcCharacter__LoadCharBlockHeader(_this); pGcAreaDirector__LoadCharTexBlockHeader(1); //Trampoline back to native function tGcCharacter__AddPart(_this, unused, a2, a3); //Reset back to original current blockfile pSrSetCurBlockFile(oldblockfile); pSrSetCurSecondBlockFile(newblockfile); OutputDebugStringW(L"Attached a part! Yay!\n"); }
Like that?
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benji 15-Apr-20 06:09 PM
looks, good, except the name newblockfile is misleading - it's the old secondary blockfile
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V A H K I T I 15-Apr-20 06:10 PM
Ah okay
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benji 15-Apr-20 06:11 PM
For reference, this code sets the main blockfile to Root/Data/Characters/%.4s.blk, where %.4s is the character ID
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V A H K I T I 15-Apr-20 06:12 PM
It works! 😄
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benji 15-Apr-20 06:12 PM
And it sets the secondary blockfile to Root/Data/Characters/textures.blk
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V A H K I T I 15-Apr-20 06:12 PM
@ShadowDraikana @The Cap'm (Reese) Equipment is GO!
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benji 15-Apr-20 06:12 PM
nice. You're practically a programmer now.
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V A H K I T I 15-Apr-20 06:13 PM
Well if I am I'm not a very good one. xP
But thank you for the praise
I just need to move the textures for the spear of fusion now, cause it's not looking in the level foldder anymore
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UTTER_BODGE 15-Apr-20 06:13 PM
\o/
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ShadowDraikana 15-Apr-20 06:13 PM
must be nice
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V A H K I T I 15-Apr-20 06:14 PM
Okay so NOW I can really go ham on the splitweaponstesting branch
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benji 15-Apr-20 06:14 PM
Did you commit?
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V A H K I T I 15-Apr-20 06:14 PM
Right I should do that
:p
Done
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ShadowDraikana 15-Apr-20 06:15 PM
make sure this gets actually added properly as far as the hookmods into the main repo go
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benji 15-Apr-20 06:15 PM
Aight I've done my work, I'm out
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V A H K I T I 15-Apr-20 06:15 PM
Thanks Benji, you're a lifesaver. :p
Also Ash, I've pinned Benji's 6 step guide here to making a basic mod.
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ShadowDraikana 15-Apr-20 06:16 PM
but motivation
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V A H K I T I 15-Apr-20 06:16 PM
:v
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ShadowDraikana 15-Apr-20 06:16 PM
Also
For the love of god make sure we keep the conflicts on that branch to a bare minimum
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V A H K I T I 15-Apr-20 06:17 PM
WHich, initial-hookmod-api, or split-weapons-testing?
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ShadowDraikana 15-Apr-20 06:17 PM
weapon testing
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V A H K I T I 15-Apr-20 06:18 PM
Aight. At this point I'm probably just gonna delete it and redo the code on clusterfuck
Cause if I've set this up right, I can just have the weapon set up in the toa class and add/remove the new ones only where necessary
Ie Removepart from hand, addpart to back in vllg, the reverse of that in each area directly accessible from vllg.
Alright so a good place to start with this would be to add the sashes, disks and spears to village guards
They're already defined in the code so we just need to throw in the models, put in an addpart call, and call it a day
I'll start in on that now
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The Cap'm (Reese) 15-Apr-20 06:27 PM
yeet
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V A H K I T I 15-Apr-20 06:27 PM
Can you do me a favour if you know how?
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The Cap'm (Reese) 15-Apr-20 06:28 PM
m-m-m-meeeeeeee?
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V A H K I T I 15-Apr-20 06:28 PM
Yes.
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The Cap'm (Reese) 15-Apr-20 06:28 PM
no
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V A H K I T I 15-Apr-20 06:28 PM
I need an index of all the villagers stationed as guards. Ie: if a guard is say.. VL04, I need that written somewhere.
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The Cap'm (Reese) 15-Apr-20 06:28 PM
no clue
I can try looking into it
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V A H K I T I 15-Apr-20 06:29 PM
@ShadowDraikana You set them up initially. I don't suppose you kept track of who was who? :p
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The Cap'm (Reese) 15-Apr-20 06:30 PM
well if you know the model ID of the Kaukau I can tell you one of the onu-koro ones right quick probably
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V A H K I T I 15-Apr-20 06:30 PM
Well at the very least, the vllgX_puzzle classes tell us what mask they all wear, so that can help in creating our little Mata Nui census here. 😛
Yeah that
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ShadowDraikana 15-Apr-20 06:30 PM
check mask ids to narrow things down
Actually
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V A H K I T I 15-Apr-20 06:31 PM
Kaukau is mk1a
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ShadowDraikana 15-Apr-20 06:31 PM
convo slb reveals.this.immediately
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The Cap'm (Reese) 15-Apr-20 06:31 PM
oh yeah
that'd probably be a better way of figuring it out
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ShadowDraikana 15-Apr-20 06:31 PM
chdck for drug group 😏
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V A H K I T I 15-Apr-20 06:31 PM
Sweet
LOL
I'll get started on adding the models while you two do that then
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ShadowDraikana 15-Apr-20 06:32 PM
excuse me what
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V A H K I T I 15-Apr-20 06:33 PM
?
I'm setting up the equipment for guards.
I need help knowing who the guards are, but I also need to set up the models for them
😛
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The Cap'm (Reese) 15-Apr-20 06:33 PM
I'll start with lev4-6 if you wanna sweep through 1-3
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V A H K I T I 15-Apr-20 06:34 PM
Me or Ash?
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The Cap'm (Reese) 15-Apr-20 06:34 PM
Whoever, IDK
My point is that i'm starting with 4 😛
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V A H K I T I 15-Apr-20 06:34 PM
If Ash can't do it, I will. I was just hoping to get the rest of the shit set up at the same time is all. :p
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ShadowDraikana 15-Apr-20 06:34 PM
fucking fine let me get ids
Ill do all of them if you want
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V A H K I T I 15-Apr-20 06:35 PM
I mean if you don't want to do it, it's fine. :v
We can handle it
I was just asking you guys to do it so we could maximize our time usage
For that matter we also need to decide who gets equipment aside from guards, if anyone
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The Cap'm (Reese) 15-Apr-20 06:36 PM
lev4 is vl08-vl11
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V A H K I T I 15-Apr-20 06:36 PM
Btw, I already have a functional model for the disk sash, so that's good to go. I just need a spear next.
I'll probably model it after the MNOG tridents
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The Cap'm (Reese) 15-Apr-20 06:37 PM
how much weapon variation we doin
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V A H K I T I 15-Apr-20 06:37 PM
¯\_(ツ)_/¯
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The Cap'm (Reese) 15-Apr-20 06:37 PM
is each village getting a unique one
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ShadowDraikana 15-Apr-20 06:37 PM
just give them pitchforks
problem solved
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V A H K I T I 15-Apr-20 06:37 PM
I think we could do SOME variation.
Cause in MNOG, Ga-Matoran specifically use staffs
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ShadowDraikana 15-Apr-20 06:39 PM
disappointed in the lack of pitchforks
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The Cap'm (Reese) 15-Apr-20 06:39 PM
lev5 is vlgr, vl12, vl13
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ShadowDraikana 15-Apr-20 06:39 PM
youre welcome for that weird id grouping lol
i know exactly how that happened tho
Just Ash Things™️
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The Cap'm (Reese) 15-Apr-20 06:40 PM
lev6 is vl11 and vl12, but I assume there'll probably have to be more there
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V A H K I T I 15-Apr-20 06:40 PM
In MNOG the Onu-Matoran are only holding disks, but in Tales of the Tohunga they have SOME kind of spear
But it's just like a black streak of pixels, so I can't tell what it really is
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The Cap'm (Reese) 15-Apr-20 06:41 PM
lev1 is vl11-vl15
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V A H K I T I 15-Apr-20 06:41 PM
Ironically Ko-Matoran hold pickaxes.
IIRC Le-Matoran specifically use disks
So we can definitely do some variation here
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joint-Dogg666 15-Apr-20 06:43 PM
There's only one "guard" sprite for Tales of the Tohunga
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The Cap'm (Reese) 15-Apr-20 06:43 PM
lev2 is vl04, vl05, vl06, and vl16
and lev3 is vl03, vl11-13
got all those @V A H K I T I ?
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V A H K I T I 15-Apr-20 06:49 PM
Ye, thank
Hmm
Plugging this in doesn't seem to be working
gccharacter::addpart(var1, "vl11/sash", 1); gccharacter::addpart(var1, "vl12/sash", 1); gccharacter::addpart(var1, "vl13/sash", 1); gccharacter::addpart(var1, "vl14/sash", 1); gccharacter::addpart(var1, "vl15/sash", 1);
Var1 is set in the settohunga code
Ie: var1 = gcmodeldirector::getcharacter(scslosifoundation::stringtoidentifier("vl15"), 0);
So this SHOULD be working...
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The Cap'm (Reese) 15-Apr-20 06:53 PM
this is lev1 yes
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V A H K I T I 15-Apr-20 06:54 PM
It is yes
Okay I think I beefed something somewhere cause now the test level is crashing
stand by
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The Cap'm (Reese) 15-Apr-20 06:54 PM
oof
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V A H K I T I 15-Apr-20 06:57 PM
Yep, am dum
Forgot to delete the vlgr blk after renaming the items
Cause it won't rebuild if the last modified date hasn't changed
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The Cap'm (Reese) 15-Apr-20 06:57 PM
you fool
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V A H K I T I 15-Apr-20 06:58 PM
Well now we just have a new problem. Nothing we can't fix, but may complicate things.
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The Cap'm (Reese) 15-Apr-20 06:59 PM
?
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V A H K I T I 15-Apr-20 06:59 PM
Because settohunga is constantly changing the value of var1, only one of the guards ends up getting the equipment. I MAY be able to fix this my moving my addpart calls into each of the settohunga calls, but we'll see
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The Cap'm (Reese) 15-Apr-20 07:00 PM
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V A H K I T I 15-Apr-20 07:01 PM
There we go
Yep, that fixed it
We just need to spread out the addpart calls so they're all called in sequence while var1 is still set as the same value as the tohunga being added to
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The Cap'm (Reese) 15-Apr-20 07:01 PM
ah
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V A H K I T I 15-Apr-20 07:02 PM
So now all the Onu-Koro guarsa have disks. 😄
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The Cap'm (Reese) 15-Apr-20 07:02 PM
are the sashes supposed to be white btw
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V A H K I T I 15-Apr-20 07:02 PM
No, that was just for testing. We may have to decide on a set colour for them unless we want another hookmod to dynamically colour them using settohunga
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The Cap'm (Reese) 15-Apr-20 07:02 PM
ah
i think having a set color would be fine
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V A H K I T I 15-Apr-20 07:03 PM
Onu-Koro and Ta-Koro both use black, so I think we'll go with that
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The Cap'm (Reese) 15-Apr-20 07:03 PM
yeet
so we going all in on this for 1.1? Guard equipment, weapon holstering, shield surfing?
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V A H K I T I 15-Apr-20 07:06 PM
At the very least we can do the tohunga equipment
I'm going to make the different weapons today so we can implement them right away
Also this ties into the "add quest items to village" addition (edited)
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The Cap'm (Reese) 15-Apr-20 07:07 PM
yea
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V A H K I T I 15-Apr-20 07:07 PM
Since I can now make Taipu hold the pick, the Le-matoran hold the volo-lutu launcher, etc
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The Cap'm (Reese) 15-Apr-20 07:07 PM
yea
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ShadowDraikana 15-Apr-20 07:07 PM
Was going to point out the var thing but you got it. A little confused but you got the spirit
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V A H K I T I 15-Apr-20 07:08 PM
:p
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UTTER_BODGE 15-Apr-20 07:08 PM
so do these items attach sorta like masks i.e. they're fully skinned?
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V A H K I T I 15-Apr-20 07:08 PM
Yep!
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UTTER_BODGE 15-Apr-20 07:08 PM
so
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V A H K I T I 15-Apr-20 07:08 PM
They attach exactly the same actually
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UTTER_BODGE 15-Apr-20 07:08 PM
you could abuse this to make variations of entire body parts
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V A H K I T I 15-Apr-20 07:08 PM
Yep
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UTTER_BODGE 15-Apr-20 07:08 PM
ehehehe
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The Cap'm (Reese) 15-Apr-20 07:08 PM
oh no
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V A H K I T I 15-Apr-20 07:08 PM
I came up with a hacky way we could use this for Nobua mode
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The Cap'm (Reese) 15-Apr-20 07:08 PM
you've given too much power
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ShadowDraikana 15-Apr-20 07:09 PM
Stop him
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V A H K I T I 15-Apr-20 07:09 PM
If we can't get the ride function working for ussal crabs for whatever reason, we could just have the ussal made into a player character, and add Nobua as a part
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ShadowDraikana 15-Apr-20 07:09 PM
before its too late
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UTTER_BODGE 15-Apr-20 07:09 PM
I mean this is similar to how horse mounts worked in lego universe
they had their own skeletons
but they just received the same animation calls as the player minifigure
and then the minifigure's animations would line up with the horse's to look like it's riding the horse (edited)
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V A H K I T I 15-Apr-20 07:10 PM
Nice
We could in theory also use this to make puzzles where a Toa physically picks up an item
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UTTER_BODGE 15-Apr-20 07:10 PM
oh shit
yeah totally
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The Cap'm (Reese) 15-Apr-20 07:10 PM
oo
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V A H K I T I 15-Apr-20 07:11 PM
There's a reason I really wanted to get this function into a more feasibly useful state. :p
It opens up A LOT of possibilities
Also we can really deck out our dev matoran as demonstrated in the test level. :p
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The Cap'm (Reese) 15-Apr-20 07:13 PM
hell yeah
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V A H K I T I 15-Apr-20 07:13 PM
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sweg (Andrew) 15-Apr-20 07:13 PM
matoran has swag
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The Cap'm (Reese) 15-Apr-20 07:14 PM
pencil behind the ear, holding a legal pad and a can of mello yello
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V A H K I T I 15-Apr-20 07:14 PM
:v
I'm low-key still super proud of that spear
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UTTER_BODGE 15-Apr-20 07:16 PM
can I just have a nicolas cage pakari
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V A H K I T I 15-Apr-20 07:16 PM
Pac
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The Cap'm (Reese) 15-Apr-20 07:16 PM
of course you can
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V A H K I T I 15-Apr-20 07:22 PM
There we go. THat should look better
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The Cap'm (Reese) 15-Apr-20 07:22 PM
noice
is there an attached disk
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V A H K I T I 15-Apr-20 07:23 PM
??
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The Cap'm (Reese) 15-Apr-20 07:23 PM
on the sash, is that the disk on the back
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V A H K I T I 15-Apr-20 07:23 PM
Yes
:p
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The Cap'm (Reese) 15-Apr-20 07:23 PM
k figured
that gonna be black on all of em too
i assume
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V A H K I T I 15-Apr-20 07:24 PM
Much better
And ye
There is some clipping, but it's not easily avoidable
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The Cap'm (Reese) 15-Apr-20 07:25 PM
eyy
now just the spear and then they're ready to kill
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V A H K I T I 15-Apr-20 07:26 PM
I think I'm going to give the Onu-Matoran torches like they hold during the blackout
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The Cap'm (Reese) 15-Apr-20 07:26 PM
kewl
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V A H K I T I 15-Apr-20 07:26 PM
Po-Matoran I'm not certain about since there's no precedent for them
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The Cap'm (Reese) 15-Apr-20 07:26 PM
give em guns 😛
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V A H K I T I 15-Apr-20 07:26 PM
:v
I think actually to simplify the model I'll give the Onu-Matoran lightstone staffs
That way I don't have to try and animate torch fire
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The Cap'm (Reese) 15-Apr-20 07:27 PM
heh
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V A H K I T I 15-Apr-20 07:28 PM
THis will probably be one of the only instances where the game has vertex colours on a rigged object
Cause I need to make it look like it's glowing
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The Cap'm (Reese) 15-Apr-20 07:29 PM
so onu-matoran have lightstone staffs, ga-matoran have spears, ko-matoran have icy pickaxes, le-matoran just have disks, and ta-matoran have two pronged spears.
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V A H K I T I 15-Apr-20 07:30 PM
ye
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The Cap'm (Reese) 15-Apr-20 07:32 PM
po-matoran...can...uh...have...maces, I don't know 😄
just a big rock on a stick with a bunch of pointy bits
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JrMasterModelBuilder 16-Apr-20 12:39 AM
Anyone have any advice for starting a windows process with path arguments that may contain spaces? (edited)
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benji 16-Apr-20 12:39 AM
Uh... quotes?
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JrMasterModelBuilder 16-Apr-20 12:39 AM
I tried the following compiled with mingw64:
#include <unistd.h> int main(int argc, char ** argv) { char * args[4]; args[0] = "main.exe"; args[1] = "a"; args[2] = "b c"; args[3] = NULL; execv(args[0], args); return 0; }
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benji 16-Apr-20 12:40 AM
oh IDK about minGW
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JrMasterModelBuilder 16-Apr-20 12:40 AM
But b and c becomes different arguments.
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benji 16-Apr-20 12:40 AM
can you not use VC++
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JrMasterModelBuilder 16-Apr-20 12:40 AM
I could I guess, I was hoping the mingw exec functions would work more like the POSIX ones.
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benji 16-Apr-20 12:41 AM
well they should, I guess, I've never used them
although I know usually you fork() before exec()
maybe there's a heuristic that picks up that combo and turns it into the win32 CreateProcess call
IDK
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JrMasterModelBuilder 16-Apr-20 12:42 AM
I think it does use CreateProcess under the hood.
And it's really dumb about it.
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benji 16-Apr-20 12:42 AM
but exec() by definition does not create a new process
it overwrites the running process
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JrMasterModelBuilder 16-Apr-20 12:42 AM
Yeah, that's actually what I want.
It's just a stub for another EXE.
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benji 16-Apr-20 12:43 AM
have you tried your stub in a real unix environment?
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JrMasterModelBuilder 16-Apr-20 12:43 AM
Apparently Windows can't really do that though, so it's actually creating another process and exiting.
Yeah, the code works as expected on a Unix system.
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benji 16-Apr-20 12:44 AM
oh huh, usually Windows is better about spaces than Unix
(makefiles can go die in a hole)
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JrMasterModelBuilder 16-Apr-20 12:45 AM
Is there really no Windows API where you can pass a list of arguments? (edited)
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benji 16-Apr-20 12:45 AM
Did you try putting quotes around the argument? (escaped, of course)
did you not try CreateProcess?
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JrMasterModelBuilder 16-Apr-20 12:45 AM
The thing that's nice about the exec family is that you don't have to try to quote your strings into a single command line. (edited)
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benji 16-Apr-20 12:46 AM
ah yeah CreateProcess expects the whole command-line, so contained in quotes
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JrMasterModelBuilder 16-Apr-20 12:46 AM
And if there's quotes you also have to escape those too.
Basically the hell that was the PHP mysql_ functions.
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benji 16-Apr-20 12:48 AM
I make a point in my life not to learns PHP as a whole
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JrMasterModelBuilder 16-Apr-20 01:01 AM
Even _spawnvp does the same thing.
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JrMasterModelBuilder 16-Apr-20 01:22 AM
Seriously, how is there no standard way to do this. There must be so many vulnerable programs as a result. (edited)
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benji 16-Apr-20 03:11 AM
Huh, you could fix that for MinGW
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V A H K I T I 16-Apr-20 04:11 AM
Moving this here btw cause I got WAY off the rails in modelling but I finally made the equipment work with an array and not crash. \o/
method equipcombat() { var toa; //var equipped; //equipped = 0; toa = gcmodeldirector::getcharacter(scslosifoundation::stringtoidentifier("cnt1"), 0); if (this.equipmentarray[0] == 0) { if (this.actorid == "kopa") { //Remove All gccharacter::removepart(toa, 3); gccharacter::removepart(toa, 4); gccharacter::removepart(toa, 5); //Apply equipment gccharacter::addpart(toa, "cnt1/hsrd", 1); gccharacter::addpart(toa, "cnt1/hsld", 2); this.equipmentarray = [1]; } else if (this.actorid == "lewa") { //Remove All gccharacter::removepart(toa, 2); //Apply equipment gccharacter::addpart(toa, "cnt1/haxe", 1); this.equipmentarray = [1]; } else if (this.actorid == "tahu") { //Remove All gccharacter::removepart(toa, 2); //Apply equipment gccharacter::addpart(toa, "cnt1/hsrd", 1); this.equipmentarray = [1]; } } return null; }
method equipsurf() { var toa; toa = gcmodeldirector::getcharacter(scslosifoundation::stringtoidentifier("cnt1"), 0); if (this.actorid == "kopa") { //Remove All gccharacter::removepart(toa, 2); gccharacter::removepart(toa, 4); //Apply equipment gccharacter::addpart(toa, "cnt1/fsld", 5); this.equipmentarray = [0]; } return null; }
method unequip() { var toa; toa = gcmodeldirector::getcharacter(scslosifoundation::stringtoidentifier("cnt1"), 0); if (this.actorid == "kopa") { //Remove All gccharacter::removepart(toa, 1); gccharacter::removepart(toa, 2); gccharacter::removepart(toa, 5); //Apply equipment gccharacter::addpart(toa, "cnt1/bsrd", 3); gccharacter::addpart(toa, "cnt1/bsld", 4); this.equipmentarray = [0]; } else if (this.actorid == "lewa") { //Remove All gccharacter::removepart(toa, 1); //Apply equipment gccharacter::addpart(toa, "cnt1/baxe", 2); this.equipmentarray = [0]; } else if (this.actorid == "tahu") { //Remove All gccharacter::removepart(toa, 1); //Apply equipment gccharacter::addpart(toa, "cnt1/bsrd", 2); this.equipmentarray = [0]; } return null; }
Do you approve @ShadowDraikana? Pac
Turns out the only one that really NEEDED the array was equipcombat because it has to be double set. Once by areas, and once again by the toa class.
Though tura may be a problem because of that... I should test this to be sure
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V A H K I T I 16-Apr-20 04:38 AM
Okay turns out they did all need the array. The fucking surf method for Kopaka really threw a wrench in the gears. But, I managed to figure out from mighty Google and ing game context clues how to do an or conditional. Ie: if ((this.equipmentarray[0] == 0) || (this.equipmentarray[0] == 2))
That seems to do the trick now
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ShadowDraikana 16-Apr-20 06:56 AM
smhhhh could have just asked me this when i was on last night
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V A H K I T I 16-Apr-20 06:57 AM
Asked what? I didn't know this was necessary until like.. 3 hours ago
:p
The only reason I need an array at all is because addpart has zero safeguards to handle duplicate additions.
So if I add it in Kopakaclass and then force it again in say strt4, the game completely explodes when trying to remove them in tura
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ShadowDraikana 16-Apr-20 06:58 AM
yup
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V A H K I T I 16-Apr-20 06:59 AM
The array acts as a preventative measure to stop the game from adding a part if it's already been done
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ShadowDraikana 16-Apr-20 06:59 AM
this is why you always have checks and cleanup boi
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V A H K I T I 16-Apr-20 06:59 AM
I also made it as futureproof as possible, which is why I later added the or conditions
I didn't want to leave a hole in the array just because say NOW there's no transition between a holstered area and a boarding area, but that's not to say there will never be one.
So as it stands now, they all check for the value in the array being either 1, 0, or 2.
But it ALWAYS checks for 2 because of Kopaka's surfing
It was annoying to set up considering Kopaka is the only one who's ever going to use equipsurf
But it's there and it works
Are you proud of me mommy? Pac
I also wouldn't have had to have set up equipsurf with the array btw if it wasn't for brd4 and boss being back to back. The moment I realized that I was just like UUUUUUUGH
Cause those two being back to back means I have to force it in two subsequent areas, and then turn it off once you reach the boss. Which as you would expect, blows up if proper precautions aren't taken
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ShadowDraikana 16-Apr-20 07:04 AM
yeah thats a case in point of it needing to be force unloaded then reloaded again in the next area
Otherwise double load and...
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V A H K I T I 16-Apr-20 07:05 AM
Well not necessarily
I only force load it in the second area because any area that varies from the default needs to have it forced so it will activate properly in a loaded game (edited)
Basically as it's set up now, equipcombat is the default mode. It's forced by the toa class.
Any area that's connected to an area where unequip or equipsurf are run then has to have equipcombat forced again.
The array is to make sure that in cases like strt4 which is directly connected to vllg, if it's ALREADY been forced, it won't be done so again.
And it's forced as equipcombat by the toa class so that any area not otherwise defined will default to this
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ShadowDraikana 16-Apr-20 07:09 AM
also what are those ints as the last.arg of the addpart/removepart lines
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V A H K I T I 16-Apr-20 07:09 AM
The ints are just assigned numbers to an added part. They are necessary if you want to remove it.
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ShadowDraikana 16-Apr-20 07:09 AM
for me that had to be a string (see frontend)
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V A H K I T I 16-Apr-20 07:09 AM
Cause removepart ONLY takes an int
Which in this case would be the int of whatever part you now want to remove
Ie I set fsld as 5
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ShadowDraikana 16-Apr-20 07:10 AM
do you have anything set up to print what each part is
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V A H K I T I 16-Apr-20 07:10 AM
Removepart will look for 5 and find that
No
But it's not rocket science. I named the models simply enough (edited)
hsrd and hsld = hand sword and hand shield (edited)
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ShadowDraikana 16-Apr-20 07:11 AM
might be an idea to store those in a debug print array to check whats active just in case
as in have it update whenever something gets added or removed
that way if theres shit going on we cant see it will show it
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V A H K I T I 16-Apr-20 07:11 AM
Well if you want to do that go ahead. I'm pretty confident right now in its functionality though.
I did A LOT of teleporting to make sure everything got added and removed properly where necessary
And also a lot of repeat invasions and boss slides. :p
Boss4 was the most interesting to implement because I had to hook it into the trigger that stops your sliding
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ShadowDraikana 16-Apr-20 07:13 AM
ye
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V A H K I T I 16-Apr-20 07:14 AM
Eventually I'd love to associate an animation with this, but for now this is a great start
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ShadowDraikana 16-Apr-20 07:14 AM
i still want a debug print so i can watch whats going on. namely in case the game does something stupid
because yknow
this game
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V A H K I T I 16-Apr-20 07:14 AM
Well Idk how to set up a debug print to output the contents of an array, so I'll leave that to you.
Everything you need is in the last 3 methods of the player globalclass
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ShadowDraikana 16-Apr-20 07:14 AM
aight
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V A H K I T I 16-Apr-20 07:15 AM
If you ever want to call this, it's just globalclass.player.equipcombat(); (or unequip and equipsurf)
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ShadowDraikana 16-Apr-20 07:15 AM
wait a minute
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V A H K I T I 16-Apr-20 07:15 AM
The first and last one are already hooked up for Lewa and Tahu as well.
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ShadowDraikana 16-Apr-20 07:16 AM
fuck
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V A H K I T I 16-Apr-20 07:16 AM
?
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ShadowDraikana 16-Apr-20 07:16 AM
i think arrays do something stupid sometimes when dumped with the debug prints. theres one thing in shoefitter i tried printing that actually crashes the debug function
howeved
i did get the names slb array to pri t
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V A H K I T I 16-Apr-20 07:17 AM
Well as I said, I did extensive testing with this, so it's not a huge priority.
The methods even make sure you're playing as a specific character before doing anything. 😄
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ShadowDraikana 16-Apr-20 07:18 AM
also have you double checked whether this plays njcewith the front end
iused addpart fo throw the masks on
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V A H K I T I 16-Apr-20 07:18 AM
Well that might be broken just by the hookmod alone
Unless the masks are named the same as the toa blks
In which case the ones in the level blk are now redundant (edited)
But you're right, I haven't updated frontend yet. At the very least, they will at present have no weapons.
Or at least lewa and kopaka won't.
but only because I haven't added their parts yet
You can otherwise just use addpart as normal in frontend. No need to call this.
Just add four addpart calls for lewa, kopaka, and tahu
For Kopaka it'll be hsrd and hsld, for Lewa, haxe, and for Tahu hsrd
Tahu I haven't gotten to yet though, so hold off on this until I'm done, or otherwise I'll just handle it
Onua, Gali, and Pohatu are untouched for obvious reasons. :p
Anyways if you put masks and mask textures in frontend, you can remove them now
They are dead
Addpart no longer reads from level blks at all
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ShadowDraikana 16-Apr-20 07:23 AM
yee
also
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V A H K I T I 16-Apr-20 07:23 AM
It was relatively simple to do what needed to be done for that too btw. I was kinda shocked at how little I had to add after the initial hooking of native functions was don
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ShadowDraikana 16-Apr-20 07:23 AM
which branch will this be merged with
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V A H K I T I 16-Apr-20 07:23 AM
void(__fastcall hGcCharacter__AddPart)(GcCharacter* _this, void* unused, const struct _ScBaseString* a2, const ScIdentifier* a3) { //Here we get the current character blockfile ScBlockFile* oldblockfile; ScBlockFile* secondaryblockfile; oldblockfile = pSrGetCurBlockFile(); secondaryblockfile = pSrGetCurSecondBlockFile(); pGcCharacter__LoadCharBlockHeader(_this); pGcAreaDirector__LoadCharTexBlockHeader(1); //Trampoline back to native function tGcCharacter__AddPart(_this, unused, a2, a3); //Reset back to original current blockfile pSrSetCurBlockFile(oldblockfile); pSrSetCurSecondBlockFile(secondaryblockfile); OutputDebugStringW(L"Attached a part! Yay!\n"); }
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ShadowDraikana 16-Apr-20 07:24 AM
cuz i will have a bit of a headache on my hands
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V A H K I T I 16-Apr-20 07:24 AM
Well this is in clusterfuck right now. I'll be deleting split-weapon-testing soon as I just did this from the ground up
I figured this time I'd just do it from scratch so I can refresh myself on the whole thing, and since I knew I could do what we wanted, there was no need to branch it again
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ShadowDraikana 16-Apr-20 07:25 AM
can splitweapontesting go as is or is there something that needs retrieval first
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V A H K I T I 16-Apr-20 07:25 AM
Nah it's good to go
There's nothing in that I haven't done here much better
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ShadowDraikana 16-Apr-20 07:26 AM
cool ill wipe it once i update
that gets one side branch trimmed
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V A H K I T I 16-Apr-20 07:26 AM
It's nice to be able to do this thing that at least I've wanted to see for so long now.
As I said to James last night, it also opens up puzzle opportunities too, like objects you can actually pick up
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ShadowDraikana 16-Apr-20 07:27 AM
yeah its nice also seeing this game had a set of functions that saffire never did anything with but wede thankfully kept
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V A H K I T I 16-Apr-20 07:27 AM
And if we have trouble getting the ride function working for Nobua's ussal race, we can just make the ussal playable and straight up add Nobua as a part. Pac
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ShadowDraikana 16-Apr-20 07:28 AM
ussal as playable miiiight be a problem
remember
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V A H K I T I 16-Apr-20 07:28 AM
Ussal as ANYTHING was a problem last time I tried
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ShadowDraikana 16-Apr-20 07:28 AM
the characters are mounted to the thing
and become one
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V A H K I T I 16-Apr-20 07:28 AM
I could not for the life of me get it to load as a new rahi without being invisible
Idk what the fuck's up
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ShadowDraikana 16-Apr-20 07:28 AM
da fuq
how even
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V A H K I T I 16-Apr-20 07:29 AM
I managed to get it to load over crb2, but that's it
If you want to have a crack at it, I still have the blk
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ShadowDraikana 16-Apr-20 07:29 AM
something going on with the slbs or the textures
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V A H K I T I 16-Apr-20 07:29 AM
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ShadowDraikana 16-Apr-20 07:29 AM
but it loaded in place of crb2?
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V A H K I T I 16-Apr-20 07:30 AM
crb1, sorry I get the numbers mixed up
but yes
using the same SLBs no less
I eventually just gave up
IIRC I was trying this on a school night anyways. :p
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ShadowDraikana 16-Apr-20 07:31 AM
yeah something probably simple got missed somewhere as can happen
or
its truly fucked lmao
OH
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V A H K I T I 16-Apr-20 07:32 AM
Right now I'm just working on the final set of guard equipment, then moving onto getting Tahu set up.
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ShadowDraikana 16-Apr-20 07:32 AM
while on the subject o characters
did anyone check mtls for characters and separate out used from unused stuff in the textures blk yet
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V A H K I T I 16-Apr-20 07:32 AM
Not that I know of
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ShadowDraikana 16-Apr-20 07:33 AM
because literally 90% of it is extra stuff that frankly needs to be kept around in a folder.for.reference clnsidering some.level.textures werent moved.over into the final levels
its weird
but it smells of a generic textures folder saffire just copy.pasted from
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V A H K I T I 16-Apr-20 07:34 AM
There are also vairations of textures in some levels that are just the same texture but better
For instance Gali has a copy of Onua's mushroom texture at double the resolution
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ShadowDraikana 16-Apr-20 07:34 AM
?????
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V A H K I T I 16-Apr-20 07:35 AM
I found that out when I was fixing the turaga huts (edited)
:p
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V A H K I T I 16-Apr-20 07:35 AM
Fyi those look much better now
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ShadowDraikana 16-Apr-20 07:35 AM
Saffire srsly what the hell lmao
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V A H K I T I 16-Apr-20 07:35 AM
No more fucking wooden rugs and grass pots Pac
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ShadowDraikana 16-Apr-20 07:36 AM
oh fixed the mask too.i see
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V A H K I T I 16-Apr-20 07:36 AM
Ye
New texture, though not the best
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ShadowDraikana 16-Apr-20 07:37 AM
no longer a massive eyesore
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V A H K I T I 16-Apr-20 07:37 AM
Fun fact btw
THe mask on the shelf is was unwrapped just like the actual pakari
The mask on the WALL was not unwrapped at all. 🙃
I did a LOT of cloning objects and just moving them into the original's approximate location after cleaning them up
The unwrap on these pots just blew my fucking mind
What the fuck even is this
All it took to make it look 100% better, even if it in itself isn't great was a single button click on the cylindrical unwrap preset.
Done
Jfc
Christ, anyways we're going off the rails here for the programming channel. Point is, I've been busy since Better Saver helped me get my mojo back. :p
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ShadowDraikana 16-Apr-20 07:56 AM
also side note: might not be a bad idea to generate a patch for gcquitgame in the alpha to be on the safe side in case we need it. like what hex did for the soundtable size limit (and yes i do have his patch on standby in case it is needed for some reason)
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V A H K I T I 16-Apr-20 07:57 AM
Well we'll do that if/when we need it. Just make note of it for now
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ShadowDraikana 16-Apr-20 08:00 AM
just to confirm, splitweapontesting can be wiped correct
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V A H K I T I 16-Apr-20 08:00 AM
ye
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ShadowDraikana 16-Apr-20 08:00 AM
removing locally and on remote
done
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ShadowDraikana 16-Apr-20 08:23 AM
first thing i'm looking at is the front end stuff per the extra models/masks i had to add
PFF
pohatu, lewa, and kopaka don't even render
in the front end
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V A H K I T I 16-Apr-20 08:26 AM
?
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ShadowDraikana 16-Apr-20 08:26 AM
why pohatu tho since he wasn't touched
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V A H K I T I 16-Apr-20 08:27 AM
Are you sure you have the unlocks file fully unlocked?
:p
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ShadowDraikana 16-Apr-20 08:27 AM
ye
oh what the
now it crashed
and my osd is apparently broken wtf
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V A H K I T I 16-Apr-20 08:33 AM
.-.
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ShadowDraikana 16-Apr-20 08:34 AM
there we are
code i had is still functioning apparently
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ShadowDraikana 16-Apr-20 08:41 AM
aight so
what the hell even is the third arg for addpart then
is it taking an int
or is it taking a string
because both work apparently
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V A H K I T I 16-Apr-20 08:42 AM
Both work until you want to do something else with it
The proper format is gccharacter::addpart(var, "string", int);
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ShadowDraikana 16-Apr-20 08:42 AM
in order to get this to work i had to use the string for some reason
the weird-ass mask id
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V A H K I T I 16-Apr-20 08:43 AM
Let me have a quick look
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ShadowDraikana 16-Apr-20 08:43 AM
so if i adjust this back to an int (assuming it doesnt explode), what else would need to be done later
i think model director takes care of thise
but i could be wrong
since the chars are removed entirely between areas
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V A H K I T I 16-Apr-20 08:44 AM
what class is this under?
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ShadowDraikana 16-Apr-20 08:44 AM
gs lego screenfrontend
initfull
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V A H K I T I 16-Apr-20 08:47 AM
The scslosifoundation::stringtoidentifier("fake") looks to me like you're trying to set this up as if it's an actual mask
It's not
And it shouldn't be loaded as one
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ShadowDraikana 16-Apr-20 08:47 AM
yeah it HAD to be set up as a mask to actual work
it fucking exploded otherwise
like when i was throwing stuff in that was the only thing that didn't die
wouldn't be surprised if hooking it somehow fixed this
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V A H K I T I 16-Apr-20 08:48 AM
Works just fine for me set up with an int
The hook didn't touch the format
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ShadowDraikana 16-Apr-20 08:48 AM
yeah but which int is the issue
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V A H K I T I 16-Apr-20 08:48 AM
Well I just changed Onua so far and I set him to 1
The int can be whatever you want it to be really
Even if you set it as the same int as another part, it'll still take it
You'll just have a harder time removing it if you want to do that
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ShadowDraikana 16-Apr-20 08:49 AM
just increment them up to 6 then
or i can, one of the two
i'm removing the old masks and textures atm
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V A H K I T I 16-Apr-20 08:49 AM
I'll handle it then
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ShadowDraikana 16-Apr-20 08:49 AM
hhhhhhhhhhh we never removed those junk models from here either apparently
off with those too then
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V A H K I T I 16-Apr-20 08:51 AM
Done. I'll also add the new addpart calls for Lewa and Kopaka while I'm in here. I'll do Tahu once I have his detached sword model done
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ShadowDraikana 16-Apr-20 08:51 AM
aight
i'll push the model/texture removal then clean out the old models from the area blk
the textures can be cleaned in a similar manner tbh unless someone already did that
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V A H K I T I 16-Apr-20 08:52 AM
Done
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ShadowDraikana 16-Apr-20 08:52 AM
noice
go ahead and push when ready
have the first removal batch on standby
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V A H K I T I 16-Apr-20 08:54 AM
I'll push it when I'm done with Tahu, keep your mask on. :p
Just finishing up the guard's shield now
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ShadowDraikana 16-Apr-20 08:56 AM
in that case
i'll push mine, then do a pull on your end (keep in mind the are and level blks won't refresh on build so you'll have to trigger that manually)
pushed
make sure you pull before committing yourself (edited)
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V A H K I T I 16-Apr-20 09:00 AM
ye
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The Cap'm (Reese) 16-Apr-20 09:03 AM
Morning. Can I get a rundown of what happened in the last few hours?
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V A H K I T I 16-Apr-20 09:03 AM
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The Cap'm (Reese) 16-Apr-20 09:03 AM
Gud
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ShadowDraikana 16-Apr-20 09:03 AM
also question
is the mountain model merged with the main mesh in the front end
or is it loaded via osi
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V A H K I T I 16-Apr-20 09:04 AM
Merged I believe
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ShadowDraikana 16-Apr-20 09:05 AM
in that case i can remove the extra model in here
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V A H K I T I 16-Apr-20 09:05 AM
Well I said I BELIEVE it is
I don't recall exactly
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ShadowDraikana 16-Apr-20 09:06 AM
i'll find out momentarily
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V A H K I T I 16-Apr-20 09:06 AM
aight
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ShadowDraikana 16-Apr-20 09:06 AM
yup
merged with the main mesh
in total that's 5 extra models from the front end blk gone
the other 4 are alpha leftovers
pushed the secondary removal commit
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The Cap'm (Reese) 16-Apr-20 09:12 AM
So is lev5 done as well or is that next
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ShadowDraikana 16-Apr-20 09:13 AM
i did that last i checked
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The Cap'm (Reese) 16-Apr-20 09:13 AM
The weapon holster and equipment?
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ShadowDraikana 16-Apr-20 09:14 AM
oh no
i thought we were talking about moving
nm
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The Cap'm (Reese) 16-Apr-20 09:15 AM
No yeah you did that part
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V A H K I T I 16-Apr-20 09:17 AM
Whelp
This is gonna be a problem for Tahu
The fucking sword particles
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The Cap'm (Reese) 16-Apr-20 09:18 AM
Oh
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ShadowDraikana 16-Apr-20 09:18 AM
guess it's time we looked into what controls that huh
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The Cap'm (Reese) 16-Apr-20 09:18 AM
That's no good
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ShadowDraikana 16-Apr-20 09:18 AM
because if we can force control over it we might be able to figure out what the hell is up with the lighting
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V A H K I T I 16-Apr-20 09:18 AM
I'd also like to know what makes it sometimes emit light like that, yeah
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ShadowDraikana 16-Apr-20 09:18 AM
also not it behaves similarly to the mahiki illusion
*note
works only in first area loaded
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V A H K I T I 16-Apr-20 09:19 AM
Cause I'd like to apply it to the Onu-Koro guards' lightstone spears
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The Cap'm (Reese) 16-Apr-20 09:19 AM
Well we established why it stops
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ShadowDraikana 16-Apr-20 09:19 AM
area transition iirc
it just straight up doesn't carry over
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The Cap'm (Reese) 16-Apr-20 09:19 AM
area transition out of the first area you load into
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ShadowDraikana 16-Apr-20 09:19 AM
same issue with the mahiki
it breaks after the first area
HOWEVER
hear me out
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The Cap'm (Reese) 16-Apr-20 09:19 AM
loading a save brings it back until you leave the current area
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ShadowDraikana 16-Apr-20 09:20 AM
the mahiki illusion is actually less broken with the new high poly models
nobody noticed this
theory here is it has something to do with bone fuckery of some sort judging by what is/is not textured
but whatever is going with both is a similar problem
when the player character is temp unloaded it breaks the dynamic lighting/mahiki illusion (edited)
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V A H K I T I 16-Apr-20 09:22 AM
Btw what is the class for lev6 mosh?
Can't seem to find it
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ShadowDraikana 16-Apr-20 09:23 AM
haka
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V A H K I T I 16-Apr-20 09:23 AM
thank
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ShadowDraikana 16-Apr-20 09:23 AM
just an area class currently
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V A H K I T I 16-Apr-20 09:24 AM
what about ta01
is that ta016_puzzle?
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ShadowDraikana 16-Apr-20 09:24 AM
ding ding
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The Cap'm (Reese) 16-Apr-20 09:25 AM
why ta01 out of curiosity
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ShadowDraikana 16-Apr-20 09:25 AM
also quitting there breaks for no reason that i can explain
need to trace what it's actually dying on as far as blown array cleanup goes
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The Cap'm (Reese) 16-Apr-20 09:25 AM
ta01 doesn't connect to a peaceful area so wazzup
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ShadowDraikana 16-Apr-20 09:26 AM
fvil does sort of
if we're counting tvil
mehhhh nm on that
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V A H K I T I 16-Apr-20 09:27 AM
Committed current Tahu changes along with the fronted edits
Currently Tahu should be all done setup for his equipment aside from the particles
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The Cap'm (Reese) 16-Apr-20 09:28 AM
uh
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V A H K I T I 16-Apr-20 09:28 AM
Also add Nuju's door to the trello if you would, Reese
?
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The Cap'm (Reese) 16-Apr-20 09:28 AM
what's up with a lot of these area code things
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V A H K I T I 16-Apr-20 09:28 AM
?
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The Cap'm (Reese) 16-Apr-20 09:28 AM
ta01, ta10, ta12, shrn
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V A H K I T I 16-Apr-20 09:29 AM
As I mentioned earlier, I have to force the equipment back on in all areas directly connected to those that have the equipment holstered.
vllg, tura, haka, and shrn are all peaceful areas
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The Cap'm (Reese) 16-Apr-20 09:29 AM
okay so why TA01
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V A H K I T I 16-Apr-20 09:29 AM
So every area directly connected to them also needed code
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The Cap'm (Reese) 16-Apr-20 09:30 AM
does not connect to VLLG or SHRN
or TURA or MOSH
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ShadowDraikana 16-Apr-20 09:30 AM
ta01 connects to fvil
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The Cap'm (Reese) 16-Apr-20 09:30 AM
FVIL has hives.
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ShadowDraikana 16-Apr-20 09:30 AM
which isn't peaceful either
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V A H K I T I 16-Apr-20 09:30 AM
I was just kinda rushing and looking at the warp list for reference
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ShadowDraikana 16-Apr-20 09:30 AM
boi
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V A H K I T I 16-Apr-20 09:30 AM
I'll undo that. :p
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ShadowDraikana 16-Apr-20 09:30 AM
tvil connects to vllg as does tura
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The Cap'm (Reese) 16-Apr-20 09:31 AM
tvil is changed
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V A H K I T I 16-Apr-20 09:31 AM
It's just one line that really has no affect in its current state anyways
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ShadowDraikana 16-Apr-20 09:31 AM
fvil connects to tvil
ta01 connects to ta01 and mtup
*fvil
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V A H K I T I 16-Apr-20 09:31 AM
Fixed
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The Cap'm (Reese) 16-Apr-20 09:31 AM
ta01 connects to ta01
also no it doesn't lol
FVIL connects to MTUP
TA01 connects to TA02
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ShadowDraikana 16-Apr-20 09:31 AM
yeah my brain
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V A H K I T I 16-Apr-20 09:32 AM
Anyways the particles need to be a priority now. Cause uh... we're in way too deep to undo all this now just because Tahu wants to be a special snowflake. Pac
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The Cap'm (Reese) 16-Apr-20 09:32 AM
liam
you changed TA10
not ta01
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V A H K I T I 16-Apr-20 09:32 AM
I HAVEN'T SLEPT GIVE ME A BREAK. Pac
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The Cap'm (Reese) 16-Apr-20 09:33 AM
Pac Pac Pac Pac Pac Pac
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The Cap'm (Reese) 16-Apr-20 09:34 AM
better 😛
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ShadowDraikana 16-Apr-20 09:34 AM
ah yes there it is
the fuckening
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V A H K I T I 16-Apr-20 09:46 AM
Well I found the light
a1.i = GcToa::sProjLightID.i; GcLightDirector::AddPointLight(&a1, &rgba_floats, intensity, &kZeroPoint3d, 1, 2, distance); if ( id_tahu__dword_73B188 == id->i ) { v58.i = 'swrd'; GcLightDirector::AddPointLight(&v58, &kWhiteRGBAFloats, dword_73B270, &kZeroPoint3d, 7, 2, dword_73B26C); id_.i = 'swrd'; GcLightDirector::Show(&id_); _ScBaseString::_ScBaseString(&str_arg, aSurf); v60.i = 'surf'; GcCharacter::AddMask(&this_2->super, &v60, &str_arg); _ScBaseString::~_ScBaseString(&str_arg); }
Under GcToa
It literally just attaches a pointlight to his hand
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The Cap'm (Reese) 16-Apr-20 09:49 AM
not surprised
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V A H K I T I 16-Apr-20 09:50 AM
Badcheat stuff is also defined here at the end of the function
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The Cap'm (Reese) 16-Apr-20 09:59 AM
um
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V A H K I T I 16-Apr-20 09:59 AM
ah shit here we go again
ffs I tested this
multiple times
Replication instructions?
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The Cap'm (Reese) 16-Apr-20 10:00 AM
BRD3>SHRN
and also
SNFL and PATH need the weapon unholster code
since they adjoin SHRN
otherwise lev4 is fine
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V A H K I T I 16-Apr-20 10:05 AM
noted
Found the issue with shrn
I had to set the hand sword in that function as well as equipcombat, but doing so had it circumvent the array and adds it twice.
I think I fixed it by just changing the int number and having unequip remove that as well
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The Cap'm (Reese) 16-Apr-20 10:10 AM
LE04 doesn't re-equip the axe
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V A H K I T I 16-Apr-20 10:11 AM
doesn't have the code. I'm not super familiar with what links to what so I was just going off the warp list
added
I'll wait until you find any other issues with lewa and tahu and push all the fixes at once
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The Cap'm (Reese) 16-Apr-20 10:12 AM
interesting how the axe gets unequipped for the SHRN fly-in
not a bug, just an observation
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V A H K I T I 16-Apr-20 10:12 AM
Well it runs unequip in the area's initfull
So it would do that before the cutscene plays
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The Cap'm (Reese) 16-Apr-20 10:13 AM
GLY1 needs to re-equip the axe
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V A H K I T I 16-Apr-20 10:13 AM
Aight, on it
done
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The Cap'm (Reese) 16-Apr-20 10:13 AM
that's it for lev5
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V A H K I T I 16-Apr-20 10:13 AM
Nice
See this is why I did it in the player class btw
Any further additions just take a single line
super ez
Found Tahu's particle code @ShadowDraikana
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The Cap'm (Reese) 16-Apr-20 10:20 AM
TA14 needs to unholster the weapon since you can backtrack into it
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V A H K I T I 16-Apr-20 10:20 AM
Under GcToa::SetupEmitters
v2.i = (DWORD)this_2->super.character_id_252; this_2->super.character_id_252.i; if ( dword_73B7B0 == this_2->super.character_id_252.i ) { v19 = flt_73B7F0; v20 = (flt_73B7F4 - flt_73B7F0) / (double)5i64; for ( j = 0; j < 6; ++j ) { this_2->emitters_916[j] = GcEmitter::Create(j, 0x25u); GcEmitter::Set(this_2->emitters_916[j], &kZeroPoint3d, 1, 0); v4 = (int *)(this_2->emitters_916[j]->emitter_data + 64); if ( v4 != &id_cnt1__dword_7CB1CC ) *v4 = id_cnt1__dword_7CB1CC; _ScBaseString::_ScBaseString((_ScBaseString *)&v21, aBip01RHand_1); *((_DWORD *)this_2->emitters_916[j]->emitter_data + 17) = SrHashString(&v21); _ScBaseString::~_ScBaseString(&v21); *((float *)this_2->emitters_916[j]->emitter_data + 18) = (double)j * v20 + v19; } }
Re: Ta14, on it
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The Cap'm (Reese) 16-Apr-20 10:20 AM
As does BOSS
but that should be it
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V A H K I T I 16-Apr-20 10:21 AM
done
I'll push the updates now and let you suffer through brd3 again reconfirm. Pac
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ShadowDraikana 16-Apr-20 10:21 AM
Also
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The Cap'm (Reese) 16-Apr-20 10:21 AM
joke's on you I debug cam my way through that 😛
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ShadowDraikana 16-Apr-20 10:22 AM
Depends on where in initfull the codewas run, RE shrn flyin
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V A H K I T I 16-Apr-20 10:22 AM
Done @The Cap'm (Reese)
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The Cap'm (Reese) 16-Apr-20 10:22 AM
yey
SNFL?
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V A H K I T I 16-Apr-20 10:23 AM
I believe so
Did I overlook it?
Oh PFFFT
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The Cap'm (Reese) 16-Apr-20 10:23 AM
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V A H K I T I 16-Apr-20 10:23 AM
I DID it
But I didn't SAVE it apparently
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The Cap'm (Reese) 16-Apr-20 10:23 AM
🙃
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V A H K I T I 16-Apr-20 10:23 AM
TO BE FAIR, my keyboard has been acting up lately, and I don't really pay attention when I'm control s-ing. Pac
pushed
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The Cap'm (Reese) 16-Apr-20 10:27 AM
lev4 gud
lev5 gud
lev6 gud
anyways, now for tahu's particles
how do
is that gonna require further hookmod-ing
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ShadowDraikana 16-Apr-20 10:34 AM
need to figure out why it goes away
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The Cap'm (Reese) 16-Apr-20 10:34 AM
...the particles?
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ShadowDraikana 16-Apr-20 10:34 AM
ye
OH
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The Cap'm (Reese) 16-Apr-20 10:34 AM
...they go away?
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ShadowDraikana 16-Apr-20 10:34 AM
nm
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The Cap'm (Reese) 16-Apr-20 10:34 AM
we do need to figure out the point light but this is immediately relevant to the addition
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V A H K I T I 16-Apr-20 10:37 AM
Well for a temporary measure I was able to nop out the emitter entirely
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The Cap'm (Reese) 16-Apr-20 10:37 AM
okay
cool
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V A H K I T I 16-Apr-20 10:39 AM
Now I'm not sure how much we can do with it BUT
GcToa::EmitterBegin is apparently a registered OSI function.
So it may be possible to replicate the original effect
It's never called in the vanilla OSI though
However
GcBaseBoss::EmitterBegin IS used, and they both take the same arguments
An identifier and two ints
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The Cap'm (Reese) 16-Apr-20 10:54 AM
huh
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V A H K I T I 16-Apr-20 11:06 AM
Well I'm gonna get some rest. Let me know if y'all get anything new done while I'm dead. Pac
If @JrMasterModelBuilder or @benji could help in figuring out what GcToa::EmitterBegin can do from the OSI in the meantime that would be a big help. (edited)
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benji 16-Apr-20 12:28 PM
Well for the record, I believe the third argument in AddPart is an ScIdentifier, which can be made using stringtoidentifier, and which is the same thing as an int.
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ShadowDraikana 16-Apr-20 07:00 PM
wh
so what the hell is it then
i still dont understand what the hell the third arg IS unless its an internal id to keep track of for remove part later
@benji havent looked at the script much yet but what seemed sketchy about Liams array usage (so i have an idea going in)
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benji 16-Apr-20 07:13 PM
i still dont understand what the hell the third arg IS unless its an internal id to keep track of for remove part later
@ShadowDraikana that's exactly what it is. The ID can be any 32bit integer. Using stringtoidentifier just picks a number whose four bytes happen to match the 4 ASCII characters you have in the string.
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V A H K I T I 16-Apr-20 07:15 PM
In other news, I think I fixed the bug with death not removing the weapons. (edited)
Just had to hook it into the kill/unkill methods of the player class.
method kill() { var var1; this.actor.toamustdie(); gcstaticsoundsptrarray::playtablesound(1099); var1 = new scriptevent(46); var1.send(); globalclass.hud.hide(); this.removeequipment(); return null; } method unkill() { this.actor.toaisalive(); gcstaticsoundsptrarray::playtablesound(1100); this.addlife(this.maxlife); this.addenergy(this.maxenergy); this.actor.setunderwater(0); globalclass.hud.show(); if (this.equipmentarray[0] == 1) { this.equipmentarray = [0]; this.equipcombat(); } else if (this.equipmentarray[0] == 2) { this.equipmentarray = [0]; this.equipsurf(); } if (this.equipmentarray[0] == 0) { this.equipmentarray = [1]; this.unequip(); } return null; }
Also added the removeequipment method back so it just straight up nukes anything you may have on
method removeequipment() { var toa; toa = gcmodeldirector::getcharacter(scslosifoundation::stringtoidentifier("cnt1"), 0); //Remove All gccharacter::removepart(toa, 1); gccharacter::removepart(toa, 2); gccharacter::removepart(toa, 3); gccharacter::removepart(toa, 4); gccharacter::removepart(toa, 5); gccharacter::removepart(toa, 6); return null; }
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benji 16-Apr-20 07:17 PM
FYI using a 1-element array everywhere is just a harder version of using a number
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V A H K I T I 16-Apr-20 07:17 PM
True
I tried using variables but I couldn't get it to work
Probably just did it wrong
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ShadowDraikana 16-Apr-20 07:17 PM
yeah thats kinda redundant
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benji 16-Apr-20 07:18 PM
I was suggesting an array, where each thing in the array is a 'part'. That way when you go to clean up, you just clean up each part in the array
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V A H K I T I 16-Apr-20 07:18 PM
The problem I ran into was not being able to set or access a variable on a higher level than its parent method
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ShadowDraikana 16-Apr-20 07:18 PM
wot
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V A H K I T I 16-Apr-20 07:18 PM
Again, probably just dumb
:p
It WAS like.. 5am by the time I got this far
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ShadowDraikana 16-Apr-20 07:19 PM
you cannt access variables like that, for that youd use a property iirc
think of it this way, if you have code that wont need to be pulled from elsewhere, use a var. its a temp thing thats deleted once the method exits
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V A H K I T I 16-Apr-20 07:20 PM
Well I'll try and clean this up that way now that I've gotten a bit of sleep.
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ShadowDraikana 16-Apr-20 07:20 PM
A property is needed for referencing across methods
lemme pull this up in a bit and have a look for reference as well; nearly home
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V A H K I T I 16-Apr-20 07:21 PM
Noh
this is my babby
I wanna figure it out
me
Pac
Yep yep. u right
I pretty much just removed all the squarebrackets and it still works with raw numbers.
So it's just a property now then.
Easy cleanup though at least
I'll push this along with the death fix
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ShadowDraikana 16-Apr-20 07:23 PM
i want to see if we can actually get it to use arrays for this
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V A H K I T I 16-Apr-20 07:23 PM
I mean
there's really no reason at this point. I don't see it being any less complicated with that
As it stands now this is relatively clean and functional
Reese has confirmed it works everywhere with no issue
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ShadowDraikana 16-Apr-20 07:24 PM
code efficiency. also because i want to fuck with something in the script today Pac
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V A H K I T I 16-Apr-20 07:25 PM
Fair, fair.
YOu do what you need to do to get your mojo back
:p
Puished
I'm actually quite happy with the kill/unkill updates. I was expecting that to be a lot more of a headache
I just had to set up unkill so that instead of using the property value to tell it not to re-add the same part, I instead used it to tell the game what should be re-added on respawn.
Ie: if it's 1, reset it to 0, then run equipcombat
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V A H K I T I 16-Apr-20 07:55 PM
Alright so regarding the particles, I'm not sure what we should do. The light also causes an issue, albeit a minor one given that at present it doesn't work that well
One thing we could MAYBE look into is just hitting it like a fly with a sledgehammer: If you hide the hand bone, both effects go away
And the hand bone is hidden when you use the grapple
The only issue with this is that tahu's actual hand stub is part of the hand bone, not just the sword.
However that's a thing with all the Toa that I'd like to eventually change
Now I messed up the textures a bit because Maya but there is a way we can handle that
Most or all the toa have unused finger bones. In some cases like Tahu's claw hand, the animations royally fuck them, however his tool arm seems unaffected, and can have his sword rigged to it just fine.
If this is the same with the others, we could just do an EXE mod to change the bone that's hidden by the grapple, then somehow hijack that function and tack it onto our unequip
This will effectively kill two birds with one stone, making the grapple look less dumb, and fixing our little particle issue here
THis would also let me take @UTTER_BODGE's suggestion into more consideration for making an actual grapple item, and having the weapons holstered when you use it.
Hell, we could reimplement the old vine glyph
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UTTER_BODGE 16-Apr-20 08:04 PM
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V A H K I T I 16-Apr-20 08:05 PM
b o i
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The Cap'm (Reese) 16-Apr-20 08:05 PM
no
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UTTER_BODGE 16-Apr-20 08:05 PM
im contributing
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The Cap'm (Reese) 16-Apr-20 08:13 PM
y'know I had a theory about vinegrab
In the original O meets G text, Onua mentions that he gives her his masks, as well as "most of the skills I have learned."
Now, unused text shows (as well as a couple early textures) that the Toa were supposed to each collect the basic energy ball again, so that isn't the power he's referring to
I think Onua was supposed to give vinegrab to Gali at an early stage
The cutscene for O meets G is also clearly earlier than the alpha build we have, as aside from the animations, the text and original audio suggest that the line "Who are you?" was originally spoken by Gali (it reads a lot better if you go by the original audio; instead of Onua asking "Who are you?" and Gali responding with "You're different than...," it makes more sense if the original intention was to have Gali say: "Who are you? You're different than..." as if recognizing that Onua wasn't a Rahi before attacking, which is what the audio suggests) (edited)
so it would make sense that a cut feature like Onua "sharing his skills" would be in the text
This is, of course, all theory, and can't really be proven, but it's a thought.
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V A H K I T I 16-Apr-20 08:50 PM
@JrMasterModelBuilder Question. Do you know what hides the Toa's hand during the grapple or where?
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JrMasterModelBuilder 16-Apr-20 08:57 PM
Nope
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JrMasterModelBuilder 16-Apr-20 09:04 PM
What does the game call the grapple action?
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V A H K I T I 16-Apr-20 09:06 PM
There are two things that do it IIRC
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JrMasterModelBuilder 16-Apr-20 09:06 PM
Is it all OSI or are there native functions?
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V A H K I T I 16-Apr-20 09:06 PM
GcDragItem, and many sub-functions of GcToa
Native
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JrMasterModelBuilder 16-Apr-20 09:07 PM
GcToa::ShootDragger
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V A H K I T I 16-Apr-20 09:08 PM
That's where it hides the hand? I know that's one place where it sets the forearm as an anchor, but I couldn't find anything about the hand there (edited)
Basically what I want to do here is instead have it hide finger 0
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JrMasterModelBuilder 16-Apr-20 09:09 PM
Doesn't seem to no.
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V A H K I T I 16-Apr-20 09:09 PM
and use the hand as an anchor
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JrMasterModelBuilder 16-Apr-20 09:09 PM
That seems to be the OSI function that launches it though.
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V A H K I T I 16-Apr-20 09:10 PM
Interesting. I'll look into it
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JrMasterModelBuilder 16-Apr-20 09:10 PM
Uses the bone at Bip01_R_Forearm
I wonder if the OSI hides it.
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V A H K I T I 16-Apr-20 09:10 PM
Ye, I'm guessing it tries to use the bone immediately behind the one that's being hidden as an anchor for the shot dragger to return to
But the hand encompasses part of the actual arm piece, and it looks really dumb if you look at it hard enough
Well the toa classes have a reference to the hand, but it doesn't seem to do anything
this.setupdraggertip("Root/data/Art/SpriteAnims/tahuhook", "sword", scslosifoundation::stringtoidentifier("hand"), scslosifoundation::stringtoidentifier("cnt1"));
Even if I set it to his fucking head, it still hides his hand. Pac
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ShadowDraikana 17-Apr-20 12:05 AM
hardcoded
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V A H K I T I 17-Apr-20 01:20 AM
Well yeah
but I want to know where
Cause that's a thing I can change with an EXE edit quite easily if I know where to look.
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ShadowDraikana 17-Apr-20 09:42 AM
did you see if this is affected in the alpha
also i think why this doesnt change upon level transition is the code is never unloaded then reloaded properly to update the grapple
and i dont know if thats an osi or exe issue
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ShadowDraikana 17-Apr-20 10:27 AM
@benji looking at the subject from last night as far as the array goes, not sure how this would work considering i'm not sure if removepart can even work in a generic capacity to remove everything within the array at once. otherwise everything would have to be manually removed like what liam has. if removepart can be used in a way to get it to do everything within the array then we absolutely should do it that way
at the same time i want to potentially find a way to get the addpart/removepart functions (or the arrays once filled) to dump debug prints of what parts were added and which parts were removed from said array
that way we can keep track of this in case the game does a stupid
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ShadowDraikana 17-Apr-20 11:33 AM
------------- going to debug print the living hell out of the toa classes to find out what is/is not firing and when
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benji 17-Apr-20 12:11 PM
You're right that the removepart only does one at a time. That's why an array would help-so we can use a loop to remove each part in the array one at a time
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ShadowDraikana 17-Apr-20 12:15 PM
using a while loop with this?
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benji 17-Apr-20 12:16 PM
A foreach loop
A while loop would work too, but foreach is the concept we want to code, so it makes sense to use it here
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ShadowDraikana 17-Apr-20 12:16 PM
cool
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ShadowDraikana 17-Apr-20 12:27 PM
any suggestions on rigging this up (going to try here shortly)
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V A H K I T I 17-Apr-20 01:41 PM
Juuuust don't push anything until you're sure it works if you insist on doing it this way.
I put several hours into making sure this worked.
Speaking of loops, we may have a slight optimization problem with my level save transition fix. Nothing I can't fix in the same way I did this, but something I need to do all the same.
Apparently the onevent method in the legolevel classes runs every tick
And uh
We have a save game call there now
Pac
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The Cap'm (Reese) 17-Apr-20 01:43 PM
oof
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V A H K I T I 17-Apr-20 01:44 PM
I personally haven't noticed any performance impact from this, but having the game write something to the disk every frame is... just asking for problems. :p
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benji 17-Apr-20 01:44 PM
onevent is likely called more often than every frame btw
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V A H K I T I 17-Apr-20 01:45 PM
I only noticed this last night when I saw the debug print for the save game filling up the log
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benji 17-Apr-20 01:45 PM
that's why checking the event ID is so important
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V A H K I T I 17-Apr-20 01:45 PM
It would be nice if we knew that those were (edited)
:v
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benji 17-Apr-20 01:45 PM
yep
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The Cap'm (Reese) 17-Apr-20 01:45 PM
*what
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V A H K I T I 17-Apr-20 01:46 PM
We only know a handful of them, and that's just from context clues
Anyways
I can fix this with a variable or property for now.
Just gonna make a coffee first and then get on that.
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V A H K I T I 17-Apr-20 02:45 PM
Okay I think I have it down. I was worried this might not work for a bit
I had a thought that the only reason this was working under onevent was BECAUSE it was constantly trying to re-save, but that does not appear to be the case.
I have to do this with a property btw if we keep this in onevent because reasons.
If I use a variable and define it as 0, it'll just be reset to 0 every time onevent fires
So I have to define it outside of onevent to make it stay put
Otherwise regardless of whether or not I have the save call set it to 1, it'll get reset
Basically my code now is this: property saved; this.saved = 0
if (this.saved == 0) { BetterSaver::Save(); this.saved = 1; }
Obviously not all in the same place like this, but yeah.
I also made a minor fix to the bettersaver hookmod itself which I'll be pushing with this. (I forgot to make the debug print do a line break)
Look good to you @ShadowDraikana?
If you approve, I'll go ahead and slap that bitch onto all 14 classes for main and rebuilt. Pac (edited)
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ShadowDraikana 17-Apr-20 02:51 PM
hold on did you notice the same refresh issue i did
didnt have time to mention it earlier
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V A H K I T I 17-Apr-20 02:51 PM
That it was saving every frame? (edited)
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ShadowDraikana 17-Apr-20 02:51 PM
saver contuinuing to fire
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V A H K I T I 17-Apr-20 02:51 PM
Yes, that's because it's in onevent
Apparently onevent just DOES that
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ShadowDraikana 17-Apr-20 02:51 PM
yeeeeep
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V A H K I T I 17-Apr-20 02:52 PM
Hence why I scrapped this together
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ShadowDraikana 17-Apr-20 02:52 PM
i mean
weve known this for a while
see arrays
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V A H K I T I 17-Apr-20 02:52 PM
Already confirmed working and that the save is not corrupted or being made too early to collect all the data
With the condition here it only saves once and does so correctly
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ShadowDraikana 17-Apr-20 02:54 PM
yeah thats exactly what needs to be done
remind me why we shoved a saver call here in the level class
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V A H K I T I 17-Apr-20 02:56 PM
Because not all areas have a puzzle class
And we don't want to have to make one just for a savegame call
😛
Plus we wanted to keep things consistent, so we decided to put it in the level classes only.
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ShadowDraikana 17-Apr-20 02:57 PM
so basically
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V A H K I T I 17-Apr-20 02:57 PM
Quote: "That's what I would do" - You. :p
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ShadowDraikana 17-Apr-20 02:57 PM
you have saver calls in each level
then the parent class
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V A H K I T I 17-Apr-20 02:57 PM
Well not in EACH level
Just each area that's the start of a level
This is to fix the bug where the game doesn't save on transition between levels (edited)
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ShadowDraikana 17-Apr-20 02:58 PM
i mean yeah
but theres something bugging me here and im trying to remember what i had seen at one point
Like i have an idea on why its broken to begin with
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V A H K I T I 17-Apr-20 02:59 PM
Well it's broken because IIRC there's nothing TELLING it to save
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ShadowDraikana 17-Apr-20 02:59 PM
its SUPPOSED to be saving because its an area transition
area transition is supposed to trigger a save
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V A H K I T I 17-Apr-20 03:00 PM
Is it though?
As in is this an area transition?
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ShadowDraikana 17-Apr-20 03:00 PM
both it and a level transition
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V A H K I T I 17-Apr-20 03:00 PM
Or are level transitions handled differently?
Hmm
Well in that case I'd argue that it IS saving, but too early.
As in it saves when you leave say.. mud0
But then the save is wiped
Cause that's how it do
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ShadowDraikana 17-Apr-20 03:01 PM
Keep in mind its still borked with the resetdata call gone
so even without a save wipe its still fucked
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V A H K I T I 17-Apr-20 03:02 PM
Well either way this fixes the issue one way or another. It may be just a band-aid fix, but we need something to curb these savegame issues in the patch
So if this code looks good to you, I'll start appending my existing save calls
Btw, there's one other thing I want to do this patch, and it's semi-related to this.
I want to combine mtup and bech.
In order for this to work right, I had to remove the cutscene condition from mtup. Otherwise if you close the game and reload, you'll be trapped in mtup.
I can remedy this by merging mtup with bech and putting the save call there
HOPEFULLY mtup is far enough OOB relative to bech that it can't be seen? Otherwise I'll have to get @Ondrik🅱 (Ondrej) in here to offset the cutscene
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Ondrik🅱 (Ondrej) 17-Apr-20 03:07 PM
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V A H K I T I 17-Apr-20 03:07 PM
This would also apply to main, Ie: merging MTUP with STRT
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ShadowDraikana 17-Apr-20 03:07 PM
...does anyone not realize the exit in mtup is supposed to work (depending if you have the trigger or not)
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Ondrik🅱 (Ondrej) 17-Apr-20 03:07 PM
Which mtup are we talking about?
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V A H K I T I 17-Apr-20 03:08 PM
lev2
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ShadowDraikana 17-Apr-20 03:08 PM
dont tell me you cant get out of there unless that trigger got removed
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V A H K I T I 17-Apr-20 03:08 PM
It was probably reverted when we decided to make the area unplayable again
Also that exit isn't even the exit Gali's supposed to go through anyways.
It's the exit ONUA goes through, which means it leads back to Onu-Koro, or otherwise closer to Kini Nui
So thematically it doesn't even make sense for us to be using it
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V A H K I T I 17-Apr-20 03:19 PM
Alright pushed the save updates to Rebuilt
Should only call it once now
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ShadowDraikana 17-Apr-20 03:22 PM
... There isnt another exit
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V A H K I T I 17-Apr-20 03:22 PM
I am aware
:p
That's the point
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ShadowDraikana 17-Apr-20 03:22 PM
did you notice he walks into a wall
lmao
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V A H K I T I 17-Apr-20 03:22 PM
Wot
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ShadowDraikana 17-Apr-20 03:22 PM
rather behind one
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V A H K I T I 17-Apr-20 03:23 PM
Pretty sure he walks into the door when he leaves, it's just not clearly visible cause of the angle. I could be mistaken though
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ShadowDraikana 17-Apr-20 03:23 PM
am i the only one who notices these things
oh its on the wrong side of the room where he is lmao
if you look at galis end point, the water before hand, and the angle of the wall there its obviously wrong
saffire even got this wrong
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V A H K I T I 17-Apr-20 03:26 PM
Well either way the area was clearly never designed to be playable past maybe pre-alpha.
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ShadowDraikana 17-Apr-20 03:26 PM
ye
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V A H K I T I 17-Apr-20 03:26 PM
Looking at it now, it doesn't look all that much different from the super early atrm
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ShadowDraikana 17-Apr-20 03:26 PM
i added the trigger initially in case people got stuck after all
yeah it looks similar
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V A H K I T I 17-Apr-20 03:28 PM
Anyways yeah, I'm gonna finish committing my save updates to Main, then work on merging it with bech/strt
That will add consistency as well cause this is currently the only area in the game that exists purely for a cutscene (edited)
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ShadowDraikana 17-Apr-20 03:29 PM
technically mtup6 is too
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V A H K I T I 17-Apr-20 03:30 PM
Well for main yeah
But mtup 6 is the opposite of mtup 2
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ShadowDraikana 17-Apr-20 03:30 PM
but that had a killbox and an exit trigger
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V A H K I T I 17-Apr-20 03:30 PM
Yeah that
Mtup2 didn't even have collision in the beginning IIRC
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ShadowDraikana 17-Apr-20 03:30 PM
albeot the trigger was pointing to fuggin le08 for some ungodly reason
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V A H K I T I 17-Apr-20 03:30 PM
I mean
It IS an area that looks more like le-wahi than ta-wahi aside from the fog and skybox. (The latter of which is per level anyways)
It could just be a repurposed area
WOuld have been another pre-alpha one though if it is
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The Cap'm (Reese) 17-Apr-20 03:32 PM
my theory from yesterday still applies baybeee
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ShadowDraikana 17-Apr-20 03:33 PM
almost home
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V A H K I T I 17-Apr-20 03:33 PM
Get it, it's funny
There was a fix to the fix, and now there's a fix to the fix's fix
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The Cap'm (Reese) 17-Apr-20 03:33 PM
I get it, we're incompetent
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V A H K I T I 17-Apr-20 03:33 PM
Pac
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ShadowDraikana 17-Apr-20 03:34 PM
Litestone secret technique
for the boiz at least
Alright
the axe has been pulled
might want to run
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V A H K I T I 17-Apr-20 03:36 PM
Bah, I was afraid of this. The stages could still be offset in their SLBs, but so far it's not looking good
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ShadowDraikana 17-Apr-20 03:40 PM
OOF
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V A H K I T I 17-Apr-20 03:42 PM
Hmmm
THIS could work. Maybe
In the actual game positions, MTUP is underneath a remote part of bech
Provided you can't see that from the cutscene, it could work as-is
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The Cap'm (Reese) 17-Apr-20 03:46 PM
where's the cliff he looks out on in MTUP
the second part of the cutscene where he overlooks the sea
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V A H K I T I 17-Apr-20 03:46 PM
Yeah I know. I'm not sure
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The Cap'm (Reese) 17-Apr-20 03:47 PM
or for that matter the space jpeg
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V A H K I T I 17-Apr-20 03:48 PM
IIRC we made that load in from the OSI because it was visible from the level when you're playing in it
But since we're not doing that anymore, it's no longer necessary
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The Cap'm (Reese) 17-Apr-20 03:48 PM
oh
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V A H K I T I 17-Apr-20 03:48 PM
OH WAIT I remember how we did it
We moved it to the cin_obj slb
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The Cap'm (Reese) 17-Apr-20 03:48 PM
ah
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ShadowDraikana 17-Apr-20 03:49 PM
raises hand yeah i was the one who did that
aight so i was on a different rabbit hole earlier and now i'm going to continue because why the fuck not
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V A H K I T I 17-Apr-20 03:52 PM
what were ya working on?
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ShadowDraikana 17-Apr-20 03:53 PM
toa classes, cleanup, how the grapple data interacts with the exe, why the hook textures aren't updated, etc. since you were asking about the bones last night
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V A H K I T I 17-Apr-20 03:53 PM
Ah yea
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ShadowDraikana 17-Apr-20 03:53 PM
also wondering why the fuck the toa code is so all over the place
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V A H K I T I 17-Apr-20 03:53 PM
I still need to know where the hand is hidden
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ShadowDraikana 17-Apr-20 03:55 PM
any idea what the inputlist thing is all about
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V A H K I T I 17-Apr-20 03:55 PM
?
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ShadowDraikana 17-Apr-20 03:55 PM
when you added the camera stuff in here you replaced the lacking calls for this for the other toa
only one toa iirc had an eventlist call
that being lewa
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V A H K I T I 17-Apr-20 03:56 PM
I have no idea what you're talking about. .-.
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ShadowDraikana 17-Apr-20 03:56 PM
i don't either Pac
i just know it's an array that has things added onto it via globalclass
it's something the game keeps track of
thought being it's a list of things that utilize input
hud, player, etc are appended into it
ok so
here's a bit of an issue
the toa classes were never given cleanup to then remove them from the inputlists after they're removed
i need to make sure this cleanup actually even fires
something else i'll do while i'm in here is give proper param names
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ShadowDraikana 17-Apr-20 04:14 PM
looking at this
i want to know what the hell these arrays are for
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V A H K I T I 17-Apr-20 04:17 PM
While you're in there, go ahead and strip out all the dead code
The toa classes have a lot of that
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ShadowDraikana 17-Apr-20 04:18 PM
that's the problem
i can't tell what's actually dead
especially with the grapple code
and previously i did strip out the dead code
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V A H K I T I 17-Apr-20 04:19 PM
I mean.
this.walkspeed = 4; this.runspeed = 15; this.standingjumpheight = 6; this.standingjumplength = 6; this.runningjumpheight = 4; this.runningjumplength = 8; this.swimingabilty = 0; this.bounce = 0;
Shit like that is OBVIOUSLY dead
What's not hard coded is now handled by movelists
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ShadowDraikana 17-Apr-20 04:19 PM
so this is in fact handled by the movelists?
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V A H K I T I 17-Apr-20 04:19 PM
Yes
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ShadowDraikana 17-Apr-20 04:20 PM
all of the above?
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V A H K I T I 17-Apr-20 04:20 PM
Not sure about the swimming stuff, but I've tinkered with that in here before and nothing ever changed
Jump height and movement speed definitely are
It would be NICE if this was still OSI controlled, but short of moving it back with a hookmod, that's not going to change
Also feel free to remove all the "TODO" comments from the camera code
Cause that's already todone. :p
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ShadowDraikana 17-Apr-20 04:22 PM
i mean if we want to potentially move it back there i would keep these around for reference
also
did anyone check to see if these work in the alpha even
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V A H K I T I 17-Apr-20 04:22 PM
Pretty sure I tried it before
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ShadowDraikana 17-Apr-20 04:25 PM
also
can i get some kind of r&d for fuck's sake on what gckeymapper::setcontext does
i think it's... setting something with the keys but it's hard to tell what the args mean
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V A H K I T I 17-Apr-20 04:26 PM
I mean from (lol) context, I would assume it has something to do with the space key
Ie how it does grapple unless it's also interact
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ShadowDraikana 17-Apr-20 04:27 PM
considering grapple control wasn't hardcoded in the alpha
that may very well be the case
checking the alpha for this
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V A H K I T I 17-Apr-20 04:39 PM
🅱
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ShadowDraikana 17-Apr-20 04:44 PM
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V A H K I T I 17-Apr-20 04:44 PM
?
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ShadowDraikana 17-Apr-20 04:45 PM
why
in the world
do you use the same args
when the last one in the else is the default state
there's no need to even set to state 1 then
unless i'm derping
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Ondrik🅱 (Ondrej) 17-Apr-20 04:48 PM
it sets mapperstate to different things, if that means anything
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ShadowDraikana 17-Apr-20 04:49 PM
all that does is get it off the default case
from what im seeing
and it stays that way until being set again apparently
i am confusion
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ShadowDraikana 17-Apr-20 04:57 PM
aight so
i think this is effectively dead
because of how the space bar control is hardcoded
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V A H K I T I 17-Apr-20 04:59 PM
yeet
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ShadowDraikana 17-Apr-20 05:05 PM
i think i can safely remove this
we arent planning on de-hardcoding the space bar handling as far as i know
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V A H K I T I 17-Apr-20 05:06 PM
If we ever do, like the camera code, it'll most likely be handled differently anyways
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ShadowDraikana 17-Apr-20 05:09 PM
setcontext methods removed
gs lego toa also references the function in question as a mapperhandle
just a property created then has gcgame::getkeymapper() assigned to it
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benji 17-Apr-20 05:14 PM
I don't think saving should be done in onevent at all, unless you know what event you are listening for
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V A H K I T I 17-Apr-20 05:15 PM
Well we're not listening for an event.
We're doing it in onevent out of necessity only
Cause any other method runs too early, and will save the game before the toa is even loaded
Resulting in a death loop on load since it's registered the save with 0 health or energy
And since not all areas involved have puzzle classes, this is currently our only option
I agree it's not ideal, but unless one of y'all wants to give every area a puzzle class for one function, I don't see any other choice. 😛
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ShadowDraikana 17-Apr-20 05:17 PM
i think we need to figure why it doesnt work normally first off
only first rooms in a level need this right
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V A H K I T I 17-Apr-20 05:18 PM
ye
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ShadowDraikana 17-Apr-20 05:18 PM
ok that goes back to my point, figure out why the transition seems to blow the saving up
resetdata is only part of the problem
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V A H K I T I 17-Apr-20 05:29 PM
Okay so I'm looking into MBCH again and I think I found either a massive red herring, or otherwise part of the problem.
I put debug prints onto EVERYTHING to do with showing, hiding, and fading, and I noticed it's doing the exact same thing the save calls do when put under onevent.
Everything is re-running itself every frame
This could mean that the code would technically work, but it's all fucking constantly overriding itself
Here's just a small vertical slice of my log:
Boulder Faded Out! Waterfall 2 Shown! Waterfall 2 Faded Out! Waterfall 2 Faded In! Waterfall Faded Out! Boulder Faded Out! Waterfall 2 Shown! Waterfall 2 Faded Out! Waterfall 2 Faded In! Waterfall Faded Out! Boulder Faded Out! Waterfall 2 Shown! Waterfall 2 Faded Out! Waterfall 2 Faded In! Waterfall Faded Out! Boulder Faded Out! Waterfall 2 Shown! Waterfall 2 Faded Out! Waterfall 2 Faded In! Waterfall Faded Out! Boulder Faded Out! Waterfall 2 Shown! Waterfall 2 Faded Out! Waterfall 2 Faded In! Save Game called via script Waterfall Faded Out! Boulder Faded Out! Waterfall 2 Shown! Waterfall 2 Faded Out! Waterfall 2 Faded In!
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ShadowDraikana 17-Apr-20 05:32 PM
that
explains
pretty much i said before
it's firing constantly
and insta fucks itself when i remove the check code
we find what causes this, we fix mbch
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V A H K I T I 17-Apr-20 05:33 PM
Okay so... can we not just do what I did with the save calls? THrow a property in there and have it set that then never run again?
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ShadowDraikana 17-Apr-20 05:33 PM
no? we don't know what's actually setting this off in the first place
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V A H K I T I 17-Apr-20 05:33 PM
I mean clearly the event is the real issue
But we can't touch those
Short of hooking them
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ShadowDraikana 17-Apr-20 05:33 PM
the code is firing in ways it SHOULD NOT BE
straight up
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V A H K I T I 17-Apr-20 05:34 PM
Because the event is fucked, right?
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ShadowDraikana 17-Apr-20 05:34 PM
no, there's something fucking with the event
that causes it to think the shit is happening constantly
i tried replicating what the coindoors do
same insta-fuckery
something external is setting the event off
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V A H K I T I 17-Apr-20 05:35 PM
Okay okay, is the issue that the game THINKS shit is happening constantly, or that it IS happening constantly?
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ShadowDraikana 17-Apr-20 05:35 PM
which is why it constantly fires
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V A H K I T I 17-Apr-20 05:35 PM
Cause I can fix the IS part (edited)
Or at least work around it
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ShadowDraikana 17-Apr-20 05:35 PM
show me what you're referencing in the onevent here
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V A H K I T I 17-Apr-20 05:35 PM
And I know y'all don't have any better suggestions by this point
😛
What do you mean?
My debug print?
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ShadowDraikana 17-Apr-20 05:36 PM
Cause I can fix the IS part
implying you're about to try what you did with the save code
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V A H K I T I 17-Apr-20 05:36 PM
Yes, I am. :p
I haven't done it yet
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ShadowDraikana 17-Apr-20 05:36 PM
ok but where
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V A H K I T I 17-Apr-20 05:37 PM
I was just planning on adding a property and hooking it up to the existing conditions
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ShadowDraikana 17-Apr-20 05:37 PM
that's what saffire already fucking did
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V A H K I T I 17-Apr-20 05:37 PM
Ie: if event == 35 AND property such-and-such = 1
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ShadowDraikana 17-Apr-20 05:37 PM
they added checks to stop this
and that's why it won't work because something is fucking with those too
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V A H K I T I 17-Apr-20 05:37 PM
the param1 stuff?
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ShadowDraikana 17-Apr-20 05:37 PM
i'm going to scream
I HATE THIS AREA
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V A H K I T I 17-Apr-20 05:37 PM
I know
That's why I'm doing it
:p
Or trying my hand at it anyways
Like this looks like it could be simplified quite a bit, but I'll need to test and quadruple test:
if (param1.eventid == 35) { if (param1.args[0] == this.boulder.id) { if (param1.args[1] == 0) { this.boulder.hide(); debug::print("Boulder Hidden!"); } } else if (param1.args[0] == this.waterfall.id) { if (param1.args[1] == 0) { this.waterfall.hide(); debug::print("Waterfall Hidden!"); } } }
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ShadowDraikana 17-Apr-20 05:39 PM
dude
we've been over this how many times now
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V A H K I T I 17-Apr-20 05:39 PM
Obviously just experimenting at this point, not gonna push anything
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ShadowDraikana 17-Apr-20 05:39 PM
it can be MUCH simpler but
it's fucked otherwise removing the extra conditions
something sets it off early
and in order to make it work correctly with the condition you want to add
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V A H K I T I 17-Apr-20 05:40 PM
But have you tried removing those conditions and adding better ones?
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ShadowDraikana 17-Apr-20 05:40 PM
define better ones
it's just straight up fucked
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V A H K I T I 17-Apr-20 05:41 PM
Well as I mentioned I feel like this could work a lot better if all of the extra conditions were removed, and only the first event condition ran with an added AND argument
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ShadowDraikana 17-Apr-20 05:41 PM
which will do fuck all
here's why:
if you don't know what's setting this off
having that extra condition makes zero difference
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V A H K I T I 17-Apr-20 05:42 PM
Right but the idea is that we make each step of the function set a value to a property, and the next step won't run until that condition is met
Like say boulder sets this.fuckery to 1, only when this.fuckery == 1 will waterfall hide (edited)
Then waterfall.hide will set this.fuckery to 2, and so on
Basically breaking up the whole function into conditional chunks that set each other up in sequence
It's not IDEAL, but in theory it should do something more than nothing. :p (edited)
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ShadowDraikana 17-Apr-20 05:45 PM
again
those parts are shielded within ifs to stop the insta-fuckery
by all means try this but i really dont think this is going to do what we want
because we still don't know where the auto-fuckening is happening
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V A H K I T I 17-Apr-20 05:46 PM
Yeah, as I said, I'm just tinkering, cause I want to familiarize myself with the area's quirks.
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ShadowDraikana 17-Apr-20 05:46 PM
if we knew where that was going on this whole thing could be fixed instantly
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V A H K I T I 17-Apr-20 05:47 PM
It's also a really big factor in you getting demotivated from all this, so I want to do my best to figure it out
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ShadowDraikana 17-Apr-20 05:47 PM
wait a minute
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V A H K I T I 17-Apr-20 05:47 PM
?
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ShadowDraikana 17-Apr-20 05:47 PM
saffire you dumb shits i just realized one event may be triggering the constant firing
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The Cap'm (Reese) 17-Apr-20 05:48 PM
?
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ShadowDraikana 17-Apr-20 05:48 PM
that debug print all but shows that
hold on
i want to see if this is actually what's going on
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The Cap'm (Reese) 17-Apr-20 05:49 PM
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V A H K I T I 17-Apr-20 05:50 PM
Don't lose your mind over this again. I know you hate all this. Pac
And it took quite a while for you to feel like going back to scripting in general as a result
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ShadowDraikana 17-Apr-20 05:51 PM
too late
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V A H K I T I 17-Apr-20 05:51 PM
Pac
Seriously though, don't overdo it okay? :p
In other news:
NujuThink
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The Cap'm (Reese) 17-Apr-20 05:56 PM
liam i still can't read that
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V A H K I T I 17-Apr-20 05:57 PM
Are you even opening the image? Pac
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The Cap'm (Reese) 17-Apr-20 05:57 PM
yes
and i still can't
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V A H K I T I 17-Apr-20 05:57 PM
It's literally full resolution
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The Cap'm (Reese) 17-Apr-20 05:57 PM
No, the code part :v
what am I supposed to be learning here
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V A H K I T I 17-Apr-20 05:58 PM
That the elemental power class does have individual sprite calls for Onua, Lewa, and Tahu, and that they just share the same value
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The Cap'm (Reese) 17-Apr-20 05:58 PM
oh lovely
you gonna work on that today?
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V A H K I T I 17-Apr-20 05:58 PM
Gonna try
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The Cap'm (Reese) 17-Apr-20 05:58 PM
want the new textures
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V A H K I T I 17-Apr-20 05:58 PM
Yes pls
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ShadowDraikana 17-Apr-20 05:58 PM
oh you're shitting me it worked
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V A H K I T I 17-Apr-20 05:58 PM
eyes_shaking
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ShadowDraikana 17-Apr-20 05:58 PM
game
what
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The Cap'm (Reese) 17-Apr-20 05:59 PM
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V A H K I T I 17-Apr-20 05:59 PM
What did they do?
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The Cap'm (Reese) 17-Apr-20 05:59 PM
that has Lewa, Onua, Tahu, and Voriki
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V A H K I T I 17-Apr-20 05:59 PM
nice
I can't hook up Voriki to this until we hook the function
But I may at least be able to fix Tahu and lewa
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The Cap'm (Reese) 17-Apr-20 05:59 PM
yeah but still, he in there
reminder btw that these new textures will make the grapple rings purple since they use ONUARING
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V A H K I T I 17-Apr-20 06:00 PM
ye
one step at a time
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The Cap'm (Reese) 17-Apr-20 06:01 PM
ye
just a reminder
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ShadowDraikana 17-Apr-20 06:01 PM
if nothing else
i got the hiding to fire correctly
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The Cap'm (Reese) 17-Apr-20 06:01 PM
oh?
what was it
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V A H K I T I 17-Apr-20 06:02 PM
^
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ShadowDraikana 17-Apr-20 06:02 PM
im boutta blow y'all's minds stand by
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The Cap'm (Reese) 17-Apr-20 06:03 PM
Pac
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ShadowDraikana 17-Apr-20 06:05 PM
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V A H K I T I 17-Apr-20 06:05 PM
Hmm.. okay I may have to hook this after all unless I can add data references directly, and I don't think I can do that
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ShadowDraikana 17-Apr-20 06:05 PM
observe
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V A H K I T I 17-Apr-20 06:08 PM
nice
The fading is still weird, but it works
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The Cap'm (Reese) 17-Apr-20 06:08 PM
shit i had to get food wazzup
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V A H K I T I 17-Apr-20 06:08 PM
We're still gonna need a cutscene to hide the fuckness
(Which James' new additions to the editor will make that much easier) (edited)
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The Cap'm (Reese) 17-Apr-20 06:09 PM
we can just add onto the pushblock scene
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V A H K I T I 17-Apr-20 06:09 PM
Can we?
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The Cap'm (Reese) 17-Apr-20 06:10 PM
I mean why can't we
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V A H K I T I 17-Apr-20 06:10 PM
True
Well if you want something to do, have a go at that
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The Cap'm (Reese) 17-Apr-20 06:10 PM
I mean I don't know how cin cams work
they actually can pause and shit
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V A H K I T I 17-Apr-20 06:11 PM
Ask @UTTER_BODGE then, I see him talking in the bonk channel
:p
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UTTER_BODGE 17-Apr-20 06:11 PM
cin cames are straightforward
they have a bunch of frames, 30 of them per second in all the ones I've looked at
and each of those frames simply says where the camera should be at that point in time
and where the point that it's looking towards should be
das it
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V A H K I T I 17-Apr-20 06:12 PM
Speaking of 30fps, are you still planning a proof of concept for the jittering thing?
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UTTER_BODGE 17-Apr-20 06:12 PM
yeah
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V A H K I T I 17-Apr-20 06:12 PM
Nice
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The Cap'm (Reese) 17-Apr-20 06:12 PM
...the boulder keeps getting stuck
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V A H K I T I 17-Apr-20 06:13 PM
It got stuck once for me too
This is why I wanted to put all boulders onto the new beta boulderclass
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The Cap'm (Reese) 17-Apr-20 06:13 PM
oh god the water is flowing backwards
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V A H K I T I 17-Apr-20 06:13 PM
The alpha way of handling rolly polly physics is garbage
Yeah I can fix that though
It's just a UV issue
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The Cap'm (Reese) 17-Apr-20 06:14 PM
anyways
you gonna actually tell us what the issue was @ShadowDraikana ? 😛
and aight I can work on the cin cam as soon as y'all get the vanilla one positioned correctly
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ShadowDraikana 17-Apr-20 06:18 PM
boulder event was the culprit
firing constantly
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The Cap'm (Reese) 17-Apr-20 06:18 PM
oof
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V A H K I T I 17-Apr-20 06:19 PM
Neat. Gonna push that then?
Also we can work on the boulder push as soon as I get @Ondrik🅱 (Ondrej) in here.
I need a favour Ondrik. :p
I need you to take Onua's block push animation and do the same thing you did with the Takara animations
Need that location data nulled out
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The Cap'm (Reese) 17-Apr-20 06:21 PM
I'll get the animation in the git
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V A H K I T I 17-Apr-20 06:21 PM
Btw, we've confirmed this animation looks presentable on Gali.. right?
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The Cap'm (Reese) 17-Apr-20 06:21 PM
yes
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V A H K I T I 17-Apr-20 06:21 PM
Aight
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The Cap'm (Reese) 17-Apr-20 06:21 PM
long ass time ago
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V A H K I T I 17-Apr-20 06:21 PM
Just making sure
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The Cap'm (Reese) 17-Apr-20 06:24 PM
ported onua's c104 and renamed it c204; pushing now
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V A H K I T I 17-Apr-20 06:27 PM
nice
I may be able to handle this myself if I can remember how to use Ondrik's script. (and if I still have it)
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The Cap'm (Reese) 17-Apr-20 06:27 PM
pushed
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ShadowDraikana 17-Apr-20 06:28 PM
boi should have done a pull first smh
mine's up
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The Cap'm (Reese) 17-Apr-20 06:28 PM
:v
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V A H K I T I 17-Apr-20 06:28 PM
Nice
Bet you feel vindicated now huh? :p
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The Cap'm (Reese) 17-Apr-20 06:30 PM
who
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V A H K I T I 17-Apr-20 06:30 PM
Ash
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The Cap'm (Reese) 17-Apr-20 06:31 PM
ah
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V A H K I T I 17-Apr-20 06:33 PM
Fuck, does anyone have ondrik's script for stripping location and rotation data from animations?
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The Cap'm (Reese) 17-Apr-20 06:34 PM
i do not
is it in chat anywhere?
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V A H K I T I 17-Apr-20 06:36 PM
SHould be
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ShadowDraikana 17-Apr-20 06:51 PM
i might have it still
somewhere
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V A H K I T I 17-Apr-20 06:52 PM
Nice
Oh jesus
Forgot about THIS shit
"Backwards auto-fellatio jazz hands dragon"
Sounds like a shitty Yu-Gi-Oh OC
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The Cap'm (Reese) 17-Apr-20 06:55 PM
blue peeps whitey dragon
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V A H K I T I 17-Apr-20 06:55 PM
Ah yes
This is from when I found out the Tarakava IS A FUCKING BIPED
ASYTFGHYDRFJHGFYH
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The Cap'm (Reese) 17-Apr-20 06:55 PM
lel
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V A H K I T I 17-Apr-20 07:12 PM
SWEET CHRIST
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sweg (Andrew) 17-Apr-20 07:13 PM
who is christ and how are they sweet
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V A H K I T I 17-Apr-20 07:15 PM
Tried one of the cinema animations for the Kane-Ra
I regret everything. Pac
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sweg (Andrew) 17-Apr-20 07:16 PM
he really do be vibin tho
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The Cap'm (Reese) 17-Apr-20 07:16 PM
he did a little fleep
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sweg (Andrew) 17-Apr-20 07:16 PM
flèèp
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V A H K I T I 17-Apr-20 07:18 PM
See if you can get that working in Unity if you want to tinker
It's otherwise exported with c302.bkd
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Ondrik🅱 (Ondrej) 17-Apr-20 07:20 PM
wait, am I still needed or did y'all do the thing with the animation already?
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V A H K I T I 17-Apr-20 07:20 PM
You're still needed yes
:p
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Ondrik🅱 (Ondrej) 17-Apr-20 07:20 PM
Because to me it just seemed like Reese did it
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The Cap'm (Reese) 17-Apr-20 07:20 PM
no
what gave you that impression? 😛
I ported the vanilla animation
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Ondrik🅱 (Ondrej) 17-Apr-20 07:21 PM
alright, it's 1 AM here and I just woke up, I'll try to do it when I can, which is going to be in about 6-7 hours
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V A H K I T I 17-Apr-20 07:33 PM
Alright so it looks like these animations are just as fucked up in Unity as Maya an Max
Although the bull doesn't fly and flop around quite as much
So there IS a difference
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The Cap'm (Reese) 17-Apr-20 07:34 PM
so it's...better?
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V A H K I T I 17-Apr-20 07:35 PM
Slightly
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The Cap'm (Reese) 17-Apr-20 07:35 PM
ah
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V A H K I T I 17-Apr-20 11:41 PM
So @JrMasterModelBuilder, any other ideas on the hand hiding thing?
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Ondrik🅱 (Ondrej) 18-Apr-20 04:26 AM
Alright. I'm now awake
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V A H K I T I 18-Apr-20 04:26 AM
😄
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V A H K I T I 18-Apr-20 06:50 AM
Ah right, so c302.bkd for Gali, if you could null out the location and rotation data when you get a chance and also send the script you use for future reference? :p
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Ondrik🅱 (Ondrej) 18-Apr-20 07:01 AM
Should I just set everything to 0 or set everything to 0 relative to the starting point?
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V A H K I T I 18-Apr-20 07:02 AM
I think relative to the starting point? Cause Gali still needs to walk forward to push the block
If that doesn't work, we can just offset it to where we need it in mtup
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Ondrik🅱 (Ondrej) 18-Apr-20 07:02 AM
okay
which branch is it in? rebuilt-master?
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V A H K I T I 18-Apr-20 07:03 AM
clusterfuck
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UTTER_BODGE 18-Apr-20 07:03 AM
yes i am
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Ondrik🅱 (Ondrej) 18-Apr-20 07:03 AM
fetching
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V A H K I T I 18-Apr-20 07:03 AM
boi
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UTTER_BODGE 18-Apr-20 07:03 AM
goodnight
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V A H K I T I 18-Apr-20 07:03 AM
Good morning
:v
I too shall slep
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Ondrik🅱 (Ondrej) 18-Apr-20 07:34 AM
I can't find c302, but I think c204 is meant according to what Reese said before
Alright. I've tried with the script, now I just need some way to test the animation
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ShadowDraikana 18-Apr-20 09:34 AM
but i don't f
(out of context partially typed message on my end. but i don't f Pac )
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ShadowDraikana 18-Apr-20 09:49 AM
i have achieved unlimited power
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The Cap'm (Reese) 18-Apr-20 09:49 AM
Oof
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ShadowDraikana 18-Apr-20 09:50 AM
looking into if removing the setcontext function calls fucks with anything imissed
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ShadowDraikana 18-Apr-20 10:01 AM
OH
OH OKAY
found a new bug
firing the grapple prior to triggering a cinema causes you to disappear once the grapple returns
also it looks like the setcontext stuff serves basically no purpose now
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ShadowDraikana 18-Apr-20 10:16 AM
in other news does anyone have an idea why gali's grappling hook texture code in the script has a couple null args tacked onto the end while the others don't
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The Cap'm (Reese) 18-Apr-20 10:17 AM
Uh, that's not a new bug
That's been a thing
See alpha GDFM
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ShadowDraikana 18-Apr-20 10:20 AM
i mean that bug can be easily fixed the same way we did in the beta
make sure the code fires correctly
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Ondrik🅱 (Ondrej) 18-Apr-20 03:16 PM
I think this should work
Keep in mind that I didn't test this however. If any issues do arise, tell me
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The Cap'm (Reese) 18-Apr-20 03:16 PM
I'll check it now
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Ondrik🅱 (Ondrej) 18-Apr-20 03:17 PM
Script:
int i; float offset1 = entries[0].tcb_data_1[0].float_1; float offset2 = entries[0].tcb_data_1[0].float_2; float offset3 = entries[0].tcb_data_1[0].float_3; for(i = 0; i < entries[0].tcb_data_count_1; i++) { entries[0].tcb_data_1[i].float_1 -= offset1; entries[0].tcb_data_1[i].float_2 -= offset2; entries[0].tcb_data_1[i].float_3 -= offset3; }
Also, question: What controls the volume in the sounds SLB?
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The Cap'm (Reese) 18-Apr-20 03:20 PM
She go right
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Ondrik🅱 (Ondrej) 18-Apr-20 03:21 PM
That must then be a result of the nulled orientation data
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V A H K I T I 18-Apr-20 03:21 PM
t's a good start tho
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Ondrik🅱 (Ondrej) 18-Apr-20 03:21 PM
I'd say just reset the orientation, but that's probably my laziness talking
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The Cap'm (Reese) 18-Apr-20 03:22 PM
now there's getting the cutscene part set up
so whoever knows how to set that up go right ahead 😅
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V A H K I T I 18-Apr-20 03:25 PM
I think I can do that
Stand by
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The Cap'm (Reese) 18-Apr-20 03:25 PM
yeet
I wonder how the actual push part works
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V A H K I T I 18-Apr-20 03:26 PM
what is the pushblock cutscene id?
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The Cap'm (Reese) 18-Apr-20 03:26 PM
well the animation was c104, so try cin4
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V A H K I T I 18-Apr-20 03:27 PM
That doesn't necessarily mean anything. :p
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The Cap'm (Reese) 18-Apr-20 03:27 PM
well onua has three pushblock scenes
and actually, yes it does
All the dances are cin3
all the dance animations are cX30
all intros are cin1, all intro animations are cX01
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V A H K I T I 18-Apr-20 03:28 PM
Except Onua doesn't even have that
And Nobua is technically an intro
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The Cap'm (Reese) 18-Apr-20 03:29 PM
And yet that animation is c101?
so
😛
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V A H K I T I 18-Apr-20 03:29 PM
Is it? I only saw c11-something
Yeah, c11a
Then it jumps right to c104 (edited)
So
Pac
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The Cap'm (Reese) 18-Apr-20 03:30 PM
Now you may notice
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V A H K I T I 18-Apr-20 03:30 PM
There's also just cin1.bkd
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The Cap'm (Reese) 18-Apr-20 03:30 PM
that c11a still has the same naming scheme
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V A H K I T I 18-Apr-20 03:30 PM
Wat
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The Cap'm (Reese) 18-Apr-20 03:30 PM
c = cinema 1 = level 1 = cin1
the a you got me on
And don't get me started on animation copies
o061 is literally the O meets G animation again
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V A H K I T I 18-Apr-20 03:31 PM
Point is, I don't really trust to just start throwing cutscenes around because of a naming scheme that at least with Onua is a little bit flimsy. :p
I would like to confirm which one it is we need first
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The Cap'm (Reese) 18-Apr-20 03:32 PM
sigh
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V A H K I T I 18-Apr-20 03:32 PM
I mean I'll try 104 to 106 but if it's not those I'm gonna need testing
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The Cap'm (Reese) 18-Apr-20 03:33 PM
you know there's an easy check for this
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V A H K I T I 18-Apr-20 03:33 PM
Going off the file sizes, I'm more willing to believe it's what we need
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The Cap'm (Reese) 18-Apr-20 03:35 PM
PZZL calls cin4 and cin5
PTV2 calls cin6
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V A H K I T I 18-Apr-20 03:35 PM
Nice
Okay
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The Cap'm (Reese) 18-Apr-20 03:35 PM
Saffire organizes something semi-competently for once
...ignoring that they use cin6 in an area earlier than cin4 and 5, but you get my point
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V A H K I T I 18-Apr-20 03:46 PM
Alright hooked up and pushed.
You'll be thrown out of bounds cause I haven't updated the animation
But it do
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The Cap'm (Reese) 18-Apr-20 03:46 PM
does the boulder move?
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V A H K I T I 18-Apr-20 03:46 PM
Was just gonna say I can't guarantee the boulder will move during the cutscene, so we'll have to see how that works.
Yu can't see anything with the current camera
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The Cap'm (Reese) 18-Apr-20 03:55 PM
that would be because they're down here
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V A H K I T I 18-Apr-20 03:56 PM
I mean yeah
I didn't change the camera at all
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The Cap'm (Reese) 18-Apr-20 03:56 PM
I can see that 😛
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V A H K I T I 18-Apr-20 03:56 PM
That's your job. Pac
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The Cap'm (Reese) 18-Apr-20 03:57 PM
well I was kinda hoping it'd at least be positioned first and that I'd just be adding onto it but OK
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V A H K I T I 18-Apr-20 03:57 PM
I mean, isn't it just a matter of picking up all the points and applying the transformation after moving them now?
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The Cap'm (Reese) 18-Apr-20 03:57 PM
Well "picking up the points" isn't exactly how it works here
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V A H K I T I 18-Apr-20 03:58 PM
?
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The Cap'm (Reese) 18-Apr-20 03:58 PM
I have to manually get points and plug them in
for every frame
there are no points to drag
no dropdown menu and no points when you actually scroll to the place where it is atm
So I'll be here for a while repositioning 166 frames one by one :v
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V A H K I T I 18-Apr-20 04:00 PM
@UTTER_BODGE Does he really have to do that one by one?
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The Cap'm (Reese) 18-Apr-20 04:00 PM
I've not edited one of these before so please if I'm missing something tell me
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V A H K I T I 18-Apr-20 04:00 PM
I feel like this should be able to work in the same way as triggers
IE: Have visual representations of the frames that you can pick up, move, and apply the transformation en-masse
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The Cap'm (Reese) 18-Apr-20 04:01 PM
that seems...a bit more infeasible considering how many frames there are
166
and that's just this short scene of a block being pushed
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V A H K I T I 18-Apr-20 04:05 PM
.-.
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The Cap'm (Reese) 18-Apr-20 04:07 PM
Note that the Tarakava pan I made is only 22 points
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V A H K I T I 18-Apr-20 04:10 PM
Well camera splines aren'tquite the same as this
For some reason
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The Cap'm (Reese) 18-Apr-20 04:11 PM
that's my point, yes
these are a whole different beast
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V A H K I T I 18-Apr-20 04:11 PM
Let's hold off on this until James gives more info
I don't want either of us to have to suffer through manual frame editing.
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The Cap'm (Reese) 18-Apr-20 04:11 PM
yeah
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V A H K I T I 18-Apr-20 04:11 PM
Hell, Ondrik can offset it with a script faster
:p
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The Cap'm (Reese) 18-Apr-20 04:11 PM
Did you make any progress on laser colors?
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V A H K I T I 18-Apr-20 04:12 PM
nah, cause it needs a hookmod, and the thing I need to use as a typedef I mentioned to @benji I'm entirely unfamiliar with
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The Cap'm (Reese) 18-Apr-20 04:12 PM
oof
anything else in the meantime, then?
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V A H K I T I 18-Apr-20 04:14 PM
Hmm. not sure. What's feasible on the trello?
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The Cap'm (Reese) 18-Apr-20 04:15 PM
...Some invisible walls, maybe
to prevent Rahi from buggering off during invasions
Ko/Le/Ta-Koro, as well as MTUP3
You could do the...uh...CAVE/SCRP merge for the lev1 rescue
if you want that done this patch
i recall you starting that a while back
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V A H K I T I 18-Apr-20 04:19 PM
Hmm.. could do. I started it but realized quickly that they match up generally properly but not exactly. It would probably be enough to cause texture issues like in takv. However I could look into it again
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The Cap'm (Reese) 18-Apr-20 04:19 PM
there's a card about adding an earthquake glyph tile somewhere in MUD0 which I vaguely remember you talking about if you give up on that
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V A H K I T I 18-Apr-20 04:25 PM
I say at this point we just port the alpha version of scrp back
Cause the beta SCRP is smaller, and the cave area is similar enough
Wait hold on
Okay my bad, they're actually identical. Cave is just... bigger
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The Cap'm (Reese) 18-Apr-20 04:27 PM
ye
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V A H K I T I 18-Apr-20 04:27 PM
And I don't mean they just changed the shape of the stage
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The Cap'm (Reese) 18-Apr-20 04:27 PM
it beeg
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V A H K I T I 18-Apr-20 04:27 PM
They literally took the same model, added some pitfalls, and blew it up
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The Cap'm (Reese) 18-Apr-20 04:27 PM
yep
And lazily snipped off the old false exits
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V A H K I T I 18-Apr-20 04:28 PM
I guess we could just blow up the SCRP area to match?
Idk how that would look though
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The Cap'm (Reese) 18-Apr-20 04:28 PM
scrp is as big as its master now
Well you never know until you try
it could look big and imposing
especially with the black fog obscuring the ceiling and such
I'd try it
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UTTER_BODGE 18-Apr-20 04:40 PM
Does he really have to do that one by one?
it says WIP for a reason
there's essentially no editing functionality in there yet
it just loads them up and displays them
(and making the new camera path for lev4 strt was just a matter of exporting a new custom animation in unity to the format the game wanted, I only used the original path for reference)
that said, rigging up a little script to apply a transformation to all the points in a cin cam would take like 2 seconds
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V A H K I T I 18-Apr-20 04:45 PM
nice
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UTTER_BODGE 18-Apr-20 04:48 PM
the thing with cin cams is editing them by hand is just kind of a bad idea, impractical
they've got up to thousands of frames
and if you wanna, say, slightly tweak a long gentle curve
it's gonna be easier to make a new curve with unity's animation tools, export that, and splice the frames in
if you're trying to reposition each frame in that long curve by hand you're gonna lose your mind trying to get it smooth
even if I just added handles to drag em around
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ShadowDraikana 18-Apr-20 04:50 PM
hol up bois whats going on
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The Cap'm (Reese) 18-Apr-20 04:50 PM
editing cin cams
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V A H K I T I 19-Apr-20 04:31 PM
So @ShadowDraikana I may have figured out in part what's wrong with visn
Simply put: They didn't register the last two buttons to anything
this.sbarray = [ new switchandblock("sw00", "le00", "le01"), new switchandblock("sw01", "le02", "le03"), new switchandblock("sw02", "le04", "le05"), new switchandblock("sw03", "le06", null), ];
Notice the lack of any sw04 in this.
(Unless you nuked that for the workaround)
Either way I put that back in and I was able to make it register that the block pressed it.
Now I just need to figure out how to hook it up to the door open function, then do the same with sw05
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V A H K I T I 19-Apr-20 05:26 PM
@ShadowDraikana So I'm starting to see why the doors weren't hooked up here yet.
Saffire kinda shot themselves in the foot with the way they set this up. I'm still not sure I completely understand it but they basically shoved the buttons, blocks, and button+block interactions into three new classes. Nothing special there, but they're only set up to work with the platforms. Ie: switchandblock takes three strings, minimum 2 + null that corresponds to one of the platform models.
I have no idea where THAT is set up, but it basically means that to the best of my knowledge, I actually can't call the door open methods from the existing sbarray.
You should have a look at it to confirm, but I think what we're going to have to end up doing here is transplanting code from TELE for these specific buttons.
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ShadowDraikana 19-Apr-20 05:33 PM
so basically they wanted the same array to do different things?
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V A H K I T I 19-Apr-20 05:34 PM
Or they just never thought ahead to when they needed it to do so and then realized last minute "oh shit we can't do the thing like this"
Good news is, the way they did it in tele looks simple enough. I'm just not sure how to make it play nice with this
THey both use some of the same properties, which could be good or bad
Ditto for model names
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ShadowDraikana 19-Apr-20 05:36 PM
one thing i can do is immediately go in and identify the args that everything uses
like i did for the toa classes, gs lego toa, and part of the player class
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V A H K I T I 19-Apr-20 05:36 PM
The woodshed is yours my friend. :p
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ShadowDraikana 19-Apr-20 05:37 PM
which i have not pushed yet ftr
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V A H K I T I 19-Apr-20 05:37 PM
aight
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ShadowDraikana 19-Apr-20 05:40 PM
ffs
last commit
once again i find myself adding cleanup code in
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V A H K I T I 19-Apr-20 05:41 PM
?
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ShadowDraikana 19-Apr-20 05:41 PM
you didn't add cleanup code the for the cinema property
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V A H K I T I 19-Apr-20 05:41 PM
It's not even done yet. I just did that quick for reese to test
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ShadowDraikana 19-Apr-20 05:42 PM
it should still have proper cleanup so as to not potentially affect something else
all the cinema property needs is a single line
for cleanup
this.cinema = null
just keep that in mind
meanwhile
??? saffire what
why the variable, assigning the int 1 to it, then... nothing else
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V A H K I T I 19-Apr-20 05:46 PM
.-.
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ShadowDraikana 19-Apr-20 05:46 PM
this shows up all over the place in the parent classes
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UTTER_BODGE 19-Apr-20 05:46 PM
old stuff, commented out stuff
we only get the remnants
that's gonna be true with most codebases, so
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UTTER_BODGE 19-Apr-20 10:17 PM
coding games is making really clean elegant systems and then absolutely destroying it in every possible way as you implement content.
Likes
272
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V A H K I T I 19-Apr-20 10:23 PM
:V
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The Cap'm (Reese) 20-Apr-20 02:59 PM
cricket noises
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The Cap'm (Reese) 20-Apr-20 06:07 PM
how goes today gamers
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𝓖𝓻𝓾𝓶𝓹𝔂𝓫𝓮𝓪𝓷 (𝓼𝓿𝓮𝓷) 🇳🇱 20-Apr-20 06:08 PM
I'm okay
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The Cap'm (Reese) 20-Apr-20 10:24 PM
hey I did a thing
got this conversation up and running
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The Cap'm (Reese) 20-Apr-20 10:50 PM
pushed
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The Cap'm (Reese) 20-Apr-20 11:27 PM
And since I was close by, got this little bugger back in
pushed also
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The Cap'm (Reese) 21-Apr-20 12:18 AM
...and got Nokama's frames done
that's pushed also also
I got shit done today woooooooooo
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UTTER_BODGE 21-Apr-20 12:28 AM
\o/
I had to take a break from working on main patch to do something slightly subjective and creative lol
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The Cap'm (Reese) 21-Apr-20 12:29 AM
yea
well you do good
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The Cap'm (Reese) 21-Apr-20 12:41 AM
@V A H K I T I Question. Do you happen to know what the model names are for the Matatu, Miru, Pakari, and Rau are? I can run em through lomntool and check but if you know faster what they are that'd be a help
...secondary question, how do I run masks through lomntool again
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benji 21-Apr-20 12:54 AM
you may need to rename the skeleton, IIRC
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The Cap'm (Reese) 21-Apr-20 12:54 AM
ah thanks
tertiary question
how do I point a matoran in a direction
If they're standing still
how do I make them face a certain way
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The Cap'm (Reese) 21-Apr-20 01:07 AM
because otherwise SHRN has a few more friends now
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V A H K I T I 21-Apr-20 01:21 AM
👀
Also Idk man, check any of the areas we have guards
:p
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The Cap'm (Reese) 21-Apr-20 01:23 AM
okay so it's gccharacter::setorientation(tohunga, X);
now I just need the value to put that in the X there
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The Cap'm (Reese) 21-Apr-20 01:32 AM
super easy. not showing unasa here but she's oriented correctly as well
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V A H K I T I 21-Apr-20 01:33 AM
nice
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The Cap'm (Reese) 21-Apr-20 01:33 AM
Now I'm not sure I can get the conversations done here
but I can sure get the first ones
not any of the branches because I don't know how flags work
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V A H K I T I 21-Apr-20 02:00 AM
🅱
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The Cap'm (Reese) 21-Apr-20 02:02 AM
I've got the shakes and i'm on fire I got a feeling and it's dangerous I'm gonna dance to something wild I've got a feeling and I need a rush
All hell is breaking loose, and heaven only knows I don't wanna be a Romeo I don't wanna be a Romeo I don't wanna be a Romeo, no
Okay I have all their first conversations in
Not gonna push since they also activate the portal if you talk to them at present
I'll get Ash's input later today when we're all rested and hopefully get it pushed
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V A H K I T I 21-Apr-20 02:09 AM
yeet
Nicely done
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The Cap'm (Reese) 21-Apr-20 04:00 PM
They are now done and pushed
There's the slight bug involving the portal I mentioned last night but that's being worked on (edited)
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The Cap'm (Reese) 21-Apr-20 04:24 PM
In case you forgot how they work, they have an initial few lines, and after that they basically just say which trial they're standing in front of. Then, after you get the glyph and finish GL3S, they have new lines to reflect that you've cleared the trials.
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V A H K I T I 21-Apr-20 05:23 PM
😄
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The Cap'm (Reese) 21-Apr-20 07:39 PM
you check out the matoran liam
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V A H K I T I 21-Apr-20 08:10 PM
Have not yet. Will do shortly
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The Cap'm (Reese) 21-Apr-20 08:11 PM
neet
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V A H K I T I 21-Apr-20 08:11 PM
I assume you're going to set tis up for the others too?
I've also pushed WIP changes to HYDR
Mainly porting the alpha stage model
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The Cap'm (Reese) 21-Apr-20 08:14 PM
neet
also what others are you referring to
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V A H K I T I 21-Apr-20 08:14 PM
The other levels
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The Cap'm (Reese) 21-Apr-20 08:15 PM
oh yeah, once we get those rescue missions in
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V A H K I T I 21-Apr-20 08:15 PM
Also yeah, the idea for HYDR right now is to just use the back boulder wall as the needed proper exit
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The Cap'm (Reese) 21-Apr-20 08:15 PM
well that goes into the void at present doesn't it
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V A H K I T I 21-Apr-20 08:16 PM
I mean it goes into more water if that's what you mean
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The Cap'm (Reese) 21-Apr-20 08:16 PM
more water that goes straight into the void
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V A H K I T I 21-Apr-20 08:16 PM
True
Still it's a start
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The Cap'm (Reese) 21-Apr-20 08:16 PM
oh yeah
of course
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V A H K I T I 21-Apr-20 08:17 PM
The best way to start it will be to have @ShadowDraikana script the boulders as physics objects and link it up to the isdead property
We can make that part of a cutscene like the way the rock elemental does it
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The Cap'm (Reese) 21-Apr-20 08:17 PM
yea
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V A H K I T I 21-Apr-20 08:17 PM
Actually to that end the death sequence can be generally identical
Cutscene, death animation, something explodes, exit get
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The Cap'm (Reese) 21-Apr-20 08:18 PM
I thought the idea was that the back wall crumbles onto the boss, then the death animation plays during that and it fades out like normal
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V A H K I T I 21-Apr-20 08:19 PM
That can work too
Either way the principle is the same. We can probably even lift code directly from the rock elemental to do it
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The Cap'm (Reese) 21-Apr-20 08:19 PM
probably yes
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V A H K I T I 21-Apr-20 08:19 PM
The bosses themselves are hard coded, but most of the time that extends exclusively to the fight mechanics
Everything before and after the actual battle is scripted in all cases I've looked at so far
Including the morphing of the rock elemental
That's scripted right down to what appears to be the speed of the morph and number of frames
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The Cap'm (Reese) 21-Apr-20 08:21 PM
ah
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V A H K I T I 21-Apr-20 08:21 PM
Which of course means once @benji can pinpoint the dae import discrepancy, Walker can make his morph targets more intricate (edited)
Btw @Grampa Walker, I'm not sure how you actually made those, but you can probably simplify it in a fairly simple way: Make it an animation
Then from that just export the model at individual keyframes
That'll also give you a better idea of how it may look in game, as well as how many keyframes you may want to make it happen
And if you don't know how to do THAT, just read over my term 3 animation course material I sent you. It's tailored for Maya, but I'm sure you can translate it. You're a smart boi. :p
Most of what I've been taught so far outside animation is targeted at 3DS Max, and while Blender is substantially different than that or Maya, I was able to translate pretty much everything on the fly.
@UTTER_BODGE I'm seeing a lot of changes to Onua and Gali areas that I assume are you're doing Y U NO update the patch notes? >.>
If they're fixes for both main and rebuilt, only main should have the notes for common fixes. (edited)
I see your branch on master, and I assume you're just not ready to make a PR, but I also see the patch notes are unchanged. You should be updating this as you go. (edited)
Like if you're keeping track locally of what you've done, great, but pleeease don't make us have to sift through multiple commits just to try and throw together notes ourselves. :p
Anyways Tohunga look good. We still need to make some changes in this area though.
Waterfalls need transparency and that sound needs to calm the fuck down. Pac
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The Cap'm (Reese) 21-Apr-20 08:35 PM
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V A H K I T I 21-Apr-20 08:35 PM
Pff
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Ondrik🅱 (Ondrej) 21-Apr-20 08:40 PM
I say it every time I speedrun the game
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Grampa Walker 21-Apr-20 08:45 PM
What was I summoned for?
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V A H K I T I 21-Apr-20 08:49 PM
Like 5 posts up
:p
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UTTER_BODGE 21-Apr-20 10:32 PM
I'm seeing a lot of changes to Onua and Gali areas that I assume are you're doing Y U NO update the patch notes? >.>
I've got my own detailed per-file patch notes and I'll be filling out the more vague/general patch notes later
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V A H K I T I 21-Apr-20 10:32 PM
Aight
Just as long as you're keeping track and update it later
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The Cap'm (Reese) 22-Apr-20 10:38 AM
okay the underwater crabs in HYDR have to go
big nope on that one
I think we'll also need to adjust the succ range so it can't hit you in the water
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V A H K I T I 22-Apr-20 02:18 PM
I'm probably going to make the stage shallow like it is in Beta anyways
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Ondrik🅱 (Ondrej) 22-Apr-20 03:35 PM
also
re: the waterfall sounds
please do that in main too, thanks
I'm thinking of just putting up a blk on the resources page which would just have the waterfall noise replaced with blank audio
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V A H K I T I 22-Apr-20 03:38 PM
I don't think that's necessary
We'll fix it
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The Cap'm (Reese) 22-Apr-20 03:39 PM
eventually
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sweg (Andrew) 22-Apr-20 04:08 PM
those waterfall sounds made me require hearing aids
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V A H K I T I 22-Apr-20 05:15 PM
Hey so
Can we figure out why the game is constantly throwing virus warnings on BMP?
I'm getting tired of the reports of this
@JrMasterModelBuilder What say you on the matter? :p
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JrMasterModelBuilder 22-Apr-20 05:20 PM
Things that probably play a factor include no code signing, non-HTTPS download links, DLL hijacking, patched executables...
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V A H K I T I 22-Apr-20 05:21 PM
Is there any way we can fix or mask this?
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The Cap'm (Reese) 22-Apr-20 05:21 PM
yeah my antivirus flags bettersaver and a couple other hookmods as viruses
for some reason
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V A H K I T I 22-Apr-20 05:21 PM
That would be the hijacking probably
At least we have the source for those cause.. well we made them. So we could potentially fix that.
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benji 22-Apr-20 05:25 PM
well we could unhijack and go back to vanilla exe (edited)
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V A H K I T I 22-Apr-20 05:26 PM
How? Isn't that the basis of how hookmods function?
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benji 22-Apr-20 05:28 PM
thatsthejoke.png (edited)
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V A H K I T I 22-Apr-20 05:29 PM
:v
So I assume you're inferring that there really is no way to handle this?
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benji 22-Apr-20 05:33 PM
oh IDK, but not doing sus things doesn't seem like an option to me
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V A H K I T I 22-Apr-20 05:49 PM
Ye
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UTTER_BODGE 22-Apr-20 06:27 PM
ok so I have a few things left as far as vanilla vs main level data goes
then I'm gonna move onto the OSI, just comparing stuff
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V A H K I T I 22-Apr-20 06:29 PM
Nice
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UTTER_BODGE 22-Apr-20 08:28 PM
hey @ShadowDraikana do you recall what was up with lev4 path
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ShadowDraikana 22-Apr-20 08:29 PM
platform class was hard scripted to working under 40 fps
because saffire
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UTTER_BODGE 22-Apr-20 08:29 PM
I mean we added this platform outright
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V A H K I T I 22-Apr-20 08:29 PM
Benji was in the process of helping her rewrite it
But he left midway through
:v
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The Cap'm (Reese) 22-Apr-20 08:30 PM
We added a platform?
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V A H K I T I 22-Apr-20 08:30 PM
There was nothing to add
It was always there
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UTTER_BODGE 22-Apr-20 08:30 PM
vanilla vs main
pl01.x is new and was added to the obj slb (see above editor screenshot)
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V A H K I T I 22-Apr-20 08:30 PM
.-.
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The Cap'm (Reese) 22-Apr-20 08:31 PM
So uh
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UTTER_BODGE 22-Apr-20 08:31 PM
also the music got changed in main patch
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The Cap'm (Reese) 22-Apr-20 08:31 PM
How would this area have worked if this platform wasn't there
That's the thing that paths up to the element of melting
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V A H K I T I 22-Apr-20 08:33 PM
yea that
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The Cap'm (Reese) 22-Apr-20 08:34 PM
Was it, like, crashing on entry because it was calling a pl01 that didn't exist, or something?
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V A H K I T I 22-Apr-20 08:34 PM
That would be my guess
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UTTER_BODGE 22-Apr-20 08:34 PM
vanilla works fine
there's simply no platform
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V A H K I T I 22-Apr-20 08:34 PM
But the code for it is there, yes?
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UTTER_BODGE 22-Apr-20 08:34 PM
platform code looks different in vanilla
but mostly similar?
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The Cap'm (Reese) 22-Apr-20 08:35 PM
It inherently doesn't work fine if there's no platform but there wasn't a crash so that partially throws my theory out
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V A H K I T I 22-Apr-20 08:35 PM
Ah the music
There's a reason for that
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UTTER_BODGE 22-Apr-20 08:35 PM
the music is set to makuta's theme in vanilla
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V A H K I T I 22-Apr-20 08:35 PM
Right, that should be reverte
d
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UTTER_BODGE 22-Apr-20 08:36 PM
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V A H K I T I 22-Apr-20 08:36 PM
But areas that don't have music set need to have music set
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The Cap'm (Reese) 22-Apr-20 08:36 PM
Oh wait, I think it was calling a platform from CRSS and we swapped it to not do that and just call it from the blk instead
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V A H K I T I 22-Apr-20 08:36 PM
Otherwise you either get nothing on loading, or can sometimes get double playback IIRC
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UTTER_BODGE 22-Apr-20 08:39 PM
Oh wait, I think it was calling a platform from CRSS and we swapped it to not do that and just call it from the blk instead
yeah the platform model we added is the specified one from crss
so that's that
and it's placed at the first position in that array
all good
I'll just fix the music
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V A H K I T I 22-Apr-20 08:40 PM
nice
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ShadowDraikana 22-Apr-20 09:01 PM
i added the platform to replace the stupidity in the script grabbing it from elsewhere
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UTTER_BODGE 22-Apr-20 10:02 PM
the platform still didn't seem to be appearing for me in-game
even when locking it at 30 FPS before loading/during play in the area
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The Cap'm (Reese) 22-Apr-20 10:35 PM
did you use the Akaku
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UTTER_BODGE 22-Apr-20 10:37 PM
ah it's one of those puzzles?
I've never even tried playing this area legitimately before (edited)
that goes for a lot of lev4 areas lol
like, I tried playing through the whole level start to finish once
it sucked
so I didn't even try going for quest objects lol
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The Cap'm (Reese) 22-Apr-20 10:38 PM
The quest objects in lev4 are piss easy
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UTTER_BODGE 22-Apr-20 10:39 PM
yes but the level design sucks (edited)
I didn't bother trying to complete things
because I was not remotely enjoying it lol
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The Cap'm (Reese) 22-Apr-20 10:39 PM
Which maps specifically
And don't say all of them :v
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UTTER_BODGE 22-Apr-20 10:40 PM
the snowboarding sections were okayish after being fixed so the game doesn't crash upon dying
the boss was kinda interesting but not great on implementation
the rest I didn't like lol
was either irritating or bland or both
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The Cap'm (Reese) 22-Apr-20 10:42 PM
VISN isn't that hard people
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UTTER_BODGE 22-Apr-20 10:43 PM
"technically works and not exactly great" sums up a great deal of this game now lol
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The Cap'm (Reese) 22-Apr-20 10:43 PM
Pac
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UTTER_BODGE 22-Apr-20 10:44 PM
the platform is slightly visible when the mask isn't active
good idea but
I think it could stand to be a bit less subtle for rebuilt
it's baaaarely there
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The Cap'm (Reese) 22-Apr-20 10:45 PM
yes
that applies to the CRSS ones as well 😛
and the old invisible platform in alpha PATH
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V A H K I T I 23-Apr-20 03:37 PM
@benji question
If I hook the functions for animated sprites, can I make them use deltatime in the same way we made addpart call something else before running?
That's really one of the only remaining visual bugs in regards to framerate
Speaking of @JrMasterModelBuilder if you're free, it may be helpful to know what changed between alpha and beta in regards to scrolling textures.
Find that out, and we can probably find out what to apply to sprites
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benji 23-Apr-20 03:40 PM
I'm not sure what you mean. If you can code it, you can code it.
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V A H K I T I 23-Apr-20 03:40 PM
True. I'm basically just asking if it would be as simple as the addpart hook where we pretty much just called a function and that was that
Trying to gauge the complexity of it before I do a deep dive into one of the longest standing visual bugs in the game. :p
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JrMasterModelBuilder 23-Apr-20 03:41 PM
I assume they factored delta time into the amount moved.
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benji 23-Apr-20 03:41 PM
I have absolutely no clue
You can't skip the research portion and go straight to coding
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V A H K I T I 23-Apr-20 03:42 PM
Well I just thought you may have known something about it before now.
Worth asking
:p
So now @JrMasterModelBuilder, that sounds about right. I would guess that would have to be pretty integrated into the existing function then and wouldn't necessarily be very simple to transplant into another.
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JrMasterModelBuilder 23-Apr-20 03:43 PM
Probably not.
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V A H K I T I 23-Apr-20 03:44 PM
Hmm.. Well all the same I'll see if I can do some comparisons in IDA just to confirm what's what. I'd really like to get this issue solved at some point. Actually it would help even more if they DID respect deltatime and it just isn't working right.
Tweaking the values of the deltatime functions may be worth looking into as well which would probably fix a bunch of other bugs related to that
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V A H K I T I 23-Apr-20 03:52 PM
JMMB, think you could help me find the function in question for scrolling textures? I' looking at the various SetAnimTexture functions but so far I'm not finding anything relevant to timing
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JrMasterModelBuilder 23-Apr-20 04:03 PM
In a little bit.
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UTTER_BODGE 23-Apr-20 04:09 PM
as long as you're poking around in those areas of the code - maybe look for any leads on why scrolling textures get choppy on some PCs? like, only every updating every 2-4 frames or however many it is (I haven't counted)
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V A H K I T I 23-Apr-20 04:13 PM
I'm not really sure where I'd even look in that regard.
For your part, maybe start by removing DGVoodoo just to rule that out?
@JMMB thanks my guy. Also wouldn't mind knowing how the game handles Deltatime and if there are any set values anywhere that can just be tweaked to compensate for the framerate.
This could fix a lot of things in one fell swoop such as the Wind Elemental (which has something of a band-aid patch at present) hording Rahi, and the platform in CRSS.
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benji 23-Apr-20 04:17 PM
first off, remind me how one designates a texture as scrolling?
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V A H K I T I 23-Apr-20 04:18 PM
In the textures SLB I believe
You can have it scroll or have it animate with multiple frames
Both are now synced with deltatime and were not in the alpha
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UTTER_BODGE 23-Apr-20 04:21 PM
For your part, maybe start by removing DGVoodoo just to rule that out?
good idea, still happens without it though unfortunately
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V A H K I T I 23-Apr-20 04:22 PM
Hmm.. well that sucks. Easy solution is out
My best guess is that it's some kind of memory leak, since it happens gradually, but you wouldn't expect it to persist after closing the game.
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benji 23-Apr-20 04:23 PM
memory leaks are easily identified by watching memory usage with Task Manager
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UTTER_BODGE 23-Apr-20 04:24 PM
doesn't happen gradually for me
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benji 23-Apr-20 04:24 PM
(for per-frame things like texture scrolling)
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UTTER_BODGE 23-Apr-20 04:24 PM
it was happening right away today
and I shut down my computer completely every night
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V A H K I T I 23-Apr-20 04:24 PM
Well by gradually
I mean when you first reboot everything is fine, but over the course of hours or days, the problem gets steadily worse
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UTTER_BODGE 23-Apr-20 04:24 PM
not the case here
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V A H K I T I 23-Apr-20 04:24 PM
Regardless of how many times you open and close the game
Weird
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UTTER_BODGE 23-Apr-20 04:25 PM
happens right from the get-go
no variation
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V A H K I T I 23-Apr-20 04:25 PM
Never seen it like that before
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UTTER_BODGE 23-Apr-20 04:25 PM
sure it's more visible in certain areas
some areas almost look fine
well it's not per-area
more like how much something is scrolling
makes the problem more/less visible
but it's consistent
i.e. outside of the lev6 volcano, the sky is scrolling slow enough to look okay, but the lava's going fast enough to look terrible
but I haven't seen anything change with rebooting, or it changing over time, or anything like that
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V A H K I T I 23-Apr-20 04:26 PM
Weird
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JrMasterModelBuilder 23-Apr-20 05:03 PM
It's gotta be a Process method.
My guess would be ScRenderNode::Process calls some method to update the textures.
Probably dynamically.
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V A H K I T I 25-Apr-20 06:03 PM
@Chip 🐉🇬🇧 Okay so, I think the main focus right now should be LOMNTool, but there are also some hookmods that we need too. I've dabbled in a few already myself. Some are more simple than others, but if you know your way around IDA, you can manage. There's also a 6 step guide Benji created on making them which is pinned here.
Command-line utility for working with assets for the SAGE game engine. (Mirror of the GitLab repo) - TheLegendOfMataNui/LOMNTool
Current issues with LOMNTool include this: https://github.com/TheLegendOfMataNui/game-issues/issues/279
Expected result: Models that are topologically identical should output the same vertex count despite mesh position changes. Actual result: Some models output to X with a discrepency of +2-3 vertice...
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Chip 🐉🇬🇧 25-Apr-20 06:04 PM
Wait what's IDA
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V A H K I T I 25-Apr-20 06:04 PM
And we also need to figure out skeleton imports and animation exports
IDA decompiler
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Chip 🐉🇬🇧 25-Apr-20 06:04 PM
Never heard of it but I'll learn
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V A H K I T I 25-Apr-20 06:05 PM
Yeet. I'll send you a link to IDA 7 and JMMB's current database if you want to try hookmods first. Else I'll send you the documentation on the X/BHD model format if I can find it, as well as that of the BKD animations.
Just depends on what ya wanna do
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Chip 🐉🇬🇧 25-Apr-20 06:06 PM
The model format stuff sounds less painful, so I'll try that first if you don't mind
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V A H K I T I 25-Apr-20 06:06 PM
Aight
LOMNTool has some comments that should help for development. I'll get the animation binary templates for ya.
@benji Anything else I should send to him?
Documenting the custom file formats used by SAGE (Saffire Advanced Game Engine) - TheLegendOfMataNui/sage-file-formats
This is a binary template for the 010 Hex editor, however it contains a bit of explanation regarding for format
I believe @Vraiment was also looking into this a while back using the 3DS Max SDK (edited)
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Chip 🐉🇬🇧 25-Apr-20 06:10 PM
Can I use Notepad++ instead of 010 because the latter looks to be a paid thing
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V A H K I T I 25-Apr-20 06:10 PM
For the binary templates? I mean if you want to actually use them no.
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Chip 🐉🇬🇧 25-Apr-20 06:10 PM
Oh
Sorry I'm really just trying to understand any of this
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V A H K I T I 25-Apr-20 06:10 PM
IIRC 010 is only like $10 anyways.
But it's also easy to.. well you know
:v
Any questions? :v
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Chip 🐉🇬🇧 25-Apr-20 06:18 PM
Many But I'm downloading that 010 crack right now
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V A H K I T I 25-Apr-20 06:20 PM
Aight
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Chip 🐉🇬🇧 25-Apr-20 06:23 PM
Okay so if I'm understanding this right: - LOMNTool is a file format conversion program for LOMN assets - Converting between certain formats currently alters the vertex count, this is the current issue that needs fixing - bkd files are the game's native format for models and I need to use that template you linked in 010 to be able to view the raw model data in a comprehensible way
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The Cap'm (Reese) 25-Apr-20 06:24 PM
HxD gang rise up
BKDs are animations
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V A H K I T I 25-Apr-20 06:24 PM
And LOMNTool is just for models
:p
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Chip 🐉🇬🇧 25-Apr-20 06:24 PM
Well then what's the template thingy for It talks about BKDs
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V A H K I T I 25-Apr-20 06:25 PM
animations
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Chip 🐉🇬🇧 25-Apr-20 06:25 PM
Why did you send me that
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V A H K I T I 25-Apr-20 06:25 PM
Because we need animation exports?
😛
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Chip 🐉🇬🇧 25-Apr-20 06:25 PM
What I thought model exports were the thing that was broken
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V A H K I T I 25-Apr-20 06:25 PM
I've sent you two different things here. Pac
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Chip 🐉🇬🇧 25-Apr-20 06:25 PM
WHY
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V A H K I T I 25-Apr-20 06:26 PM
Current issues with LOMNTool include this: https://github.com/TheLegendOfMataNui/game-issues/issues/279
And we also need to figure out skeleton imports and animation exports
Expected result: Models that are topologically identical should output the same vertex count despite mesh position changes. Actual result: Some models output to X with a discrepency of +2-3 vertice...
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Chip 🐉🇬🇧 25-Apr-20 06:27 PM
Alright alright One thing at a time Model exports That's what I'll look at first
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V A H K I T I 25-Apr-20 06:27 PM
But
We already have that.
We have issues with model IMPORTS as posted there
We need animation exports
Benji has rudimentary support for it in a development version of Shoefitter DX which I BELIEVE integrates LOMNTool
But it doesn't export correctly
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Chip 🐉🇬🇧 25-Apr-20 06:29 PM
Wait no Import/export is confusing What is the process that's broken here Converting from what to what
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V A H K I T I 25-Apr-20 06:29 PM
Import = into game (edited)
Export = from game to whatever for editing (edited)
Currently the focus is exporting from X/BHD/BKD to Dae
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Chip 🐉🇬🇧 25-Apr-20 06:30 PM
And converting Dae to X is the one with the issue 279 right?
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V A H K I T I 25-Apr-20 06:30 PM
Yes
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Chip 🐉🇬🇧 25-Apr-20 06:30 PM
Okay
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V A H K I T I 25-Apr-20 06:31 PM
So which are you looking at first, that or the animations? :p
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Chip 🐉🇬🇧 25-Apr-20 06:31 PM
The one that I have some semblance of understanding for now Model imports
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V A H K I T I 25-Apr-20 06:31 PM
Aight
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Chip 🐉🇬🇧 25-Apr-20 06:32 PM
After, you know, getting to grips with the codebase
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The Cap'm (Reese) 25-Apr-20 06:36 PM
Sorry to divert, but Lewa doesn't have his axe in L meets T
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V A H K I T I 25-Apr-20 06:37 PM
What about K meets L?
It's an easy fix all the same but I imagine not
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The Cap'm (Reese) 25-Apr-20 06:37 PM
yep kopaka's missing his parts as well
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V A H K I T I 25-Apr-20 06:38 PM
It kinda looks good there tbh, aside from the tool hand floating above his hip
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The Cap'm (Reese) 25-Apr-20 06:38 PM
there is no meme, give me your phone
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V A H K I T I 25-Apr-20 06:39 PM
ANyways I'll fix that up
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V A H K I T I 25-Apr-20 06:49 PM
Okay so this could be a problem
Addpart doesn't like adding to characters loaded by the cin_char SLB it seems
@ShadowDraikana can you confirm?
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ShadowDraikana 25-Apr-20 06:50 PM
doesn't surprise me one bit
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V A H K I T I 25-Apr-20 06:51 PM
I may just be setting it up wrong
Idk
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V A H K I T I 25-Apr-20 07:03 PM
I mean we can fix this if we have to by just making new blks for cinematics, but I'd like to confirm whether or not it's being coded wrong first
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benji 25-Apr-20 07:25 PM
@Chip 🐉🇬🇧 what sort of programming experience do you have? (So I can explain things effectively)
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Chip 🐉🇬🇧 25-Apr-20 07:26 PM
I have a degree in Games Technology (studying things like C# and C++) but that was in 2018 and I've done very little programming since
And I've never ever ever done any kind of disassembly or hacking
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benji 25-Apr-20 07:33 PM
nice, formal CS experience!
and sounds like computer graphics experience (3D vectors, UVs, normals... quaternions?)
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Chip 🐉🇬🇧 25-Apr-20 07:36 PM
A tiny bit But nothing I can remember
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benji 25-Apr-20 07:38 PM
LOMNTool/SAGESharp is some of the sloppiest code I've ever written, it's mostly just scrawled out while trying stuff, so feel free to ask me about lines / functions / etc
anyways I'm going to paste in the LOMN dev overview from the old dev channel
(Edited since things have changed a bit)
So, what we are working with: - 2 builds of the game (exe and data files) from around the end of the game's cancelled development, ~2001 ish, called Alpha and Beta by us, with Alpha being the first (earlier) build we found and Beta being the second. - The game is 32bit compiled C++, has a VM that runs a custom scripting language called OSI, and the beta abstracts its data files into BLK files (block files) - The game makes use of Win32 and DirectX APIs.
The data files in the game: - Textures are DDS and TGA - Models are .X (the Microsoft DirectX SDK Model file format) (with some eccentricities, which LOMNTool/SAGESharp is built to account for) - Animations are custom BKD files - Skeletons are custom BHD files - Level collisions are custom OCL (alpha, old, and a pain with octrees) and custom BCL (beta, new, and generates octrees in engine when loaded) - Lots of specialized data files are SLB files, where the format varies but has some consistency, which is a binary version of the devs' SLK files, which looks like it was a spreadsheet format??? - One OSI file that contains the whole game's scripts compiled to bytecode. We have decompiled this into many files, one per class, for a custom scripting language
What we have written so far: - JMMB wrote blkfile.py (Python) for packing and unpacking BLK files - I wrote LOMNTool/SAGESharp (C#), a bulk converter for a few different file formats like X, BCL, OCL - JMMB maintains sage-js (TS), a program for assembling / disassembling the OSI bytecode that makes up the game's script (Defunct now that LSS is production-ready) - I work on LOMNHook (C++), which hooks game functions with MinHook to change native code. - I work on VS-OSI (C#/C++), which provides Visual Studio syntax hilighting, suggestion, compiling, and hopefully debugging for LSS scripts - Liam and I work on the launcher (VB.NET) which keeps peoples games up to date and sets options in the game's INI - Ondrik and Hex both have tools for working with some SLB files (IDK really I don't touch them) - I was starting Shoefitter-DX (C#) as a general unified level / data editor for the game. - I wrote the LSS toolchain (Litestone Script, C# homemade compiler and decompiler, my pride and joy ❤️) - James has built a set of scripts for Unity (C#) that import levels and the associated data into Unity and then exports changes - I wrote makefiles to be used by the make tool to build all the data in the git repo into a copy of the game (edited)
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V A H K I T I 25-Apr-20 07:47 PM
Got all that @Chip 🐉🇬🇧? :p Also gonna pin this for future reference
Pinned a message.
Pinned a message.
Pinned a message.
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Chip 🐉🇬🇧 25-Apr-20 07:48 PM
Getting it There's a lot
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V A H K I T I 25-Apr-20 07:48 PM
Just a bit. We've been busy bois
:p
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Chip 🐉🇬🇧 25-Apr-20 07:50 PM
Whew Okay Think I got it
Thanks for that Benji, it's a real help
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V A H K I T I 25-Apr-20 07:51 PM
😄
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benji 25-Apr-20 08:00 PM
@Chip 🐉🇬🇧 I have a good idea for an intro project: Transition LOMNTool/SAGESharp to be Blender compatible
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Chip 🐉🇬🇧 25-Apr-20 08:01 PM
I wouldn't even know where to start lol
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V A H K I T I 25-Apr-20 08:02 PM
I'm not sure that's really a priority right now either.
We barely even have Maya compatibility on lockdown
:p
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Chip 🐉🇬🇧 25-Apr-20 08:02 PM
What does compatibility mean in this context
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V A H K I T I 25-Apr-20 08:03 PM
Blender's DAE files are fundamentally different from standard Dae files apparently (edited)
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benji 25-Apr-20 08:03 PM
- I don't want the project to be dependent on educational Maya licenses - The Z-up nature may better reflect the LOMN models and could make animation import/export easier - Walker uses Blender
well both Blender and Maya use the parts of DAE files differently
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V A H K I T I 25-Apr-20 08:03 PM
Granted, but I feel like we should probably fix the issues with the existing exporter before trying to add new shit to make it work with Blender
Namely vert duping/merging
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benji 25-Apr-20 08:04 PM
I guess, but I don't think searching for a needle in a haystack is a great introduction to a codebase
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V A H K I T I 25-Apr-20 08:05 PM
This is true
I guess it's up to Curtis at the end of the day
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benji 25-Apr-20 08:05 PM
I have to go for a while, but I'd be happy to try fixing the issue myself and screenshare to @Chip 🐉🇬🇧
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V A H K I T I 25-Apr-20 08:05 PM
❤️
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Chip 🐉🇬🇧 25-Apr-20 08:06 PM
Right now I'm just figuring out what the hay tastes like How dense it is Other such things that kinda fit with the metaphor
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benji 25-Apr-20 08:07 PM
Not only is the code terrible, but working with giant lists of verticies and indices is super hard to debug
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Chip 🐉🇬🇧 25-Apr-20 08:07 PM
Also yeah that screenshare thing would be great Benji, I'm gonna go to bed now so we can do it tomorrow, what time is good for you?
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benji 25-Apr-20 09:12 PM
IDK I'm pretty flexible
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Chip 🐉🇬🇧 25-Apr-20 09:14 PM
Alright well I'll be available more or less all day from about 11AM BST onwards
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benji 25-Apr-20 09:15 PM
that's 3am for me (Pacific) 👀 (edited)
I'm available at 10am pacific at the earliest
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Chip 🐉🇬🇧 25-Apr-20 09:20 PM
Aight so 6PM for me All good, I'll be online
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benji 26-Apr-20 03:34 PM
@Chip 🐉🇬🇧 Ready for some bugfixing?
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Chip 🐉🇬🇧 26-Apr-20 03:37 PM
Sure thing
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benji 26-Apr-20 03:41 PM
aight I'm in voice
@Vraiment can I get some help understanding how the git repos work for SAGESharp/LOMNTool?
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Vraiment 26-Apr-20 04:57 PM
sorry for the late answer
LOMNTool I don't remember touching it
for SAGESharp you have to clone it, make your changes
and once you get to a place you like you need to tag it
well, not tag it, create a release
Contribute to TheLegendOfMataNui/SAGESharp development by creating an account on GitHub.
click on Draft a new release
and fill in the release information
this will publish the NuGet package in nuget.org
then you can just update SAGESharp as needed from whatever project you want
VERY VERY IMPORTANT: 1. BEFORE CREATING THE RELEASE YOU NEED TO UPDATE THE VERSION LIKE IN THIS COMMIT https://github.com/TheLegendOfMataNui/SAGESharp/commit/0ea9f87bbab05fee34e32f52028c7da22422ff49 2. THE TAG OF THE RELEASE MUST MATCH EXACTLY THE SAME AS THE ONE IN THE COMMIT OTHERWISE THE ENTIRE PROCESS WILL FAIL (edited)
@benji
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benji 26-Apr-20 05:10 PM
awesome, thanks
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benji 26-Apr-20 06:03 PM
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The Cap'm (Reese) 26-Apr-20 06:03 PM
is onua a pirate?
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Chip 🐉🇬🇧 26-Apr-20 06:04 PM
yes
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benji 26-Apr-20 06:04 PM
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The Cap'm (Reese) 26-Apr-20 06:04 PM
hell yeah
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V A H K I T I 26-Apr-20 06:05 PM
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benji 26-Apr-20 06:07 PM
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V A H K I T I 26-Apr-20 06:08 PM
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UTTER_BODGE 26-Apr-20 06:15 PM
BORN TO DIE / MATH IS A FUCK / Kill Em All 1989.00000000001 / I am trash NaN / 1.#INF DEAD PROGRAMMERS
Tweets
65
Followers
10
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V A H K I T I 26-Apr-20 06:16 PM
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UTTER_BODGE 26-Apr-20 06:18 PM
TIL that C99 printf has a format specifier for "upper case floating point"
@nbelanger99 It just affects inf and nan (or INF and NAN)
I was practicing some JavaScript when one of my friends came across this JavaScript code: document.write(('b' + 'a' + + 'a' + 'a').toLowerCase()); The above code answers "banana"! Can an...
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benji 26-Apr-20 06:28 PM
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V A H K I T I 26-Apr-20 06:28 PM
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The Cap'm (Reese) 26-Apr-20 06:28 PM
fleep
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V A H K I T I 26-Apr-20 06:29 PM
FYI Reese, we're doing custom skeletons
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The Cap'm (Reese) 26-Apr-20 06:29 PM
i surmised
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V A H K I T I 26-Apr-20 06:29 PM
@Grampa Walker Sup? ( ͡° ͜ʖ ͡°)
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The Cap'm (Reese) 26-Apr-20 06:29 PM
looks like you're getting there
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V A H K I T I 26-Apr-20 06:29 PM
Ye
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The Cap'm (Reese) 26-Apr-20 06:29 PM
judging by how that looks pretty good aside from being upside down
good stuff my dudes
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V A H K I T I 26-Apr-20 06:30 PM
Yeet
Maybe we can have the Toa proportioned properly this patch after all
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The Cap'm (Reese) 26-Apr-20 06:30 PM
yeet
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V A H K I T I 26-Apr-20 06:30 PM
And I can fix my shenanigans with the ussal
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The Cap'm (Reese) 26-Apr-20 06:31 PM
and we can actually get the manas/mana-ko from the alpha loading maybe
since they crash from the skeleton IIRC
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The Shadow Emperor 26-Apr-20 06:31 PM
I thought Pohatu was the Australian
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The Cap'm (Reese) 26-Apr-20 06:31 PM
lel
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benji 26-Apr-20 06:32 PM
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V A H K I T I 26-Apr-20 06:33 PM
He vibin (edited)
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The Cap'm (Reese) 26-Apr-20 06:33 PM
just 90 more degrees Onua, you can do it
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The Shadow Emperor 26-Apr-20 06:36 PM
hey dudes bury me
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V A H K I T I 26-Apr-20 06:38 PM
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The Cap'm (Reese) 26-Apr-20 06:38 PM
QUICKSAND
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benji 26-Apr-20 06:40 PM
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V A H K I T I 26-Apr-20 06:41 PM
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The Cap'm (Reese) 26-Apr-20 06:42 PM
his feet are kinda shifty
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V A H K I T I 26-Apr-20 06:42 PM
Ye, as I said we had this issue in alpha too
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Ondrik🅱 (Ondrej) 26-Apr-20 07:16 PM
onua is a pirate
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The Cap'm (Reese) 26-Apr-20 07:24 PM
I already made that joke you fool
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V A H K I T I 26-Apr-20 07:58 PM
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sweg (Andrew) 26-Apr-20 07:58 PM
use the force crab
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V A H K I T I 26-Apr-20 08:01 PM
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The Cap'm (Reese) 26-Apr-20 08:01 PM
Crotch hat
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benji 26-Apr-20 08:25 PM
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V A H K I T I 26-Apr-20 08:26 PM
@The Cap'm (Reese) @ShadowDraikana You know what this means right?
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sweg (Andrew) 26-Apr-20 08:27 PM
crab has swag
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V A H K I T I 26-Apr-20 08:27 PM
We can fix Kevin
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sweg (Andrew) 26-Apr-20 08:28 PM
this is holy
kevin will soon be able to hurt us
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V A H K I T I 26-Apr-20 08:29 PM
Also we're totally doing a pirate hat cheat
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The Cap'm (Reese) 26-Apr-20 09:09 PM
MY SON
Priority 1
Make my son work properly :v
Do it nooooow
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V A H K I T I 26-Apr-20 09:16 PM
:v
I need Walker for it probably
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sweg (Andrew) 26-Apr-20 09:17 PM
no please I dont want Kevin to hurt me
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V A H K I T I 26-Apr-20 09:17 PM
I think I'll give blender 2.8 a try but no guarantees
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The Cap'm (Reese) 26-Apr-20 09:17 PM
Kevin will do what he wants, he's a strong, independent shark
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ShadowDraikana 26-Apr-20 09:38 PM
explain how this fixes kevin
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V A H K I T I 26-Apr-20 09:38 PM
The issue as I understand it is that scaling Rahi has a negative affect on their hitbox.
Upscaling the actual Rahi, model, rig and all, rather than just using the script to do it should solve the problem.
Or it'll just have the same issues as the Kane-Ra as that's the only other vanilla Rahi of comparable size.
¯\_(ツ)_/¯
Either way it helps with debugging the issue.
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ShadowDraikana 27-Apr-20 09:14 AM
is the cutscene issue resolved or is that still up in the air
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V A H K I T I 27-Apr-20 09:14 AM
The equipment thing?
Still up in the air
I need your help with the code to make certain there's nothing we can do there (edited)
Again, I can easily just make a new character for those two scenes, I'd just rather not if I don't have to
Very messy
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ShadowDraikana 27-Apr-20 09:15 AM
i mean i dont think this is a code problem unless this isnt broken for other scenes
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V A H K I T I 27-Apr-20 09:16 AM
Well there's never been a precedent for it.
We've never actually added parts directly to a character only loaded by cin_char
I mean we COULD resolve it by just moving Lewa to be loaded by regular char OOB (edited)
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ShadowDraikana 27-Apr-20 09:16 AM
oh wait a minute
where did you load the parts
like which method
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V A H K I T I 27-Apr-20 09:16 AM
After the cutscene init
So it should be loading the character first
I'm not THAT stupid. :p
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ShadowDraikana 27-Apr-20 09:17 AM
is this code pushed at all
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V A H K I T I 27-Apr-20 09:18 AM
No
It's a simple addition though
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ShadowDraikana 27-Apr-20 09:18 AM
send the relevant parts
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V A H K I T I 27-Apr-20 09:18 AM
var lewa; lewa = gcmodeldirector::getcharacter(scslosifoundation::stringtoidentifier("lewa"), 0); gccharacter::addpart(lewa, "lewa/haxe", 1);
(edited)
Which in turn is presently added like this
if (gcsaver::findcinema(scslosifoundation::stringtoidentifier("cin1")) == 0) { this.cinema = gccinemaengine::create(); gccinemaengine::load(this.cinema, "cin1"); gccinemaengine::play(this.cinema); var lewa; lewa = gcmodeldirector::getcharacter(scslosifoundation::stringtoidentifier("lewa"), 0); gccharacter::addpart(lewa, "lewa/haxe", 1); }
It's not clean, but it should work
It just doesn't, I believe because of how the character is loaded.
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ShadowDraikana 27-Apr-20 09:20 AM
its not
reason being cinema goes before it reaches that code
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V A H K I T I 27-Apr-20 09:20 AM
I mean
If you're implying that it's trying to load addpart after the cinema is done because of the whole freeze everything not related to the cinema thing
It shuts down as soon as the cinema tries to play
And it shuts down on calling addpart
This I've already confirmed
So it does run the whole block before the cinema starts
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ShadowDraikana 27-Apr-20 09:23 AM
i think i have an idea why. cin char reacts differently than a normal char slb or an osi loaded entity. so i think something that could be tried is firing the addpart code within the cinema event itself
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V A H K I T I 27-Apr-20 09:23 AM
We can do that? 😐
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ShadowDraikana 27-Apr-20 09:23 AM
IIRC
i need to verify the event ids
but theres one that fires during the cinema
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V A H K I T I 27-Apr-20 09:24 AM
Well it's worth a try. Otherwise I think my idea of loading Lewa as an actual normal character will work.
Actually I know it will
Cause that's how the Takara work
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ShadowDraikana 27-Apr-20 09:24 AM
is it just him thats screwed up
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V A H K I T I 27-Apr-20 09:24 AM
It just pulls characters already in the level
Yes
Tahu loads his equipment fine
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ShadowDraikana 27-Apr-20 09:24 AM
???? thats
da fuq
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V A H K I T I 27-Apr-20 09:25 AM
However that's determined well before the cutscene starts
Cause it's a player thing
It's initiated as one of the first processes going into a level (edited)
Which then carries over to cinematics as normal
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ShadowDraikana 27-Apr-20 09:25 AM
that right therr
something isnt quite working in lev5 the
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V A H K I T I 27-Apr-20 09:26 AM
No it's normal
It's the same reason added parts carry over between areas
(Unless loaded or told not to)
An added part is permanently affixed to a character unless you reload the game or forcibly remove it
Nothing is known to change this
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ShadowDraikana 27-Apr-20 09:27 AM
ye
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V A H K I T I 27-Apr-20 09:27 AM
That's why I only set it up to force equipment changes in specific circumstances
Ie: in areas bordering villages, or by the player class
Most areas don't have any code to set it up, and can just use the default setting from the player class
The way it works is that it's set once on player init, and then just carries over into any area or cutscene you go to
If you reload the game, it re-applies the equiment in any area you load into from the player class unless told to do otherwise
That's why Level4/strt was such a pain that required properties
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ShadowDraikana 27-Apr-20 09:30 AM
but heres my thing: why is tahu functioning and lewa not
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V A H K I T I 27-Apr-20 09:30 AM
Because Tahu is a player
Lewa is not
The cutscene still loads Tahu as cnt1
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ShadowDraikana 27-Apr-20 09:30 AM
lewa IS the player in lev5
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V A H K I T I 27-Apr-20 09:30 AM
We're talking about level 6 right now but the issue is the same.
Lewa works, Kopaka does not (edited)
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ShadowDraikana 27-Apr-20 09:31 AM
ok NOW that makes sense
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V A H K I T I 27-Apr-20 09:31 AM
:p
Sorry
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ShadowDraikana 27-Apr-20 09:31 AM
does addpart work on non-cnt1 entities
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V A H K I T I 27-Apr-20 09:31 AM
I mean
The first thing I did with it was set up villagers
So yes, definitely. :p
That's what it was made for actually is non-player characters
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ShadowDraikana 27-Apr-20 09:32 AM
talking more non-passive
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V A H K I T I 27-Apr-20 09:32 AM
It was used in the alpha for the orange Nui Rama
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ShadowDraikana 27-Apr-20 09:32 AM
reason being stupid shit
Im trying to.figure out if theres some.eeird fringe case bullshit
and its likely we ran into it
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V A H K I T I 27-Apr-20 09:33 AM
It works universally for any character that we know of. It was just never quite meant to be used on players.
However nothing really stops it from doing so. It just needed extra code to be useful
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ShadowDraikana 27-Apr-20 09:35 AM
we may need some r&d on the cin_char and how to interact with characters loaded there, but in the meantime i think if i can get the cinema event id i need i can try forcing it to load the parts. Since its specifically keeping track during and after the scene IIRC
events for that i mean
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V A H K I T I 27-Apr-20 09:36 AM
Aight, well keep me posted on that and hopefully it'll work out. If not, I'll make preparations to just load Kopaka/Lewa in OOB and have the cutscene pull them from the level like the Takara do.
Not the most elegant solution, but even modern games pre-load characters in the void like that sometimes.
If we have to do it, it's a valid solution.
I'm more annoyed that my first thought was to make a new character. I'm dum Pac (edited)
Related question:
Loading a character and freezing it via the OSI also negates its gravity, yes?
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ShadowDraikana 27-Apr-20 09:38 AM
i mean thats what weve had to do before (make new characters) so thatd be the first thing on the brain
any idea on how to verify that (edited)
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V A H K I T I 27-Apr-20 09:38 AM
Not sure. We could just take a random guard matoran and bump up his Y coordinate (edited)
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ShadowDraikana 27-Apr-20 09:39 AM
actually thatd work
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V A H K I T I 27-Apr-20 09:39 AM
I just want to be sure that if we have to load Kopaka/Lewa this way that I don't have to make a solid platform under the stage to support them
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ShadowDraikana 27-Apr-20 09:39 AM
or sky high vlgr spawns in ga-koro
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V A H K I T I 27-Apr-20 09:39 AM
:v
Also can already at least confirm that cutscenes supersede any freezing code in the OSI.
Since otherwise the guards would not be a part of the Takara.
So if we can get away with loading the cutscene Toa OOB and freezing them in place, that should work out nicely
No extra stage geometry needed.
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ShadowDraikana 27-Apr-20 09:43 AM
give.me a bit and i haul the laptop back out
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V A H K I T I 27-Apr-20 09:43 AM
Aight
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ShadowDraikana 27-Apr-20 10:35 AM
FOUND IT
remembered what i was looking for
ok so
you know how in the takara the matoran in tahu's mosh are loaded in purely via cin_char?
and how their color code is applied within the cutscene?
that's exactly what i meant earlier
the addpart needs to fire within the cutscene like this. the only problem i can see is removing the part once the scene ends since the other event seems to be fired after it ends. and since that char is removed by then...
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V A H K I T I 27-Apr-20 10:38 AM
I mean
We don't need to remove anything
The characters are only there for a cutscene
Characters with added parts that are killed, hidden, etc, also remove the part. Again, with the exception of players which do so differently and needed extra code (edited)
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ShadowDraikana 27-Apr-20 10:39 AM
perfect
if this works lewa should have his axe right
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V A H K I T I 27-Apr-20 10:40 AM
ye
Unrelated question btw
How feasible do you think it would be to use the OSI to code the Tarakava as actual minibosses? It is doable if the mud elemental is anything to go off of, and it would be good practice for Makuta later down the line.
I'm starting to think this is how they were meant to be implemented.
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The Cap'm (Reese) 27-Apr-20 10:43 AM
doesn't lev5 attempt that
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V A H K I T I 27-Apr-20 10:43 AM
Not really.
It loads it onto a spline, but that's about it.
Once it breaks off the spline, it uses its movelist and AI as normal
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ShadowDraikana 27-Apr-20 10:44 AM
keep in mind
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V A H K I T I 27-Apr-20 10:44 AM
We'd be superseding that with the OSI
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ShadowDraikana 27-Apr-20 10:44 AM
mud man has some serious issues
wait FUCK
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V A H K I T I 27-Apr-20 10:45 AM
While this is true, the alpha's bosses are entirely scripted. The Rock Elemental would be a good one to look at for something largely functional.
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ShadowDraikana 27-Apr-20 10:45 AM
i was supposed to look at rocky's morph code
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V A H K I T I 27-Apr-20 10:45 AM
One thing at a time
:p
Finish the rabbit hole with equipment first
Then we can look at that and maybe figure out miniboss scripting at the same time
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ShadowDraikana 27-Apr-20 10:46 AM
but shiny object
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V A H K I T I 27-Apr-20 10:46 AM
Lel
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The Cap'm (Reese) 27-Apr-20 10:46 AM
yarr, spongebob me boy, you gotta get me them shiny objects (edited)
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V A H K I T I 27-Apr-20 10:46 AM
To that end I'd love to know how the Fikou Nui works
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The Cap'm (Reese) 27-Apr-20 10:46 AM
~Onua, 2020
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ShadowDraikana 27-Apr-20 10:47 AM
fikou-nui basically had changes to its ai and that's about it. not much in the way of code
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V A H K I T I 27-Apr-20 10:48 AM
Weird.
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ShadowDraikana 27-Apr-20 10:48 AM
what i'd like is to hook the boss health meter functions
and allow me to display those for mini-bosses
since it just grabs the target char health iirc
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V A H K I T I 27-Apr-20 10:49 AM
I may be able to do that at some point.
We also need to fix how those and other menu objects render
In widescreen they just don't render at all
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The Cap'm (Reese) 27-Apr-20 10:50 AM
we also need a proper air meter that doesn't break the text
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ShadowDraikana 27-Apr-20 10:50 AM
that too
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The Cap'm (Reese) 27-Apr-20 10:51 AM
personally I'm for just making a new bar that slides in whilst underwater instead of using the numbers, but that'd be some work (as well as getting sliding hud working)
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ShadowDraikana 27-Apr-20 10:52 AM
mfw i forgot to make some of the ifs else ifs in the mtup 6 onevent
that thankfully wasn't causing issues
testing the fix for the cinema addpart now
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V A H K I T I 27-Apr-20 10:55 AM
yeet
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ShadowDraikana 27-Apr-20 10:56 AM
??????????
it's dying on the code before it even GETS to addpart
invalid operand to operator
u fokkin wot m8
how
OH NM IM STUPID
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V A H K I T I 27-Apr-20 11:00 AM
me 2
:v
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ShadowDraikana 27-Apr-20 11:03 AM
i was correct
the code needed to be fired not with a cinema event, but with a timer within an event that fires every frame
then having it check specifically for the cinema before firing
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V A H K I T I 27-Apr-20 11:04 AM
nice
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ShadowDraikana 27-Apr-20 11:04 AM
which other scenes need this
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The Cap'm (Reese) 27-Apr-20 11:04 AM
k meets l
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V A H K I T I 27-Apr-20 11:04 AM
Just K meets L
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ShadowDraikana 27-Apr-20 11:08 AM
may as well clean up the mtup5 class while i'm at it
mtup6 is done
going to be honest this is slightly sketch from the get go
great job saffire
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The Cap'm (Reese) 27-Apr-20 11:12 AM
quality
give it the saffire seal of quality
BecauseSaffire
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ShadowDraikana 27-Apr-20 11:13 AM
event 44 called here makes no fucking sense since lewa lands where the scene ends anyway right
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The Cap'm (Reese) 27-Apr-20 11:13 AM
i think?
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ShadowDraikana 27-Apr-20 11:14 AM
OH
no this is for playing the music when reentering the room
because they set the music to stop on entry
which is already kinda done by the cinema
that raises another point
they actually found a way to mute the music so you dont hear it for a split second before the cutscene kicks in
do we want to make this a thing for the other mtups
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V A H K I T I 27-Apr-20 11:16 AM
Sure
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ShadowDraikana 27-Apr-20 11:16 AM
need to find the most efficient way of doing this
i'll get the actual addpart fix pushed before i mess with this
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V A H K I T I 27-Apr-20 11:19 AM
Aight
Btw remind me what was wrong with sliding hud stuff? Reese reminded me that was a thing
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ShadowDraikana 27-Apr-20 11:21 AM
oh jesus christ
a lot
and i couldn't tell what
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The Cap'm (Reese) 27-Apr-20 11:21 AM
IIRC porting it was super difficult and we decided to push it back
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ShadowDraikana 27-Apr-20 11:21 AM
i had PARTIALLY fixed it at one point
but my code got wiped during a botched branch merge
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V A H K I T I 27-Apr-20 11:21 AM
Oof
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ShadowDraikana 27-Apr-20 11:21 AM
so i basically never went back to it
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V A H K I T I 27-Apr-20 11:23 AM
Copying the alpha code for hudthingy directly works, it just doesn't load the right textures for the head
Well I say directly, but I cherry picked the necessary code for hudclass
So at least part of it can generally function still
(Yes I'm looking into it now. :p)
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ShadowDraikana 27-Apr-20 11:25 AM
yeah it all works but it has issues
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V A H K I T I 27-Apr-20 11:25 AM
What issues did you encounter?
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The Cap'm (Reese) 27-Apr-20 11:27 AM
well if and when we get this working can we also try getting HUD eye colors working
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V A H K I T I 27-Apr-20 11:27 AM
?
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The Cap'm (Reese) 27-Apr-20 11:27 AM
Where the eye color on the HUD head matches the eye color of the toa
we talked about this a while back
it's on the trello card for the sliding hud as well
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V A H K I T I 27-Apr-20 11:28 AM
ah
For that matter, the position needs slight adjustment
It's always been slightly offset from the actual eyes
Funnily enough btw, a lot of the code for the sliding hud is actually still present it looks like.
The default beta hudthingy class still loads the head turning animation, but because the hud never slides, it's never used
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The Cap'm (Reese) 27-Apr-20 11:30 AM
huh
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V A H K I T I 27-Apr-20 11:30 AM
this.partsarray = [ ]; this.headrotate = new ss_basesprite("Root/data/art/hud/turnhead", 10, 20, 0, 74, 84); this.partsarray.__append(this.headrotate);
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The Cap'm (Reese) 27-Apr-20 11:41 AM
neat
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ShadowDraikana 27-Apr-20 11:43 AM
send the code used for kopaka's addpart for the cinema @V A H K I T I
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V A H K I T I 27-Apr-20 11:43 AM
Should be the same as Lewa's, just use hsrd
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The Cap'm (Reese) 27-Apr-20 11:44 AM
shield?
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V A H K I T I 27-Apr-20 11:44 AM
And obviously change the char/variable names
Oh yeah, that too
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The Cap'm (Reese) 27-Apr-20 11:44 AM
:v
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V A H K I T I 27-Apr-20 11:44 AM
hsld
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ShadowDraikana 27-Apr-20 11:44 AM
same int at the end?
1?
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V A H K I T I 27-Apr-20 11:44 AM
Doesn't really matter in this case. If you want to make it tidy, just set the sword as 1 and the shield as 2
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ShadowDraikana 27-Apr-20 11:46 AM
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V A H K I T I 27-Apr-20 11:47 AM
Nice
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The Cap'm (Reese) 27-Apr-20 11:47 AM
yey
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V A H K I T I 27-Apr-20 11:47 AM
In other news, after cherry picking A BUNCH of code, I managed to make the health/energy bars slide using the beta's usual hud class
Well mostly
The issue with the head is still present, but I've narrowed it down to some args in the property definition (edited)
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The Cap'm (Reese) 27-Apr-20 11:48 AM
nice
The ammo works fine?
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ShadowDraikana 27-Apr-20 11:48 AM
keep in mind
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V A H K I T I 27-Apr-20 11:48 AM
Well I haven't done that yet
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The Cap'm (Reese) 27-Apr-20 11:48 AM
oh
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V A H K I T I 27-Apr-20 11:48 AM
Just been focusing on one element
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ShadowDraikana 27-Apr-20 11:48 AM
i was working with asm at the time
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V A H K I T I 27-Apr-20 11:48 AM
fair
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The Cap'm (Reese) 27-Apr-20 11:48 AM
oof
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ShadowDraikana 27-Apr-20 11:48 AM
i've never looked at this with the lss
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V A H K I T I 27-Apr-20 11:48 AM
Well maybe you can help me figure out these arguments
Do that and we can get this working
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ShadowDraikana 27-Apr-20 11:48 AM
did someone say
arguments
documentation urge intensifies
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V A H K I T I 27-Apr-20 11:49 AM
Beta: this.headrotate = new ss_basesprite("Root/data/art/hud/turnhead", 10, 20, 0, 74, 84); Alpha: this.headrotate = new gs_lego_animatesprite("Root/data/art/hud/turnhead", 0, 24, 1, 10, 20, 0, 74, 84);
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ShadowDraikana 27-Apr-20 11:49 AM
give me a minute to push some of my other documentation
i specified what a ton of args are for in the toa class stuff
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V A H K I T I 27-Apr-20 11:50 AM
Leaving the beta one as-is causes a shutdown. Using the alpha arguments makes it work, but render as a white box
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ShadowDraikana 27-Apr-20 11:50 AM
i remember that being a thing
like i said
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V A H K I T I 27-Apr-20 11:50 AM
Yea it has issues
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The Cap'm (Reese) 27-Apr-20 11:50 AM
do we have the HUD folder anymore in the art folder
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ShadowDraikana 27-Apr-20 11:50 AM
give me a minute to push some stuff
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V A H K I T I 27-Apr-20 11:50 AM
But I've now narrowed it down at least
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ShadowDraikana 27-Apr-20 11:50 AM
ALSO the way saffire hooked up the music in mtup5 is honestly sound
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V A H K I T I 27-Apr-20 11:50 AM
Ye
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ShadowDraikana 27-Apr-20 11:50 AM
i can't think of a better way of doing it
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The Cap'm (Reese) 27-Apr-20 11:51 AM
heh geddit
sound
well turnhead isn't even a texture name in the hud folder
so that might be something
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V A H K I T I 27-Apr-20 11:51 AM
Hmmm
looking into it
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The Cap'm (Reese) 27-Apr-20 11:52 AM
HUD_MASK is
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ShadowDraikana 27-Apr-20 11:52 AM
ye texture name bs
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V A H K I T I 27-Apr-20 11:52 AM
I wouldn't be surprised if it's just not finding the texture
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The Cap'm (Reese) 27-Apr-20 11:52 AM
alpha has it
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ShadowDraikana 27-Apr-20 11:52 AM
yeah it isn't finding it iirc
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V A H K I T I 27-Apr-20 11:52 AM
This property is present in the beta but otherwise never called
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The Cap'm (Reese) 27-Apr-20 11:52 AM
We literally just need to port the textures from the alpha HUD folder
that's it
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V A H K I T I 27-Apr-20 11:52 AM
Hopefully
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The Cap'm (Reese) 27-Apr-20 11:52 AM
no like
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V A H K I T I 27-Apr-20 11:52 AM
Stand by
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The Cap'm (Reese) 27-Apr-20 11:53 AM
that's the reason it's not rendering
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ShadowDraikana 27-Apr-20 11:53 AM
boi hold on let me get my toa class arg documentation up lol
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The Cap'm (Reese) 27-Apr-20 11:53 AM
turnhead is in the alpha Hud folder but not the beta hud folder
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V A H K I T I 27-Apr-20 11:54 AM
Yep
that did it
Works perfectly now
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The Cap'm (Reese) 27-Apr-20 11:54 AM
figured
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V A H K I T I 27-Apr-20 11:55 AM
So that's one element down. Needs further texting of course, but if it has issues, it'll have no more than the alpha did
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The Cap'm (Reese) 27-Apr-20 11:55 AM
texting
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V A H K I T I 27-Apr-20 11:55 AM
:v
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The Cap'm (Reese) 27-Apr-20 11:55 AM
yo hud u up
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V A H K I T I 27-Apr-20 11:55 AM
It even hides as expected for cutscenes. Probably because I put in the effort of actually combining the relevant alpha code with the beta classes. :p
IIRC I remember hiding outright being an issue in alpha
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The Cap'm (Reese) 27-Apr-20 11:56 AM
on load it wouldn't leave properly IIRC
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V A H K I T I 27-Apr-20 11:57 AM
Ah yes
Well it definitely does here
😄
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The Cap'm (Reese) 27-Apr-20 11:57 AM
good
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V A H K I T I 27-Apr-20 11:57 AM
Yet another instance of the beta just doing the same shit the alpha did but better
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The Cap'm (Reese) 27-Apr-20 11:57 AM
so next the tokens and mask I assume
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V A H K I T I 27-Apr-20 11:57 AM
Yep
Ammo should be easy. I'll just pick the necessary code from the element class in the alpha
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The Cap'm (Reese) 27-Apr-20 11:58 AM
I will admit I'm worried about how ammo will work because of the text there but I'm probably just paranoid
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V A H K I T I 27-Apr-20 12:00 PM
There is a minor issue I have to look into with the vitality bars and that's the eyes. They seem to be rendering darker than usual.
After that I'll set up the other elements
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ShadowDraikana 27-Apr-20 12:04 PM
interesting
mtup5 has separate models that look like they're contained in the main.x ultimately
saffire just combined everything it looks like
tree models were merged into the tre1.x
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V A H K I T I 27-Apr-20 12:06 PM
Neat
Also I noticed an issue I think both versions of the sliding hud have, and it partially accounts for the eye texture bug I found.
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The Cap'm (Reese) 27-Apr-20 12:07 PM
Yes?
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V A H K I T I 27-Apr-20 12:07 PM
Said bug is consistent in the alpha, we just never noticed it
So
The eyes have two textures, eyeson and eyesoff. They're added to an array and that array is accessed when the hud is sliding in and out.
THe expected result is for the eyes to use the off texture while sliding and turn on when it stops.
However for whatever reason, only the off texture is ever used, and when the hud slides, the texture is removed entirely.
It's almost as if it's trying to access something outside the array
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ShadowDraikana 27-Apr-20 12:09 PM
make sure to pull
added param documentation and some tweaks
so gs lego toa and player classes
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V A H K I T I 27-Apr-20 12:09 PM
I think I'll need your help on this one ash if you're interested. This is an issue in Alpha too FYI, we just never noticed it
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ShadowDraikana 27-Apr-20 12:09 PM
oh i knew about this
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The Cap'm (Reese) 27-Apr-20 12:09 PM
well does the eye texture have frames to slide out with
I thought it was an intentional thing that when it finishes sliding in the eyes turn on
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V A H K I T I 27-Apr-20 12:10 PM
I'm not sure it works that way
Or that it's supposed to
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ShadowDraikana 27-Apr-20 12:10 PM
that's how it's supposed to work, turns on once up, turns off when slides away. supposed to anyway
it doesn't have lit eye frames
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V A H K I T I 27-Apr-20 12:11 PM
Well it has two frames
There are two textures, one for the eyes on, and one for off
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ShadowDraikana 27-Apr-20 12:11 PM
also
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V A H K I T I 27-Apr-20 12:11 PM
But it only ever uses the off one in alpha
(And by extent this)
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ShadowDraikana 27-Apr-20 12:12 PM
i didn't remove the function call for the mapperstate stuff in gs lego toa
i'd prefer if we did r&d to make 100% sure the function has been deprecated before i'm comfortable removing that code
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V A H K I T I 27-Apr-20 12:12 PM
What I think I may do to combat this is make it fade out the eyes using the existing properties instead of using this on/off array thing.
Then I'll add a universal closed eye texture to the head itself.
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ShadowDraikana 27-Apr-20 12:15 PM
LOL
i figured out
why saffire set the start point in the cutscene instead of leaving this be for the cutscene end point
lewa is facing where kopaka entered still
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The Cap'm (Reese) 27-Apr-20 12:15 PM
ah
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V A H K I T I 27-Apr-20 12:25 PM
Token sliding is go
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The Cap'm (Reese) 27-Apr-20 12:25 PM
yeet
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V A H K I T I 27-Apr-20 12:26 PM
This really must have been just ASM throwing you through a loop @ShadowDraikana
So far there is nothing major wrong with this
It just takes a bit of effort cherry picking and merging relevent code
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The Cap'm (Reese) 27-Apr-20 12:26 PM
asm sucked so i'm not surprised
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V A H K I T I 27-Apr-20 12:27 PM
Ye I can hardly blame her. :p
We're STILL cleaning up shit that we did in ASM
Anyways it'll be nice to get this added back in
So far it's looking good
Hell if we can hook boss bars we can probably make them slide in too. 😛
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The Cap'm (Reese) 27-Apr-20 12:28 PM
would it be easy to do different eye colors now or would that need a bunch more work
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V A H K I T I 27-Apr-20 12:28 PM
Remind me again what the issue was with that? I thought the toa DID have different colours
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The Cap'm (Reese) 27-Apr-20 12:28 PM
no
They all use green
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V A H K I T I 27-Apr-20 12:28 PM
Hmm
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The Cap'm (Reese) 27-Apr-20 12:28 PM
How much have you played this game?
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V A H K I T I 27-Apr-20 12:28 PM
Also
This is an unexpected issue
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The Cap'm (Reese) 27-Apr-20 12:29 PM
wut
wut happun
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V A H K I T I 27-Apr-20 12:29 PM
There must be something up with the offset on added health
I'll look into it
It also doesn't slide out entirely when the health bar is larger because it's only sliding out JUST off screen.
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The Cap'm (Reese) 27-Apr-20 12:30 PM
that was an issue in the alpha if you debugged it too long (edited)
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V A H K I T I 27-Apr-20 12:30 PM
That can be fixed easily enough though it might cause a noticeable delay
It's just a matter of pushing it further off screen
If we REALLY wanted to put in effort, we could maybe set it up with unique offsets per level and set it up to detect the character similar to how I did with the equipment
But that's a bit beyond my brain power right now (edited)
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ShadowDraikana 27-Apr-20 12:32 PM
pushed the mtup code
and yeah there are issues Liam :P
with the sliding hud as you just saw
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V A H K I T I 27-Apr-20 12:33 PM
Not as many as you seemed to indicate though
And they all seem pretty simple at a glance
Well simple in concept, tedious to fix, but not necessarily difficult
In theory a per-character offset shouldn't be any more complicated than my equipment stuff
Just duplicate the offset code 8 times, change the values, and add character conditions
Slight aside
You know what we COULD do for the eyes?
What if we just like...
Did what the game already does with tokens?
:p
Just make a universal white eye texture and add an RGB overlay
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The Cap'm (Reese) 27-Apr-20 12:37 PM
apply an rgb
huh
could do
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V A H K I T I 27-Apr-20 12:38 PM
It's an annoying thing with tokens, but here it's probably the simplest solution
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ShadowDraikana 27-Apr-20 12:41 PM
rgb overlay does stupid things with the tokens
see gali's being too dark
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V A H K I T I 27-Apr-20 12:41 PM
Right, but that's because the default texture is gray
With the eyes we can fine tune it
They can just be stark white as the default like Matoran
Regarding the health addition, I'm not sure what the problem is actually.
The added cells show up fine. It's just the lights that render weird
Oh boi
Trying to add max energy with the debug menu crashes
I'm willing to admit that maybe there are more issues with this than initially displayed at face value Pac
Dying also results in the offset, so that's weird
Well @ShadowDraikana, I'll make a new branch for this if you want to have a look at it. It seems promising overall, but the issues it does have are not great.
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ShadowDraikana 27-Apr-20 12:53 PM
pull all commits before hand
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Roblord 27-Apr-20 12:53 PM
At this point you'll have more trees than Mata Nui does by the time Rebuilt is finished
GWchadThink
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V A H K I T I 27-Apr-20 12:54 PM
:v
Pushed to sliding-hud-testing (edited)
Currently just has the textures added, the token sliding implemented, and the partial vitality sliding
I'll look into the mask and ammo sliding next
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The Cap'm (Reese) 27-Apr-20 12:55 PM
token works no problem right
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V A H K I T I 27-Apr-20 12:55 PM
If that all works, then we can at least rest easy knowing the issues are contained to the vitality
Ye
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The Cap'm (Reese) 27-Apr-20 12:55 PM
gud
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V A H K I T I 27-Apr-20 01:08 PM
The ammo is going to be a little harder to implement I think. It has enough differences from the old element class that it's throwing me through a loop
It SHOULDN'T be impossible though
FYI I'm also adding the alpha's debug print back into these classes as I go
Dunno why that was removed
Sliding masks are working
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ShadowDraikana 27-Apr-20 01:16 PM
yeah THAT much works
tokens will work too
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V A H K I T I 27-Apr-20 01:16 PM
So thst just leaves ammo and the issues with the health/energy
Yeah already did that
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ShadowDraikana 27-Apr-20 01:16 PM
i got both those working before
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V A H K I T I 27-Apr-20 01:16 PM
Ammo I'm convinced CAN work, it's just going to take a little more brain power than I currently have to do it
If you wanna have a look at it, it's all there
Um... qq
How do I push stashed changes with github desktop? It's not giving me the option to push
😐
Oh PFF
I'm dumb and forgot to commit
Case in point with the brain power
:p
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The Cap'm (Reese) 27-Apr-20 01:22 PM
You fool
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V A H K I T I 27-Apr-20 01:22 PM
Whoosh
Add textures for head turning Add tokens to sliding hud Add masks to sliding hud Add WIP vitality bars to sliding hud
@ShadowDraikana Go nuts whenever ya feel like it
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V A H K I T I 27-Apr-20 01:47 PM
Took a quick look into the level 7 issue. No idea what's up there.
Cranking the render limit way up had no effect
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The Cap'm (Reese) 27-Apr-20 02:07 PM
Well what the fuck
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The Cap'm (Reese) 27-Apr-20 02:55 PM
...so what were we doing before sliding hud again?
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The Cap'm (Reese) 27-Apr-20 03:27 PM
well regardless something we have to do is finish the frontend stuff at some point; that branch is getting really old at this point and has certain things in it that are relevant to the patch (such as the updated credits)
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omegalucas 27-Apr-20 03:56 PM
What's the sliding HUD?
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The Cap'm (Reese) 27-Apr-20 03:56 PM
The alpha HUD that slid in and out depending on if you were hurt, using a mask, etc
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The Cap'm (Reese) 27-Apr-20 04:53 PM
--- Got the gear pickup animation bug fixed, but there's another problem
If you leave the area and come back, as is usual rn the pickup model respawns
However, getting within collection range of it crashes the game
This also happens with the gatestone in BECH, and I bet with the Kaukau as well
I think if we fix the pickup models respawning this issue may resolve itself, but as of now it's a thing.
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V A H K I T I 27-Apr-20 08:01 PM
.-.
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The Cap'm (Reese) 27-Apr-20 08:02 PM
Yeah ss weird
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V A H K I T I 27-Apr-20 08:02 PM
What's up with the frontend stuff?
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The Cap'm (Reese) 27-Apr-20 08:02 PM
We haven't touched it in forever and the branch is horribly behind
Same problem the first ISLD branch had
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V A H K I T I 27-Apr-20 08:03 PM
Well what I mean to say is what's in it right now that we need?
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The Cap'm (Reese) 27-Apr-20 08:04 PM
Well the only thing I know is in there for this patch is the most updated credits
But I figured I'd mention how behind it is since merging will be a bitch when we work on it again
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V A H K I T I 28-Apr-20 08:11 AM
@ShadowDraikana Thoughts?
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ShadowDraikana 28-Apr-20 08:12 AM
shoefitter is in that branch
which reminds md
we wanted to hookmod that one function to read from the blks
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V A H K I T I 28-Apr-20 08:12 AM
Remind me what needs to be done there again?
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ShadowDraikana 28-Apr-20 08:13 AM
basically when it tries to load a char, its not getting the names slb from the blks. it sees the level loaded and tries grabbing from that blk
we found out the function was never updated basically in order to allow.it to check the blks correctly
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V A H K I T I 28-Apr-20 08:14 AM
So basically
I need to do exactly the same thing I did with addpart
Pac
I can actually do that
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ShadowDraikana 28-Apr-20 08:15 AM
might be a good mod to get me acquainted with this
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V A H K I T I 28-Apr-20 08:16 AM
Wait so you want to do it then?
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ShadowDraikana 28-Apr-20 08:16 AM
Considering its basic bitch mod apparently
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V A H K I T I 28-Apr-20 08:16 AM
Fuckin fite me
:v
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ShadowDraikana 28-Apr-20 08:16 AM
hey i need to see how this works
i have two functions i have been itching to hook for a whil
and force back into the osi
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V A H K I T I 28-Apr-20 08:17 AM
Well the guide doesn't cover forcing a thing back to the OSI I don't think, but you do you.
Gonna work on that this morning then?
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ShadowDraikana 28-Apr-20 08:18 AM
1. If i dig the video up
2. If i can figure out what the fuck im doing with adding the mod
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V A H K I T I 28-Apr-20 08:19 AM
Well the video is a thing, but there's also a written tutorial pinned here
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ShadowDraikana 28-Apr-20 08:20 AM
already hung up.on return type. i cant tell half the time what the fuck the params are even FOR in functions
in the OSI its far far easier usually
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V A H K I T I 28-Apr-20 08:20 AM
I mean you literally just copy what's in the pseudocode for that.
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Roblord 28-Apr-20 08:21 AM
BecauseSaffire
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V A H K I T I 28-Apr-20 08:21 AM
If it says void, the return type is void
Ez
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ShadowDraikana 28-Apr-20 08:22 AM
...Im more talking what the args do
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V A H K I T I 28-Apr-20 08:22 AM
I mean again
YOu're just copying from ida
Don't worry about it for now
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Roblord 28-Apr-20 08:23 AM
The args are a vocalisation of pain one makes when attempting to decipher code like this
GWchadThink
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V A H K I T I 28-Apr-20 08:23 AM
':v
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ShadowDraikana 28-Apr-20 08:24 AM
also did you need the args defined for the hud stuff still
cuz i can work on param names as well
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V A H K I T I 28-Apr-20 08:25 AM
I'm done with that at the moment. I've done all I think I'm capable of.
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ShadowDraikana 28-Apr-20 08:25 AM
not surd if youve perused classes yet where i documented thd args
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V A H K I T I 28-Apr-20 08:25 AM
I have not
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ShadowDraikana 28-Apr-20 08:26 AM
i need to go through methodically and do it for a lot of key parent classes
gs lego toa has some documentation now at least
grapple methods uh not so.mucj
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V A H K I T I 28-Apr-20 08:30 AM
Well anyways if you're gonna work on the shoefitter stuff, I'd start by moving the contents of the branch its on to clusterfuck
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ShadowDraikana 28-Apr-20 09:23 AM
hoo boi
we sure about this
keep in mind
shoefitter triggers some kind of osi error when quitting the game. i dont know why enabling it triggers the error on quit but it does (edited)
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V A H K I T I 28-Apr-20 09:25 AM
I mean we don't have to enable it for release if we don't want to yet
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ShadowDraikana 28-Apr-20 09:25 AM
aight
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V A H K I T I 28-Apr-20 09:25 AM
I just want to merge or purge old branches
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ShadowDraikana 28-Apr-20 09:25 AM
i can disable it on release
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V A H K I T I 28-Apr-20 09:25 AM
Ye.
You know what would make this easier?
Implementing a toggle we can put in a globalclass that can just enable/disable certain things we specify for release vs debug builds.
Would save a ton of commenting out random shit
I'm always so annoyed whenever I have to re-enable Nobua stuff because I have to go through like 10 different classes and uncomment all your stuff
If you just wrapped that in a conditional and tied it all back to some random globalclass, it would make life much easier
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ShadowDraikana 28-Apr-20 09:28 AM
yeah straight up no
the way this works doesnt exactly allow for this
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V A H K I T I 28-Apr-20 09:29 AM
Oh?
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ShadowDraikana 28-Apr-20 09:30 AM
hooking osi function classes up like that wont work iirc and even if i could theres no way to differentiate vs what build we have
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V A H K I T I 28-Apr-20 09:31 AM
Well I'm sure there's some way to do it, but as long as you're fine wasting time commenting out shit every patch, I'm not gonna stop you. :p
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ShadowDraikana 28-Apr-20 09:34 AM
there isnt
straight up
unless vs can interact with the build with debug/release, no way doss this work
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ShadowDraikana 29-Apr-20 10:38 AM
ah yes
i remember why i stopped on the shoefitter branch pushes
because i couldn't get the folder tree i needed in place to work proerly on build
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V A H K I T I 29-Apr-20 10:39 AM
Hmm?
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ShadowDraikana 29-Apr-20 10:57 AM
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V A H K I T I 29-Apr-20 10:57 AM
So seriously, what? :p
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ShadowDraikana 29-Apr-20 10:57 AM
nah i couldn't get the makefile to behave
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V A H K I T I 29-Apr-20 10:58 AM
Oh that's all?
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ShadowDraikana 29-Apr-20 10:58 AM
the folders NEED to be present for shoefitter to work right
because it cant generate the folder tree on its own
so when it tries searching the path to save files in and returns nothing, boom
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V A H K I T I 29-Apr-20 10:58 AM
You say couldn't, have you been able to do so now or do you still need it?
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ShadowDraikana 29-Apr-20 10:59 AM
still need it
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V A H K I T I 29-Apr-20 10:59 AM
What are the folders needed?
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ShadowDraikana 29-Apr-20 10:59 AM
i had them in my tree on the branch locally and i tried pushing the folder tree with keep files
sot they should be on the branch
just getting the build process to generate them in the build folder is the problem
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V A H K I T I 29-Apr-20 11:01 AM
menu testing, yes?
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ShadowDraikana 29-Apr-20 11:01 AM
yup
pushed a minor commit to clusterfuck
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V A H K I T I 29-Apr-20 11:04 AM
Good lord this branch is behind isn't it?
Rebuilding half the bloody game here
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The Cap'm (Reese) 29-Apr-20 11:04 AM
yeah
that's why I brought it up 😛
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ShadowDraikana 29-Apr-20 11:04 AM
do you want me to just
try merging anyway
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The Cap'm (Reese) 29-Apr-20 11:04 AM
uh
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ShadowDraikana 29-Apr-20 11:04 AM
for better or worse
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The Cap'm (Reese) 29-Apr-20 11:05 AM
you do remember that the credits shut down on that branch
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ShadowDraikana 29-Apr-20 11:05 AM
oh that's why we never pulled it over
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The Cap'm (Reese) 29-Apr-20 11:05 AM
yeah
also the extras pan was borked and shit, but mostly that
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ShadowDraikana 29-Apr-20 11:05 AM
novel idea
i could disable shoefitter
and see if that somehow is involved
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V A H K I T I 29-Apr-20 11:06 AM
So just to clarify: the build issue is that it only copies the Onua folder in the SLKs dir, yes?
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ShadowDraikana 29-Apr-20 11:06 AM
it doesnt copy any of them
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V A H K I T I 29-Apr-20 11:06 AM
That's not the result I'm getting
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ShadowDraikana 29-Apr-20 11:06 AM
O_o
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V A H K I T I 29-Apr-20 11:07 AM
Everything copies fine except for the other SLK dirs (edited)
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ShadowDraikana 29-Apr-20 11:07 AM
nani the fuck
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V A H K I T I 29-Apr-20 11:07 AM
Hmm... well now deleting them they don't replace themselves.
Okay well I got it to build. I just needed to add another wildcard to the makefile to check into deeper subdirectories.
However now the problem arises that it won't build empty folders
Easy solution would be for you to put a dummy file in each if they're needed
the .keep files make no difference since it seems to ignore files without an extension.
For now I'll just put a dummy.txt in there and push the changes
Done.
@ShadowDraikana
Idk if any of the subfolders other than what's in the SLKs dir ever contain any files, but I've added the necessary wildcards for it to see what's in them regardless.
For the record, it was just a matter of adding more */es to these: $(wildcard ./native/*/*.* )
Those basically just tell it how deep to look for files
Where */ is another subdirectory
Presently it was only looking 1 folder deep
(which would only return the mods folder) (edited)
You gave up all that work because of THIS? Pac
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ShadowDraikana 29-Apr-20 11:31 AM
credits shutdown was driving me nuts otherwise
and there's a disconnect within shoefitter i can't trace
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V A H K I T I 29-Apr-20 11:32 AM
Well at any rate the build issue is fixed
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ShadowDraikana 29-Apr-20 11:32 AM
that causes a breakdown. it doesn't register properly an animation is loaded but it does at the same time
some of the code doesn't get the memo properly an animation IS loaded
it's bizarre
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V A H K I T I 29-Apr-20 11:32 AM
You know what we could do for now?
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ShadowDraikana 29-Apr-20 11:33 AM
if i find where the breakdown is shoefitter may be actually usable since it all hinges on that apparently
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V A H K I T I 29-Apr-20 11:33 AM
Merge this branch with the sliding hud branch. Rename it to just "experimental".
That brings it up to date and keeps it out of the way of stable changes
(and removes one more unnecessary branch)
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ShadowDraikana 29-Apr-20 11:40 AM
true
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V A H K I T I 29-Apr-20 11:45 AM
Go ahead and do that then I guess.
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V A H K I T I 29-Apr-20 02:58 PM
@JrMasterModelBuilder Not sure why I hadn't noticed this before, but here's more proof that the alpha being as dark as it is is a bug somewhere. A version of the help screen taken sometime between the two builds. Not the alpha beach but the beta Onua model.
Actually no that's the prealpha model
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The Cap'm (Reese) 29-Apr-20 02:58 PM
Isn't that in the alpha?
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V A H K I T I 29-Apr-20 02:58 PM
Porbably
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The Cap'm (Reese) 29-Apr-20 02:58 PM
the image i mean
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V A H K I T I 29-Apr-20 02:59 PM
Again, probably.
Point is, the image is clear unlike what we have
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The Cap'm (Reese) 29-Apr-20 02:59 PM
yeah
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Ondrik🅱 (Ondrej) 29-Apr-20 02:59 PM
Add to that
When running the beta on a VM, it's similarly as dark
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The Cap'm (Reese) 29-Apr-20 02:59 PM
We do need to make a help graphic for rebuilt since we'll be adding the screen back in
And the alpha one isn't exactly appropriate
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ShadowDraikana 29-Apr-20 04:09 PM
remember i found out that adding a character into the alpha shoefitter caused the lighting to go dark
something with characters fucks the lighting somehow
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The Cap'm (Reese) 29-Apr-20 05:50 PM
So.
Tested just now.
Added these from the extras branch, credits shut down.
Did not touch the creditsscreen or the shoefitter stuff
something in here is the problem
figure that out and we can just merge to clusterfuck I think
just temporarily move the Extras option to the Options menu and we can get that rigged up better later
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The Cap'm (Reese) 29-Apr-20 06:34 PM
Update
it's the global class
reverted that to the version on clusterfuck and the credits loaded
Doing this breaks the credits
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ShadowDraikana 29-Apr-20 07:25 PM
i'm going to take a guess that the actual problem is the credits at this point. as in saffire hooked up the credits to the duplicate fonts
and when i changed them
boom
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The Cap'm (Reese) 29-Apr-20 07:26 PM
how easy would it be to test that theory
redirecting it to gamefont 1 and 2 there
because if that's fixed menu testing is almost good to just merge into clusterfuck
just need to either fix how the extras pan works or move it to Options until we take the time to make it work better
I'm repeating myself now
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V A H K I T I 29-Apr-20 08:09 PM
HA
SO IT WASN'T MY DOING
EAT IT
Pac
@ShadowDraikana
Fuckin.. blaming me for my implementation of the extras menu for the last 6 months.
I am vindicated at last
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The Cap'm (Reese) 29-Apr-20 08:16 PM
So do you think we want to try getting an extras pan down this patch or just move the option to Options for the time being
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V A H K I T I 29-Apr-20 08:16 PM
move the option to options, wat
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The Cap'm (Reese) 29-Apr-20 08:17 PM
move the Extras option to the Options menu
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V A H K I T I 29-Apr-20 08:17 PM
o. I mean.. what was stopping us from doing the pan exactly?
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The Cap'm (Reese) 29-Apr-20 08:17 PM
Last I checked it zipped its ass through too fast and broke the angle
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V A H K I T I 29-Apr-20 08:18 PM
Well I think we can give it another try
But first I need Ash to merge these branches
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ShadowDraikana 29-Apr-20 08:18 PM
no
not until i look at the fonts
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V A H K I T I 29-Apr-20 08:18 PM
Why can't it just stay as is?
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ShadowDraikana 29-Apr-20 08:19 PM
because it breaks the fucking credits lol
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The Cap'm (Reese) 29-Apr-20 08:19 PM
Shoefitter uses that font
and if it's there it breaks the credits
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ShadowDraikana 29-Apr-20 08:19 PM
it's staying that way
but i need to look at the credits
saffire probably hooked it up to the fonts i changed
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V A H K I T I 29-Apr-20 08:19 PM
So it doesn't work the way saffire set it up?
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ShadowDraikana 29-Apr-20 08:19 PM
it does with the duplicate bullshit they did
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V A H K I T I 29-Apr-20 08:19 PM
Then why are we changing it?
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ShadowDraikana 29-Apr-20 08:19 PM
nd i'm not about to revert to it
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V A H K I T I 29-Apr-20 08:20 PM
Bullshit as it may be, changing something for the sake of cleaner code is no reason to withold progress (edited)
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ShadowDraikana 29-Apr-20 08:20 PM
because 1. they're dupes and 2. those are called by shoefitter
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V A H K I T I 29-Apr-20 08:20 PM
Especially if it breaks shit
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The Cap'm (Reese) 29-Apr-20 08:20 PM
the game doesn't load the shoefitter font otherwise, does it?
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ShadowDraikana 29-Apr-20 08:20 PM
and obviously it's the incorrect font until i change it to use the correct font
nope, it tries using the regular font
which barfs horribly
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V A H K I T I 29-Apr-20 08:21 PM
Thank you, that makes somewhat more sense
Okay so how soon can you get that looked into?
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ShadowDraikana 29-Apr-20 08:21 PM
i can try tonight
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V A H K I T I 29-Apr-20 08:21 PM
Sounds good to me.
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ShadowDraikana 29-Apr-20 08:21 PM
no guarantees because idk what saffire did with the credits
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V A H K I T I 29-Apr-20 08:22 PM
I'll have a look into it as well after I'm done with kevin
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The Cap'm (Reese) 29-Apr-20 09:26 PM
Debugging out of context:
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sweg (Andrew) 29-Apr-20 09:46 PM
Lo rint M nu Front n L v l-1 Onu L v l-2 li
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Leena 29-Apr-20 09:49 PM
Front n
If that ain’t a mood
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The Cap'm (Reese) 29-Apr-20 10:25 PM
okay so here's what the issue is
This block of code here
else if (this.setuparray[var3 + 1] == 2) { var4 = "3"; var1 = var1 + 80; var5 = 1.5; var6 = 0; }
in the creditsscreen
specifically var4 = "3";
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V A H K I T I 29-Apr-20 10:26 PM
Let me guess, the shutdown is something to do with a ting being out of an array's bounds
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The Cap'm (Reese) 29-Apr-20 10:26 PM
the 3 is calling the yellow font used in the credits
replacing the gamefont3 line in the global class makes it instead try and load the shoefitter font
which makes it die
because it hates that
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V A H K I T I 29-Apr-20 10:27 PM
@ShadowDraikana
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The Cap'm (Reese) 29-Apr-20 10:27 PM
problem is that, as previously mentioned, shoefitter looks buggy and awful when referencing the wrong font IIRC
seems when they stopped using shoefitter they repurposed its text slot with the yellow credits text
or at least that's how I understand it
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UTTER_BODGE 29-Apr-20 10:30 PM
I wonder if they abandoned shoefitter in favor of some other tool/means of working with movelists and stuff
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The Cap'm (Reese) 29-Apr-20 10:31 PM
changing that one variable call to BionicleFont (white text) or BionicleFontHi (red text) fixes the shutdown but there's no yellow text in the credits
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The Cap'm (Reese) 29-Apr-20 10:43 PM
so liam if you wanna give it a shot at fixing it post-kevin that's a problem area
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The Cap'm (Reese) 30-Apr-20 12:28 AM
crickets
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The Cap'm (Reese) 30-Apr-20 01:44 AM
more crickets
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V A H K I T I 30-Apr-20 01:44 AM
No u
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The Cap'm (Reese) 30-Apr-20 01:45 AM
continual crickets
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V A H K I T I 30-Apr-20 01:45 AM
@ShadowDraikana Said she was gonna look at it tonight, but all I see is Warframe. Pac
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The Cap'm (Reese) 30-Apr-20 01:45 AM
afaik it hit a wall
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V A H K I T I 30-Apr-20 01:45 AM
?
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The Cap'm (Reese) 30-Apr-20 01:45 AM
Dunno.
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V A H K I T I 30-Apr-20 01:45 AM
???
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The Cap'm (Reese) 30-Apr-20 01:46 AM
Asked how it was going and the response was "It isn't" so
sounds like a wall
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V A H K I T I 30-Apr-20 01:56 AM
Well looking into it now, the shutdown seems to be specifically to do with calling the font
OSI ERROR: Script is calling a game function directly. [ 0x000773b4 "gs_legotext.initfull" (Current Subroutine) ]
The only instance of which being:
var7 = new gs_legotext(var4, this.setuparray[var3], var2, var1, 0, var5, 256, 4, 0, var6); var7.initfull(); var7.add(); var7.show(); this.textarray.__append(var7); var3 = var3 + 2;
It gets past the thing you mentioned
This is where it shuts down
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The Cap'm (Reese) 30-Apr-20 01:57 AM
Huh.
Changing that variable does allow it to work, though, so it must be something with the specific font
*var4
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V A H K I T I 30-Apr-20 01:58 AM
At a glance it looks to me like adding the new font causes the array to have more contents than its expecting, causing var4 to become something it's not supposed to be
If that's the case, it could probably just be solved by offsetting the array pointers to account for the new font
But again, just throwing shit out there from looking at a glance
I'm probably entirely wrong
:p
You say removing the setup for the shoefitter font in globalclass fixes this, yes?
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The Cap'm (Reese) 30-Apr-20 02:00 AM
Yes
the global class edit is the issue
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V A H K I T I 30-Apr-20 02:00 AM
Maybe that is the issue then
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The Cap'm (Reese) 30-Apr-20 02:00 AM
It replaced what looked like two duplicate calls for the BionicleFont
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V A H K I T I 30-Apr-20 02:03 AM
Is that the only edit to globalclass?
Reverting it fixes nothing on my end
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The Cap'm (Reese) 30-Apr-20 02:04 AM
wait
I think I figured it out
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V A H K I T I 30-Apr-20 02:04 AM
?
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The Cap'm (Reese) 30-Apr-20 02:04 AM
One moment
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V A H K I T I 30-Apr-20 02:04 AM
aight
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The Cap'm (Reese) 30-Apr-20 02:04 AM
THe call
credits calls "3"
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V A H K I T I 30-Apr-20 02:04 AM
Which is the wrong font
When these are replaced
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The Cap'm (Reese) 30-Apr-20 02:04 AM
@ShadowDraikana You changed the call here from 3 and 4 to the path names
so using 3 will bomb
let me try this
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V A H K I T I 30-Apr-20 02:05 AM
Thaaat seems wrong
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The Cap'm (Reese) 30-Apr-20 02:05 AM
the other two fonts are defined by their paths
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V A H K I T I 30-Apr-20 02:05 AM
But then it does apparently work for shoefitter I think
The credits usually uses Bioniclefont, yes?
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The Cap'm (Reese) 30-Apr-20 02:06 AM
yes
let me paste the call for the font path in and see what happens
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V A H K I T I 30-Apr-20 02:06 AM
It looks to me then like it's just trying to call the wrong font
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The Cap'm (Reese) 30-Apr-20 02:06 AM
the bionicle font call this replaces was the yellow one
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V A H K I T I 30-Apr-20 02:06 AM
If we just put everything here back the way it was, and set up the techfonts as 5 and 6, I think it should work
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The Cap'm (Reese) 30-Apr-20 02:06 AM
that was my thought but I don't know how simple that is
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V A H K I T I 30-Apr-20 02:07 AM
Well in the globaclass half of things it should be simple enough. I just need to know what else changed in this file
Can you send me the original unedited LSS?
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The Cap'm (Reese) 30-Apr-20 02:07 AM
for the global class?
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V A H K I T I 30-Apr-20 02:08 AM
ye
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The Cap'm (Reese) 30-Apr-20 02:08 AM
gimme a minute
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V A H K I T I 30-Apr-20 02:08 AM
I'd rather avoid having to change branches again just to grab one file. :p
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The Cap'm (Reese) 30-Apr-20 02:08 AM
fair
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V A H K I T I 30-Apr-20 02:08 AM
Also I forgot I got the cursor animating in this branch. I'm pre proud of that
Then again I also got the entire extras menu added sans the camera pan, so shoefitter aside, this section of thins is pretty much my baby. :p
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The Cap'm (Reese) 30-Apr-20 02:09 AM
well I got it to not crash
so that mystery is solved
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V A H K I T I 30-Apr-20 02:09 AM
Now we just need to make it not dum
Send lss pls
:p
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The Cap'm (Reese) 30-Apr-20 02:10 AM
Gimme a sec, I had to test that :v
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ShadowDraikana 30-Apr-20 02:10 AM
wtf is going on
dont touch my shit
i will deal with this
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The Cap'm (Reese) 30-Apr-20 02:11 AM
well i figured the crash out
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V A H K I T I 30-Apr-20 02:11 AM
Ash
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The Cap'm (Reese) 30-Apr-20 02:11 AM
param name was wrong
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V A H K I T I 30-Apr-20 02:11 AM
You say you don't want to deal with this tonight, and that is within your right, but you also say that a lot.
I want this done.
Either you do it or I will
😛
This is not your shit btw. This is a group effort in case you've forgotten.
I don't like how possessive you get over the OSI. Especially when you don't want to do anything with it.
Hell this is why I started trying to learn hookmods. I know Benji is burned out on things but at the end of the day things need to get done, and I'm not about to just sit here with my thumb up my ass while I wait for the one person capable of doing it to get their mojo back.
Anyways, let's have a look at this code. Thanks Reese.
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The Cap'm (Reese) 30-Apr-20 02:15 AM
mommy, daddy, please stop fighting
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V A H K I T I 30-Apr-20 02:15 AM
Pac
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Ondrik🅱 (Ondrej) 30-Apr-20 02:15 AM
^
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The Cap'm (Reese) 30-Apr-20 02:16 AM
anyways I am tire
must slep
good night
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V A H K I T I 30-Apr-20 02:16 AM
I'm not fighting anyone, I'm looking at this regardless of what she says. Just as it's within her right to take a break, it's within mine to experiment and push for progress. :p
Good night.
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Ondrik🅱 (Ondrej) 30-Apr-20 02:16 AM
gn Reese
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V A H K I T I 30-Apr-20 02:18 AM
Alright so setting the globalclass back and setting the techfonts as 5 and 6 solved the crash and the credits look normal. Which is to be expected because now it's not looking for them anymore. So now I'll need to redirect shoefitter to use those instead of 3 and 4 or whatever it was using before. If all goes as planned, that SHOULD solve the problem
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ShadowDraikana 30-Apr-20 02:22 AM
and it's well within my right to yell when my shit gets broken
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V A H K I T I 30-Apr-20 02:22 AM
I never said I was going to push anything if I didn't understand what was going on.
At a glance this may trace to gs_legoactivetext (edited)
It seems to only be set up to detect 2 fonts
Which it pulls from globalclass getgamefont
Or it could be a red herring. I don't get any errors from that class directly
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V A H K I T I 30-Apr-20 02:35 AM
Fixed it
Reese was on the right track with his idea.
Well mostly. We both were
Basically the way you had it set up, it was trying to get a font from 3 that now was the wrong font, and for reasons I'm not ENTIRELY sure I understand, it didn't like that. My guess is it was for some reason calling both the "duplicate" entries and flipping out when they no longer matched.
Instead, ADDING the techfonts as gamefont 5 and 6, and setting them up with the actual paths as strings as you had it fixed both shoefitter using the wrong font, and the credits shutting down.
this.gamefont = sctilefont::create("Root/Data/Art/Fonts/BionicleFont"); this.gamefont2 = sctilefont::create("Root/Data/Art/Fonts/BionicleFont"); this.gamefont3 = sctilefont::create("Root/Data/Art/Fonts/BionicleFont"); this.gamefont4 = sctilefont::create("Root/Data/Art/Fonts/BionicleFont"); this.gamefont5 = sctilefont::create("Root/Data/Art/Fonts/tech_font_01"); this.gamefont6 = sctilefont::create("Root/Data/Art/Fonts/tech_font_01_hilight");
method getgamefont(param1) { if (param1 == "Root/Data/Art/Fonts/BionicleFont") { return this.gamefont; } else if (param1 == "Root/Data/Art/Fonts/BionicleFontHi") { return this.gamefont2; } else if (param1 == "3") { return this.gamefont3; } else if (param1 == "4") { return this.gamefont4; } else if (param1 == "Root/Data/Art/Fonts/tech_font_01") { return this.gamefont5; } else if (param1 == "Root/Data/Art/Fonts/tech_font_01_hilight") { return this.gamefont6; } return null; }
I'm not sure why Saffire set it up this way but clearly there's more to it than either of us understand at present. For the time being this seems to work. @The Cap'm (Reese) can test further tomorrow before I set anything in stone.
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The Cap'm (Reese) 30-Apr-20 10:32 AM
I am now awake
I'll boot up my laptop and test it if you send an osi
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V A H K I T I 30-Apr-20 10:33 AM
You're probably just gonna have to switch to the menu testing branch
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The Cap'm (Reese) 30-Apr-20 10:34 AM
Oh, I didn't know you pushed it
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V A H K I T I 30-Apr-20 10:34 AM
Idk how the game will react with an older OSI on the current game version
Yeah I did
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The Cap'm (Reese) 30-Apr-20 10:34 AM
I'll just do that then
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V A H K I T I 30-Apr-20 10:34 AM
Ash said it was good
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The Cap'm (Reese) 30-Apr-20 10:34 AM
K
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V A H K I T I 30-Apr-20 10:34 AM
Maybe ash will start to trust me from now on. :p
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ShadowDraikana 30-Apr-20 10:54 AM
aight question
was the front end cam slb updated at all in the clusterfuck branch
cuz it flags the file then says it's good to go almost immediately
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The Cap'm (Reese) 30-Apr-20 10:54 AM
fixed the controls pan
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ShadowDraikana 30-Apr-20 10:55 AM
well it abruptly says no conflicts in that file
which i dont buy
yeah i think binary file conflicts are a serious problem
because it cant tell the exact difference
so if i make this merge it may very well bork the controls pan
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The Cap'm (Reese) 30-Apr-20 10:56 AM
it will
I mean it's not like the extras pan worked correctly
and it was just a combination of two different cams anyways
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ShadowDraikana 30-Apr-20 10:57 AM
also
it's throwing a fit on the makefile
were there any blks besides the shoefitter ones i added
on this branch
because if not this will be an easy fix
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The Cap'm (Reese) 30-Apr-20 11:01 AM
text works, yeah
nice stuff
Also I don't think any other blks were added, no
I updated the fluff slb but I don't think that's what you mean
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V A H K I T I 30-Apr-20 11:06 AM
BLKs on the menu branch or clusterfuck?
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The Cap'm (Reese) 30-Apr-20 11:06 AM
menu i assume
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V A H K I T I 30-Apr-20 11:06 AM
You'd have to compare the files I think, cause I'm pretty sure we've at least added stages since then
As well as the Kaita, Voriki, etc
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The Cap'm (Reese) 30-Apr-20 11:07 AM
since shoefitter stuff isn't on clusterfuck
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V A H K I T I 30-Apr-20 11:07 AM
Right, but shoefitter also has its own blks
So we'll need to merge the makefiles
@ShadowDraikana
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ShadowDraikana 30-Apr-20 11:08 AM
...that's what i'm doing
i was asking if there were any blks in the makefile that are unique
on the menu testing branch besides my own
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The Cap'm (Reese) 30-Apr-20 11:09 AM
no
wait
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V A H K I T I 30-Apr-20 11:09 AM
I don't believe so, but it's a very old branch by now. I'd have to manually compare them to be sure.
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The Cap'm (Reese) 30-Apr-20 11:09 AM
yes
maps have been removed
since menu testing was made
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ShadowDraikana 30-Apr-20 11:10 AM
which we've done on our current branch
all i need to do is grab the blks added in menu testing and add them onto te current
done
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The Cap'm (Reese) 30-Apr-20 11:10 AM
ah
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V A H K I T I 30-Apr-20 11:17 AM
yeet
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ShadowDraikana 30-Apr-20 11:17 AM
and pushed
removing old branch now
front end cam may need to be fixed tho
we clear to remove the old branch?
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V A H K I T I 30-Apr-20 11:18 AM
Should be
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The Cap'm (Reese) 30-Apr-20 11:18 AM
yep
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V A H K I T I 30-Apr-20 11:18 AM
Next one to look at would likely be sliding hud testing. Though Idk if any of y'all wanna get into that today
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ShadowDraikana 30-Apr-20 11:19 AM
removed
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V A H K I T I 30-Apr-20 11:19 AM
There's also the reason you, Ash got back into this branch at all, and that was to hook the function for blk loading for SHoefitter.
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ShadowDraikana 30-Apr-20 11:19 AM
make sure to get rid of it locally as well
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The Cap'm (Reese) 30-Apr-20 11:21 AM
I'll update the patch notes now that all this is merged in.
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V A H K I T I 30-Apr-20 11:22 AM
I'll finish updating the new Tahu model while I'm here, cause I have stashed changes for kevin that are preventing me from switching to the local branch to then delete it.
Love Github Desktop sometimes..
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The Cap'm (Reese) 30-Apr-20 11:26 AM
patch notes pushed
Do we want to move the glossary and print menus over to Extra right now (edited)
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V A H K I T I 30-Apr-20 11:27 AM
Could do
Also new Tahu done and lookin fine.
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The Cap'm (Reese) 30-Apr-20 11:28 AM
if discord loads the picture
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V A H K I T I 30-Apr-20 11:28 AM
Yeah it's not doing that for me either
or any other picture for that matter
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The Cap'm (Reese) 30-Apr-20 11:28 AM
same
there it is
looks neet
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V A H K I T I 30-Apr-20 11:30 AM
Pushed
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ShadowDraikana 30-Apr-20 11:31 AM
discord's shitting itself apparently
been doing this all morning for me
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V A H K I T I 30-Apr-20 11:38 AM
Pushed my kevin changes. Not much but it's a start
And finally pushed my Gali offsets SLB fix
(It was invalid because somehow the body offset was changed)
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The Cap'm (Reese) 30-Apr-20 11:40 AM
ah
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V A H K I T I 30-Apr-20 11:40 AM
Not sure if the offsets SLBs are even used but if they are it may fix an issue we don't even know about yet
¯\_(ツ)_/¯
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The Cap'm (Reese) 30-Apr-20 11:41 AM
so since you're our resident frontend menu expert now, do you wanna try your hand at moving Glossary and Print?
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V A H K I T I 30-Apr-20 11:42 AM
I mean I certainly haven't touched it in ages, but I can try
The extras pan is back to the vanilla one. Do we know what broke it before when you combined it with the other one?
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The Cap'm (Reese) 30-Apr-20 11:49 AM
If I remember right, it was so long that the game went super quick from the start to the end. That made the final angle when it made it back to the Play Game part wrong
i.e. it was going so fast it messed up the angles once it reached its destination
or at least that was the theory
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V A H K I T I 30-Apr-20 11:51 AM
Do you still have the one you made?
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The Cap'm (Reese) 30-Apr-20 11:54 AM
path 10
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V A H K I T I 30-Apr-20 11:55 AM
Thank.
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The Cap'm (Reese) 30-Apr-20 11:55 AM
should be able to open the existing one and copy this path 10 onto it
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V A H K I T I 30-Apr-20 12:39 PM
I absolutely do not remember how I did this menu stuff
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The Cap'm (Reese) 30-Apr-20 12:39 PM
Fucc
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V A H K I T I 30-Apr-20 12:39 PM
I think I just need sleep, but maybe @ShadowDraikana can have a look while I do that?
I've been up literally all night. xP
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Ondrik🅱 (Ondrej) 30-Apr-20 02:22 PM
Oh, yeah, also
I think some of the menu items in frontend are still hardcoded instead of stringtable strings
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The Cap'm (Reese) 30-Apr-20 02:22 PM
such as
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Ondrik🅱 (Ondrej) 30-Apr-20 02:23 PM
I think Controls
If that wasn't changed
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The Cap'm (Reese) 30-Apr-20 02:23 PM
how recently did you build
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Ondrik🅱 (Ondrej) 30-Apr-20 02:23 PM
No idea
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The Cap'm (Reese) 30-Apr-20 02:24 PM
I think that was fixed on menu testing which just got merged in
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Ondrik🅱 (Ondrej) 30-Apr-20 02:24 PM
yeah, I see it in the rebuilt spreadsheet
sorry
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The Cap'm (Reese) 30-Apr-20 02:24 PM
no it good
build from clusterfuck and see if that's fixed
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The Cap'm (Reese) 30-Apr-20 04:42 PM
@V A H K I T I Isn't Kevin supposed to do more damage, as well? He's doing normal shark damage right now
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V A H K I T I 30-Apr-20 10:45 PM
He's doing Damage to Gali at all right now?
But yes, I forgot to update that
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The Cap'm (Reese) 30-Apr-20 10:45 PM
well damage
but not...alright
he fractals for a few seconds like before, then goes to (I assume) his attack anim, I take damage, then the fractal begins again
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V A H K I T I 30-Apr-20 10:53 PM
It do be like that
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V A H K I T I 01-May-20 02:19 PM
So @ShadowDraikana, miss sudden Warframe addict. Is that a no on VISN then? Pac
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ShadowDraikana 01-May-20 02:31 PM
not at the immediate moment
can you send that refresher on the array bullshit (edited)
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V A H K I T I 01-May-20 02:34 PM
Basically, for this area specifically they moved the code for the switches and blocks to new classes, which ae then called by this array and assigns them to the moving platforms.
this.sbarray = [ new switchandblock("sw00", "le00", "le01"), new switchandblock("sw01", "le02", "le03"), new switchandblock("sw02", "le04", "le05"), new switchandblock("sw03", "le06", null) ];
I'm not sure where it's handled to make the platforms actually MOVE, but this array is what makes a button realize it's a button and react to the cube, then do whatever the moving platform assigned to it is set to do.
In my research, the problem arises in that the doors can't be run this way. Again, not sure how it interacts with the actual movement of the platforms, but to open the doors, it needs to instead call another method.
I'm gonna take a shower and get some groceries, but if you want when I get back we can go double team on the R&D for that as well as attempts to hook it up.
Otherwise we'll have to look at TELE which does pretty much the same thing but in a different way.
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ShadowDraikana 01-May-20 04:47 PM
that accounts for 4 buttons not 6 (edited)
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V A H K I T I 01-May-20 05:51 PM
Right
Because as I said before, they never added 5 and 6 to the array.
The moment you add those in, they at least respond to blocks being put on them.
6 being a step switch also can't really be done this way anyways
Since this is just for block switches
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ShadowDraikana 01-May-20 06:23 PM
yeah no 5 and 6 never should have been present in the array
saffire at least did something right
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V A H K I T I 01-May-20 09:06 PM
So how should t be then? :p
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V A H K I T I 02-May-20 02:18 AM
It took way too long to figure this shit out. The main issue was that the extras menu is based on the code for the graphics menu, and external submenus have very different code from the main menu, so figuring out stuff like disabling the previous menu and even the back button was a chore.
I ultimately ended up having to use cleanupfull in a new way, cleaning up the individual properties that made up the menu array to hide it, then set it as inactive. I then removed the back function call from the glossary and printmenu classes since it's linked to the back function of its parent, which causes issues here. Instead I made them set the parent menu active again and run its initfull.
It's new ground to have covered for menu additions since there's really no precedent for an external submenu class having further submenus. However now we should have a relatively simple template for new additions moving forward.
Anyways I'm just going to remove the glossary and printmenu from the options screen and then push this. After that is should be ready for the patch barring any additional contents.
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The Cap'm (Reese) 02-May-20 02:38 AM
So the pan works as well?
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V A H K I T I 02-May-20 02:39 AM
Not yet. Haven't gotten there yet. Thanks for reminding me
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The Cap'm (Reese) 02-May-20 02:39 AM
ah
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V A H K I T I 02-May-20 03:42 AM
Okay so just tested the pan.
It works except for the return ending, was that always the issue?
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V A H K I T I 02-May-20 03:49 AM
@UTTER_BODGE You know how these things do
How do? :v
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UTTER_BODGE 02-May-20 03:49 AM
no idea
haven't really touched em
besides looking at the data
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The Cap'm (Reese) 02-May-20 03:51 AM
That was the issue before, yea
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V A H K I T I 02-May-20 04:14 AM
Bit of a delay going on because of the credits. Trying to port them to the extras menu is going to be an absolute pain.
Even basic functionality is being difficult. I haven't even attempted adding the camera or anything yet.
Gonna push what I have and hopefully @ShadowDraikana can help me debug why trying to run the credits process method here results in a crash. In the meantime, I slep.
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V A H K I T I 02-May-20 06:01 AM
AYYYY I made the visn button work
I just started copying code over from TELE like originally suggested if the array was not viable and it works beautifully (edited)
Now I just need to do it again for the exit door
Only difference should be that this one won't have an off condition
Aaand done. x)
Boys and girls, VISN is finally functional as intended. \o/
I think Ash was in the process of redoing how the mask is handled so I'll try and continue that now
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V A H K I T I 02-May-20 06:19 AM
Fixed and pushed. @Playtesters, have a go at it when you can. If there are no issues, I'll port the fix to main and update the patch notes.
Now I'm going to look into an issue James reported a while back in Main where Lewa's grapple doesn't render as a pickup.
This issue is not present in Rebuilt and last I checked the code is identical.
...Okay clearly I had a stroke because the code is not identical, and in fact somehow the actual flag searched for in the save was removed in main. Don't know how or when THAT happened, but I'm fixing it now. (edited)
There we go
@UTTER_BODGE No more standing on axe for you. :v
Not gonna update the patch notes on this one, because I'm 99% positive whatever happened here did so well after the most recent release.
Cause otherwise we'd have gotten a flood of bug reports about it long before now.
ANYWAYS, that's done, visn is done, so I can mark that off on the trello finally.
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ShadowDraikana 02-May-20 07:14 AM
I did alli needed to do for the mask last nightotherwise i wouldnt have pushed
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V A H K I T I 02-May-20 07:15 AM
Well you did it wrong. :p
You set the saver value to render it as a pickup if it was already found
Tired brain must have got ya. It's all good. xP
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ShadowDraikana 02-May-20 07:27 AM
...did it revert on push because i did not set it that way
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V A H K I T I 02-May-20 07:27 AM
¯\_(ツ)_/¯
Whatever the case it's fixed now along with the doors (edited)
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ShadowDraikana 02-May-20 07:27 AM
aight
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V A H K I T I 02-May-20 07:28 AM
I'll definitely need you for further work on the extras menu
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ShadowDraikana 02-May-20 07:28 AM
im.going.to have a look at those sub classes btw
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V A H K I T I 02-May-20 07:28 AM
As stated above, the credits are giving me a hard time
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ShadowDraikana 02-May-20 07:28 AM
need to.make sure they clean up.properly
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V A H K I T I 02-May-20 07:28 AM
The block and switch classes?
Switchandblock has no cleanup at all I can tell you that right now,
Also I think your thing must have not pushed right or been reverted somehow cause it's still called l4_visn_puzzle
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ShadowDraikana 02-May-20 07:30 AM
FFS
ill fix that in a bit once i get back
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ShadowDraikana 02-May-20 07:30 AM
need to do sone shit this morning
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V A H K I T I 02-May-20 07:30 AM
This is your commit
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ShadowDraikana 02-May-20 07:30 AM
wait
fuck it ill bring ny laptop
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V A H K I T I 02-May-20 07:30 AM
According to that you definitely did set the mask to 1 instead of 0
:p
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ShadowDraikana 02-May-20 07:30 AM
obviously the commit got borked
because the puzzle class was renamed
how tf git
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V A H K I T I 02-May-20 07:31 AM
I mean I don't see how the commit could edit the code itself unless you HAD it set to 1 at some point in your own testing
I'm not denying you don't think you'd have done that, but it WAS quite late. :p
We've both done stupider things
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ShadowDraikana 02-May-20 07:32 AM
y'know
i do remember u doing some things and redoing them before pushing
*undoing
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V A H K I T I 02-May-20 07:33 AM
Oh I never pushed anything until well after you were done.
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ShadowDraikana 02-May-20 07:33 AM
not you
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V A H K I T I 02-May-20 07:33 AM
When you said you were working on it, I shifted gears to the credits
?
O
I see, typo
:p
My 🅱
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Ondrik🅱 (Ondrej) 02-May-20 07:34 AM
🅱
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V A H K I T I 02-May-20 07:58 AM
Unrelated note: Just pushed my old bump map changes to clusterfuck. They either never got added to the actual files, or got reverted at some point. (edited)
Basically made them consistent for all the Toa to use the little slit in the pin holes, and added new ones where they were otherwise missing. Game may not use them, but eventually if Benji ever goes back to his new renderer project, I have no doubt we'll eventually be able to. (edited)
That, and it makes pulling the bump maps for renders easier since I can just use the default repo texture folder for everything. :p
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V A H K I T I 02-May-20 08:30 AM
Gonna try working on this guy again
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ShadowDraikana 02-May-20 08:56 AM
aight so
did you copy the tele code directly liam
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V A H K I T I 02-May-20 08:56 AM
For the most part, yes. I did have to alter some things
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ShadowDraikana 02-May-20 08:56 AM
because it's a bit fucked up in how it was done
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V A H K I T I 02-May-20 08:56 AM
How so?
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ShadowDraikana 02-May-20 08:56 AM
you dont repeat the event1 if like that
plus they weren't set up as else ifs
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V A H K I T I 02-May-20 08:57 AM
I know there's probably a cleaner way to do hitswitch, as well, but it all worked.
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ShadowDraikana 02-May-20 08:57 AM
i cleaned it up and condensed it into the same event
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V A H K I T I 02-May-20 08:57 AM
Nice
At least I got the basic framework down
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ShadowDraikana 02-May-20 08:57 AM
i need to make sure it actually works though
because onevent be fucky like that
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V A H K I T I 02-May-20 08:57 AM
Well the stuff I had I tested before pushing
And all THAT worked
:p
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ShadowDraikana 02-May-20 08:57 AM
also
did you notice there are two completely dead methods here
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V A H K I T I 02-May-20 08:58 AM
I did.
They are leftover from alpha
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ShadowDraikana 02-May-20 08:58 AM
and they aren't referenced
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V A H K I T I 02-May-20 08:58 AM
Of course not, they changed how they handled what those methods previously covered
In the alpha they handle the things now moved to switchandblock
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ShadowDraikana 02-May-20 08:59 AM
you'd surprised how many dead methods saffire still had called in the code :P
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V A H K I T I 02-May-20 08:59 AM
Saffire had a tendency to just nuke methods they redid between alpha and beta but leave the actual empty methods still present
ALL of the bosses are like this
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ShadowDraikana 02-May-20 08:59 AM
my assumption is this was a compiler error in some cases. as in those should have been dropped during compilation
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V A H K I T I 02-May-20 09:00 AM
¯\_(ツ)_/¯
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ShadowDraikana 02-May-20 09:00 AM
see: unused symbols
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V A H K I T I 02-May-20 09:00 AM
Either way they're safe to get rid of
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ShadowDraikana 02-May-20 09:00 AM
yee
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V A H K I T I 02-May-20 09:00 AM
Though I would refrain from seeking them out needlessly to do so.
Sometimes they can be helpful in cross-referencing old code
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ShadowDraikana 02-May-20 09:01 AM
yeah i dont whack them unless i run into them
and they serve no further purpose
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V A H K I T I 02-May-20 09:01 AM
When we're done with an area functionally, yeah sure, get rid of them, but don't go on a OSI-wide purge. 😛
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ShadowDraikana 02-May-20 09:01 AM
hence why im reluctant to nuke the set context code from the toa
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V A H K I T I 02-May-20 09:01 AM
Right
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ShadowDraikana 02-May-20 09:02 AM
...wait a minute
there are walls to cut through with kopaka's sword here
*no
then why the hell is that event hooked up in this room
saffire wtf
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V A H K I T I 02-May-20 09:03 AM
Also
Look who I got working finally. :3
His right leg animations are a bit stanky
But he works
If I REALLY wanted to make him look good, I could try rigging him to the existing crab's skeleton, or an approximation of it now that we have that ability.
Then they can just share animations outright
I think I'll do that actually
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V A H K I T I 02-May-20 09:42 AM
Decided against that for now
But I did that other thing I said I was gonna do. eyes_shaking
Ie: Adding an entire Nobua as a part to the Ussal rather than dealing with ride classes. :p
Hims a good boi. Nobua
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ShadowDraikana 02-May-20 09:47 AM
ayy
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V A H K I T I 02-May-20 09:47 AM
It's admittedly PRETTY STUPID doing it this way, but riding characters don't animate at present anyways
I'm actually half tempted to do the same thing with the Husi
Cause the Tohunga plopped onto it is just clipping through in a T pose
Until we can MAKE ride animations, having them added as pre-posed parts is probably the best way to go.
If it weren't a pain in the ass, I'd be tempted to do the same thing with Pohatu
Actually that bears asking...
Pohatu apparently HAS ride animations but they're never used.
Can you force an animation when a character is mounted?
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ShadowDraikana 02-May-20 09:55 AM
um
did you revert the obj slb for visn
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V A H K I T I 02-May-20 09:56 AM
?
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ShadowDraikana 02-May-20 09:56 AM
because it's clearly not on my end
remember we moved the doors oow
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V A H K I T I 02-May-20 09:56 AM
I did revert it, yes
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ShadowDraikana 02-May-20 09:56 AM
well it's not here
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V A H K I T I 02-May-20 09:57 AM
😐
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ShadowDraikana 02-May-20 09:57 AM
which commit was that
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V A H K I T I 02-May-20 09:57 AM
No idea. It wasn't a recent one I don't think
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ShadowDraikana 02-May-20 09:57 AM
well it clearly was not reverted or it got revertd back to our change
im assuming the latter
because ive seen this movie before with git
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V A H K I T I 02-May-20 09:58 AM
Just in case it's just something that wasn't built because modified dates and shit
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ShadowDraikana 02-May-20 09:59 AM
go ahead and add the reverted file and see if git flags it as a change
if it does then welp
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V A H K I T I 02-May-20 09:59 AM
Well that's the thing, Idk what's reverted and what's not
I just know it works on my end with that blk
Hence why I sent it
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ShadowDraikana 02-May-20 10:00 AM
..while im at it ill check for which models in this area are actually used
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V A H K I T I 02-May-20 10:01 AM
Pushed the Ussal changes btw, along with him and Nobua in the test level
Also is that a no on the animation forcing question? :p
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ShadowDraikana 02-May-20 10:02 AM
ill answer that once visn is de-fucked
im not sidetracking
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V A H K I T I 02-May-20 10:02 AM
Aight. :v
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ShadowDraikana 02-May-20 10:04 AM
ok so the old backup obj slb i left in here did its job
replaced the current one with the one labeled "old"
works
only problem is the button in the akaku room poofs after pressing it
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V A H K I T I 02-May-20 10:05 AM
It's probably because of the elevation, or just the way they're rigged up.
They all do that
They all always did that.
It's just less noticeable with the block buttons
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ShadowDraikana 02-May-20 10:06 AM
should we just leave this as-is and come back to it for the lev4 redux
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V A H K I T I 02-May-20 10:06 AM
ye
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ShadowDraikana 02-May-20 10:08 AM
NANI THE FUCK
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V A H K I T I 02-May-20 10:08 AM
?
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ShadowDraikana 02-May-20 10:08 AM
so quitting anyway triggers a force close from the main menu not actually exiting properly
apparently
shoefitter code fires
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V A H K I T I 02-May-20 10:09 AM
It does?
Doesn't do anything like that for me
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ShadowDraikana 02-May-20 10:09 AM
how in the hell
it's triggering an osi error
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V A H K I T I 02-May-20 10:09 AM
WHat did you DO to Visn? Pac
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ShadowDraikana 02-May-20 10:09 AM
has nothing to do with that lol
it's jut the test menu doing this
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V A H K I T I 02-May-20 10:10 AM
I mean I don't get anything like that unless it's just an invisible shutdown that coincides with quitting the game
Huh
And that it is
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ShadowDraikana 02-May-20 10:10 AM
yup
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V A H K I T I 02-May-20 10:10 AM
Well.. I didn't do it. :p
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ShadowDraikana 02-May-20 10:11 AM
idk why activating shoefitter causes this
what i do know
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V A H K I T I 02-May-20 10:11 AM
I mean it's not the worst thing that could happen.
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ShadowDraikana 02-May-20 10:11 AM
is the hangup happens in the global class clean
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V A H K I T I 02-May-20 10:11 AM
A shutdown that shits down the game when the game is otherwise supposed to shut down anyways isn't the most urgent thing in the universe. 😛
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ShadowDraikana 02-May-20 10:12 AM
oh i get it now
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V A H K I T I 02-May-20 10:12 AM
Though who knows, it could have other problems resulting from it we were otherwise unaware of
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ShadowDraikana 02-May-20 10:12 AM
it's removing the screenlist
and in turn
it fires cleanup of everything down the line
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V A H K I T I 02-May-20 10:12 AM
Ah so that thing I dealt with in the extras menu today. :p
Basically trying to delete the array instead of the CONTENTS of the array
Poof
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ShadowDraikana 02-May-20 10:13 AM
and because shoefitter itself isn't loaded
it's trying to access a null array
kaboom
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V A H K I T I 02-May-20 10:13 AM
Well that should be easy enough to add a condition for
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ShadowDraikana 02-May-20 10:13 AM
yup
going to add null checks and see if that fixes it
it's a specific method that's run within the shoefitter bottom bar cleanup
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V A H K I T I 02-May-20 10:14 AM
If you have assigned and know what screen identifier shoefitter is, you can just do stuff only if you're on that screen
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ShadowDraikana 02-May-20 10:14 AM
a little more complicated than that
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V A H K I T I 02-May-20 10:14 AM
In the extras menu it works by setting the property curscreen when you hit the option to open it.
Then things can be done only if curscreen = X
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ShadowDraikana 02-May-20 10:15 AM
again this is set up differently
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V A H K I T I 02-May-20 10:15 AM
I know it is
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ShadowDraikana 02-May-20 10:15 AM
and shoefitter is
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V A H K I T I 02-May-20 10:15 AM
But it doesn't necessarily have to be
:p
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ShadowDraikana 02-May-20 10:15 AM
completely unique
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V A H K I T I 02-May-20 10:15 AM
That's a funny way of saying antiquated
:p
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ShadowDraikana 02-May-20 10:32 AM
bypassed the shutdown
triggers a crash now behind it
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V A H K I T I 02-May-20 10:32 AM
nice
:v
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ShadowDraikana 02-May-20 10:32 AM
also due to stupid shit with null arrays
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ShadowDraikana 02-May-20 10:39 AM
you have ida up atm
nm
nani
the crash is on the fuggin hud director
??????????????
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V A H K I T I 02-May-20 10:41 AM
Weird crashes like that usually indicate a buffer overflow IIRC
See L1A7
Actually I think that was a null pointer
But you get the picture
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ShadowDraikana 02-May-20 10:45 AM
OH
ok so
i stumbled back into another crash i traced
and this is it
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V A H K I T I 02-May-20 10:47 AM
hmm?
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ShadowDraikana 02-May-20 10:48 AM
wait this is slightly different
TF?
there are two of them now?
hud crashes i've found
this one here is consistent
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ShadowDraikana 02-May-20 10:50 AM
pretty much
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V A H K I T I 02-May-20 10:59 AM
So I'm looking at respawning item pickups now and I'm becoming less convinced it's a saver issue.
I tried setting up the grapple in LE03 exactly how masks are set up. Everything about it works EXCEPT for hiding the object
Furthermore, trying to force hide the object in any way, even if lacking any kind of item code crashes the game
I'm starting to think this is less a saver issue and more some quirk with how the item objects themselves are loaded into the level. (edited)
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ShadowDraikana 02-May-20 11:06 AM
nnnno this breaks with anything hooked up to the itemfound function
it's pretty clear cut
everything else works
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V A H K I T I 02-May-20 11:07 AM
So why do items break but not masks?
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ShadowDraikana 02-May-20 11:07 AM
...
i just said it
a different function
masks use a specific function
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V A H K I T I 02-May-20 11:07 AM
Where does legopickup call itemfound?
It looks to me like they ALL use different functions
You say quest items respawn too, yes?
Cause according to legopickup, they use a different function from the grapple which is also affected
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ShadowDraikana 02-May-20 11:10 AM
however
the respawn is being handled by the same function
there's the same function used for quest items and grapples within the areas
to check if the item has been found or not
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V A H K I T I 02-May-20 11:10 AM
What calls putype 4?
Everything else here seems pretty obvious
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ShadowDraikana 02-May-20 11:11 AM
wrong code
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V A H K I T I 02-May-20 11:11 AM
Pickupmask, hookfound, glyphfound, etc
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ShadowDraikana 02-May-20 11:11 AM
you're not following
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V A H K I T I 02-May-20 11:11 AM
Clearly
:p
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ShadowDraikana 02-May-20 11:11 AM
brb
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V A H K I T I 02-May-20 11:15 AM
🙃
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V A H K I T I 02-May-20 11:35 AM
So.. what am I looking for here?
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ShadowDraikana 02-May-20 11:36 AM
ok so
each pickup is set with a type there
what im trying to say is
there are other functions that are used to check if those items were added to the saver
the finditem function is used for everything but masks
and that one is broken currently
masks are fine
if (gcsaver::findmask(scslosifoundation::stringtoidentifier("mska")) == 0) { this.mask = new lego_pickup("mska", 10, 1, "item", 1, 1); this.mask.initfull(); this.mask.show(); }
findmask
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V A H K I T I 02-May-20 11:37 AM
Aight, I'll look at it. You initially said itemfound, but that doesn't exist
:p
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ShadowDraikana 02-May-20 11:37 AM
whatever the fuck it is
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V A H K I T I 02-May-20 11:37 AM
Not knocking you for it. Just wanted to look at it, but didn't know what function you meant. xP
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ShadowDraikana 02-May-20 11:38 AM
there's findglyph as well
which does work
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V A H K I T I 02-May-20 11:38 AM
Ye
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ShadowDraikana 02-May-20 11:38 AM
finditem is the one
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V A H K I T I 02-May-20 11:38 AM
thank
Hmm.. well that might explain part of my trouble here.
Ah nvm, my b. Ignore me
Did a dum
:p
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V A H K I T I 02-May-20 11:47 AM
Alright so.. do you know exactly where in the chain this problem lies?
Cause the game doesn't seem to have a problem pickup up on the saver condition
Ie: if I just throw debug print into this:
if (gcsaver::finditem(scslosifoundation::stringtoidentifier("axe1")) == 0) { this.hook = new lego_pickup("axe1", 0, 3, "item", 9, 1); this.hook.initfull(); debug::print("[][][] DOING THE BIG DUM"); }
It doesn't run. It's not like it's not reading the save. (edited)
The pickup gets removed as a pickup just fine, or rather if the item has been found, it's not initialized in the first place as would be expected. The problem is that as an object it won't go away.
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V A H K I T I 02-May-20 12:18 PM
Bettersaver definitely seems to play a part, but I'd like to know why the object can't be handled externally as well.
I may need @benji to assist on this one as it's currently beyond my scope
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The Cap'm (Reese) 02-May-20 12:36 PM
A couple things now that I'm awake. A) Pohatu's ride animations are a T-pose moving up and down slightly. B) We're moving the credits to Extras?
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V A H K I T I 02-May-20 12:38 PM
May as well. They aren't really a game option
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The Cap'm (Reese) 02-May-20 12:39 PM
Okay. Is that done or are you stuck on something
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V A H K I T I 02-May-20 12:44 PM
Stucc
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The Cap'm (Reese) 02-May-20 12:45 PM
What's makin ya stuc
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The Cap'm (Reese) 02-May-20 01:24 PM
Do you need a pan for it
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The Cap'm (Reese) 02-May-20 04:31 PM
Well I'll ask again when you wake up 😛
Anyways, for funsies I'm gonna do unique text for the test map. Because I have nothing else to do until Liam wakes up.
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V A H K I T I 02-May-20 08:02 PM
Sup. :v
So much for a proper sleep schedul am I rite?
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The Cap'm (Reese) 02-May-20 08:02 PM
Absolutely
anyways dost thou need a pan
for le credits
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V A H K I T I 02-May-20 08:04 PM
I mean yes, but I haven't even gotten there yet.
I need @ShadowDraikana to help debug why calling the credits process method here causes a getproperty crash
Without calling the process manually like it does in the mainmenu class, the credits won't even show up.
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The Cap'm (Reese) 02-May-20 11:16 PM
Delayed response, but weird.
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The Cap'm (Reese) 03-May-20 01:09 AM
Random thing, and I'll need @ShadowDraikana 's input on this. On a cam spline, the direction the camera points is determined by the OSI, isn't it?
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ShadowDraikana 03-May-20 01:10 AM
target location yeah
although
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V A H K I T I 03-May-20 01:11 AM
I need he first for the credits. Pac
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ShadowDraikana 03-May-20 01:11 AM
we found out with the one we experimented with it's fucked on new ones we make
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The Cap'm (Reese) 03-May-20 01:11 AM
My point is that it might just be that the problem point on the Extras spline just doesn't have a target direction
thus why the end of the spline is tilted down in a weird way
Does that make sense?
because the second you click another option on the main part of the menu, it snaps to the position it should be in
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ShadowDraikana 03-May-20 01:29 AM
no theres nothing else in the osi to change here
whatever's going wrong is the spline
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V A H K I T I 03-May-20 01:30 AM
But what about the credits?
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ShadowDraikana 03-May-20 01:30 AM
BOI
ENOUGH
i will look at it in the morning
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V A H K I T I 03-May-20 01:33 AM
:p
So are we just not able to make targets with splines or something?
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The Cap'm (Reese) 03-May-20 01:35 AM
Oh somewhat unrelated, but you can softlock yourself on the print menu now
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V A H K I T I 03-May-20 01:35 AM
Oh?
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The Cap'm (Reese) 03-May-20 01:36 AM
Clicking an option to print makes the Printing... appear, and then you can't do shit aside from moving the mouse
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V A H K I T I 03-May-20 01:36 AM
Probably code somewhere I missed. Possibly calling the prinmenu process method?
Could be a similar issue to the credits
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The Cap'm (Reese) 03-May-20 01:47 PM
Question, because my memory might just be shot. When did we fix the music in MUD0?
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V A H K I T I 03-May-20 02:07 PM
¯\_(ツ)_/¯
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The Cap'm (Reese) 04-May-20 12:23 PM
Is the VISN fix on main?
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V A H K I T I 04-May-20 01:32 PM
no
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The Cap'm (Reese) 04-May-20 03:29 PM
is it possible to just directly port the rebuilt fix or is it more complicated than that
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V A H K I T I 04-May-20 03:30 PM
Should be fine to port it. Alpha could PROBABLY be handled the same way, though it's going to take a lot more just to make the Matatu work in the first place, if it can even be done.
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The Cap'm (Reese) 04-May-20 03:30 PM
I'll try doing that now I guess
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The Cap'm (Reese) 04-May-20 05:38 PM
pr up
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V A H K I T I 06-May-20 08:47 AM
Wow so
While waiting for Reese I've started hooking Tahu's sword light and I'm amazed this shit doesn't cause performance issues
Unless my understanding is correct, all this does is just place a normal light and then teleport it to Tahu's finger bone every frame.
At the very least it is definitely run every frame to do something cause my debug text filled the entire fuckin log in no time.
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V A H K I T I 06-May-20 09:14 AM
ALRIGHT BOIS
New hookmod
I made Tahu's sword light callable from the OSI
We can now fix that only rendering on the first area
(As well as omit it from the stashed equipment) (edited)
I'll see if I can do the same with the particle emitter just as soon as I confirm this works 100%
To that end, I may disable both during the meeting cutscene.
The light makes it VERY obvious when Tahu pops in. Pac
Alternatively we could try and delay WHEN he pops in to synchronize with the shot change
Alright so this is a start but there's clearly something wrong with the function. I have it added to the equipment methods now, but even when directly called it still only shows up once.
Having it pre-hooked should be a good start in fixing it, but it seems there's more to the problem than it just not getting called more than once
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Ondrik🅱 (Ondrej) 06-May-20 10:01 AM
Nice!
i really need to be more active here, sorry boss
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V A H K I T I 06-May-20 10:02 AM
:v
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The Cap'm (Reese) 06-May-20 10:02 AM
As I finish quiz 1 of 2 here, I'll ask real quick: this is just the sword light, right? Not the particles?
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V A H K I T I 06-May-20 10:03 AM
For now, yes
Working on the particles as we speak
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The Cap'm (Reese) 06-May-20 10:04 AM
ah
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V A H K I T I 06-May-20 10:12 AM
Well I have the function hooked, but now the problem is I need to take some code out of the EXE and put it here, and I don't know how to do that.
Unlike the sword light, this isn't just a function called by one thing. It sets up all the emitters for all the Toa
I need a specific block of code out of it made into a new function.
Probably gonna need @benji for this
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ShadowDraikana 06-May-20 10:40 AM
ok question
how do we intend upon setting up the light in the osi
because as is it gets deleted after one area transition
that's a bug
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V A H K I T I 06-May-20 10:40 AM
I mean it's basically the same right now as the better saver save call
Just call the function
The problem is yes there's a bug with it
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ShadowDraikana 06-May-20 10:41 AM
we need to be fixing that not calling it in every god damn area lol
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V A H K I T I 06-May-20 10:41 AM
The problem is deeper than the function just not getting called more than once
I CAN call it manually EVERYWHERE
But it still will only render once
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ShadowDraikana 06-May-20 10:41 AM
wh
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V A H K I T I 06-May-20 10:41 AM
As I said, it's more complicated
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ShadowDraikana 06-May-20 10:41 AM
oh the mahiki has a similar issue too ftr
it barfs more after one area transition
also notable is that the high poly models affected how it renders
do a comparison in first area/after first are in legacy and rebuilt and you'll immediately see what i mean
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V A H K I T I 06-May-20 10:43 AM
?
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ShadowDraikana 06-May-20 10:44 AM
pay attention to the mahiki in the first are and after transitiioning out of it
in both builds
note what happens
my guess is it has something to do with the way its getting the bones
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V A H K I T I 06-May-20 10:47 AM
Question btw
Either AIDie of Kill have event 43 associated with them
Does SetBenign have any of its own?
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ShadowDraikana 06-May-20 10:48 AM
no idea
again
we need R&D on all the events
because im positive there are unused ones as well
or ones that are used like one time and that's it
it IS an osi callable function ftr
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V A H K I T I 06-May-20 10:50 AM
I mean it shouldn't be hard for you to start a list based on some of the ones in the OSI
Idk why you haven't done so yet given that you've been championing this for years
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ShadowDraikana 06-May-20 10:50 AM
yeah but i need hard actual R&D
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V A H K I T I 06-May-20 10:50 AM
I can already give you at least 3 confirmed IDs to add to it
Why?
There are some that we know exactly what they do
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ShadowDraikana 06-May-20 10:50 AM
because i need to know EXACTLY what is going on
the reason is
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V A H K I T I 06-May-20 10:51 AM
Like kill events or click events
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ShadowDraikana 06-May-20 10:51 AM
some events are used interchangeably for kill code
like code is scattered between them
or in some cases one event was lacking entirely
i need to know what one of those does specifically because i don't know for certain
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V A H K I T I 06-May-20 10:51 AM
Then just put an addendum on the list or something. You're treating this like its all or nothing when we can VERY EASILY start a list with footnotes on the ones that we only know generally what they do
Same with Movelist flags
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ShadowDraikana 06-May-20 10:52 AM
dude
we know JACK SHIT about the flags or what the hell they do
we need actual fucking R&D on those flags
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V A H K I T I 06-May-20 10:52 AM
We know what some of them do in part because of my work with Nobua
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ShadowDraikana 06-May-20 10:52 AM
i've been begging for literally over a year now
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V A H K I T I 06-May-20 10:52 AM
For instance movement speed and jump height
Also what defines player control
Your aversion to just.. writing things down is baffling to me. If you won't start this, I will
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ShadowDraikana 06-May-20 10:54 AM
there is one event i do know about thanks to the kane ra
as in i know exactly what it does
benji confirmed it at one point
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V A H K I T I 06-May-20 10:55 AM
Then put it on a list and start on others. :p
If we don't know EVERYTHING they do, add a footnote
It's a start
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ShadowDraikana 06-May-20 10:55 AM
i dont have all the ids for that matter
ill make a list but
once we start actually, y'know, looking into something it's taken too long to look into, i'd like to make a spreadsheet of the ids and what they do, arguments used, etc
rough list will do for now
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V A H K I T I 06-May-20 10:56 AM
Of course
This is just to get an idea of what everything is for based on context
Further R&D requires that to begin with
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ShadowDraikana 06-May-20 11:03 AM
discord is being a shit
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V A H K I T I 06-May-20 11:09 AM
???
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ShadowDraikana 06-May-20 11:14 AM
anyway
here's the first one documented
Event 11 is for sAnimDoneArray. Use function gccharactermoveinterpreter::checkanimdone(scslosifoundation::stringtoidentifier("[anim id]")) to place animation into sAnimDoneArray. Once the animation finishes, event 11 is fired (needs to have the specific anim id checked as a param to be safe). gccharactermoveinterpreter::stopcheckanimdone(scslosifoundation::stringtoidentifier("[anim id]")) is used to remove the anim id from sAnimDoneArray
which raises a very interesting question
do items get left in this array or does the game remove them otherwise. if that isn't happening i need to remove the anim from the array on cleanup to prevent that from sticking around in memory
judging by the fact there's a function for removing anims appended to it, it heavily implies it needs to be done manually
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V A H K I T I 06-May-20 11:19 AM
Interesting
I know two other events you can add to this that I'm pretty sure have no other functions
IIRC events 23 through 26 are click events At the very least I remember 24 and 26
I figured these out when implementing the pointer animation for frontend
One is for the muse button being pressed, and the other for it being released
V A H K I T I 20/01/2020 But yeah, 25 = Mouse Button Released, 26 = Mouse... EXISTING I guess? and 24 = Mouse Button Held.
(edited)
Definitely needs a bit more R&D but they are all pointer related
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ShadowDraikana 06-May-20 11:25 AM
aight
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V A H K I T I 07-May-20 07:57 PM
Moving the WELL discussion here, finally got it fading EVERYTHING in
I had to make a second array for some of the platforms because shenanigans.
The way the level was set up to fade EVERYTHING, it only had the array set up for the platforms that move or fall.
The others were not scripted in any way, and were otherwise just part of the mass fadeout bullshit
But the array that DOES handle said moving or falling platforms seems to be VERY FUCKING SPECIFIC about what it wants to be IN it
So I had to make two
One for the usual 29 scripted platforms, and another for the other 13 static ones
Currently it's just set up so the Akaku calls the new Fadestuff method, which basically says if mtriggerstate = 1, show the platforms, set it to 0, else, hide them, set it to 1.
Now this will need tweaking since hiding them makes them go away completely rather than letting you stand on them to catch some breathing room even when you can't see them
However it does work as a proof of concept that I can alter all the elements of these two arrays en-masse with a simplified version of Ta05's code
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V A H K I T I 07-May-20 08:25 PM
Having trouble making fading work. Feel like giving me a hand @ShadowDraikana?
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ShadowDraikana 07-May-20 08:26 PM
what kind of trouble
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V A H K I T I 07-May-20 08:26 PM
Well I can hide and show them just fine, but trying to make them fade instead results in a "Call to undefined member method" shutdown.
I also haven't done the cleanup yet cause I'm not entirely certain on how to handle it
The one thing I did so caused a crash on quit. :v
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V A H K I T I 07-May-20 08:39 PM
Good talk :v
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The Cap'm (Reese) 07-May-20 08:39 PM
oof
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ShadowDraikana 07-May-20 08:43 PM
yeah i expected the crash on quit
and i ran into the same shutdown earlier when i tried looping through the one array
which i don't understand at all
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V A H K I T I 07-May-20 08:44 PM
Well I can push what I have if you'd like to have a look at it.
It functions for showing and hiding. Just not fading for some reason
Also yeah Idk why it has two killboxes scripte
The level only has one
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The Cap'm (Reese) 07-May-20 09:22 PM
any objections if i change the race music in GLY13 from SurfAndSnowboard to TechnoSnowboardPart2? I feel like that'd be a good place to use the new track
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V A H K I T I 07-May-20 09:22 PM
Sure
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The Cap'm (Reese) 07-May-20 09:23 PM
thank
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The Cap'm (Reese) 07-May-20 09:39 PM
done
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V A H K I T I 07-May-20 09:40 PM
🅱
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The Cap'm (Reese) 07-May-20 09:42 PM
Do you sing like Olive Oyl on purpose? You guys must be into the Eurythmics. For everyone with dollar signs in his eyes, there must be hundreds who look at you as if you're some kind of rhythm section want ad! No others need apply to the rhythm section want ad! And here's the reason why!
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The Cap'm (Reese) 07-May-20 10:18 PM
and then the conversation died, the end
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V A H K I T I 07-May-20 10:18 PM
It do be like that sometimes.
I get the feeling Ash doesn't wanna play with me anymore Pac
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The Cap'm (Reese) 07-May-20 10:19 PM
so pedestals, then?
oh that's a lot of typing
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V A H K I T I 07-May-20 10:20 PM
Well I got the glyph ones in well done. But then I got sidetracked by actually cleaning up well itself, and since I got stuck that's where I am, and I'm a bit burned out from it for the evening.
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The Cap'm (Reese) 07-May-20 10:20 PM
ah
look on the bright side, you're not on WTHK yet (edited)
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V A H K I T I 07-May-20 10:21 PM
Kek
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UTTER_BODGE 07-May-20 11:19 PM
god scripting in this game is so much less robust than modern engines haha
it's cool for the day but
god
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The Cap'm (Reese) 08-May-20 02:10 AM
Nobody's merged the VISN fix backport into main yet btw
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UTTER_BODGE 08-May-20 02:43 AM
^ pls do this
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V A H K I T I 08-May-20 06:29 AM
Done
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UTTER_BODGE 08-May-20 06:39 AM
:D
thank
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V A H K I T I 08-May-20 06:40 AM
Haven't slept? :p
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UTTER_BODGE 08-May-20 06:41 AM
lol
yknow
playing games for fun without scrutinizing them for things to fix
it's
relaxing
and energizing
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V A H K I T I 08-May-20 06:43 AM
Nice. :p
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UTTER_BODGE 08-May-20 06:43 AM
goddam it's almost like this is what they were made for
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V A H K I T I 08-May-20 06:44 AM
I'm actually having fun with this tbh. I always enjoyed tinkering. Short of the times when the code is just frustrating, this usually IS what I do for fun. xP
I like problem solving
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UTTER_BODGE 08-May-20 06:44 AM
same
but sometimes ya just wanna make cars go fast and explode
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V A H K I T I 08-May-20 06:45 AM
I just got the platforms in WELL to reset properly on death. 😄
THat was satisfying
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UTTER_BODGE 08-May-20 06:45 AM
(grip = spiritual successor to the rollcage games, made by ATD, same folks behind lego racers 2/drome)
(it's basically like what ATD was trying to do back then but given so much more polish and balance)
(really fuckin good, would recommend highly)
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V A H K I T I 08-May-20 06:50 AM
nice
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UTTER_BODGE 08-May-20 07:00 AM
btw any other rebuilt fixes awaiting backporting to main?
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V A H K I T I 08-May-20 07:04 AM
There will be once I finish up with well
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UTTER_BODGE 08-May-20 07:06 AM
wooooo
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V A H K I T I 08-May-20 07:33 AM
AYTFURGEHRYTFGR
Well I just figured out how to simplify my code a TON
This was my method for hiding the platforms before now. Super long and meh.
BUT NOW THANKS TO BECH2 OF ALL THINGS
I found out I can do it all like THIS
var1 = 0; while (this.staticplatformcount >= var1) { this.staticplatforms[var1].hide(); var1 = var1 + 1; } var2 = 0; while (this.platformcount >= var2) { this.platforms[var2].hide(); var2 = var2 + 1; }
FUCKING
GET WRECKED GAME
Pac
The entire method can now actually fit in discord. I... am a bad programmer. Pac
method fadestuff() { var var1; var var2; if (this.mtriggerstate == 1) { var1 = 0; while (this.platformcount >= var1) { this.platforms[var1].show(); var1 = var1 + 1; } var2 = 0; while (this.staticplatformcount >= var2) { this.staticplatforms[var2].show(); var2 = var2 + 1; } } else { var1 = 0; while (this.platformcount >= var1) { this.platforms[var1].hide(); var1 = var1 + 1; } var2 = 0; while (this.staticplatformcount >= var2) { this.staticplatforms[var2].hide(); var2 = var2 + 1; } } return null; }
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Ondrik🅱 (Ondrej) 08-May-20 07:40 AM
Nice!!!
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ShadowDraikana 08-May-20 08:36 AM
that doesn't exactly take care of the fading
just handles show/hide
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V A H K I T I 08-May-20 08:36 AM
It doesn't
But I literally just figured that out
For movableobjects anyways
Literally the only thing causing a shutdown was them needing to me ini8tialized before being faded
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ShadowDraikana 08-May-20 08:37 AM
oh now that makes sense
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V A H K I T I 08-May-20 08:37 AM
volatile platform is the difficult part. Currently it has no handle for any of this
So I need to give it one
Current code snipped btw
var2 = 0; while (this.staticplatformcount >= var2) { this.staticplatforms[var2].initfull(); this.staticplatforms[var2].fadeout(0.25); var2 = var2 + 1; }
THat works for both fading in and out
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ShadowDraikana 08-May-20 08:38 AM
ye it just needs to be initialized once
also i'm expecting this to have massive cleanup issues
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V A H K I T I 08-May-20 08:38 AM
I just need to figure out what to add to volatile platform now to give it this ability
Oh I'm sure it will
I already have a new quit shutdown
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ShadowDraikana 08-May-20 08:39 AM
just let me handle it
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V A H K I T I 08-May-20 08:39 AM
Aight
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ShadowDraikana 08-May-20 08:39 AM
what's the shutdown
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V A H K I T I 08-May-20 08:39 AM
Removearea again
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ShadowDraikana 08-May-20 08:39 AM
did you add onevent code
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V A H K I T I 08-May-20 08:39 AM
I did yes
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ShadowDraikana 08-May-20 08:39 AM
ding ding ding
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V A H K I T I 08-May-20 08:39 AM
I had it call the fadestuff method from onevent
That means I don't have to call it anywhere else
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ShadowDraikana 08-May-20 08:40 AM
that did it
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V A H K I T I 08-May-20 08:40 AM
How do I clean that up then?
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ShadowDraikana 08-May-20 08:40 AM
add a null check
for the platform array referenced in your method
basically
if (this.arrayname != null) { this.fadestuff(); }
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V A H K I T I 08-May-20 08:41 AM
Aight
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ShadowDraikana 08-May-20 08:41 AM
however that requires proper cleanup too
so it may never see that it's null
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V A H K I T I 08-May-20 08:42 AM
Now
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ShadowDraikana 08-May-20 08:42 AM
there's a reason i go nuts with null checks
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V A H K I T I 08-May-20 08:42 AM
How do I set that up if fadestuff references two arrays? (edited)
Cause it handles EVERYTHING
Not just one set or the other
Just do another if, or add an and to the condition
or an or
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ShadowDraikana 08-May-20 08:43 AM
you can include both in the condition
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V A H K I T I 08-May-20 08:44 AM
How do again? :p
Like this?
if ((this.platforms != null) || (this.staticplatforms != null)) { this.fadestuff(); }
(edited)
Yep
That fixed the shutdown
Wew
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ShadowDraikana 08-May-20 08:48 AM
that's an or
i would make it check both
you can simplify that down
i think
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V A H K I T I 08-May-20 08:49 AM
Well this does the job without issue, but let me know how I can do it better
Currently only handles the 13 static platforms
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ShadowDraikana 08-May-20 08:50 AM
nice
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V A H K I T I 08-May-20 08:50 AM
Again, volatileplatform is where this gets tricky
The game currently has no handle for changing the visibility of them, and it's not done anywhere else in the game by other methods.
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ShadowDraikana 08-May-20 08:51 AM
does that class call moveableobject
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V A H K I T I 08-May-20 08:51 AM
It does not
Just calling initfull on the array for them results in what appears to be a buffer overflow.
It crashes on castray for GcProjectile
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V A H K I T I 08-May-20 09:40 AM
sadyghfg
SHortening an existing array is hell
Somehow managed to DIVIDE BY FUCKING ZERO in the process of my many failed attempts.
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ShadowDraikana 08-May-20 10:21 AM
lol
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V A H K I T I 08-May-20 10:21 AM
So I gave up on that for now
Wen back to trying to set up volatile platform
I've started attempting to make volatileplatform a child of moveableobject like physicsobject is but uh...
It REALLY does not like that
So little so that when I start the game I don't even get the menu
Just a fucking black screen
?????
Ah I see why
I need to physically relocate the class to do that
Alright.
Successfully reparented volatileplatform
NOW I should be able to call functions of moveableobject within it
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ShadowDraikana 08-May-20 10:31 AM
well
have you bothered testing to see how this is affected with existing platforms
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V A H K I T I 08-May-20 10:31 AM
I did yes
No change
Everything still works
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V A H K I T I 08-May-20 10:39 AM
Gonna try and clean up my code a bit but otherwise that handles that. x)
@ShadowDraikana
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The Cap'm (Reese) 08-May-20 10:42 AM
Epic
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V A H K I T I 08-May-20 10:59 AM
Well it can probably be cleaned up more, but I'll push what's here now
Pushed
Feel free to test at your leisure @The Cap'm (Reese)
Finally I can get back to pedestals. I love rabbit holes
Anyways yeah, if everything works feel free to port this to main
For this you'll need to physically move the lego_volatileplatform class into the lego_moveableobject folder as part of the reparenting process.
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The Cap'm (Reese) 08-May-20 11:06 AM
fixing the vllg6 colors atm
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V A H K I T I 08-May-20 11:06 AM
Sweet
Imma go make another coffee then finish up the pedestals in lev4
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V A H K I T I 08-May-20 11:46 AM
Moving this here for now, but @ShadowDraikana What needs to be done to make this the item text a part of the token doors? Anything special?
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ShadowDraikana 08-May-20 11:52 AM
yeah, new lines added
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V A H K I T I 08-May-20 11:53 AM
That's it?
I have Reese on that now.
For how long it's been at the forefront of the trello, I figured it was more complicated than that.
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ShadowDraikana 08-May-20 11:54 AM
itll need y.value adjustments and more text code
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V A H K I T I 08-May-20 11:54 AM
I mean that's still not as complex as I was expecting
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ShadowDraikana 08-May-20 11:54 AM
If we want to.get fancy
there may be a way to have it show only what.you currently.need
Was messing with the idea a while.back
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V A H K I T I 08-May-20 11:55 AM
It's high priority, the first thing on the list, and it's been there for months. I figured it required a hookmod or something for how little had been done given the circumstances. (edited)
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ShadowDraikana 08-May-20 11:55 AM
It was listed as high priority?
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V A H K I T I 08-May-20 11:55 AM
Ye
Top of the list too
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The Cap'm (Reese) 08-May-20 11:56 AM
well you're the one who arranged them for me to tag, so
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V A H K I T I 08-May-20 11:56 AM
I mean fair.
At the time we were probably being assailed by "bug reports" of people baffled why the doors wouldn't open.
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The Cap'm (Reese) 08-May-20 12:37 PM
pushed the text
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V A H K I T I 08-May-20 12:38 PM
eyes_shaking
Feel like setting this up @ShadowDraikana, or should I have a go after wthk?
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ShadowDraikana 08-May-20 12:42 PM
i can do it today
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V A H K I T I 08-May-20 12:42 PM
Sweet
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The Cap'm (Reese) 08-May-20 02:30 PM
so github desktop just decided that the clusterfuck branch doesn't exist
so that's fun :v
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The Cap'm (Reese) 08-May-20 03:21 PM
had to reclone the repo
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UTTER_BODGE 08-May-20 04:04 PM
y'all are gettin' shit done
good stuff
I'll continue to watch and clap from the background :D
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V A H K I T I 08-May-20 04:09 PM
:3
Oh yeah, have you tested the well updates Reese?
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The Cap'm (Reese) 08-May-20 04:09 PM
no
had my focus elsewhere this morning
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V A H K I T I 08-May-20 04:09 PM
Aight
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UTTER_BODGE 08-May-20 04:09 PM
(rlly tho I'll get back to this eventually, for the moment I wanna play with shaders in my own project)
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V A H K I T I 08-May-20 04:09 PM
:p
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The Cap'm (Reese) 08-May-20 04:10 PM
such as recloning the repo, adding text, redoing that pedestal, and (right now) redoing the WIP mbch pan thing I had before github desktop had a stroke
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V A H K I T I 08-May-20 04:10 PM
Oof
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The Cap'm (Reese) 08-May-20 04:11 PM
I think I have the call for the pan in correctly
*had
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V A H K I T I 08-May-20 04:18 PM
For the gate stone, I'm just gonna put that in a temporary location for now
Cause if we're adding the scale, that will have to be part of the overall BTMN overhaul
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The Cap'm (Reese) 08-May-20 04:19 PM
ye
Yeah, got it working, so now I can finally see that the pan itself needs a lot of work 😄
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UTTER_BODGE 08-May-20 04:25 PM
WEW
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ShadowDraikana 08-May-20 04:27 PM
ill deal with the shrine convo bs
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UTTER_BODGE 08-May-20 04:28 PM
I LOOKED AWAY FOR TWO SECONDS
I KNOW Y'ALL ARE FAST BUT JESUS Pac
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V A H K I T I 08-May-20 04:29 PM
Pac
Also yea, shrine convos are a thing.
While you're in there with text stuff, the updates for token doors are ready for implementation.
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The Cap'm (Reese) 08-May-20 09:07 PM
Moving this here. Got the opening part of the pan before the loop down pretty well I think
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V A H K I T I 09-May-20 12:05 PM
Nice
Now ya just need the angles right?
ALso Imma get lunch and then start in on the rest of the quest stuff
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The Cap'm (Reese) 09-May-20 12:05 PM
oh so that pan looks all good?
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V A H K I T I 09-May-20 12:05 PM
ye
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The Cap'm (Reese) 09-May-20 12:05 PM
oh ok
guess I'll push it then
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V A H K I T I 09-May-20 12:06 PM
Well doesn't it need to focus on something?
These usually orbit the Rahi it's showin
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The Cap'm (Reese) 09-May-20 12:06 PM
yes, but the Tarakava doesn't exactly stay still
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V A H K I T I 09-May-20 12:06 PM
the others do? 😛
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The Cap'm (Reese) 09-May-20 12:07 PM
They do?
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V A H K I T I 09-May-20 12:07 PM
????
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The Cap'm (Reese) 09-May-20 12:07 PM
I'm confused as to your question
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V A H K I T I 09-May-20 12:07 PM
You're implying that the others do stand still
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The Cap'm (Reese) 09-May-20 12:07 PM
no
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V A H K I T I 09-May-20 12:07 PM
For whom this orbit isn't an issue
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The Cap'm (Reese) 09-May-20 12:07 PM
I mean that he falls into the water
which I specifically recall you saying that we'd try fixing Rahi AI to not waltz off cliffs
which is why the pan goes around their spawn point
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V A H K I T I 09-May-20 12:10 PM
I mean that's fair, but there's still no reason we can't have the camera orbit. Right now it just faces one direction the entire time
Just like.. make it like the kane-ra's
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The Cap'm (Reese) 09-May-20 12:10 PM
And that's not a cam slb thing ya mook (edited)
that's OSI
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V A H K I T I 09-May-20 12:10 PM
ah
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The Cap'm (Reese) 09-May-20 12:10 PM
😛
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V A H K I T I 09-May-20 12:10 PM
In that case it's fine then. I thought you were doing both since implementation alone requires OSI input
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The Cap'm (Reese) 09-May-20 12:11 PM
no
that was just getting the trigger to play it
I have no idea how cam orientation works
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V A H K I T I 09-May-20 12:11 PM
o
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The Cap'm (Reese) 09-May-20 12:12 PM
Oh, you got the gray items done?
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V A H K I T I 09-May-20 12:12 PM
ye
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The Cap'm (Reese) 09-May-20 12:12 PM
I'll add that to the patch notes, then (edited)
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V A H K I T I 09-May-20 12:12 PM
yeet
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The Cap'm (Reese) 09-May-20 12:18 PM
weren't we making these gray too
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V A H K I T I 09-May-20 12:18 PM
Ye. I need to edit the models still tho too
And the other Toa should be done first
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V A H K I T I 09-May-20 12:52 PM
Idea btw
Now that we have arbitrary equipment, when we go to re-implement passive rahi, we can actually have physical infected masks that are removed when the Rahi is pacified.
I guess I can handle the hand masks now actually. I'll just have to send Walker the FBXes
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V A H K I T I 09-May-20 01:09 PM
Onua done and removed the eyes as necessary
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The Cap'm (Reese) 09-May-20 01:13 PM
neato
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V A H K I T I 09-May-20 01:32 PM
So what I think I'm gonna do with items that are meant to appear in huts is twofold
I'll make them hold it when given back, but when you reenter the area it'll be in their hut
Worldbuilding! 😄
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V A H K I T I 09-May-20 10:11 PM
Something we need to do at some point this patch
Ga-koro needs to be offset so the origin is hidden
Either that or just plop something on top of the shadow spam. :v (edited)
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ShadowDraikana 10-May-20 02:40 AM
coin door text when i get up
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V A H K I T I 10-May-20 08:16 AM
😄
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V A H K I T I 10-May-20 09:21 AM
Moving this here for now, but yes, properties work
So I'll set this up across the board as I go with equipment and quest items
Bonus points: This may work around the memory leak since properties are cleaned up manually. (edited)
So it may actually be more efficient even if we don't call them elsewhere.
.....Why does Damek have a setcolours call?
He's literally the default colours, that's just extra needless processing. Pac
OOOOH I'm dum
I was looking at the tree keeper
Case in point on the trial and error thing
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V A H K I T I 10-May-20 09:50 AM
This however does seem unnecessary
Why are we setting these guys' colours and masks twice in the same method?
The animation I can see because they're supposed to idle after the condition is set
But that's all that needs to change
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ShadowDraikana 10-May-20 09:51 AM
this is something the game lost its shit on before when i tried it the other way around
then again
when i did all this it was with asm
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V A H K I T I 10-May-20 09:52 AM
Yeah, must have been an ASM thing cause it works just fine like this:
//Set Tohunga: Taipu gccharacter::settohunga(this.taipu, rgba(0, 0, 0, 0), rgba(0, 0, 0, 0), scslosifoundation::stringtoidentifier("mk0a")); gccharacter::setcolors(gcmodeldirector::getcharacter(scslosifoundation::stringtoidentifier("vl01"), 0), rgba(39, 39, 39, 255), rgba(39, 39, 39, 255), rgba(247, 207, 115, 255)); gccharacter::setinputstate(this.taipu, scslosifoundation::stringtoidentifier("none")); gccharacter::switchanimation(this.taipu, scslosifoundation::stringtoidentifier("d003"), -1); if (bettersaver::getbooleanvalue(32) == 1) { //Set Taipu to idle gccharacter::switchanimation(this.taipu, scslosifoundation::stringtoidentifier("d000"), -1); }
Much cleaner too
In fact I may even be able to merge some of my placeitem code into this
Yep, was able to nix the entire method. 😎
Just threw the addpart call into the block that gives the amana volo, and folded the rest into Taipu's initial setup
//Set Tohunga: Taipu gccharacter::settohunga(this.taipu, rgba(0, 0, 0, 0), rgba(0, 0, 0, 0), scslosifoundation::stringtoidentifier("mk0a")); gccharacter::setcolors(gcmodeldirector::getcharacter(scslosifoundation::stringtoidentifier("vl01"), 0), rgba(39, 39, 39, 255), rgba(39, 39, 39, 255), rgba(247, 207, 115, 255)); gccharacter::setinputstate(this.taipu, scslosifoundation::stringtoidentifier("none")); gccharacter::switchanimation(this.taipu, scslosifoundation::stringtoidentifier("d003"), -1); if (bettersaver::getbooleanvalue(32) == 1) { //Set to idle & add item gccharacter::switchanimation(this.taipu, scslosifoundation::stringtoidentifier("d000"), -1); gccharacter::addpart(this.taipu, "vl01/pick", 1); }
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ShadowDraikana 10-May-20 10:01 AM
perfect
one problem with the coindoor text
handling the y value stuff could be an issue
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V A H K I T I 10-May-20 10:08 AM
Oh?
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ShadowDraikana 10-May-20 10:08 AM
for starters it's a bit weird how this is set up
screeny * 0.83
actually
now would be a good time for me to sink some quick R&D into gs lego text
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V A H K I T I 10-May-20 10:11 AM
Indeed
Also all the Tohunga I recognize are recoded now. I just need to figure out the rest. :p
Midak was a lot easier than I was expecting.
I had thought the bug would be more of an issue than it was with the new setup
Anyways there are 6 more Tohunga to set up, I just need names to put to them
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ShadowDraikana 10-May-20 10:19 AM
first arg is pretty obvious on this :P
the font
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V A H K I T I 10-May-20 10:19 AM
Nice. :p
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ShadowDraikana 10-May-20 10:23 AM
second one is the string
param3 is the x position
param4 is the y which is linked back to param9. some kind of padding argument?
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V A H K I T I 10-May-20 10:28 AM
Would make sense
Text elements should have padding so they don't go all the way to the screen's edge before wrapping
Though if there is padding and word wrap in by default, it clearly doesn't work
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ShadowDraikana 10-May-20 10:29 AM
also looks like i can fill in the parameters on the parent classes for the lego text
base text and base draw object
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V A H K I T I 10-May-20 10:29 AM
Nice
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ShadowDraikana 10-May-20 10:35 AM
5 is the z position if that wasn't obvious by the trend
6 is the scale
param7 is horizontal
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V A H K I T I 10-May-20 10:38 AM
And my onu-koro recode is complete. 😄
NOW I can implement the equipment removal much easier
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ShadowDraikana 10-May-20 10:39 AM
sweet
cleanup is correct ftr
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V A H K I T I 10-May-20 10:39 AM
It takes up a bit more space with the comments and spacing, but it's easier to read
Which is important when dealing with this many villagers. :p
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ShadowDraikana 10-May-20 10:40 AM
yeah
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V A H K I T I 10-May-20 10:41 AM
Hmm
YOu know I don't think we really even need the give fruit methods either
Cause all that does is check a property and teleport the object
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ShadowDraikana 10-May-20 10:41 AM
IIRC
the only reason those exist
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V A H K I T I 10-May-20 10:42 AM
Which I was originally doing with the quest item setting as well, and I nixed that fine enough
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ShadowDraikana 10-May-20 10:42 AM
is because of branch target asm bullfuckery
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V A H K I T I 10-May-20 10:42 AM
Ah
Well I'll merge that as well then
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ShadowDraikana 10-May-20 10:42 AM
so they can probably be merged
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V A H K I T I 10-May-20 10:42 AM
That'll be 3 more unnecessary methods gone
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ShadowDraikana 10-May-20 10:42 AM
but that needs to be extensively tested
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V A H K I T I 10-May-20 10:42 AM
ye
Good thing I have a save with all quest items colelcted
:p
It should work fine though
Cause literally all the event does is call these methods
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ShadowDraikana 10-May-20 10:43 AM
yeah that was asm shit
is why i did it that way
hell we might not even need the properties for some of those too but i need to experiment on my own
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V A H K I T I 10-May-20 10:47 AM
Yep
Successfully nixed both
We only need the three upgradefruit properties
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ShadowDraikana 10-May-20 10:48 AM
iirc the only reason i even had those is because of weird asm branch target fuckery
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V A H K I T I 10-May-20 10:48 AM
Btw, upgradefruit_shown 1 2 and 3 weren't being cleaned up
So that could account for some issues
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ShadowDraikana 10-May-20 10:48 AM
they didnt need to be
because ints
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V A H K I T I 10-May-20 10:48 AM
ah
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ShadowDraikana 10-May-20 10:48 AM
then again
possibly would cause an issue in the next level? idk
either way those can go
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V A H K I T I 10-May-20 10:48 AM
Well either way that's even less unnecessary code now. 😄
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ShadowDraikana 10-May-20 10:48 AM
yee
it's nice that we can clean shit up without the branch target garbo constantly hampering things
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V A H K I T I 10-May-20 10:49 AM
Indeed
Btw answer me something about cleanup
If an object is never not null, the conditions aren't necessary correct?
Ie something that's always present shouldn't need conditions on its cleanup.
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ShadowDraikana 10-May-20 10:50 AM
yeah. only things like objects and arrays need the check
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V A H K I T I 10-May-20 10:50 AM
Aight
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ShadowDraikana 10-May-20 10:50 AM
there are exceptions though
but that's for like
onevent fuckery
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V A H K I T I 10-May-20 10:51 AM
I assume the reason the Amana Volo have them then is because when they're collected they become null
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ShadowDraikana 10-May-20 10:51 AM
ye they're pickups
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V A H K I T I 10-May-20 10:51 AM
Aight. Just clarifying for future reference
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ShadowDraikana 10-May-20 10:51 AM
pickups are objects that run initfull
so they need cleanupfull and to be set to null
but to make sure nothing dumb happens a null check is needed
as a precaution to stop a crash from happening
with arrays that have onevent code not contained inside of an event, it's 100% needed and not optional
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V A H K I T I 10-May-20 10:53 AM
I see. Anyways I'm just gonna implement the Takara item/equipment removal and then push this for you to run memory tests on.
Hell if we're really lucky it may even reduce the lag. :p
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ShadowDraikana 10-May-20 10:53 AM
aight
im not sure what param7 is currently
labeled as horizontal
param10 i just identified
it's a backup of sorts for some reason
and frankly isn't needed i think the way this works anyway
it in effects checks for if the param is null. if it's null, set newfont to 0, which skips the creation of a font and instead grabs the one already loaded
by param1
it's weird
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V A H K I T I 10-May-20 10:58 AM
odd
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ShadowDraikana 10-May-20 10:59 AM
its a bool
it can be set to 1 to initiate font creation again? nani?
saffire why is this needed
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ShadowDraikana 10-May-20 11:07 AM
param9 is in fact padding being applied to the y param
the weird thing is
it has a null check that sets it to 0 if not found... and yet it's set to 0 in the text examples im looking at
????????
figured out param7. it's the horizontal alignment
hee hoo
param8 is the vertical alignment
that problem is now solved i think
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V A H K I T I 10-May-20 11:17 AM
😄
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ShadowDraikana 10-May-20 11:17 AM
i need to fuck around with it to be sure
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V A H K I T I 10-May-20 11:18 AM
I'm a bit delayed in mine. Just having to add some extra properties back in due to double-setting addparts
Thankfully it only affects the quest equipment stuff
Idk if it's just cutscenes that cause the issue or what, but somewhere in the chain, the quest item was getting set twice before the Takara
So removing it once only removed the first instance (edited)
Do cutscenes re-run initfull or something?
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ShadowDraikana 10-May-20 11:20 AM
i think this might be weird shit i ran into the amana volo come to think of it
hence the fruit shown property
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V A H K I T I 10-May-20 11:20 AM
Well that hasn't been a problem so far. It shows up just fine
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ShadowDraikana 10-May-20 11:20 AM
no it was more of a thing to stop it from doing the thing more than once
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V A H K I T I 10-May-20 11:20 AM
I managed to mitigate this particular issue bring back the pickactive property
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ShadowDraikana 10-May-20 11:20 AM
the name is kinda misleading
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V A H K I T I 10-May-20 11:21 AM
Hmm
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ShadowDraikana 10-May-20 11:21 AM
IIRC
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V A H K I T I 10-May-20 11:21 AM
Ah yep
That is indeed a thing
I'll have to put those back then
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ShadowDraikana 10-May-20 11:27 AM
🅱
param10 is literally pointless
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V A H K I T I 10-May-20 11:29 AM
:v
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ShadowDraikana 10-May-20 11:30 AM
if (this.newfont == 1) { this.font = sctilefont::create(this.fontname); } else { this.font = globalclass.getgamefont(this.fontname); }
fontname is the first param given. newfont is set by param 10. if its set to 1 then... create the font that's already created. else get the font that's loaded
saffire
go home
u drunk
whoever scripted this at least
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V A H K I T I 10-May-20 11:32 AM
:v
Also I think I'm done the Onu-Koro recode
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ShadowDraikana 10-May-20 11:32 AM
i mean if you really want
i can remove it
also nice
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V A H K I T I 10-May-20 11:34 AM
Remove what, that font thing?
I mean if you want, Idc
Also pushed the Onu-Koro stuff. Go ahead and give that a whirl.
Here's a save with all quest items collected and all Haka matoran talked to
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The Cap'm (Reese) 10-May-20 11:35 AM
oh did you need matoran names
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V A H K I T I 10-May-20 11:35 AM
I got them for Onu-Koro but would be appreciated for the rest of the villages, yes
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The Cap'm (Reese) 10-May-20 11:35 AM
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V A H K I T I 10-May-20 11:35 AM
Thank
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The Cap'm (Reese) 10-May-20 11:36 AM
should have every single one in the game
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V A H K I T I 10-May-20 11:36 AM
As far as Onu-Koro's concerned, that's all in the code now, both as named properties, and comments for the individual references
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The Cap'm (Reese) 10-May-20 11:36 AM
please go in and name the no-names
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V A H K I T I 10-May-20 11:39 AM
I mean if you have names for them, by all means
:p
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The Cap'm (Reese) 10-May-20 11:39 AM
...I literally just sent you the names
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V A H K I T I 10-May-20 11:39 AM
For the two unnamed tohunga?
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The Cap'm (Reese) 10-May-20 11:39 AM
As I said
Every tohunga in the game is in that list
including your no-names
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V A H K I T I 10-May-20 11:40 AM
Ah okay
I'll update those properties then
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The Cap'm (Reese) 10-May-20 11:40 AM
and if I missed one let me know
but I'm pretty sure they're all in there
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V A H K I T I 10-May-20 11:41 AM
One is missing
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The Cap'm (Reese) 10-May-20 11:41 AM
fak
who child
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V A H K I T I 10-May-20 11:41 AM
Just a sec
Ah wait I was looking at the wrong thing, nvm
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The Cap'm (Reese) 10-May-20 11:42 AM
.-.
so you have names for all of them then
gud
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V A H K I T I 10-May-20 11:44 AM
Fixed
And pushed
That should be all of them
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The Cap'm (Reese) 10-May-20 11:44 AM
you missed onepu lol
but yeah that looks like everybody
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V A H K I T I 10-May-20 11:45 AM
If ya have time, make sure that all works since Ash is busy with text right now.
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The Cap'm (Reese) 10-May-20 11:46 AM
yeah building now
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V A H K I T I 10-May-20 11:46 AM
If it's all good, I'll mirror that for the rest of the villages
Another rabbit hole, woo
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The Cap'm (Reese) 10-May-20 11:46 AM
that's pretty epic
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V A H K I T I 10-May-20 11:47 AM
Like what did I just say before I went to bed?
V A H K I T I Yesterday at 23:27 Imma get some sleep and hopefully finish all this in the morning without falling down any more rabbit holes. :v
NOPE! REFACTORING THE ENTIRE CODEBASE! :V
.....Dumb idea
I wonder if I could refactor Lev6/mosh using a similar method to what I did with well
Ie: parenting the class to lev6/vllg. Pac
If it works, I could get away with redefining a lot fewer things.
And just call the parent class
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The Cap'm (Reese) 10-May-20 11:53 AM
vllg1 seems to be good
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V A H K I T I 10-May-20 11:53 AM
Epic. :v
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The Cap'm (Reese) 10-May-20 11:53 AM
so what rabbit hole are you falling down now? I've lost track 😛
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V A H K I T I 10-May-20 11:54 AM
Well as I just said, refactoring practically the entire codebase for villages. :v
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The Cap'm (Reese) 10-May-20 11:54 AM
oh fun
enjoy
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V A H K I T I 10-May-20 11:55 AM
:v
Imma order lunch and then start in on bmtn and vllg2
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The Cap'm (Reese) 10-May-20 11:55 AM
fun
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V A H K I T I 10-May-20 11:56 AM
It's not hard work, just a bit tedious to figure out who's who, turn variables into properties, and add comments.
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The Cap'm (Reese) 10-May-20 11:56 AM
you know I should probably separate guards on this list
I'mma do that
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V A H K I T I 10-May-20 11:56 AM
That would be very helpful.
Bonus points if you can add their code identifier
Ie: vl01
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The Cap'm (Reese) 10-May-20 11:56 AM
Not going that hard yet :v
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V A H K I T I 10-May-20 11:57 AM
b o i
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The Cap'm (Reese) 10-May-20 11:57 AM
starting with names
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V A H K I T I 10-May-20 11:57 AM
Well the identifiers should be easy enough to find in the code once I'm done here
this.zemya = gcmodeldirector::getcharacter(scslosifoundation::stringtoidentifier("vlgr"), 0); this.taipu = gcmodeldirector::getcharacter(scslosifoundation::stringtoidentifier("vl01"), 0); this.nuparu = gcmodeldirector::getcharacter(scslosifoundation::stringtoidentifier("vl02"), 0); this.mamru = gcmodeldirector::getcharacter(scslosifoundation::stringtoidentifier("vl03"), 0); this.nobua = gcmodeldirector::getcharacter(scslosifoundation::stringtoidentifier("vl04"), 0); this.midak = gcmodeldirector::getcharacter(scslosifoundation::stringtoidentifier("vl05"), 0); this.tehuti = gcmodeldirector::getcharacter(scslosifoundation::stringtoidentifier("vl06"), 0); this.azibo = gcmodeldirector::getcharacter(scslosifoundation::stringtoidentifier("vl07"), 0); this.onepu = gcmodeldirector::getcharacter(scslosifoundation::stringtoidentifier("vl08"), 0); this.akamu = gcmodeldirector::getcharacter(scslosifoundation::stringtoidentifier("vl09"), 0); this.keeper = gcmodeldirector::getcharacter(scslosifoundation::stringtoidentifier("vl10"), 0); this.damek = gcmodeldirector::getcharacter(scslosifoundation::stringtoidentifier("vl11"), 0); this.kaj = gcmodeldirector::getcharacter(scslosifoundation::stringtoidentifier("vl12"), 0); this.aiyetoro = gcmodeldirector::getcharacter(scslosifoundation::stringtoidentifier("vl13"), 0); this.dosne = gcmodeldirector::getcharacter(scslosifoundation::stringtoidentifier("vl14"), 0); this.chadea = gcmodeldirector::getcharacter(scslosifoundation::stringtoidentifier("vl15"), 0);
You could at least add them for Onu-Koro now
Minor nitpick with this game btw.
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ShadowDraikana 10-May-20 11:58 AM
ill hold off on coin doors until this is done
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V A H K I T I 10-May-20 11:58 AM
It bugs me that you can call multiple instances of the same character from a char slb, but you can't call multiple instances of one object.
You have to duplicate the model and rename it
Well Onu-Koro is done
So you can set it up there as a test bed
And then I can clone your code as I go
I'm on lunch break so you have time to set it up there. :p
I also need you specifically to test performance there
Since you've reported that memory leak
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ShadowDraikana 10-May-20 12:02 PM
problem is i need a chunk of time because there are a couple of things i'm not looking forward to
just do your thing and copy paste later
couple ideas: 1. we hide text for things that have been found 2. we try realigning text after other text is removed 3. hope it doesn't break Pac
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V A H K I T I 10-May-20 12:03 PM
Sounds like a good idea requiring a lot of conditions. :p
Off the top of my head, the easiest way to do it would be to have two completely different text calls that display depending on the saver booleans. Nothing needs to be hidden or realigned. It'll just display different things based on what you've collected. To that end, we could just keep the default and use that for when you've already picked up everything but the tokens. (edited)
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The Cap'm (Reese) 10-May-20 12:04 PM
seems I missed a guard in Ga-Koro somehow. Adding her 😭
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V A H K I T I 10-May-20 12:04 PM
:p
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The Cap'm (Reese) 10-May-20 12:05 PM
also reminder that Amaya in BMTN is a guard; I forget if she has equipment or not
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V A H K I T I 10-May-20 12:06 PM
She does not actually
Thanks for the reminder
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ShadowDraikana 10-May-20 12:07 PM
that's the problem though
text realignment
if we wanted the thing on the bottom to move up once everything else is done, we'd have to add multiple conditions for each possible outcome of where the text could be
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V A H K I T I 10-May-20 12:08 PM
Which is doable
Generally there are no more than 3 or 4 variables for these doors.
That's not an unreasonable amount of conditions
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The Cap'm (Reese) 10-May-20 12:21 PM
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V A H K I T I 10-May-20 05:00 PM
Back into the village stuff
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The Cap'm (Reese) 10-May-20 05:00 PM
we back in this
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V A H K I T I 10-May-20 05:01 PM
Added the identifiers to the onu-koro comments for good measure since not all the settohunga calls reference them directly
Only those with custom colours
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The Cap'm (Reese) 10-May-20 05:04 PM
ah
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V A H K I T I 10-May-20 05:07 PM
Question
Amaya is not being moved back into the village no?
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The Cap'm (Reese) 10-May-20 05:07 PM
no
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V A H K I T I 10-May-20 05:08 PM
Aight
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The Cap'm (Reese) 10-May-20 05:08 PM
unless you want that to happen
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V A H K I T I 10-May-20 05:08 PM
Would it make sense to do?
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The Cap'm (Reese) 10-May-20 05:08 PM
I mean there are already two guards at that door
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V A H K I T I 10-May-20 05:08 PM
true
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The Cap'm (Reese) 10-May-20 05:08 PM
discounting the four that were kidnapped during the invasion that you meet in MBCH
so there's not really logical room for her in VLLG right now
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V A H K I T I 10-May-20 05:09 PM
Indeed
Another question
There are 3 Tohunga with Raus in this list, and 3 in vllg, but unless one of the rescue matoran is being set here there should be 4
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The Cap'm (Reese) 10-May-20 05:15 PM
What do you mean?
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V A H K I T I 10-May-20 05:15 PM
3 matoran with Raus on the list, one is in MBCH
But there are also 3 being set here in the village
One is missing from the list
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The Cap'm (Reese) 10-May-20 05:15 PM
huh
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V A H K I T I 10-May-20 05:15 PM
Unless the one rescue matoran comes back here?
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The Cap'm (Reese) 10-May-20 05:15 PM
no no
that doesn't happen
let me see
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V A H K I T I 10-May-20 05:16 PM
Well Kotu and Yia are accounted for
tohunga = gcmodeldirector::getcharacter(scslosifoundation::stringtoidentifier("vl17"), 0); gccharacter::settohunga(tohunga, rgba(0, 0, 255, 255), rgba(0, 0, 255, 255), scslosifoundation::stringtoidentifier("mk9a")); gccharacter::setcolors(gcmodeldirector::getcharacter(scslosifoundation::stringtoidentifier("vl17"), 0), rgba(72, 117, 174, 255), rgba(72, 117, 174, 255), rgba(0, 0, 255, 255));
The one in question.
Last on the list
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The Cap'm (Reese) 10-May-20 05:17 PM
oh I think I know who it is
hold on
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V A H K I T I 10-May-20 05:17 PM
Aight
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The Cap'm (Reese) 10-May-20 05:18 PM
It's this one
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V A H K I T I 10-May-20 05:18 PM
Who dat
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The Cap'm (Reese) 10-May-20 05:19 PM
I think this one was retroactively added after I made this list
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UTTER_BODGE 10-May-20 05:19 PM
they're the one that's definitely not a kanohi expert
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V A H K I T I 10-May-20 05:19 PM
I do seem to recall needing another at some point
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UTTER_BODGE 10-May-20 05:19 PM
we can rule that out
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V A H K I T I 10-May-20 05:19 PM
:p
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The Cap'm (Reese) 10-May-20 05:19 PM
Name her...uh...
steven
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V A H K I T I 10-May-20 05:19 PM
Is she not an official Ga-Matoran?
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The Cap'm (Reese) 10-May-20 05:19 PM
If she was she'd be on the list, I'm 99.99% sure
considering I recall exhausting the options on BS01 before going to originals
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V A H K I T I 10-May-20 05:20 PM
I see
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The Cap'm (Reese) 10-May-20 05:21 PM
This...might be loosely based off the Voya Nui Matoran named Dalu...? I don't recall looking at Voya Nui ones for reference though
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V A H K I T I 10-May-20 05:21 PM
Well gimmie a name to throw in then. :p
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The Cap'm (Reese) 10-May-20 05:22 PM
gimme a sec...
Heleris? Certera? Steven?
these are hard to come up with quickly
any of those?
please?
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V A H K I T I 10-May-20 05:29 PM
Certera sounds fine I guess
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The Cap'm (Reese) 10-May-20 05:29 PM
k
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V A H K I T I 10-May-20 05:29 PM
Heleris sounds too close to Helryx when spoken
:p
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UTTER_BODGE 10-May-20 05:30 PM
>onua and onewa
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The Cap'm (Reese) 10-May-20 05:30 PM
five bucks says I'll need to make more of these as the villages go on
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V A H K I T I 10-May-20 05:30 PM
And with that all the comments are in
Now comes actually recoding them
:p
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The Cap'm (Reese) 10-May-20 05:31 PM
you gonna do the rescue girls in MBCH/SHRN as well, out of curiosity? Or PTOS boi?
(eventually)
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V A H K I T I 10-May-20 05:32 PM
What about them? Just the code or do they need more?
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The Cap'm (Reese) 10-May-20 05:33 PM
No, just the naming/restructure thing
just wondering since you're going through all the villages
...Actually that reminds me that I need to try and see if Husi boi can be given a conversation
answer: no
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V A H K I T I 10-May-20 05:36 PM
f
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ShadowDraikana 10-May-20 05:41 PM
actually
i think he can
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The Cap'm (Reese) 10-May-20 05:41 PM
not when mounted on the bird
probably yes when dismounted (edited)
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V A H K I T I 10-May-20 05:43 PM
So then
Give the bird a conversation
( ͡° ͜ʖ ͡°)
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The Cap'm (Reese) 10-May-20 05:43 PM
no
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V A H K I T I 10-May-20 05:43 PM
I mean
It would WORK no?
:p
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The Cap'm (Reese) 10-May-20 05:43 PM
...maybe
fuck it i'll try
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V A H K I T I 10-May-20 05:43 PM
Cause the bird is the active entity
So it would be the one most compatible with the function
Properties are in place. Gotta hook em up now
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The Cap'm (Reese) 10-May-20 05:48 PM
well
sure works
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V A H K I T I 10-May-20 05:48 PM
Ayy
Just needs camera adjustment
Erm
Why is the boi facing backwards tho
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The Cap'm (Reese) 10-May-20 05:49 PM
Don't ask me
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V A H K I T I 10-May-20 05:49 PM
.-.
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The Cap'm (Reese) 10-May-20 05:49 PM
Well a conversation auto-turns the entity towards you
and that may not include the rider in this case
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V A H K I T I 10-May-20 05:50 PM
._.
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The Cap'm (Reese) 10-May-20 05:51 PM
Here, look for yourself
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V A H K I T I 10-May-20 05:51 PM
No I believe you
Off topic, you know something dumb I'd like to do to stress test the game sometime? Maybe as a special ending for Nobua mode or something?
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The Cap'm (Reese) 10-May-20 05:52 PM
The whole three-finger island thing?
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V A H K I T I 10-May-20 05:52 PM
Grab every single villager we're setting from everywhere in the game and gather them in Kini
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The Cap'm (Reese) 10-May-20 05:52 PM
huh
interesting idea
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V A H K I T I 10-May-20 05:53 PM
The game is gonna fuckin CHUG with the current rendering issues
But I'm curious if it'll even run
:p
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The Cap'm (Reese) 10-May-20 05:53 PM
hol up a sec; just noticed a small issue with my list
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V A H K I T I 10-May-20 05:54 PM
Cause that's gonna be over 100 villagers in one spot
Nowhere in the game has that ever been attempted
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The Cap'm (Reese) 10-May-20 05:54 PM
Just noticed I named a matoran twice like a dolt
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V A H K I T I 10-May-20 05:54 PM
Nothing even close to that
o
...Huh
So I just noticed a weird mistake in the vllg2 code
Whoever initially set up Shasa mistyped her mask in her, (now unnecessary) secondary setup.
As a result, once you return to the area after giving her the item back, she'll have swapped her Matatu for a Mahiki. Pac
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The Cap'm (Reese) 10-May-20 06:01 PM
.-.
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V A H K I T I 10-May-20 06:01 PM
Can you confirm this just to be sure I'm not going insane here?
boolean for her item is 35 if you want to give yourself the item
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The Cap'm (Reese) 10-May-20 06:02 PM
oh my god you're right
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V A H K I T I 10-May-20 06:03 PM
Pac
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The Cap'm (Reese) 10-May-20 06:03 PM
I've never seen that
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V A H K I T I 10-May-20 06:03 PM
Generally speaking, going back to the villages is rare, and her item is the last one you'd get
So I'm not surprised it's gone overlooked
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V A H K I T I 10-May-20 06:20 PM
I was wondering why Onu-Koro has a slight delay on the invasion ending but Ga-Koro doesn't. The code order here might explain it
Onu-Koro:
Ga-Koro:
It just does it all at once here
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The Cap'm (Reese) 10-May-20 06:21 PM
ah
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V A H K I T I 10-May-20 06:22 PM
Actually it does a bunch of things with hives here thatOnu-Koro doesn't do at all
Seems to be manually controlling the spawn rate like HYDR tried to do
I'll nix that since it's.. really not necessary
And we're redoing the invasion anyways
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The Cap'm (Reese) 10-May-20 06:23 PM
👏 underwater 👏 hives 👏 when
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V A H K I T I 10-May-20 06:24 PM
I'll do the model for it after I'm done with this, how bout that? :p
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The Cap'm (Reese) 10-May-20 06:24 PM
oh sure
cool
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V A H K I T I 10-May-20 06:25 PM
Yep that added the delay Onu-Koro has
For some reason
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The Cap'm (Reese) 10-May-20 06:25 PM
textures are
ga_obj_20xx_flyhive01 ga_obj_20xx_flyhive02 ga_obj_20xx_flyhive03
if you want to use them
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V A H K I T I 10-May-20 06:26 PM
Yeet
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The Cap'm (Reese) 10-May-20 06:26 PM
this does bring up the whole "water rahi can fly" thing though, thinking about it
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V A H K I T I 10-May-20 06:34 PM
Indeed
One thing at a time though
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The Cap'm (Reese) 10-May-20 06:34 PM
yeah
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V A H K I T I 10-May-20 06:34 PM
Anyways pushed for testing
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The Cap'm (Reese) 10-May-20 06:34 PM
just saying when we get to putting these in we need to look into that
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V A H K I T I 10-May-20 06:35 PM
Take particular care while you're in here to text Nixie. I want to be sure the placement code runs in the correct order
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The Cap'm (Reese) 10-May-20 06:35 PM
ok
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V A H K I T I 10-May-20 06:35 PM
Initially she should hold the gear, then have it only be in her hut on reloading/returning
THe issue with Shasa should be fixed too
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The Cap'm (Reese) 10-May-20 06:37 PM
backtracking into BMTN from VLLG just crashed
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V A H K I T I 10-May-20 06:37 PM
.-.
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The Cap'm (Reese) 10-May-20 06:39 PM
found the issue
if you return the gatestone, leave, and come back it crashes
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V A H K I T I 10-May-20 06:39 PM
Ah I probably forgot the cleanup in bmtn
Hmm.. no that's fine
Seems to be with the way I merged the door code
Stand by
Ah I got it
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The Cap'm (Reese) 10-May-20 06:43 PM
vllg seems to work fine
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V A H K I T I 10-May-20 06:44 PM
Code order again
It's trying to open the door before the door is defined
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The Cap'm (Reese) 10-May-20 06:44 PM
Shasa keeps her mask, Nixie puts her gear down
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V A H K I T I 10-May-20 06:44 PM
:
:p
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The Cap'm (Reese) 10-May-20 06:44 PM
oof
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V A H K I T I 10-May-20 06:44 PM
Nice
Try now
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The Cap'm (Reese) 10-May-20 06:48 PM
works now
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V A H K I T I 10-May-20 06:48 PM
Nice
@ShadowDraikana Are you proud of me mommy? Pac
I both love and hate that I'm in school for modelling and animation yet this is probably what I enjoy most about this project.
Yet at the same time I never want to do this as a job.
@ToxicCrumble Speaking of, how are y'all doing over there? :p
And speaking of modelling, I'm gonna go take a quick shower then start in on those underwater hives.
Brb frens
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The Cap'm (Reese) 10-May-20 06:54 PM
yeet
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The Cap'm (Reese) 10-May-20 08:18 PM
teey
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V A H K I T I 10-May-20 08:18 PM
no u
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The Cap'm (Reese) 10-May-20 08:21 PM
ou n
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V A H K I T I 10-May-20 08:25 PM
Right now I'm just trying to get a feel for what this may have even looked like
Going off of the Level 5 textures, this one was clearly supposed to attach to the bottom of this second one as an underside of sorts, similar to the mushroom, or Level 6's hives
Given that it's labeled "flyhive" it was probably meant to be similar in design and function.
All the hives named in this way, dragonflyhive, airhive, etc, are tall, and spout bats from the top
Though the main body texture baffles me in that case since it's clearly not made to wrap around a cylindrical shape.
Nor be a cap to one
@Grampa Walker What do you think?
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Grampa Walker 10-May-20 09:05 PM
To answer that question, I have a question. What do you get when you cross an elephant with a rhinoceros? (edited)
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The Cap'm (Reese) 10-May-20 09:06 PM
An apex predator?
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Grampa Walker 10-May-20 09:06 PM
Elephino
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The Cap'm (Reese) 10-May-20 09:06 PM
FUCK
GODDAMN IT
YOU CLEVER BASTARD (edited)
STOP
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Grampa Walker 10-May-20 09:07 PM
Thank you, thank you, try the veal.
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V A H K I T I 10-May-20 09:11 PM
??????????????
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The Cap'm (Reese) 10-May-20 09:11 PM
Elephino = Hell if I know
it's a fucking SSS tier pun and I feel inadequate for not thinking of that before
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V A H K I T I 10-May-20 09:16 PM
FUCK
HUGUHFJUHGYF
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2Tie 10-May-20 09:28 PM
heh
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V A H K I T I 10-May-20 10:02 PM
Well anyways for now I'm just relaxing and watching duel monsters again and uh..
Pegasus.
THIS FUCKING MAN
IS LIKE 15 FEET TALL
AND ALL LEGS
WTF. Pac
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Leena 10-May-20 10:03 PM
Rewire proportions
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Grampa Walker 10-May-20 10:12 PM
You sure that's just not perspective, and his guards are just farther away??
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V A H K I T I 10-May-20 10:13 PM
I mean just look at his legs
They should realistically be like half that length compared to the rest of his body
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Grampa Walker 10-May-20 10:14 PM
Well, yeah, I just meant his height with the perspective thing. He's definitely more leg than man. (edited)
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The Cap'm (Reese) 10-May-20 10:14 PM
fuckin' Nam
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V A H K I T I 10-May-20 10:15 PM
Pac
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The Cap'm (Reese) 10-May-20 10:15 PM
maximillion pegasus was in fuckin' nam, man
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Grampa Walker 10-May-20 10:15 PM
Hush, you
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The Cap'm (Reese) 10-May-20 10:15 PM
no
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V A H K I T I 10-May-20 10:15 PM
I'm being thrown though a loop by these localized names btw
Some of them are great, others dumb and on the nose in the sub
Like DINOSAUR RYUZAKI
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Grampa Walker 10-May-20 10:16 PM
Joey
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V A H K I T I 10-May-20 10:16 PM
But Pegasus is just strange to me
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Grampa Walker 10-May-20 10:16 PM
Wait, someone's named fucking Dinosaur???
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V A H K I T I 10-May-20 10:16 PM
In the original sub, Pegasus is his FIRST name
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The Cap'm (Reese) 10-May-20 10:16 PM
I assume Dinosaur is Rex
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V A H K I T I 10-May-20 10:16 PM
Rex is named Dinosaur in the original
Yes
And Wevile is named Insector Haga
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The Cap'm (Reese) 10-May-20 10:16 PM
I mean "Rex Raptor" is still pretty on the nose
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V A H K I T I 10-May-20 10:17 PM
Apparently Pegasus is known as "Pegasus J. Crawford"
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Grampa Walker 10-May-20 10:17 PM
Well.. I sort of get what you mean... But to be honest, who wouldn't want to be named Maximillion Pegasus? That name just exudes a demand for respect.
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The Cap'm (Reese) 10-May-20 10:17 PM
pegasus is not a first name
no
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V A H K I T I 10-May-20 10:18 PM
It is in the sub apparently
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The Cap'm (Reese) 10-May-20 10:18 PM
bad anime
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V A H K I T I 10-May-20 10:18 PM
:v
Semi-related, but I now have Virtuous Pope stuck in my head because the strings are almost identical to Passionate Duelist. :v
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V A H K I T I 11-May-20 04:46 PM
@ShadowDraikana Onto shoefitter now eh? :p
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ShadowDraikana 11-May-20 04:47 PM
i had the function up in the osi because the quit crash reminded me i needed to finish dealing with the cleanup issues
so i had that up and went afk
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V A H K I T I 11-May-20 04:48 PM
ah. :p
Btw, I pushed the air meter textures
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The Cap'm (Reese) 11-May-20 04:51 PM
Yeet
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V A H K I T I 11-May-20 05:10 PM
Figured out the hives
So get this
you know the indicator of ghvX and fhvX? I guess that shit's also just hard-coded to the hive's overall functionality.
I named it whvX initially to indicate it's a WATER hive, not a FLY hive
But apparently that won't do
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ShadowDraikana 11-May-20 05:11 PM
saffire actually hardcoded the ids?
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V A H K I T I 11-May-20 05:11 PM
Apparently
Naming it fhvX fixed the issue
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ShadowDraikana 11-May-20 05:11 PM
smh
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The Cap'm (Reese) 11-May-20 05:11 PM
Of course they did
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V A H K I T I 11-May-20 05:12 PM
It's probably hard coded to pick out the id and kill the spawning if it's gone.
It's not a HUGE issue cause like.. ultimately the functionality is the same
It's just dumb
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ShadowDraikana 11-May-20 05:12 PM
update on the grapple swim code: it does not work within the player class
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V A H K I T I 11-May-20 05:12 PM
❤️
Waity
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ShadowDraikana 11-May-20 05:12 PM
??????
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V A H K I T I 11-May-20 05:12 PM
Is that good or bad
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The Cap'm (Reese) 11-May-20 05:12 PM
That uh
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ShadowDraikana 11-May-20 05:12 PM
it DOESNTwork
bad
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V A H K I T I 11-May-20 05:12 PM
Oh
I thought you meant it like
The grapple doesn't work underwater anymore
which is good
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The Cap'm (Reese) 11-May-20 05:13 PM
Doesnt sound like a good thing
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ShadowDraikana 11-May-20 05:13 PM
im trying to find another way of making this work globally
that's the goal
also want to make the water splash global
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The Cap'm (Reese) 11-May-20 05:13 PM
The what
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V A H K I T I 11-May-20 05:13 PM
The sound
Only Gali makes a sound when she jumps in water
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The Cap'm (Reese) 11-May-20 05:14 PM
O yeah
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V A H K I T I 11-May-20 05:14 PM
Btw
If you can, I would recommend putting this in Gs_LegoCHaracter instead of player
Cause IDEALLY things like the splash and the basic drowning timer would affect everything
Not just players
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ShadowDraikana 11-May-20 05:15 PM
i'm not sure the event itself works that way
but i cn try
actually straight up
it wont
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V A H K I T I 11-May-20 05:16 PM
As I said, the option is always still there to encapsulate water in trigger boxes (edited)
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ShadowDraikana 11-May-20 05:16 PM
im going to try something stupid, brb Pac
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V A H K I T I 11-May-20 05:16 PM
Aight. :p
It wouldn't even be that hard to implement with triggers from an asset standpoint.
Currently outside of Gali's level there's like.. 3 areas where there's even water at all, and even with Gali, only a handful where it meets land and has land-based Rahi nearby.
And of course doing it that way, no events are needed
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ShadowDraikana 11-May-20 05:20 PM
fucking
i was TRYING to go globally but i guess we're having none of that
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V A H K I T I 11-May-20 05:22 PM
?
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ShadowDraikana 11-May-20 05:22 PM
the way this shit fires aint workin thats for sure
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V A H K I T I 11-May-20 05:22 PM
I mean again I'm sure we CAN if we do triggers. :p
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ShadowDraikana 11-May-20 05:22 PM
which is
hacky as hell and requires adding a ton of shit
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V A H K I T I 11-May-20 05:22 PM
Currently outside of Gali's level there's like.. 3 areas where there's even water at all, and even with Gali, only a handful where it meets land and has land-based Rahi nearby.
Even having to add it for all areas Gali encounters the water's surface, it's not a ton of work
I could get it all done for the entire game in roughly an hour
If that. 😛
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ShadowDraikana 11-May-20 05:24 PM
im talking about 1. grapple and 2. water sounds rn
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V A H K I T I 11-May-20 05:24 PM
Yes it's hacky but unless you have an alternative for making it global
Also yeah, there are already triggers in place for disabling the grapple AND playing sounds
So uh..
Not hard
Did you forget about the Naho Falls horns?
:p
Again if you have a better idea, by all means. But if it comes down to either not making it global or doing it the hacky way, I vote the hacky way. :p
Bonus: Doing it with triggers can serve as a test bed for making Rahi obey killboxes
Obviously for them drowning there will need to be some exclusions, but that's easy enough
Followup question since this leads into a related issue:
Can glasswall triggers be made to only affect certain entities?
Cause if they can be, then we can wrap this into fixing fish flying out of the water (edited)
Where the trigger activates a drowning timer for everything else, but blocks the fish
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ShadowDraikana 11-May-20 05:30 PM
that would require, y'know tis magical thing called R&D on the setresponse function i asked about a year ago
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V A H K I T I 11-May-20 05:30 PM
@JrMasterModelBuilder Are you free? :p
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ShadowDraikana 11-May-20 05:30 PM
im positive it has switches for what it applies to but i need some solid R&D to say for certain
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V A H K I T I 11-May-20 05:31 PM
This actually brings up still another followup question
How is swimming handled at all? Could we not just.. replace the water BCL entirely? (edited)
Make it a trigger plane
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ShadowDraikana 11-May-20 05:32 PM
hardcoded
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The Cap'm (Reese) 11-May-20 05:32 PM
swilling
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V A H K I T I 11-May-20 05:32 PM
Is it something that can be called via script though?
If it's not, I can probably make it so
Registering existing functions is the one thing I KNOW how to do
:p
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ShadowDraikana 11-May-20 05:33 PM
swimming state is triggered by certain anims being present in the movelist. and when a bcl is contacted
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V A H K I T I 11-May-20 05:34 PM
I see
And of course this would break water footsteps as well, so going that far may not be wise just yet
Still it's an idea for the future
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ShadowDraikana 11-May-20 05:34 PM
bcl replacement is not even remotely feasible anyway
footsteps, water ripples, particles, etc
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V A H K I T I 11-May-20 05:35 PM
Yeah I literally just said that
:v
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ShadowDraikana 11-May-20 05:50 PM
imma take a break for a bit, this is getting increasingly infuriating the way this is working out atm
ill shift attention back to the air meter itself
the events have to be done on a level by level basis
the only problem with event 54 is i think it only fires during the swimming state
so it may not work for other toa anyway
then again gali is the only one is goes apeshit with when the grapple is fired underwater
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V A H K I T I 11-May-20 05:52 PM
Well if it absolutely only works in a swimming state we should just use triggers. Pac
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ShadowDraikana 11-May-20 05:53 PM
then again
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UTTER_BODGE 11-May-20 05:53 PM
so back up a bit: what are we trying to do with the grapple in regards to swimming again?
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V A H K I T I 11-May-20 05:53 PM
Make it not YEET you out of the universe
Pac
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ShadowDraikana 11-May-20 05:54 PM
it works correctly in gali's level anyway
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UTTER_BODGE 11-May-20 05:54 PM
I dunno if I've experienced that yet lol, prolly just haven't tried it
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V A H K I T I 11-May-20 05:54 PM
Yeah it's pretty consistent
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ShadowDraikana 11-May-20 05:54 PM
because i nuked it from happening
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V A H K I T I 11-May-20 05:54 PM
If you fire the grapple while swimming IIRC your coordinates become NaN (edited)
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UTTER_BODGE 11-May-20 05:54 PM
I thought you were trying to fix the crash in lev7 when trying to grapple out of the water as gali
or is that related
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ShadowDraikana 11-May-20 05:54 PM
which is the same thing as here
yes
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V A H K I T I 11-May-20 05:54 PM
Probably related
Yea
that
:p
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ShadowDraikana 11-May-20 05:55 PM
i can also disable that for lev7 pretty quickly for that matter
oh wait
i forgot event 42 exists Pac
aka
the thing that yeets tahu when he meets lava his old friend
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V A H K I T I 11-May-20 05:56 PM
Wait what. xD
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ShadowDraikana 11-May-20 05:56 PM
it's a bcl dedicated event
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V A H K I T I 11-May-20 05:57 PM
I assume you're just making a joke about him dying in lava
And not that he gets yote out of the universe now
:p
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ShadowDraikana 11-May-20 05:57 PM
oh im just joking lol
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V A H K I T I 11-May-20 05:57 PM
Okay good. xP
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The Cap'm (Reese) 11-May-20 05:57 PM
well that did happen in TP02 at one point
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ShadowDraikana 11-May-20 05:57 PM
hes not yeeted into the ether dont worry
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V A H K I T I 11-May-20 05:57 PM
But yeah that would work
Fun fact btw
Tahu doesn't know the difference between water and lava, nor gali
They're programmed to react generically to a BCL on a per character basis
So Gali will swim in lava and Tahu will die in water
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ShadowDraikana 11-May-20 06:00 PM
yee
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V A H K I T I 11-May-20 06:04 PM
Now the big question is, does event 42 fire when ANYTHING goes in water
or just players?
DEBUG PRINT TIME
😄
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ShadowDraikana 11-May-20 06:05 PM
?????
no?
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V A H K I T I 11-May-20 06:05 PM
?
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ShadowDraikana 11-May-20 06:05 PM
it does not apply to other entities
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V A H K I T I 11-May-20 06:05 PM
Oof
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ShadowDraikana 11-May-20 06:05 PM
from what i saw
might want to check again in the test room for shits and giggles
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V A H K I T I 11-May-20 06:06 PM
I shall do just that
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ShadowDraikana 11-May-20 06:06 PM
also i can fix that old ear splitting burn sound in the alpha :V
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V A H K I T I 11-May-20 06:06 PM
Nice
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ShadowDraikana 11-May-20 06:07 PM
they fixed it by setting ints to make sure it only plays once at a time
and reset on respawn
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V A H K I T I 11-May-20 06:11 PM
This should be firing, right?
if (param1.eventid == 42) { debug::print("IN WATER!"); }
Cause it's not
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ShadowDraikana 11-May-20 06:12 PM
yee
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V A H K I T I 11-May-20 06:12 PM
.-.
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ShadowDraikana 11-May-20 06:12 PM
wat
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V A H K I T I 11-May-20 06:13 PM
It does not doooooo
Ah wait
Probably needs to be an else if
am dum
Nope
Still doesn't fire
Wait wat
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The Cap'm (Reese) 11-May-20 06:15 PM
do you not remember that 😛
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V A H K I T I 11-May-20 06:15 PM
???
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The Cap'm (Reese) 11-May-20 06:15 PM
I found that a while ago, though I don't remember the method
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V A H K I T I 11-May-20 06:15 PM
Tahu isn't supposed to be able to exist in water
Also the debug text only fires for him
Correction
It fires for Tahu and Pohatu
Nobody else
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The Cap'm (Reese) 11-May-20 06:17 PM
oof
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V A H K I T I 11-May-20 06:17 PM
?????????
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ShadowDraikana 11-May-20 06:21 PM
they hardcoded it?????????????????
what in the actual fuck
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The Cap'm (Reese) 11-May-20 06:21 PM
why are we surprised about anything anymore
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ShadowDraikana 11-May-20 06:21 PM
Pohatu
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V A H K I T I 11-May-20 06:21 PM
whelp
time for triggers then? :p
But yeah I can understand it firing for Tahu
It's actually USED for him
But not for POHATU
WAIT
BLGF
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ShadowDraikana 11-May-20 06:22 PM
OH
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The Cap'm (Reese) 11-May-20 06:22 PM
coming from someone who sinks like a stone
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V A H K I T I 11-May-20 06:22 PM
That ONE fucking area
in the alpha
where pohatu can EVER encouter water
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ShadowDraikana 11-May-20 06:23 PM
also
if jmmb is around
maybe we should have him double check event 42
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V A H K I T I 11-May-20 06:23 PM
As well as setresponse
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ShadowDraikana 11-May-20 06:23 PM
to see what this fuckery looks like
that too
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V A H K I T I 11-May-20 06:23 PM
If we're using triggers I too would like that looked into so we can have a duel action trigger
drowns land things and contains water things
Fix two bugs with one script
nani
if (param1.eventid == 42) { if (this.callsurfonce) { this.startsurf(); this.callsurfonce = 0; } }
(edited)
In evac2
So this SHOULD be firing at least for gali
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ShadowDraikana 11-May-20 06:26 PM
oh this was in wthk at one point iirc
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V A H K I T I 11-May-20 06:26 PM
Ye
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ShadowDraikana 11-May-20 06:26 PM
remember it was bcl dependent
and it WORKED there
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V A H K I T I 11-May-20 06:26 PM
So.. why is it not working in the test level
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ShadowDraikana 11-May-20 06:26 PM
hell if i know
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V A H K I T I 11-May-20 06:29 PM
Ah so Tahu is SCRIPTED to die in lava
It's not hard coded like gali
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ShadowDraikana 11-May-20 06:30 PM
yup
i wonder something
has anyone tried REMOVING her swimming anims from the movelist
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V A H K I T I 11-May-20 06:30 PM
if (param1.eventid == 54) { if ((param1.args[0] == 1) && (this.isswimming)){ globalclass.player.canshootdragger(0); this.isswimming = 0; debug::print("IS swimming"); } else if ((param1.args[0] == 0) && (this.isswimming == 0)) { globalclass.player.canshootdragger(1); this.isswimming = 1; debug::print("NOT swimming"); } }
Or just this
wait
That's the dragger
BUT
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ShadowDraikana 11-May-20 06:31 PM
that's what holds the grapple together
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V A H K I T I 11-May-20 06:31 PM
That's linked to an event
What is event 54?
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ShadowDraikana 11-May-20 06:31 PM
determines whether the toa is in the swimming state or not
so that should fire regardless
hell try it in test
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V A H K I T I 11-May-20 06:32 PM
Yep
it do be that
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ShadowDraikana 11-May-20 06:33 PM
wait
did it actually show swimming state?
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V A H K I T I 11-May-20 06:33 PM
?
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ShadowDraikana 11-May-20 06:34 PM
when the toa were underwater or just say they aren't swimming so nope
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V A H K I T I 11-May-20 06:34 PM
I'm not sure what you're asking
I made debug print fire on event 54
It fired when gali swam (edited)
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ShadowDraikana 11-May-20 06:34 PM
but not for the others?
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V A H K I T I 11-May-20 06:34 PM
It is worth noting btw that it behaves differently from event 42
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ShadowDraikana 11-May-20 06:35 PM
yeah it doesnt apply if you're treading water
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V A H K I T I 11-May-20 06:35 PM
Event 42 fires every frame for the duration that you are in water. Event 54 ONLY fires if you're on the surface
(Treading water)
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ShadowDraikana 11-May-20 06:35 PM
wait what
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V A H K I T I 11-May-20 06:35 PM
Once I dove, the output stopped until I took damage
Then it fired exactly once more
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ShadowDraikana 11-May-20 06:35 PM
that's... not right because you can still fire the grapple while on the surface
so that's 2 events we need R&D on asap Pac
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The Cap'm (Reese) 11-May-20 06:41 PM
so in other words we're waiting a while on air meter
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ShadowDraikana 11-May-20 06:45 PM
i need to know exactly how these work to make the meter go, so yes
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V A H K I T I 11-May-20 06:48 PM
Fixed the grapple
Well mostly
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ShadowDraikana 11-May-20 06:49 PM
on the surface?
keep in mind
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V A H K I T I 11-May-20 06:49 PM
Under the water.
Not yet on the surface
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ShadowDraikana 11-May-20 06:50 PM
you aren't fucking with the lev2 code are you
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V A H K I T I 11-May-20 06:50 PM
I am
:p
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ShadowDraikana 11-May-20 06:50 PM
why
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V A H K I T I 11-May-20 06:50 PM
Testing
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ShadowDraikana 11-May-20 06:50 PM
that code works as is
and it was done to stop the stupid from happening with the ga-koro horns
you break that, that goes with it
which we found out eventually
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V A H K I T I 11-May-20 06:51 PM
Ah
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ShadowDraikana 11-May-20 06:51 PM
so whatever you do
test those too
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V A H K I T I 11-May-20 06:51 PM
See this is weird yeah.
in test it calls event 54 only while treading
here is calls it the other way around
Actually
it calls it on and off
Look at my print here
YOU HAVE ACTIVATED THE MASK OF STRENGTH [][][] set Energy = 75 [][][] num = 0.750000 IS swimming NOT swimming IS swimming NOT swimming
That's from diving and surfacing once
When going under the water it goes from is swimming to not swimming and then back to is
While I'm here in test btw, I can confirm that event 15... also only fires for gali
Ie the splash
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ShadowDraikana 11-May-20 06:56 PM
i think it's tied to her animations as well
again
could we try removing her animations for treading water/swimming entirely from the movellist to see what happens
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V A H K I T I 11-May-20 06:59 PM
Nani the goddamn fuck
EVENT 54 FIRES FOR EVERYONE
BUT 42 DOES NOT
Still doesn't fire constantly while in the water here for some reason but it does fire
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ShadowDraikana 11-May-20 07:02 PM
wait a god damn minute
stupid idea
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V A H K I T I 11-May-20 07:02 PM
I live for those
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ShadowDraikana 11-May-20 07:02 PM
what's the id of the water model here
just on a really stupid hunch
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V A H K I T I 11-May-20 07:03 PM
watr
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ShadowDraikana 11-May-20 07:03 PM
ok not that then
next stupid idea
replace the texture used for that of what's seen in gali's level
just
to rule out something incredibly bizarre and dumb
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V A H K I T I 11-May-20 07:04 PM
I don't think that would have any effect. If anything it would be the material on the water BCL that matters
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UTTER_BODGE 11-May-20 07:04 PM
could transplant water/lava models wholesale from other levels
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ShadowDraikana 11-May-20 07:04 PM
that's what i mean
there may be something with the material itself
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V A H K I T I 11-May-20 07:04 PM
I mean
Ignoring that I could just spawn Onua into level 2
:p
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ShadowDraikana 11-May-20 07:05 PM
which has event 54 active already
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V A H K I T I 11-May-20 07:05 PM
ye
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ShadowDraikana 11-May-20 07:05 PM
go forit
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V A H K I T I 11-May-20 07:05 PM
Is swimming
It still fires for him
And it works when he gets out of the water too
Interestingly
it only fires once for him where it fires on off, then on again for gali
Probably something to do with the actual trsntion to the swimming function
Rather than just BEING in water
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ShadowDraikana 11-May-20 07:07 PM
you know what it is
the enter swim anim
that's what does it i bet
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V A H K I T I 11-May-20 07:07 PM
I figured
Mind you it corrects itself after the transition so that SHOULDN'T cause issues
But you never know with this game
Either way, can confirm event 54 is global
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ShadowDraikana 11-May-20 07:08 PM
try firing the grapple during the transition
:trollface:
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V A H K I T I 11-May-20 07:09 PM
I mean it's a discrepancy of about half a second, and it only happens when you dive. 😛
Actually my mistake, it does happen when you jump into water initially
The game seems to have a quirk where in the single frame you're in water but technically not treading yet, it thinks you're immersed.
So it toggles event 54 on and off in a single frame
This MIGHT account for the issue?
Perhaps it's going too fast to process the changes to the grapple
Maybe add an arbitrary delay to it to force it into waiting a few more frames to try and run the event check again
Either way it's definitely a quirk with swimming overriding the game's default method of handling Toa in water
I think it still TRIES to run the default event, but the swimming takes over in the span of a single frame
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ShadowDraikana 11-May-20 07:14 PM
...i can force a frame check like that, i already used it elsewhere
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V A H K I T I 11-May-20 07:14 PM
nice
Ha, you can visually see this discrepency when diving
Notice how for a SPLIT SECOND during the dive animation, the underwater lighting takes effect, then corrects itself
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The Cap'm (Reese) 11-May-20 07:33 PM
Did you push the water hives, Liam?
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V A H K I T I 11-May-20 07:33 PM
Ah not yet
And now I have
Definitely needs testing though.
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The Cap'm (Reese) 11-May-20 07:34 PM
Yeet. I'll try that out once my laptop boots
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V A H K I T I 11-May-20 07:34 PM
Barring the new water meter time, the current setup is not ideal for conserving air
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ShadowDraikana 11-May-20 07:41 PM
interesting
im doing some stuff for a bit then ill hook the delay up
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V A H K I T I 11-May-20 07:42 PM
aight
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sweg (Andrew) 11-May-20 07:43 PM
the underwater hives are fantastic
i notice that the fishes don't fade in when spawning from them like ground rahi though
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V A H K I T I 11-May-20 07:44 PM
Probably a difference between ground hives and fly hives. Would explain the hard coded nonsense
I have the spawn point directly above the big pipe. Usually bats directly fly out of the hole in the top of the hive
I may have to tweak it if they don't fade
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sweg (Andrew) 11-May-20 07:47 PM
i think the invasion isn't ending now despite taking out the underwater hives as well
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V A H K I T I 11-May-20 07:47 PM
you sure you beat all the rahi?
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sweg (Andrew) 11-May-20 07:47 PM
and i believe i also got all the fishes too
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V A H K I T I 11-May-20 07:47 PM
I did fix that
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The Cap'm (Reese) 11-May-20 07:47 PM
dammit computer boot faster
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V A H K I T I 11-May-20 07:48 PM
:v
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sweg (Andrew) 11-May-20 07:48 PM
damnit there was one fish left
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V A H K I T I 11-May-20 07:48 PM
:v
There ya go
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sweg (Andrew) 11-May-20 07:49 PM
i cheated in an early kaukau to get them so that i wouldn't have to go back to the surface every 5 seconds for fear of being particle overloaded
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V A H K I T I 11-May-20 07:49 PM
:v
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The Cap'm (Reese) 11-May-20 07:49 PM
:v x2
erm
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V A H K I T I 11-May-20 07:56 PM
wut
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The Cap'm (Reese) 11-May-20 07:56 PM
that was my last hive
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V A H K I T I 11-May-20 07:56 PM
oof
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The Cap'm (Reese) 11-May-20 07:56 PM
I'll reload and see if it's consistent
apparently not
works fine
dunno what that was
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V A H K I T I 11-May-20 08:02 PM
.-.
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The Cap'm (Reese) 11-May-20 08:02 PM
I notice that the fish don't charge you when you're attacking the hive
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V A H K I T I 11-May-20 08:03 PM
same
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The Cap'm (Reese) 11-May-20 08:03 PM
so that's odd
Makes getting the Ruki a tad harder since it doesn't chase you as much
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V A H K I T I 11-May-20 08:04 PM
I wonder if the ai of only certain rahi is meant to work with hives at all
Would explain why they only produce bugs, crabs, bats, and scorpions. (edited)
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The Cap'm (Reese) 11-May-20 08:05 PM
and Tahu's fbugs
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V A H K I T I 11-May-20 08:06 PM
ye
that
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The Cap'm (Reese) 11-May-20 08:07 PM
can you check something for me
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V A H K I T I 11-May-20 08:07 PM
no
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The Cap'm (Reese) 11-May-20 08:07 PM
I don't think the pira are spawning until the shark is dead
mm, maybe not, but there's still some sort of issue
I just sat next to the pira hive for an entire energy bar of the Kaukau and nothing happened
...oh
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V A H K I T I 11-May-20 08:09 PM
Huh
Yeah I think I found your oh
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The Cap'm (Reese) 11-May-20 08:09 PM
killed the first Ruki
another spawned (edited)
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V A H K I T I 11-May-20 08:09 PM
They can't swim
When respawning
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The Cap'm (Reese) 11-May-20 08:09 PM
yup
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V A H K I T I 11-May-20 08:09 PM
wtf
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The Cap'm (Reese) 11-May-20 08:11 PM
...it's jumping
It's trying to jump
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V A H K I T I 11-May-20 08:11 PM
I am so fucking confused
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The Cap'm (Reese) 11-May-20 08:12 PM
...and now I think they're reacting to me shooting their hives
Hives break AI completely, change my mind
Completely unrelated and dumb question, but why is there a Matoran Q on the archway here?
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V A H K I T I 11-May-20 08:16 PM
Well in MNOG it was used to represent the alignment of the scale
This WAS the gate in MNOG
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The Cap'm (Reese) 11-May-20 08:16 PM
ah
Oh, yeah.
I remember that now.
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V A H K I T I 11-May-20 08:17 PM
Same model basis
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The Cap'm (Reese) 11-May-20 08:17 PM
Strange that it's here considering it's not used for scales at all in either the alpha or this build
but neet
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V A H K I T I 11-May-20 08:18 PM
I mean considering LOMN almost assuredly came first, and additionally considering the other Ga-Koro elements in MNOG being directly ported, it was likely Templar just saw this, questioned it, Saffire shrugged their dumb shoulders, and Templar made it make sense. :p (edited)
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The Cap'm (Reese) 11-May-20 08:19 PM
imagine MNOG with beta ga-koro
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UTTER_BODGE 11-May-20 08:19 PM
^ that makes me sad
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V A H K I T I 11-May-20 08:19 PM
Which? :p
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UTTER_BODGE 11-May-20 08:19 PM
... the thing I directly replied to lol
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V A H K I T I 11-May-20 08:20 PM
It was a very fast response
:p
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The Cap'm (Reese) 11-May-20 08:21 PM
imagine the bohrok animations with beta ga-koro
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V A H K I T I 11-May-20 08:21 PM
Imagine beta ga-koro
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The Cap'm (Reese) 11-May-20 08:21 PM
how would that shit have worked
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UTTER_BODGE 11-May-20 08:21 PM
beta ga-koro is just depressing
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The Cap'm (Reese) 11-May-20 08:22 PM
imagine a mahri nui online game with beta ga-koro
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V A H K I T I 11-May-20 08:22 PM
It's a definite upgrade in overall quality.
But scale and content is not
Rebuilt Ga-Koro is life
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The Cap'm (Reese) 11-May-20 08:23 PM
Rebuilt Ga-Koro best Ga-koro
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sweg (Andrew) 11-May-20 08:23 PM
imagine ga koro
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The Cap'm (Reese) 11-May-20 08:23 PM
no need for dumb sinking huts
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V A H K I T I 11-May-20 08:23 PM
imagine
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The Cap'm (Reese) 11-May-20 08:23 PM
I'm
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V A H K I T I 11-May-20 08:23 PM
I
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The Cap'm (Reese) 11-May-20 08:23 PM
-
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V A H K I T I 11-May-20 08:24 PM
Null
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The Cap'm (Reese) 11-May-20 08:24 PM
SuS
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UTTER_BODGE 11-May-20 08:26 PM
imagine lego adventures magazine prototype ga-koro
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The Cap'm (Reese) 11-May-20 08:27 PM
i still wonder about that sometimes
as well as evening po-wahi
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V A H K I T I 11-May-20 08:30 PM
You know there really is nothing stopping us from making nighttime variants of areas.
Or daytime even
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The Cap'm (Reese) 11-May-20 08:30 PM
i mean I'm still proposing we make Po-Koro evening
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UTTER_BODGE 11-May-20 08:30 PM
[galaxy brain] bake vertex colors for different times of day and do a hookmod to smoothly interpolate between them
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The Cap'm (Reese) 11-May-20 08:31 PM
universe brain
implement a day/night cycle
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UTTER_BODGE 11-May-20 08:31 PM
I mean
that's what I said
I just said how I'd do it lol
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The Cap'm (Reese) 11-May-20 08:31 PM
use layman's terms nerd
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V A H K I T I 11-May-20 08:31 PM
[Multiverse brain] Nag @benji to continue his new renderer project and add real time lighting. Pac
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The Cap'm (Reese) 11-May-20 08:34 PM
[brain brain] make po-wahi evening for patch 1.2 and be like "ees gud"
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ShadowDraikana 12-May-20 07:45 AM
aight so ill add that small frame buffer first off if anyones around to help.test
Real Litestone hours, who up Pac (edited)
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ShadowDraikana 12-May-20 08:23 AM
frame check breaks it entirely, it straight up doesn't fire properly. fug
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V A H K I T I 12-May-20 10:13 AM
Oof. YOu checked the debug print?
Cause it still shouldn't be doing what it's doing.
So I'd still keep it.
@ShadowDraikana
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ShadowDraikana 12-May-20 10:14 AM
no it's straight up breaking it
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V A H K I T I 12-May-20 10:14 AM
.-.
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ShadowDraikana 12-May-20 10:14 AM
i'm not keeping this in because it never even fires the is swimming code now
for some inexplicable reason
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V A H K I T I 12-May-20 10:14 AM
I'm guessing it's sticking on the not swimming frame
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ShadowDraikana 12-May-20 10:14 AM
yup
and it's staying there
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V A H K I T I 12-May-20 10:15 AM
christ, well this is dumb but probably to be expected.
Anyways you up to continue on the air meter today now that we know 54 fires for everyone?
Actually I'm also gonna test if it fires for rahi
Just let me get a coffee first
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ShadowDraikana 12-May-20 10:16 AM
i can do the air meter but
i need R&D into event 54 and 42 asap
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V A H K I T I 12-May-20 10:16 AM
Ye.
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ShadowDraikana 12-May-20 10:16 AM
like drop everything else kind of immediately for the coders
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V A H K I T I 12-May-20 10:16 AM
@JrMasterModelBuilder YOu free today?
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ShadowDraikana 12-May-20 10:17 AM
event 15 as well while we're at it
since that's apparently tied directly into swimming
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V A H K I T I 12-May-20 10:17 AM
oh?
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ShadowDraikana 12-May-20 10:17 AM
remember it only fires for gali
the water splash one
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V A H K I T I 12-May-20 10:18 AM
ah
I mean
If we can figure out why 54 acts differently in different places, we could just tie the splash to that for the others
Also
A reminder that at least for Gali, it will ONLY fire if she's in a water model NAMED watr
Which is kind of an unnecessary condition if you ask me
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ShadowDraikana 12-May-20 10:20 AM
yeah i dont get that either
and keep in mind
in the vanilla beta
saffire had this hooked up to event 42
which flat out didnt work with this
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V A H K I T I 12-May-20 10:20 AM
I'd like to know why 42 only fires sometimes for gali
It straight up doesn't fire in level 1
but apparently it's used for slides for lev 2
Or at least evac
Hooking up the dive to 54 makes it play twice for gali, and accentuates the problem
The second time it plays lines up EXACTLY with when she switches from her dive animation to her swimming loop
I'm beginning to think that between this and the issues with Kevin that there's a lot more wrong with Gali's movelist than meets the eye.
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ShadowDraikana 12-May-20 10:25 AM
how does kevin even play in here because that's unrelated
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V A H K I T I 12-May-20 10:26 AM
Kevin can't touch Gali with anything but his root bone UNLESS she starts attacking. Something about either the animation itself, or the switch in animation state causes him to remember he has a normal hitbox and attack her normally until she goes back to the swim loop.
Ergo: Something is wrong with the swimming animation or the state the game puts Gali in when she plays it.
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ShadowDraikana 12-May-20 10:28 AM
👏 this 👏 is 👏 why 👏 i 👏 asked 👏 for 👏 movelist 👏 flag 👏 R&D 👏
i'm going to bet something is screwed with what the game is actually doing with them here (edited)
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V A H K I T I 12-May-20 10:29 AM
I don't doubt it but Benji and JMMB are busy quite often and there's only so much they can do.
Making a stink about them not doing one thing or another isn't going to make them want to do it any more.
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ShadowDraikana 12-May-20 10:30 AM
i'm more making the point we went down other rabbit holes
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V A H K I T I 12-May-20 10:30 AM
Because there were more important things to be done.
Or otherwise easier tasks to fill
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ShadowDraikana 12-May-20 10:32 AM
regardless, movelist R&D needs to be high priority at this point
it simply cannot be kicked down the road anymore
for now
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V A H K I T I 12-May-20 10:33 AM
Great! Who's gonna do it? :v
My point is you can rant and rave about it all you want, but unless JMMB or Benji FEEL like contributing, it's not going to get done
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Ondrik🅱 (Ondrej) 12-May-20 10:35 AM
I mean
I could just try each of the different flags individually
it'd just take a metric fuckton of time
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V A H K I T I 12-May-20 10:36 AM
That doesn't really tell us what they do.
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Ondrik🅱 (Ondrej) 12-May-20 10:37 AM
yeah, that too
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V A H K I T I 12-May-20 10:37 AM
I've done that before and more than 75% of the time absolutely nothing tangible changes.
And the rest of the time it's near impossible to explain what it IS doing.
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ShadowDraikana 12-May-20 10:38 AM
^^^
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V A H K I T I 12-May-20 10:39 AM
Anyways I'll talk to JMMB later and see what he has to say.
For now let's do what we've always done and complete the tasks we personally are capable of.
I don't like kicking the can down the road any more than you do, but holding up other tasks for R&D into largely unrelated subjects is not the answer. Granted it is semi-relevant to the air meter, but I'm confident that while we're doing this, we can gain a better understanding of event 54 just by working with it in the same way we did for the handful of others we have on our list.
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ShadowDraikana 12-May-20 10:46 AM
mfw i figure out what to look for for event ids in ida
as in i think i figured out how to give me a nice list of where everything is
found events 7-11
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V A H K I T I 12-May-20 10:47 AM
😄
Very nice
Okay I got the splash semi-working for Onua by setting it to 54
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ShadowDraikana 12-May-20 10:49 AM
found 14
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V A H K I T I 12-May-20 10:49 AM
I need to hook it up to a property so it doesn't spam it if he's straddling the surface
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ShadowDraikana 12-May-20 10:50 AM
inwater or something
does it actually work on the surface though or once he's fully entered the water
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V A H K I T I 12-May-20 10:51 AM
On the surface
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ShadowDraikana 12-May-20 10:51 AM
interesting
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V A H K I T I 12-May-20 10:51 AM
same as it affects gali in this level
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ShadowDraikana 12-May-20 10:51 AM
if i can find 15 i'll dump pseudocode
update: found it
now i just gotta trace the rabbit hole to the actual code
GcMotionSystem::SetUnderwater (for 42) big thonk
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V A H K I T I 12-May-20 10:56 AM
Huh
Also I'm working on setting up event 54 splash blobally now
except for gali (edited)
Since she needs it as 15
For the moment anyways
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ShadowDraikana 12-May-20 10:57 AM
it needs to be done on the level by level basis ftr
won't work otherwise for some god damn reason
also excuse me what the fuck
the ids are DIFFERENT?
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V A H K I T I 12-May-20 10:57 AM
?
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ShadowDraikana 12-May-20 10:57 AM
oh that makes this even more complicated
event 42 is showing up as 26 here
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V A H K I T I 12-May-20 10:59 AM
nani
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ShadowDraikana 12-May-20 10:59 AM
literally me rn
probably some weird decimal/hex bullshit going on
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V A H K I T I 12-May-20 11:03 AM
Alright, it works for level 1 now
method onevent(param1) { if (param1.eventid == 54) { if (param1.args[0] == 1){ if (this.isswimming == 0) { globalclass.player.canshootdragger(0); gcstaticsoundsptrarray::playtablesound(1092); debug::print("IS swimming"); this.isswimming = 1; } } else if (param1.args[0] == 0) { if (this.isswimming == 1) { globalclass.player.canshootdragger(1); debug::print("NOT swimming"); this.isswimming = 0; } } } return null; }
Basically just set it up like level 2's dragger thing plus the sound
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ShadowDraikana 12-May-20 11:03 AM
perfect
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V A H K I T I 12-May-20 11:04 AM
Idk if we NEED to disable the dragger of the others underwater, but consistency
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ShadowDraikana 12-May-20 11:04 AM
yeah
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V A H K I T I 12-May-20 11:05 AM
Either way it works nicely.
Not sure WHY it can't be global but whatever
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ShadowDraikana 12-May-20 11:06 AM
GcMotionSystem::SwimHitSurface
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V A H K I T I 12-May-20 11:06 AM
Which one is that?
54?
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ShadowDraikana 12-May-20 11:06 AM
42
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V A H K I T I 12-May-20 11:06 AM
Weird
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ShadowDraikana 12-May-20 11:06 AM
fun fact
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V A H K I T I 12-May-20 11:06 AM
Why would that only fire for a handful of characters?
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ShadowDraikana 12-May-20 11:10 AM
you kow what 0x36 is in decimal
54
thonk intensifies
looking into swimhitsurface
it fires code for forcing a character anim
and there's this
else if ( !GcCharacter::IsDiving(&GcGame::sToa->super) ) { GcCharacterMoveInterpreter::ForceAnim(*((GcCharacterMoveInterpreter **)this_2 + 7), 0x24u); *((float *)this_2 + 31) = flt_73D460; *((float *)this_2 + 30) = *((float *)this_2 + 30) * flt_73D464; *((float *)this_2 + 31) = *((float *)this_2 + 31) * flt_73D468; *((float *)this_2 + 32) = *((float *)this_2 + 32) * flt_73D46C; *((_DWORD *)this_2 + 3) |= 0x10u; *((_DWORD *)this_2 + 2) |= 0x40000u; *((double *)this_2 + 53) = *((double *)this_2 + 54); }
IsDiving
those floats are present in the data section of the exe
no idea what they mean here tho
looking at the isdiving function next
...which returns a forced anim function
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V A H K I T I 12-May-20 11:22 AM
I believe event id 2 is collecting items like tokens and stuff btw
Add that to the list
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ShadowDraikana 12-May-20 11:24 AM
oh
so i forgot jmmb did look at 42 before
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V A H K I T I 12-May-20 11:24 AM
oh?
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ShadowDraikana 12-May-20 11:26 AM
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V A H K I T I 12-May-20 11:27 AM
Heh. I added the toa damage sound
Not in the way you would expect though
I put a direct call to the sound in the player class for the hurt event
😛
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ShadowDraikana 12-May-20 11:27 AM
that's pretty much what i would have done
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V A H K I T I 12-May-20 11:27 AM
Works around the animevents issue for now
Let's keep that for rebuilt
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ShadowDraikana 12-May-20 11:28 AM
and that's how i got the death/respawn sound to be a thing
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V A H K I T I 12-May-20 11:28 AM
Nice
I'll see if I can implement other unused sounds that are already in the soundtable in a similar way
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ShadowDraikana 12-May-20 11:30 AM
i'm going to trace event 15 now
also jmmb never finished that R&D
Both alpha and beta have code to create an event with ID 42 in: GcMotionSystem::CastWaterRay Looks like the only place it can be created. No idea at present what makes that section of code run.
so we at least know where it's generated but not what runs it
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V A H K I T I 12-May-20 11:32 AM
I'm gonna have to edit the actual toadamage sound to make it louder. Apparently it's already at max volume in the soundtable
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ShadowDraikana 12-May-20 11:32 AM
what's the soundtype
specified as
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V A H K I T I 12-May-20 11:32 AM
regular
Current volume is 90
Setting it higher only causes lag depending on the value
No change at 150, huge delay at 500
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ShadowDraikana 12-May-20 11:33 AM
wh
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V A H K I T I 12-May-20 11:33 AM
¯\_(ツ)_/¯
Alright the sound was very quiet as a file to begin with
Amplifying it to the max allowable without clipping works just fine
I think I'm gonna try and hook up thingyappear to the Amana Volo
cause that is a thingy
and it appears
:p
God I wish I could search through template RESULTS in 010
Ah there is a way
cool
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The Cap'm (Reese) 12-May-20 11:48 AM
nice nice
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V A H K I T I 12-May-20 11:48 AM
Hooked up for both currently completed villages as well
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The Cap'm (Reese) 12-May-20 11:49 AM
good stuff
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V A H K I T I 12-May-20 11:50 AM
Gonna add that to the other villages so I don't forget, then hook up the warp sound to portals next
And done
with the villages that is
They all still need full recoding, but I wanted to deal with this en-masse so I don't forget
Having too much on my plate and all
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The Cap'm (Reese) 12-May-20 11:56 AM
ye
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V A H K I T I 12-May-20 11:57 AM
????????????????????????
Upon loading a save in shrn
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ShadowDraikana 12-May-20 11:58 AM
oh yeah
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V A H K I T I 12-May-20 11:58 AM
Not set up yet I take it?
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ShadowDraikana 12-May-20 11:58 AM
shrine sticks you underwater by default
and it checks against the entrances for whether you're underwater or not
which was the last start point you came out of, the portal?
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V A H K I T I 12-May-20 11:59 AM
Ye
debug::print("what the hell does this do anyway?");
Pac
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ShadowDraikana 12-May-20 12:00 PM
i threw it in there at the time but i know what it does now Pac
leave it there for now
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V A H K I T I 12-May-20 12:01 PM
Alright so I see the needstobeunderwater check
But where does it set that against entrances?
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ShadowDraikana 12-May-20 12:02 PM
the other areas
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V A H K I T I 12-May-20 12:02 PM
Ah so nothing here sets it
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ShadowDraikana 12-May-20 12:02 PM
they use a special type of script to execute that from a different area
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V A H K I T I 12-May-20 12:02 PM
In that case I'll need to make it do so based on saverloaded
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ShadowDraikana 12-May-20 12:03 PM
or just have the area check for that spawn point
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V A H K I T I 12-May-20 12:03 PM
right
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V A H K I T I 12-May-20 12:16 PM
God Idk why the compiler flips out like this sometimes
Explain to me how and where there is lacking a close parenthesis on line 208.
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ShadowDraikana 12-May-20 12:16 PM
it
s line 209
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V A H K I T I 12-May-20 12:17 PM
??
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ShadowDraikana 12-May-20 12:17 PM
drop one of the parenthesis at the start of the line
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V A H K I T I 12-May-20 12:18 PM
Well shit. :v
Sometimes it'll just to that though. I'll rewrite a line it doesn't like verbatim and it'll just magically accept it
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ShadowDraikana 12-May-20 12:19 PM
in that case you actually were lacking a extra close parenthesis
you had an extra one you didn't need basically
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V A H K I T I 12-May-20 12:19 PM
Yea
It's not working anyways, wtf
if (this.parent.enterstartid == scslosifoundation::stringtoidentifier("str9")) { globalclass.player.actor.setunderwater(0); }
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ShadowDraikana 12-May-20 12:21 PM
add an extra condition to check for if needstobeunderwater is set to 1. that way it resets it hopefully. or just set that value to 0 in there as well
my main thought is theres a code ordering issues here as in initfull fires after this
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V A H K I T I 12-May-20 12:22 PM
no change
Removing the conditions entirely fixed it
So I don't think that's the issue
Obviously that's not the answer
Cause it'll break initial entry
But it means the start point condition itself is where it's hanging up
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ShadowDraikana 12-May-20 12:25 PM
try adding a debug print in event 44 and in the needstobeunderwater check in initfull. see which fires first
granted 44 keeps firing so just enter and leave asap to stop the debug flood
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V A H K I T I 12-May-20 12:25 PM
well I removed the needstobeunderwater check from this since it's clearly not the issue.
As I said, removing ALL conditions from it sets her on the ground just fine (edited)
So it has to specifically be the start ID condition
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ShadowDraikana 12-May-20 12:26 PM
wait you removed the iniftull check?
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V A H K I T I 12-May-20 12:26 PM
?
no
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ShadowDraikana 12-May-20 12:26 PM
well I removed the needstobeunderwater check
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V A H K I T I 12-May-20 12:26 PM
I removed the check you told me to add
and the start Id check
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ShadowDraikana 12-May-20 12:27 PM
regardless, go ahead and add debug prints into event 44 itself and the initfull check
when those fire may give the answer
there's another thing
the other ifs in event 44 only fire once if the conditions are met
this one will continue to fire if it did work
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V A H K I T I 12-May-20 12:36 PM
Aight I'll give it a try I guess. What are you working on anyways?
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ShadowDraikana 12-May-20 12:36 PM
im looking at how health and energy increment atm
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V A H K I T I 12-May-20 12:36 PM
nice
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ShadowDraikana 12-May-20 12:36 PM
as in where the actual damage value is
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V A H K I T I 12-May-20 12:39 PM
The check always runs first
Also I'm pretty sure I can make it only run once
Cause the portal only activates if Nokama's convo condition is met
So it can be hooked into that like the others
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V A H K I T I 12-May-20 01:08 PM
I'm thinking this start ID check can ONLY be run from onevent
At that event id 44
Cause no other level calls it in any other class or event
Also I think I found part of the issue
When you load a save, the game ALWAYS returns the start position as str0. O-o
Regardless of what it actually is
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ShadowDraikana 12-May-20 01:13 PM
that's
a bug
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V A H K I T I 12-May-20 01:13 PM
This of course breaks any checks
I'm gonna check TTUN, cause I know it uses checks to do something similar to what we're trying to
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ShadowDraikana 12-May-20 01:14 PM
yee
i actually fixed that previously to do the dew correctly
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V A H K I T I 12-May-20 01:16 PM
Yep
Pug exists here too
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The Cap'm (Reese) 12-May-20 01:16 PM
pug
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ShadowDraikana 12-May-20 01:16 PM
pog
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V A H K I T I 12-May-20 01:16 PM
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The Cap'm (Reese) 12-May-20 01:16 PM
dog rahi confirmed
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Ondrik🅱 (Ondrej) 12-May-20 01:16 PM
big pog
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V A H K I T I 12-May-20 01:17 PM
So in conclusion: A lot of level 2 is ABSOLUTELY BROKEN if you load a save in an area that has start levels at different swimming states
This can't be changed until we find out why it's always returning str0
Unless we change how it determines the state
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ShadowDraikana 12-May-20 01:18 PM
ill dig around in the area parent classes
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V A H K I T I 12-May-20 01:18 PM
Thank
I'll see if it's just level 2 as well
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ShadowDraikana 12-May-20 01:19 PM
how much damage is dealt to the player seems to be handled within an event and has some weird hardcode shit going on?
yeah event 40 needs to be looked at
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V A H K I T I 12-May-20 01:21 PM
Okay so
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ShadowDraikana 12-May-20 01:21 PM
i mean i can manually remove the health, which is what we'll be doing anyway
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V A H K I T I 12-May-20 01:21 PM
The start position returns properly for lewa
So it's not global
WHatever the problem is
Also
Lev1 bech and ptv1 need cleanup
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ShadowDraikana 12-May-20 01:21 PM
test all levels for this
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V A H K I T I 12-May-20 01:21 PM
They both crash if you quit from them
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ShadowDraikana 12-May-20 01:21 PM
???????????????????
they HAVE cleanup
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V A H K I T I 12-May-20 01:22 PM
If you load bech and go into PTV1 it crashes on quit
Ditto for the reverse
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ShadowDraikana 12-May-20 01:22 PM
that's... something that wasn't present previously
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V A H K I T I 12-May-20 01:22 PM
🙃
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ShadowDraikana 12-May-20 01:22 PM
and the only thing that changed would have been the addpart calls and shit iirc
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V A H K I T I 12-May-20 01:23 PM
Well bech and ptv1 wouldn't have those
only vllg in level 1
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ShadowDraikana 12-May-20 01:23 PM
wait what address does it become died on
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V A H K I T I 12-May-20 01:23 PM
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ShadowDraikana 12-May-20 01:23 PM
points if you know what im poking fun at
that... tells me nothing nani the fuck
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V A H K I T I 12-May-20 01:24 PM
:v
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ShadowDraikana 12-May-20 01:24 PM
wait so
just go from bech1 to ptv1 and quit
?
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V A H K I T I 12-May-20 01:24 PM
ye
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ShadowDraikana 12-May-20 01:24 PM
is that what triggers it
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V A H K I T I 12-May-20 01:24 PM
yes
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ShadowDraikana 12-May-20 01:25 PM
did not happen on my end
and for the record
i have not pulled some of the recent commits
meaning this just broke in the newest batch
isn't the type of exception here a division by 0?
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V A H K I T I 12-May-20 01:26 PM
Not sure
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ShadowDraikana 12-May-20 01:26 PM
it's a different type at least
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V A H K I T I 12-May-20 01:29 PM
At any rate the start positiion issue doesn't affect lewa, so at the very least it's not global. I'll check the others after lunch
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ShadowDraikana 12-May-20 01:30 PM
aight
imma poke around at something else then ill look back at the air meter again
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V A H K I T I 12-May-20 01:45 PM
Alright that's a new one. I... think my changes for splash may have broken a thing or two. Pac
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The Cap'm (Reese) 12-May-20 01:45 PM
atrm with tmbl fog, pop off
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V A H K I T I 12-May-20 01:45 PM
It seems to have somehow prevented cleanup from happening at all.
Alright I'll fix that but I did figure out what specifically the issue with start popsitions is
It is universal after all, but it also only happens on loading a save
If you enter a door it'll return correct
If you load a game and start from that same position, it will not
Ah figured out the cleanup issue at least
The culprit for the ID issue seems to be this set of conditions in Gs_Lego_level
Or at least that's the result of it
Presumably it defaults to that condition on load because for some reason it always returns null
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V A H K I T I 12-May-20 02:09 PM
Can at least confirm this is not a bettersaver issue
This happens without it as well
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V A H K I T I 12-May-20 02:29 PM
Alright I'm gonna need more input from @ShadowDraikana cause Idk what's up with this.
I can force these IDs to return the correct start position from the save and even output it to a debug string, but no matter what I do, it always returns null
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ShadowDraikana 12-May-20 02:36 PM
why are you fucking around with that
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V A H K I T I 12-May-20 02:36 PM
Because that's the ID issue
It's always returning null, so the game has a check to default the return to str0
It should not however be returning null, it should be pulling the start and look IDs from the save, (which I can force it to do) and applying them to these properties
Something in the chain is making temp_startid and temp_lookid become null when they should not be
And that is why this issue exists
THERE WE GO
Fucking found the part that was causing the issue
areasetactive has three parameters
These are set in initfull with the starting area, and by onevent event 21, but by nothing else
Presumably event 21 is going through doors or something like that, (?) so obviously if that + the area ID in initfull alone are the only thing setting it, it'll default to null when loaded cold
This may not be the best or proper way to do it, and WILL require testing, but adding a saverloaded check to force those values into whatever the save tells them to be seems to solve the problem.
method areasetactive(param1, param2, param3) { if (globalclass.saverloaded) { this.temp_areaid = gcsaver::getarea(); this.temp_startid = gcsaver::getstart(); this.temp_lookid = gcsaver::getlook(); } else{ this.temp_areaid = param1; this.temp_startid = param2; this.temp_lookid = param3; } this.areasetactive_pause_counter = 4; return null; }
(edited)
Will test TTUN again to see of that really does fix it
Yep
The issue is now resolved
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The Cap'm (Reese) 12-May-20 02:54 PM
yeet
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V A H K I T I 12-May-20 02:54 PM
With THAT out of the way, I can finally get back to what I was doing in shrn2, and PRESUMABLY have it fucking function this time. :p
I was in the middle of just overhauling how that level handles swimming state in the first place TO work based on starting positions in an attempt to see what the problem was. Evidently it helped. :p
Since it makes no sense how that area's set up, I'm probably just going to keep going with that goal
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ShadowDraikana 12-May-20 03:13 PM
shrn2?
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V A H K I T I 12-May-20 03:13 PM
Ye
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ShadowDraikana 12-May-20 03:13 PM
bruh don't even fucking touch that or the surrounding areas
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V A H K I T I 12-May-20 03:13 PM
?
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ShadowDraikana 12-May-20 03:13 PM
like seriously do not
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V A H K I T I 12-May-20 03:13 PM
Why?
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ShadowDraikana 12-May-20 03:13 PM
you're implying you're rewriting half of that
don't even go there because of the number of other areas involved
you touch my bettersaver code you buy it
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V A H K I T I 12-May-20 03:16 PM
YOu are aware that in its current state it's broken on loading right?
The portal isn't the only entry that has no handle for the swimming state
THey are ALL like this
That's the code I'm rewriting here
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ShadowDraikana 12-May-20 03:17 PM
wtf are you talking about
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V A H K I T I 12-May-20 03:17 PM
When you load a save in shrn2
you will always be swimming
no matter where you are
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ShadowDraikana 12-May-20 03:18 PM
yeah and there are like two spawn points in the entire room that have you above water
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V A H K I T I 12-May-20 03:18 PM
And that's WITH the start position bug fixed
also
there are exactly 5
:v
that's 50% of all the spawn points in existence
in that room
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ShadowDraikana 12-May-20 03:20 PM
????since when do these have you above water
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V A H K I T I 12-May-20 03:22 PM
Okay my bad, there are 3, and if you want to get technical, str7 is unused since we removed takv's backtrack (edited)
(Why did we do that?)
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ShadowDraikana 12-May-20 03:26 PM
da fuq
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V A H K I T I 12-May-20 03:27 PM
Maybe it was BECAUSE of the ID issue that we did that?
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The Cap'm (Reese) 12-May-20 03:27 PM
No the trigger's just broken
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V A H K I T I 12-May-20 03:27 PM
.-.
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The Cap'm (Reese) 12-May-20 03:28 PM
same issue TP03 has I think
whatever it is
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V A H K I T I 12-May-20 04:08 PM
method startcheck() { if (this.inwater == 1) { if ((this.parent.enterstartid == scslosifoundation::stringtoidentifier("str1")) || (this.parent.enterstartid == scslosifoundation::stringtoidentifier("str7")) || (this.parent.enterstartid == scslosifoundation::stringtoidentifier("str9"))) { globalclass.player.actor.setunderwater(0); debug::print ("SHOULD NOT SPAWN IN WATER"); } else { globalclass.player.actor.setunderwater(1); debug::print ("SHOULD SPAWN IN WATER"); } } this.inwater = 0; return null; }
That should do it
I can probably fold the other start checks for things like the waterfalls into that or vice-versa
probably the latter
Yep, that folds into onevent nicely
needstobeunderwater is now obsolete
It's a bit of extra code, but as I said, the previous method had no handle for loading or reentry
Pushed the changes. You free to test @The Cap'm (Reese)?
I made sure to make it its own commit in case it needs to be reverted
Oh, one more commit before that, one sec
There
Had to push the start position fix for GS_Lego_Level
This update for shrn2 relies on that.. ya know.. reporting the correct start ID in the first place. Pac
To that end, let me know if that works across the board and we can port it to main (edited)
Cause TTUN among other Gali areas will assuredly have the same issue there.
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The Cap'm (Reese) 12-May-20 04:44 PM
Just got home from my walk. Gimme a minute to get settled
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The Cap'm (Reese) 12-May-20 04:58 PM
okay so you want SHRN's start points checked when loading a save, yes?
welp
immediate shutdown on trying to use the portal
*from TURA
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V A H K I T I 12-May-20 05:00 PM
Oh, that's probably because I haven't changed the property on that yet
One sec
It was still calling needstobeunderwater
try now
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The Cap'm (Reese) 12-May-20 05:02 PM
oh god
well it worked
but now I have ToaWarp playing endlessly
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V A H K I T I 12-May-20 05:03 PM
That's unfinished
dw about that
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The Cap'm (Reese) 12-May-20 05:03 PM
k
Loading that save, I am on land properly
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sweg (Andrew) 12-May-20 05:04 PM
i'm testing it now as well
same results as reese so far
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The Cap'm (Reese) 12-May-20 05:05 PM
shutdown on entering SHRN from GLY1
backtrack from WTHK worked fine
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V A H K I T I 12-May-20 05:05 PM
Can you debug it in VS and give me the reason?
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sweg (Andrew) 12-May-20 05:06 PM
the portal doesn't take me to TURA after using it to get there once, and then going back
instead just a loop of staying in SHRN
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The Cap'm (Reese) 12-May-20 05:06 PM
that part's known and still weird (edited)
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ShadowDraikana 12-May-20 05:06 PM
???? No i fixed that
did it come back?
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V A H K I T I 12-May-20 05:07 PM
I never touched anything to do with the actual warp
I don't even know how they work
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The Cap'm (Reese) 12-May-20 05:07 PM
Backtrack from GLY2 works on load
As I suspected, leaving GLY2 through the proper exit also shuts down
I bet it'll do the same on GL3S
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ShadowDraikana 12-May-20 05:08 PM
i can debug in vs
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The Cap'm (Reese) 12-May-20 05:08 PM
I'm opening it
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ShadowDraikana 12-May-20 05:08 PM
almost home
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The Cap'm (Reese) 12-May-20 05:08 PM
it's just taking a while
so I'm checking the other areas
GLY3 > SHRN is fine
and now that VS is up I'll check that shutdown
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V A H K I T I 12-May-20 05:10 PM
Thank
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The Cap'm (Reese) 12-May-20 05:12 PM
yup happens in gl3s too
OSI ERROR: Call to undefined member method [ 0x0003a3eb "gl3s_puzzle.onevent" (Current Subroutine) ]
same deal for gly1 OSI ERROR: Call to undefined member method [ 0x0003a950 "gly12_puzzle.onevent" (Current Subroutine) ]
aaaaaand same deal for gly2 OSI ERROR: Call to undefined member method [ 0x0003afb4 "gly22_puzzle.onevent" (Current Subroutine) ]
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ShadowDraikana 12-May-20 05:14 PM
see
do you not remember me saying there's code there that activates the needstobeunderwater stuff
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V A H K I T I 12-May-20 05:15 PM
See nothing, that doesn't negate that the old way of handling this still didn't work properly. 😛
I'll work on it
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The Cap'm (Reese) 12-May-20 05:15 PM
and ISLD > SHRN works fine
so the only loads I've not tried are post-GLYs
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V A H K I T I 12-May-20 05:16 PM
How many of those are water vs land spawns?
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The Cap'm (Reese) 12-May-20 05:16 PM
GL3S is land (technically midair)
GLY1/2 are water
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V A H K I T I 12-May-20 05:16 PM
So no connection there
It's not JUST a water or land spawn doing it
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The Cap'm (Reese) 12-May-20 05:16 PM
no
plus, y'know, the rest work, so
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V A H K I T I 12-May-20 05:17 PM
And it's only from the gly levels?
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ShadowDraikana 12-May-20 05:17 PM
obviously
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The Cap'm (Reese) 12-May-20 05:17 PM
same sort of thing happened when I nuked STRT/MTOP/HK01 (edited)
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ShadowDraikana 12-May-20 05:17 PM
those are the only places with this going on because of the code trying to access stuff that no longer exists (edited)
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The Cap'm (Reese) 12-May-20 05:17 PM
and it happened to TURA back then too
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V A H K I T I 12-May-20 05:18 PM
OH
So it's probably the same thing that happened with tura JUST NOW
Where they're still calling needstobeunderwater
If I nuke that it should work fine since it's all self contained now
yep
You right ash
Just forgot about those calls
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ShadowDraikana 12-May-20 05:19 PM
and with that you're good now
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V A H K I T I 12-May-20 05:22 PM
Pushed, try now
I just removed the call, but I MAY need to remove the entire condition for that trigger
which includes screenlist.screens[2].screen.areas[9].puzzle.switchit(2);
Idk what that does so let's see how the game acts
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The Cap'm (Reese) 12-May-20 05:26 PM
K they all work now
including the load
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V A H K I T I 12-May-20 05:26 PM
Nice. I'll see if I can safely nuke the rest of those conditions
Ye they don't seem to be needed anymore
Pushed
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The Cap'm (Reese) 12-May-20 05:32 PM
that's not the door opening function, right?
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V A H K I T I 12-May-20 05:32 PM
No
That's handled internally
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The Cap'm (Reese) 12-May-20 05:32 PM
k
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V A H K I T I 12-May-20 05:32 PM
At least it should be
If it's not, I will make it be
Pac
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V A H K I T I 12-May-20 05:59 PM
Alright fixed the warp sound
Works good, so I'll apply that to the other portals and push it as well
Question for @ShadowDraikana just to save myself some time
Portals are ALWAYS tps9 correct? (edited)
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ShadowDraikana 12-May-20 06:01 PM
yup
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V A H K I T I 12-May-20 06:01 PM
Aight, this will be ez then
Just copy paste the same event code
Btw
I'm gonna take a guess and say event 4 is contacting a trigger
Since that's what's used here
So add that to the list as well
Erm
Why does shrine 6 have an empty else if for event 21?
Literally just
else if (param1.eventid == 21) { }
?????
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The Cap'm (Reese) 12-May-20 06:05 PM
what is that event exactly
or is that an unknown
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V A H K I T I 12-May-20 06:06 PM
I THINK from previous guesses in my shenanigans with the ID issue it's something to do with going through doors
I'll leave it for now just in case it's the duct tape holding this area together, but it may be worth looking into at some point. :p
Pushed the sound updates. Give that a whirl.
Every Tura and Shrn portal should play ToaWarp now
Adding all these unused sounds in is actually super satisfying.
I wonder if there's a way I can detect various AI functions an entity goes into.
Then I could force-script the Vatuka Nui sounds + other Rahi
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The Cap'm (Reese) 12-May-20 06:12 PM
so far (lev1-2) it works
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V A H K I T I 12-May-20 06:12 PM
nice
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The Cap'm (Reese) 12-May-20 06:13 PM
however if you stand in the trigger as the warp happens the noise plays infinitely until the loading screen starts
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V A H K I T I 12-May-20 06:13 PM
Hmm... I should be able to fix that with a condition and a property
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The Cap'm (Reese) 12-May-20 06:14 PM
entering TURA1 plays ThingyAppear; if this is intentional, it doesn't happen on going to shrn
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V A H K I T I 12-May-20 06:14 PM
It is not. I overlooked a placeholder. :p
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The Cap'm (Reese) 12-May-20 06:14 PM
Oh, yeah. Plays every time i enter the area, portal or no
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V A H K I T I 12-May-20 06:15 PM
nani
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The Cap'm (Reese) 12-May-20 06:15 PM
Every time you enter TURA1 rn, whether you enter via the door or the portal, ThingyAppear will play
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V A H K I T I 12-May-20 06:15 PM
Ah I found it
Dead code I put in the wrong place and forgot about
:p
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The Cap'm (Reese) 12-May-20 06:16 PM
lev3 is fine
as are the rest
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The Cap'm (Reese) 12-May-20 06:31 PM
I'll put you adding these sound effects onto the patch notes
pushed
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V A H K I T I 12-May-20 07:01 PM
yeet
I've added water splash checks to every level except 2 and 6. These call event 54 so we can eventually hook that into the air meter where needed
Btw
Can you confirm, Reese, that the game shuts down when loading a save into Lev7/Gali?
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The Cap'm (Reese) 12-May-20 07:18 PM
i can confirm, yes
Noticed that a while back
and unless someone looked into it since it should still be there
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The Cap'm (Reese) 12-May-20 07:33 PM
Splash sounds definitely work for lev1 and lev5
3 and 4 have no water to test (don't say BLR2; we removed the water bcl from that)
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V A H K I T I 12-May-20 07:34 PM
I know there's no real way to test for 4 and 5
Ye
That
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The Cap'm (Reese) 12-May-20 07:34 PM
erm 5 has water in SHRN
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V A H K I T I 12-May-20 07:34 PM
If they work for the rest they should work there though barring any coding mistakes
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The Cap'm (Reese) 12-May-20 07:34 PM
which is how i tested it just now
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V A H K I T I 12-May-20 07:34 PM
ah
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The Cap'm (Reese) 12-May-20 07:34 PM
anyways yea
works
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V A H K I T I 12-May-20 07:35 PM
Yea I just added it to all the levels to make them futureproof
I don't see us ever adding water to level 4 really, but you never know
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The Cap'm (Reese) 12-May-20 07:35 PM
yeah neither do I
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V A H K I T I 12-May-20 07:35 PM
A partially frozen glacial lake could be a nice set piece
A good parallel to TA02
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The Cap'm (Reese) 12-May-20 07:36 PM
well that's kinda part of the idea for rebuilt Ko-Koro
making the tiny ass ice pit into a frozen lake
(and separately designating the Huai arena on said lake)
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V A H K I T I 12-May-20 07:36 PM
Well what I meant was one that involved platforming on ice over the water
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The Cap'm (Reese) 12-May-20 07:36 PM
ah
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V A H K I T I 12-May-20 07:36 PM
Like atrm or ta02
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The Cap'm (Reese) 12-May-20 07:36 PM
fair, could do that
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V A H K I T I 12-May-20 07:37 PM
Point is, lev4 has need of the most work, so I wouldn't take anything off the table.
Putting this in now just means we won't forget it if we ever DO add water there
:p
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The Cap'm (Reese) 12-May-20 07:37 PM
I kinda had an idea for a water map called LAKE that I was planning for lev5 if we got the air meter for all toa
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V A H K I T I 12-May-20 07:37 PM
Based on that one comic eh? :p
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The Cap'm (Reese) 12-May-20 07:38 PM
Kind of
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V A H K I T I 12-May-20 07:38 PM
The seaweed is aggressive
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The Cap'm (Reese) 12-May-20 07:38 PM
essentially it'd have a low route through the water that'd be slow but easier, and a difficult route above that would be faster but much harder to stay on (ideally this'd be before the Miru)
I did get the general idea from Lewa's trek through the water in that one comic though, you're right
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UTTER_BODGE 12-May-20 07:40 PM
erm 5 has water in SHRN
may also be worth noting that it originally had no BCL in vanilla
we added it for splash effects before you die
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V A H K I T I 12-May-20 07:40 PM
Also
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The Cap'm (Reese) 12-May-20 07:40 PM
oo
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V A H K I T I 12-May-20 07:40 PM
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The Cap'm (Reese) 12-May-20 07:40 PM
oh look
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V A H K I T I 12-May-20 07:40 PM
😄
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The Cap'm (Reese) 12-May-20 07:40 PM
that text bug again
So you gonna make a new version of that for this patch, then?
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V A H K I T I 12-May-20 07:41 PM
It's because I'm setting a string for the "press space to continue" prompt
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The Cap'm (Reese) 12-May-20 07:41 PM
ah
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V A H K I T I 12-May-20 07:41 PM
But yes this iw 100% functional
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The Cap'm (Reese) 12-May-20 07:41 PM
yeet
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V A H K I T I 12-May-20 07:41 PM
I basically just renamed the existing helpmenu class to inventory menu + all references
Then cloned the alpha helpmenu class and duplictated all the original references
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The Cap'm (Reese) 12-May-20 07:42 PM
nice
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V A H K I T I 12-May-20 07:42 PM
The alpha code surprisingly works out of he box
FYI the help text needs a text SLB string and localization
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The Cap'm (Reese) 12-May-20 07:42 PM
ah
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V A H K I T I 12-May-20 07:42 PM
Currently it's just hard-coded into the class
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The Cap'm (Reese) 12-May-20 07:43 PM
The screen itself'll need different language versions as well once the graphic is finalized
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V A H K I T I 12-May-20 07:43 PM
Well thankfully the alpha code already has variables for that.
and the french and german versions of the original screen were already done
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The Cap'm (Reese) 12-May-20 07:44 PM
yes, but they still need updating for the new elemental controls
plus maybe the air meter
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V A H K I T I 12-May-20 07:44 PM
ye
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The Cap'm (Reese) 12-May-20 07:45 PM
...and the new render you make for the HUD Pakari when you make it
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V A H K I T I 12-May-20 07:45 PM
Yep. :p
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The Cap'm (Reese) 12-May-20 07:46 PM
but hey it's in, so that's cool
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V A H K I T I 12-May-20 07:46 PM
Ye. I just need to fix the offset of the pause menu itself
cause it's not centered anymore
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The Cap'm (Reese) 12-May-20 07:47 PM
that will still render fine in 4:3 right
(the help graphic itself)
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V A H K I T I 12-May-20 07:47 PM
The pause screen itself? It should.
It uses the alpha code verbatim
So if it did there, it will here
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The Cap'm (Reese) 12-May-20 07:47 PM
Alright.
Guess I'll see when you push it
I don't think I ever played the alpha in 4:3 actually
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V A H K I T I 12-May-20 07:52 PM
Better
I may move the options closer together
They seem a little spaced out
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The Cap'm (Reese) 12-May-20 07:53 PM
already can't wait until we make the custom pause graphics
qq since I'll need to add it to the patch notes eventually: for the new models with custom skeletons, who all should be credited with that? I know a lot of people were working on it and don't want to miss anyone
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V A H K I T I 12-May-20 07:55 PM
Benji and walker mainly. I just debugged Onua
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The Cap'm (Reese) 12-May-20 07:55 PM
got it
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V A H K I T I 12-May-20 08:00 PM
Better
and pushed
feel free to test. Should be an easy one
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The Cap'm (Reese) 12-May-20 08:01 PM
k
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V A H K I T I 12-May-20 08:02 PM
Idk why we didn't do this sooner. I feel like somebody at some point said it was hard-coded
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The Cap'm (Reese) 12-May-20 08:02 PM
I more think we were going to in the assembly days, gave up, then never got around to it
just noticed this little bit of blue here
...well well
Here's something interesting.
Decided to test if the inventory bug happened with the help screen
Warped to SPCV, tried it and the inventory, nothing. Left to CLF2, checked help, nothing. Checked inventory, bug happened.
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V A H K I T I 12-May-20 08:06 PM
I mean
They use entirely different code.
So I'm not even remotely surprised
:p
Though I will say that probably means it's something we can fix
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The Cap'm (Reese) 12-May-20 08:06 PM
yeah
that was more my point
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V A H K I T I 12-May-20 08:07 PM
@ShadowDraikana :p
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The Cap'm (Reese) 12-May-20 08:07 PM
There's something in the inventory class specifically that's breaking
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ShadowDraikana 12-May-20 08:07 PM
actually
there was a reason we never touched this screen
because benji was doing something in there before
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V A H K I T I 12-May-20 08:08 PM
He was refactoring the entire hud/menu system IIRC
Which he never finished and we have people asking for it so...
here we are
😛
Besides, it's not exactly a complex change.
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The Cap'm (Reese) 12-May-20 08:09 PM
...make that a big nevermind
Tested a couple more times
Just fucked on me
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V A H K I T I 12-May-20 08:09 PM
Oof
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The Cap'm (Reese) 12-May-20 08:09 PM
in fact
this was also an alpha issue, wasn't it?
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V A H K I T I 12-May-20 08:09 PM
But yeah, aside from repointing references and adding a new button I literally just copied in a new class.
Was it?
I absolutely don't recall
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The Cap'm (Reese) 12-May-20 08:09 PM
I seem to recall so
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V A H K I T I 12-May-20 08:10 PM
What's the exact replication process again?
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The Cap'm (Reese) 12-May-20 08:11 PM
I mean for this time I just went through every area up to TURA, checking it each time I entered a map and gained control
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V A H K I T I 12-May-20 08:11 PM
Nothing consistent?
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The Cap'm (Reese) 12-May-20 08:11 PM
I've not tried again yet; trying to see if it's also an alpha problem
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V A H K I T I 12-May-20 08:13 PM
It could be a cleanup issue
At a glance, the inventory and help menu both have similar cleanups, but I'm not sure what if anything sets them off
Yep
Can confirm, nothing calls the helpscreen cleanup
And presumably the inventory as well
That's probably the culprit
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The Cap'm (Reese) 12-May-20 08:17 PM
so how do we make it do that
Okay here's consistent replication: lev1, warp to village, skip scene, skip FMV, mash through convo, check menu
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V A H K I T I 12-May-20 08:24 PM
Hmm.. okay nevermind its cleanup is called.
I'll have to test this
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The Cap'm (Reese) 12-May-20 08:24 PM
(it still happens if you skip nothing ftr)
(skipping the cutscenes just speeds shit up)
I'll also note that warping straight to TURA does not trigger this
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V A H K I T I 12-May-20 08:26 PM
It definitely still seems like some kind of cleanup issue to me, but I'm not sure what
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V A H K I T I 12-May-20 09:27 PM
Not done yet, not sure if it CAN be "done", but it's a start. :p
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The Cap'm (Reese) 12-May-20 09:28 PM
seems pretty good so far
what all sounds does mudman use
*have
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V A H K I T I 12-May-20 09:29 PM
Well for one thing, he's only partially scripted. Most of his actual AI is hard-coded, so I can't tweak his taunt or damage sound unless I can A, edit his animevents, or B, detect AI events via the OSI.
Two, the soundtable calls MUDMDamage
A sound that straight up doesn't exist.
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The Cap'm (Reese) 12-May-20 09:30 PM
oof
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V A H K I T I 12-May-20 09:30 PM
In his current state he has sounds for his initial spawn morph & taunt, throwing mud, and dying.
That's all I can do without the above.
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The Cap'm (Reese) 12-May-20 09:31 PM
ah
yeah there's never been a MUDMDamage, not even in the alpha (decided to check)
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V A H K I T I 12-May-20 09:35 PM
There IS always the option of hooking his functions as well which I could try tomorrow.
All I need to do is basically the same thing I did with the addpart.
Hook the function, run it as normal, tack extra code onto the end
And soundtable calls seem about as simple in the native code as they are in the OSI
Pushed what I have for now anyways
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V A H K I T I 12-May-20 10:07 PM
All this and I still haven't done Po-Koro :v
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sweg (Andrew) 12-May-20 10:09 PM
stone penguin requires sounds
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V A H K I T I 12-May-20 10:09 PM
wat
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The Cap'm (Reese) 12-May-20 10:40 PM
i love how all this started with item pedestals and went into air meter and all this other shit
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V A H K I T I 12-May-20 10:40 PM
:v
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The Cap'm (Reese) 12-May-20 10:40 PM
further pushing the ko and le koro doors into the ether
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V A H K I T I 13-May-20 10:23 PM
So I briefly looked into HUD eye colours and technically there's nothing stopping us from doing it, but it'll take a ton of work.
The problem is that for some fucking reason, the hud is loaded and integrated into globalclass, which in turn is run at startup.
This means I can't have actorid checks determine what eyes to render based on what player you are because when the code is actually called, you aren't playing as anyone.
The only way to do this would be to meticulously extract the hud from globalclass and put it under player or its own class that can be called BY player.
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UTTER_BODGE 13-May-20 10:28 PM
write the current player character to a file on disk and have the HUD code check that file to see what color to use
😎
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V A H K I T I 13-May-20 10:29 PM
I MEAN
I COULD ACTUALLY DO THAT
IT WOULD BE SMOOPID
BUT I COULD DO IT
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UTTER_BODGE 13-May-20 10:29 PM
exactly :D
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V A H K I T I 13-May-20 10:30 PM
Actually wait no, I couldn't do that.
Cause the hud code still runs before a player even exists
It would end up loading whatever existed before loading the game and then stopping
Or in the last session rather
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UTTER_BODGE 13-May-20 10:30 PM
prompt the player to restart the game
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V A H K I T I 13-May-20 10:30 PM
Pac
The absolute madlad
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sweg (Andrew) 13-May-20 10:31 PM
ask the player if they would like to apply the changes after restarting the game
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V A H K I T I 13-May-20 10:31 PM
You must restart your computer to apply eye colours
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sweg (Andrew) 13-May-20 10:31 PM
joker
we need a new joker emote
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benji 13-May-20 10:43 PM
@V A H K I T I can you have code change the loaded HUD sprite when a toa is created?
It sounds doable to me
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V A H K I T I 13-May-20 10:44 PM
I tried doing that, but it doesn't appear like you can alter the variable of a globalclass from anything below it.
Or at least it crashed outright when I tried
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benji 13-May-20 10:45 PM
nah there's nothing stopping any part of the script from altering any variables anywhere, as long as you know how to access them
but doing the correct song and dance to get it to do what you want could be hard
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V A H K I T I 13-May-20 10:46 PM
I would guess as much. I'm starting to see WHY you were redoing the hud from the ground up before. :p
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benji 13-May-20 10:46 PM
I'll have a look if you'd like
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V A H K I T I 13-May-20 10:46 PM
It would be appreciated. 🙂
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benji 13-May-20 10:47 PM
what branch should I be looking at
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V A H K I T I 13-May-20 10:47 PM
CLusterfuck
To detect a Toa, you would call the player class. Doing so remotely would look like:
if (globalclass.player.actorid == "TOAID") { //Add code here }
(edited)
Ideally I would change the contents of the glowyeyes array
Under hudthingy:
this.glowyeyes = [ new ss_basesprite("Root/data/art/hud/greeneyesoff", 9, 21, 0, 73, 85), new ss_basesprite("Root/data/art/hud/greeneyeson", 9, 21, 0, 73, 85) ]; this.partsarray.__append(this.glowyeyes);
(edited)
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benji 13-May-20 10:50 PM
is this existing code or your changes?
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V A H K I T I 13-May-20 10:50 PM
Existing
Currently that is run from hudthingy which in turn is run by hud_class which in turn is run by globalclass at startup.
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benji 13-May-20 10:51 PM
what's the easiest place to add code that will run in bech when I press a key
for testing
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V A H K I T I 13-May-20 10:52 PM
Probably beachpuzzle
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benji 13-May-20 10:54 PM
Root/data/art/hud/greeneyesoff doesn't look like it exists
nevermind
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V A H K I T I 13-May-20 10:54 PM
:p
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benji 13-May-20 10:54 PM
just isn't in the hud folder
it's in the wrong spot
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V A H K I T I 13-May-20 10:55 PM
Well for the record, that's currently unused.
It's never been used actually.
Well no
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benji 13-May-20 10:55 PM
what's never been used?
I thought this code worked
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V A H K I T I 13-May-20 10:55 PM
The off sprite
Only the on sprite is ever used.
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The Cap'm (Reese) 13-May-20 10:56 PM
I thought at least in the alpha the eyes blinked on the HUD
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V A H K I T I 13-May-20 10:56 PM
The off sprite is leftover from sometime in alpha when the eyes were presumably meant to blink or close
They presently do not IIRC
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The Cap'm (Reese) 13-May-20 10:56 PM
I could've sworn
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V A H K I T I 13-May-20 10:56 PM
In the alpha it mistakenly uses the off sprite by default.
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The Cap'm (Reese) 13-May-20 10:56 PM
sigh I don't know, I'm out of it tonight
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V A H K I T I 13-May-20 10:56 PM
Which is why they always appear dark
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benji 13-May-20 10:57 PM
we can see it hide the closed sprite in show(): this.glowyeyes[0].hide();
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V A H K I T I 13-May-20 10:57 PM
I don't claim to know what the code is doing, I just know that at present, it never renders in game
:p
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benji 13-May-20 10:58 PM
uh... where are the useful INI settings pinned again?
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V A H K I T I 13-May-20 10:59 PM
Probably archived dev if they aren't anywhere around here.
What are you looking for?
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benji 13-May-20 10:59 PM
disabling frontend
legomenu whatever
tester
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V A H K I T I 13-May-20 10:59 PM
Ah, Cheatmenu=LEGOTester under misc
Speaking of, I also need to make a list of useful LOMNTool INI settings
:p
I had to actually go into the code to figure out what the forcemerge setting was
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benji 13-May-20 11:14 PM
ez
and the code I wrote is elegant and commented, too
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sweg (Andrew) 13-May-20 11:16 PM
very cool
though is it just me, or are the HUD eyes slightly misaligned?
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V A H K I T I 13-May-20 11:17 PM
How u do dat
Also yea they are but it's an easy fix
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benji 13-May-20 11:18 PM
look at what I added to onuaclass, and then do the same in other toa classes
feel free to rename the stuff I added, I know the underscores don't really match the style of the existing script
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V A H K I T I 13-May-20 11:21 PM
That's really cool. THanks Benji! ❤️ I'll work on implementing it across the board after dinner
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The Cap'm (Reese) 13-May-20 11:22 PM
yeet
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V A H K I T I 13-May-20 11:22 PM
We are really hitting it out of the park lately with new additions. :3
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The Cap'm (Reese) 13-May-20 11:24 PM
and new additions from the Future Patch Additions column that I though were going to take longer to figure out 😅
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V A H K I T I 13-May-20 11:25 PM
As a bonus, with the way Benji did this, it should be fully compatible with the sliding hud changes once we get back into that
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The Cap'm (Reese) 13-May-20 11:25 PM
niiiice
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V A H K I T I 13-May-20 11:26 PM
It'll just require we copy the switcheyes method
This gives me an idea for Nobua Mode later down the line actually.
If I can adapt Benji's code to the other hud elements, I could potentially give Nobua a unique Tohunga head sprite
And Whenua's can be a black variant of the normal one (edited)
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The Cap'm (Reese) 13-May-20 11:28 PM
ye
sounds good
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sweg (Andrew) 13-May-20 11:29 PM
awesome
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V A H K I T I 13-May-20 11:36 PM
Pushed
As per the commit notes: Currently does not affect Akamain, Wairhua, or Voriki as they currently lack toaclasses
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The Cap'm (Reese) 13-May-20 11:36 PM
akamain
i can check that in a bit, though I'm sure it works fine
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V A H K I T I 13-May-20 11:38 PM
Ye I've texted it myself for the most part
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The Cap'm (Reese) 13-May-20 11:38 PM
good
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V A H K I T I 13-May-20 11:38 PM
Benji is love, Benji is life Pac
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benji 13-May-20 11:41 PM
also you can call switcheyes from anywhere, not just from a toa class
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V A H K I T I 13-May-20 11:42 PM
Nice. 😄
I may move it to the player class in that case
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benji 13-May-20 11:42 PM
you could flash red eyes during a conversation as creepy foreshadowing
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V A H K I T I 13-May-20 11:42 PM
That way I can use my actorid conditions
Heh
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sweg (Andrew) 14-May-20 02:13 AM
slight bug with the lev3 matoran quest item update, despite having attained the koli ball, the matoran that needs it doesn't seem to register that i got it
... the game thinks i got the hammer instead i guess
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sweg (Andrew) 14-May-20 02:23 AM
the hammer the matoran holds also doesn't seem to share the same color as the missing stone hammer, which is brown
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V A H K I T I 14-May-20 10:34 AM
Ah I must have forgotten to swap the booleans that the items themselves set
Ez fix
Also I'll fix the hammer as well, but I'm pretty sure it's just the lighting
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V A H K I T I 14-May-20 11:14 AM
Alright fixed the conditions
And u right, ham should be brown
Done and puished
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The Cap'm (Reese) 14-May-20 12:58 PM
Are Nobua's eyes here supposed to be darker blue?
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V A H K I T I 14-May-20 12:58 PM
placeholder
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The Cap'm (Reese) 14-May-20 01:00 PM
ah ok
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The Cap'm (Reese) 14-May-20 01:21 PM
random question
looked at gs_lego_character and saw this
method setwaterlevel(param1) { gccharacter::setwaterlevel(this.handle, param1); return null; }
what does it do
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V A H K I T I 14-May-20 01:22 PM
Not sure, but I know one of gali's areas uses it
gly1 and isld
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The Cap'm (Reese) 14-May-20 01:23 PM
I mention it because of the water issue we've been having with BECH, GLY1, and GLY2
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V A H K I T I 14-May-20 01:23 PM
else if (param1.eventid == 44) { if (this.call_ev_safe_time_once) { if (this.parent.enterstartid == scslosifoundation::stringtoidentifier("str1")) { debug::print("*******************************1 IN WATER"); globalclass.player.actor.setwaterlevel(1000); } this.call_ev_safe_time_once = 0; } }
in gly2
Er
gly1
It seems to be doing what I did in shrn, but using a different function
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The Cap'm (Reese) 14-May-20 01:24 PM
Which is?
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V A H K I T I 14-May-20 01:24 PM
?
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The Cap'm (Reese) 14-May-20 01:24 PM
What specific part of what you did in shrn
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V A H K I T I 14-May-20 01:24 PM
the swimming
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The Cap'm (Reese) 14-May-20 01:26 PM
Okay so what is it then? Just forcing you underwater?
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V A H K I T I 14-May-20 01:26 PM
¯\_(ツ)_/¯
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The Cap'm (Reese) 14-May-20 01:28 PM
I wonder
dumb idea
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V A H K I T I 14-May-20 01:29 PM
no u
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The Cap'm (Reese) 14-May-20 01:29 PM
make the game fire this when entering the problem area in GLY1 and see what happens
not that this would fix BECH but still it's an idea
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V A H K I T I 16-May-20 02:10 PM
Whelp
There are 3 Tohunga with a Matatu in Ko-Koro and onl two on your lists, Reese.
Pac
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The Cap'm (Reese) 16-May-20 02:12 PM
great
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V A H K I T I 16-May-20 02:13 PM
boi
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The Cap'm (Reese) 16-May-20 02:13 PM
what's the missing one
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V A H K I T I 16-May-20 02:13 PM
There's no identifying information in the code I can use to immediately tell them apart other than that one uses the default colours and one has our setcolours code ¯\_(ツ)_/¯
I'll need to do the rest before I can weed him out
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The Cap'm (Reese) 16-May-20 02:14 PM
k
tell me then, then
I need a shower
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V A H K I T I 16-May-20 02:14 PM
Have fun. :v
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V A H K I T I 16-May-20 02:34 PM
GATFGhysjng
There are two Tohunga here with Hunas as well
REESE (edited)
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The Cap'm (Reese) 16-May-20 02:36 PM
my only defense is that, again, some of these were added after I made this list
as we've needed new ones for whatever reason
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sweg (Andrew) 16-May-20 02:37 PM
reese more like geese
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The Cap'm (Reese) 16-May-20 02:38 PM
Funny :v
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sweg (Andrew) 16-May-20 02:38 PM
Taken from a live stream on vinesauce.com while I was corrupting Mario 2.
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The Cap'm (Reese) 16-May-20 02:40 PM
well when you get the ones I missed post it. Going out for a bit for groceries.
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V A H K I T I 16-May-20 02:56 PM
//Set Tohunga: ??? (VL16) tohunga = gcmodeldirector::getcharacter(scslosifoundation::stringtoidentifier("vl16"), 0); gccharacter::settohunga(tohunga, rgba(0, 0, 0, 0), rgba(0, 0, 0, 0), scslosifoundation::stringtoidentifier("mk7a")); gccharacter::setcolors(gcmodeldirector::getcharacter(scslosifoundation::stringtoidentifier("vl16"), 0), rgba(131, 141, 181, 255), rgba(131, 141, 181, 255), rgba(122, 254, 255, 255)); //Set Tohunga: ??? (VL17) tohunga = gcmodeldirector::getcharacter(scslosifoundation::stringtoidentifier("vl17"), 0); gccharacter::settohunga(tohunga, rgba(0, 0, 0, 0), rgba(0, 0, 0, 0), scslosifoundation::stringtoidentifier("mkba")); gccharacter::setcolors(gcmodeldirector::getcharacter(scslosifoundation::stringtoidentifier("vl17"), 0), rgba(122, 254, 255, 255), rgba(122, 254, 255, 255), rgba(131, 141, 181, 255));
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The Cap'm (Reese) 16-May-20 03:46 PM
thanks for listing the actual colors
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V A H K I T I 16-May-20 03:46 PM
:v
Also I think I know how I can make the skates look good on the one boi's feet.
Calling gccharacter::setupstationary will freeze a character, even if they're in the air. Since he don't move anyways, I can just have him call that and bump up his Y position a bit.
Oh well this is even better
gccharacter::setgroundoffset
FURTHERMORE
I could possibly use this to fix the slight float the player characters have
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The Cap'm (Reese) 16-May-20 04:02 PM
Ice blue huna/feet, neon blue body Neon blue matatu/feet, ice blue body
Is what I get from that
Names can be...
Monadri and Odda, respectively? Maybe?
These get harder every time
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V A H K I T I 16-May-20 04:04 PM
:v Mayhaps
Also
THat offset for the Toa didn't work, but then I started messing with gccharacter::setlocalgravity and uh... it works exactly as you would expect. :v
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The Cap'm (Reese) 16-May-20 04:05 PM
so what you're saying is that we're making levels in space
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V A H K I T I 16-May-20 04:05 PM
:v
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The Cap'm (Reese) 16-May-20 04:05 PM
That's what I get out of that 😛 (edited)
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V A H K I T I 16-May-20 04:06 PM
We make Mad Space now
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The Cap'm (Reese) 16-May-20 04:06 PM
We make Dead Space now
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sweg (Andrew) 16-May-20 04:07 PM
beware the particles
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V A H K I T I 16-May-20 04:09 PM
Oh
gccharacter::sethellpos
So that's what that does
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The Cap'm (Reese) 16-May-20 04:09 PM
Good job
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ShadowDraikana 16-May-20 04:10 PM
nani
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V A H K I T I 16-May-20 04:10 PM
I both love and hate how infinite death now causes them to SCREAM BLOODY MURDER
Giorno would be proud
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ShadowDraikana 16-May-20 04:10 PM
what the fuck lmao
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V A H K I T I 16-May-20 04:10 PM
Cause the damage sound plays whenever you.. well.. take damage.
Which is an event that also fires on death I guess
:p
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The Cap'm (Reese) 16-May-20 04:11 PM
dying via debug menu produces no damage noise
dying via drowning also does not produce the damage noise
out of bounds does though
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V A H K I T I 16-May-20 04:14 PM
I'LL SAY
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The Cap'm (Reese) 16-May-20 04:14 PM
Right now I'mma just walk around Le-Koro and make sure I have everybody so you can just not yell at me when I don't have so and so on the list
what did you do there
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V A H K I T I 16-May-20 04:15 PM
gccharacter::interpolate
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The Cap'm (Reese) 16-May-20 04:22 PM
well here's something different
There's someone who's on my list, but I can't find in Le-Koro
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V A H K I T I 16-May-20 04:22 PM
.-.
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The Cap'm (Reese) 16-May-20 04:22 PM
Jukea (teal Akaku/feet, green body)
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UTTER_BODGE 16-May-20 04:23 PM
ah yeah I've tried most of these
interpolate is new to me tho
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V A H K I T I 16-May-20 04:23 PM
It basically works the same way it does for objects
Pick a direction, move the character in that direction for X units
IIRC the format is X, Y, Z, Distance (edited)
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The Cap'm (Reese) 16-May-20 04:32 PM
Oh, I think Jukea got replaced when we put in a certain other Le-Tohunga with an Akaku
guess I can strike him from the list then. rip
otherwise le-koro is actually fine
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The Cap'm (Reese) 16-May-20 04:44 PM
Ta-Koro also has one that's on the list that no longer is in the village proper
But when checking for them in the Takara I notice one of the Tohunga there has the wrong mask
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V A H K I T I 16-May-20 04:44 PM
oh?
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The Cap'm (Reese) 16-May-20 04:45 PM
Saumana (yellow miru, black body/feet) has a Matatu in the cutscene
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V A H K I T I 16-May-20 04:45 PM
.-.
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The Cap'm (Reese) 16-May-20 04:47 PM
...Also noticed something just now in Ta-Koro while re-doing the invasion to get a screencap of the mask error
The firebugs, when they respawn from hives, are stuck to the ground like the fish are in Ga-Koro
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V A H K I T I 16-May-20 04:47 PM
😐
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The Cap'm (Reese) 16-May-20 04:49 PM
the matoran in question
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V A H K I T I 16-May-20 04:50 PM
Noted. Put me on a trello card for that and the fish/bugs so I do'n't forget
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The Cap'm (Reese) 16-May-20 04:51 PM
as do the bats
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V A H K I T I 16-May-20 04:51 PM
Well that's troubling.
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The Cap'm (Reese) 16-May-20 04:51 PM
mm
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V A H K I T I 16-May-20 04:51 PM
That means it's a GLOBAL issue
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The Cap'm (Reese) 16-May-20 04:51 PM
Let me verify bats
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V A H K I T I 16-May-20 04:52 PM
With flying rahi
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The Cap'm (Reese) 16-May-20 04:52 PM
this one might just have aggroed too fast
I died and he is flying now
...wait
HE'S BLUE
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V A H K I T I 16-May-20 04:52 PM
?????
@ShadowDraikana Halp. Pac
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sweg (Andrew) 16-May-20 04:53 PM
if he's green he would die
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V A H K I T I 16-May-20 04:53 PM
The FUCK did you learn THAT reference? Pac
Wasn't that just like.. one thing Jonah just said once?
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The Cap'm (Reese) 16-May-20 04:53 PM
I can't tell if this is applying to bats
the second they respawn they lock onto me, but this one is just...stuck in the takara pit, and I can't tell if it's flying or just badly aggroed
oh yeah nevermind he's stuck on the ground
can't even get up to attack me here
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V A H K I T I 16-May-20 04:55 PM
But dang if he ain't trying his best
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The Cap'm (Reese) 16-May-20 04:55 PM
when I respawn it goes back to flying but becomes blue for some reason
of all things
why he blu (edited)
goes back to normal if I shoot it
God willing, this should be the final matoran list. If I missed any by some backwards logic, let this act as a free "Punch Reese Through The Internet" voucher
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V A H K I T I 16-May-20 05:15 PM
Nice
Also
Since there currently ARE no huts in Ko-Koro, temporary location for the Element of Melting will be on top of the suva
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The Cap'm (Reese) 16-May-20 05:15 PM
k
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V A H K I T I 16-May-20 05:16 PM
Also also
Do these blocks have collision in game?
They do not
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The Cap'm (Reese) 16-May-20 05:21 PM
no
never have, even when there was only one in the alpha
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V A H K I T I 16-May-20 05:22 PM
Well now they do
Wow
Can you confirm something for me?
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The Cap'm (Reese) 16-May-20 05:24 PM
?
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V A H K I T I 16-May-20 05:24 PM
I need to confirm that @ShadowDraikana was drunk when she coded Ko-Koro, because the way Kokkan is coded, when his quest is completed his help animation will be switched to... his help animation. Pac
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sweg (Andrew) 16-May-20 05:25 PM
BecauseLitestone
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V A H K I T I 16-May-20 05:25 PM
Complete his quest, reload the area.
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The Cap'm (Reese) 16-May-20 05:30 PM
which quest
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V A H K I T I 16-May-20 05:30 PM
Kokkan
Skates
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The Cap'm (Reese) 16-May-20 05:30 PM
k
what's the village saved flag so I can skip that
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V A H K I T I 16-May-20 05:31 PM
That's not a boolean, that's a normal save condition. Idk how to enter legacy conditions in the debug menu
Sorry. :/
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The Cap'm (Reese) 16-May-20 05:31 PM
I mean I recall doing it before so
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V A H K I T I 16-May-20 05:31 PM
Well you know better than I do then
:p
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The Cap'm (Reese) 16-May-20 05:32 PM
@ShadowDraikana Do you remember what flag I set to skip the invasion in the Bettersaver Menu?
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V A H K I T I 16-May-20 05:32 PM
The condition is 4194304
Do with that what you will
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The Cap'm (Reese) 16-May-20 05:34 PM
Found it. Flag 22.
So what do I do to test this
Return the item then exit/reenter the area?
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V A H K I T I 16-May-20 05:35 PM
Ye
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The Cap'm (Reese) 16-May-20 05:35 PM
k
Is still jumping
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V A H K I T I 16-May-20 05:36 PM
Pfffff
Ash pls
:v
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The Cap'm (Reese) 16-May-20 05:48 PM
For future reference btw: Flag 22 is lev1-5 village save, and flag 30 is lev6 (since IIRC it uses 22 as the TA02 condition)
(for quick testing)
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V A H K I T I 16-May-20 05:54 PM
ah
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ShadowDraikana 16-May-20 05:55 PM
enough pings
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V A H K I T I 16-May-20 05:55 PM
no u
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The Cap'm (Reese) 16-May-20 06:02 PM
floor melon
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V A H K I T I 16-May-20 06:02 PM
Yep
Also one of the boleans is fucked. Dunno if that's in the current version or not.
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The Cap'm (Reese) 16-May-20 06:02 PM
also sick skates yo (edited)
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V A H K I T I 16-May-20 06:03 PM
Both him and the element of melting guy spawn this fruit
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The Cap'm (Reese) 16-May-20 06:03 PM
I'll check real quick
So if I return the element this one will spawn, yes?
does not happen in the version I have
works normally
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V A H K I T I 16-May-20 06:04 PM
Must be something I did then
Wait wait no
Don't return the element
Return the skates to the element guy
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The Cap'm (Reese) 16-May-20 06:06 PM
oh
hold on then
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V A H K I T I 16-May-20 06:06 PM
Aight
Cause all the code on my end looks fine
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The Cap'm (Reese) 16-May-20 06:07 PM
still no
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V A H K I T I 16-May-20 06:07 PM
.-.
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The Cap'm (Reese) 16-May-20 06:08 PM
Just asks me to look for the element
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V A H K I T I 16-May-20 06:15 PM
Can you send me your OSI?
Cause literally everything in my code looks fine
I've been over it like 5 times now
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The Cap'm (Reese) 16-May-20 06:16 PM
It's the repo OSI so
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V A H K I T I 16-May-20 06:17 PM
???????????????????????????????????????????????????????????????
I set boolean 43
I talked to the guy
It happened
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The Cap'm (Reese) 16-May-20 06:18 PM
Try just picking up the item normally
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V A H K I T I 16-May-20 06:18 PM
Remind me where they all are again
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The Cap'm (Reese) 16-May-20 06:18 PM
skates are crss
element is path
disc is the maz area that's directly right from the CRSS fork where the skates are
well I'll note that 43 isn't set to true when I just pick up the item
which is the flag I see you have there
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V A H K I T I 16-May-20 06:22 PM
THen what is?
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The Cap'm (Reese) 16-May-20 06:22 PM
Fuck if I know.
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V A H K I T I 16-May-20 06:22 PM
???????
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The Cap'm (Reese) 16-May-20 06:23 PM
What? I don't know what the bettersaver flag is. I just pick up the item normally and it works fine.
Ah, I see.
That flag is set to true when you return the item
not before
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V A H K I T I 16-May-20 06:24 PM
Right
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The Cap'm (Reese) 16-May-20 06:27 PM
pushing patch notes real quick
added the amana volo update
actually if you're fixing that cube collision I should add that too
there, better 😛 (edited)
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V A H K I T I 16-May-20 06:40 PM
THIS GAME IS FUCKING GASLIGHTING ME
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The Cap'm (Reese) 16-May-20 06:40 PM
wut
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V A H K I T I 16-May-20 06:41 PM
I fucking kid you not, Jaatikko was just blue for no reason and now he's not.
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The Cap'm (Reese) 16-May-20 06:41 PM
.-.
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V A H K I T I 16-May-20 06:41 PM
Game you are beginning to make me angry
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The Cap'm (Reese) 16-May-20 06:42 PM
Liam: ok gotta test these matoran. oh look it's jaatiko- Game:
(i know you said blue but I'm too lazy to make an edit right now)
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V A H K I T I 16-May-20 06:42 PM
FUCKING
TALKING TO SKATES GUY WITH BOOLEAN 42 LOADS THE SPHERE AT ELEMENT GUY
Kay, I'm just going to assume the convos are fucked here
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The Cap'm (Reese) 16-May-20 06:43 PM
bruh stop using the booleans
just collect items :v
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V A H K I T I 16-May-20 06:43 PM
Not the point
This should be working
It's broken
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The Cap'm (Reese) 16-May-20 06:46 PM
Okay
think about this
When
under any cirumstance
will bool 42 or 43 be true
and the sphere has not spawned
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V A H K I T I 16-May-20 06:46 PM
Debugging the game. RIGHT NOW.
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The Cap'm (Reese) 16-May-20 06:46 PM
No
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V A H K I T I 16-May-20 06:46 PM
And any other time we have to do this quickly
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The Cap'm (Reese) 16-May-20 06:47 PM
You're using the wrong bools
13 is having the element collected but not returned
just checked
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V A H K I T I 16-May-20 06:48 PM
Right, but it still shouldn't be doing what it's doing
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The Cap'm (Reese) 16-May-20 06:49 PM
Are you setting your quest bools while in the village itself
Okay, just verified something.
Leaving and coming back while the sphere is spawned makes it despawn
Talking to anyone makes it respawn
also
i got blue man
it's a matter of a conversation being had while the bool is active
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V A H K I T I 16-May-20 06:51 PM
WHAT
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The Cap'm (Reese) 16-May-20 06:51 PM
and if that bool is active before you talk to the person who normally activates it, it happens after any conversation finishes
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V A H K I T I 16-May-20 06:52 PM
Yeah I noticed that. It also spawns the sphere after any conversation.
I'm going back into Onu-Koro to test that this isn't global and I just didn't notice it before
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sweg (Andrew) 16-May-20 06:53 PM
hol up
i remember finding blue man back in august
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V A H K I T I 16-May-20 06:53 PM
Yep. Yeah this is a universal thing.
OKAY THEN
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sweg (Andrew) 16-May-20 06:53 PM
better not make him green
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V A H K I T I 16-May-20 06:53 PM
Not sure about blue man group though
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The Cap'm (Reese) 16-May-20 06:54 PM
Hmm
Is this another Shasa situation, maybe?
Where something swaps after you leave and come back post-quest?
I'm not at laptop rn but it may be that
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V A H K I T I 16-May-20 06:56 PM
Could be. If it is, it should be fixed on my new code since I cut all the code that redefines the matoran
Alright, I'm gonna add the invasion door, remove the dumbass collision off the tree leaves, and push my changes.
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The Cap'm (Reese) 16-May-20 06:58 PM
Nice
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V A H K I T I 16-May-20 06:58 PM
Then I'll port the latter and the block fix to main
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The Cap'm (Reese) 16-May-20 06:58 PM
I'll look at it after dinner
Hey, you're getting close to done with this village stuff
Rejoice
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V A H K I T I 16-May-20 07:14 PM
:v
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V A H K I T I 17-May-20 09:59 AM
Hey look
It us. :p
Or at the very least it definitely me
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Ondrik🅱 (Ondrej) 17-May-20 10:08 AM
this was pinned in #litestone-dev-archived iirc
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V A H K I T I 17-May-20 10:11 AM
o
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Ondrik🅱 (Ondrej) 17-May-20 10:12 AM
okay I've checked but apparently it isn't...
at least not anymore
I distinctly remember it was pinned
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V A H K I T I 17-May-20 10:20 AM
Pinned a message.
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V A H K I T I 17-May-20 10:40 AM
In other news
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The Cap'm (Reese) 17-May-20 10:40 AM
Epic meme :v
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V A H K I T I 17-May-20 10:42 AM
OH LORD IT HAS TWO CELANUPFULLS TOO
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ShadowDraikana 17-May-20 10:49 AM
CELANUPFULLS
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V A H K I T I 17-May-20 10:50 AM
:v
Shush u
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V A H K I T I 17-May-20 11:46 AM
Huh
Well new discovery
gccharacter::setfalllimit works differently for players vs. NPCs
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The Cap'm (Reese) 17-May-20 11:46 AM
Yeah?
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V A H K I T I 17-May-20 11:47 AM
For players, it kills them if they go below the assigned coordinate float.
For NPCs it resets them to their spawn position.
This could be useful if we can't do killboxes
Actually I could probably MAKE that kill them when it fires
It may not be a hard-defined killbox, but it would get the job done
Or hell, I can probably just ignore that entirely and have the game look for anything below a certain coordinate then kill it
gccharacter::getpositiony would do the trick
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Ondrik🅱 (Ondrej) 17-May-20 11:50 AM
question
would it be possible to kill the Rahi and spawn the pickups inbounds?
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V A H K I T I 17-May-20 11:51 AM
I mean that would look weird as hell
If you are going to yeet a rahi OOB on purpose, you should expect to lose the items it drops
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Ondrik🅱 (Ondrej) 17-May-20 11:52 AM
my train of thought was "you killed that rahi, you deserve the reward"
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V A H K I T I 17-May-20 11:52 AM
Literally no game I have ever played allows you to collect item drops for enemies you've killed out of bounds
You push something off a cliff, its drops go with it
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Ondrik🅱 (Ondrej) 17-May-20 11:53 AM
I mean... if you boop a player out of bounds in Overwatch you get the full value of the health they had when hitting the killbox in ultimate charge (edited)
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V A H K I T I 17-May-20 11:53 AM
The only exception being games where item drops magentize to the player
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Ondrik🅱 (Ondrej) 17-May-20 11:53 AM
yeah that would fall under that
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V A H K I T I 17-May-20 11:54 AM
This game is not one of those. :p
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Ondrik🅱 (Ondrej) 17-May-20 11:54 AM
That makes sense
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V A H K I T I 17-May-20 12:12 PM
Alright so I can definitely make Rahi do things when they are below a certain coordinate
I'm going to try hooking GcCharacter::SetHellPos to also call GcCharacter:Kill since it works the same as setfalllimit on Rahi and is otherwise unused by the game
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V A H K I T I 17-May-20 12:57 PM
Progress:
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sweg (Andrew) 17-May-20 01:05 PM
🦀 CRAB IS GONE 🦀
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V A H K I T I 17-May-20 01:22 PM
Alright, that's a success. I hooked AIDie to run Kill as well.
This of course means when you ACTUALLY kill a character it technically runs Kill twice, but there doesn't seem to be any ill effects from doing so, and drops don't spawn from killed Rahi unless you are the one physically killing them.
So those don't double up.
For the record, all AIDie does normally is the exact same thing as AISetBenign, but with the added effect of freezing them in place.
Not sure why it's even a thing tbh, but it's already registered as an OSI function, so that makes this a lot easier to implement.
So NOW I can move tis testing to my Rahi class and have it try and call that if anything is below a certain Y coordinate.
I can also have it work if it's above a certain coordinate as well for flying Rahi
This should remedy the issues in Le-Koro quite nicely
Only issue now is figuring out how to set this up with rahi spawned from hives
I can at least detect rahi when they spawn from hives, so that's a start
They cease to be null the moment they spawn, and the game correctly reports their character ID
What I would have to do is have the script change whatever it finds into a unique ID, and then append that to an array so I can do things with it. I don't think I'm skilled enough in the script to figure that out though. :p
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V A H K I T I 17-May-20 04:20 PM
NujuThink
By having the hooked version of GcCharacter::Kill instead call AISetBenign, and having AIDie trampoine back to the ORIGINAL GcCharacter::Kill, I can use both without modifying any of the actual functions or their code.
Ie: Shooting Rahi will make them passive, but they can still die outright if they fall.
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V A H K I T I 18-May-20 03:05 AM
Oh yeah, so before I go to bed, a recap: I've been working with benji all evening and can now just create new onevent trigger IDs and run them from any old function as long as it's hooked.
Currently I now have it hooked to that all characters pass their IDs to the OSI via an event trigger when they spawn, and when they die.
Once these IDs are appended to an array in my new enemy class, we can presumably keep tabs on, and do whatever we wish with characters en-masse. (edited)
Currently it just uses properties, and I'm gonna get some sleep before doing more. However even with that, at present I can store the ID of the last Rahi spawned globally in any level, and run arbitrary code on or from it later. In my example case, destroying it when it goes below a certain Y coordinate.
I slep. :v
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Ondrik🅱 (Ondrej) 18-May-20 03:33 AM
gn
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V A H K I T I 18-May-20 11:37 AM
Awake
Immediately I have all Rahi being indexed to an array now
Off to a strong start today. :p
Proof of concept at the moment:
Pressing the 0 key prints the entire array.
Thank you Ash for showing me the single instance of foreach in the entire script, and at that, her own addition. :p
Will need to make ample use of that here
It's actually STUPIDLY SIMPLE so far with my hookmod throwing event triggers with character information attached.
method input(param1) { if (param1.event == 2) { if (param1.button == 247) { foreach (var rahi : this.instarray) { debug::print(rahi); } } } return null; } method onevent(param1) { //SPAWN if (param1.eventid == 100) { this.rahichar = (scslosifoundation::identifiertostring(param1.args[1])); this.rahiinst = (scslosifoundation::identifiertostring(param1.args[2])); debug::print("Spawned " + __tostring(this.rahichar) + " with instance ID " + __tostring(this.rahiinst)); this.instarray.__append(this.rahiinst); }
(edited)
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V A H K I T I 18-May-20 04:30 PM
So in other news, I've discovered something I didn't know the game could do today. :p
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The Cap'm (Reese) 18-May-20 04:31 PM
epic
make this an old gamemaker game and just tell the story through popups like that
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JrMasterModelBuilder 18-May-20 05:07 PM
Do some IE6-style alert debugging. 😛 (edited)
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ShadowDraikana 18-May-20 05:12 PM
ye i've known about this for a while
in fact i showed this before with areaviewer
and the code involved for generating a message box
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The Cap'm (Reese) 18-May-20 09:33 PM
hey so now that we're getting air meter working
Can we make using the Kaukau on land cause you to lose air? 😛
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V A H K I T I 18-May-20 09:35 PM
BOI
I mean
That WOULD be accurate
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The Cap'm (Reese) 18-May-20 09:35 PM
I mean, it is WATER breathing
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V A H K I T I 18-May-20 09:36 PM
I think
@ShadowDraikana Should be ez to hook that up, right? :p
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The Cap'm (Reese) 18-May-20 09:36 PM
if you're trying to breathe water on-land that's no good
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ShadowDraikana 18-May-20 09:40 PM
i mean i believe with the new setup yeah
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V A H K I T I 18-May-20 09:41 PM
Nice
Yeah your thing is basically just called in its entirety by an event
So in theory that should fit into the mask class just as nicely.
Fun fact btw, I'm told that the Kaukau actually has a limit to its use in-canon, making it probably the only mask in the game that actually makes sense to use up energy. :p
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The Cap'm (Reese) 18-May-20 09:48 PM
Neet
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V A H K I T I 18-May-20 10:17 PM
Wow that scslosifileio::runexe function should really be disabled.
Literally just.. chuck an EXE in the game, give it the path as a string and boom
Your dumbass got a virus
:v
Semi-related
scslosifileio::saveosiobjecttomemcard
Nani
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The Cap'm (Reese) 18-May-20 10:56 PM
Still going on that Rahi thing?
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V A H K I T I 18-May-20 10:58 PM
Ye, as I just messaged to Ash, I decided to just throw in my kill code to the code, and I can confirm it works with a foreach loop. There is an issue though. Once the rahi despawns, it crashes. There needs to be a null check or otherwise that specific array element needs to be removed, but Idk how to do that. The main reason I've been held up until now is that for some reason debug printing doesn't work when you try to print out the name of a variable defined as a character. Not even like it crashes or shuts down, it just prints literally nothing. Suffice to say it made testing REALLY annoying.
Nobody can tell me why it's doing this.
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The Cap'm (Reese) 18-May-20 10:59 PM
Oof
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Ondrik🅱 (Ondrej) 20-May-20 02:06 AM
Question
Was there any update to the tools in 1.5?
alright nevermind
for some reason the exception which it threw when attempting to build the osi went away
that means that I can work on the video
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Ondrik🅱 (Ondrej) 20-May-20 08:26 AM
aaand I'm getting the same makefile error as before
time to fuck around with PATH
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V A H K I T I 20-May-20 10:31 AM
oof
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V A H K I T I 20-May-20 10:55 AM
Yay commenting. :p
Suffice to say this is coming along nicely
(Aside from the hive issue)
Gonna deviate from that until I hear back from Benji and instead see if I can script the infected mask sprite.
It should definitely be possible, I just need to figure it out.
All the functions are there though, get the X/Y/Z of the Rahi that just went passive, create and play an animated sprite at its location, and interpolate its position upwards
It's the particle fountain I'm not sure I can script (edited)
Bonus points if we really wanted to get fancy: I don't intend to do this because it would just be insanely complex and time consuming, but it would be possible to have this work on conditions per-rahi type to make use of the other infected mask sprites.
However that would require a lot of extra code, and all those masks to be photoshopped to render like the hau does
Not to mention there are only infected GREAT masks currently, so some would need to be entirely new (edited)
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Ondrik🅱 (Ondrej) 20-May-20 11:00 AM
I'm going to try and reboot, maybe that'll make this work
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V A H K I T I 20-May-20 11:00 AM
What I would like to do instead in the future, or even in addition to this would be to make all the Rahi compatible with Addpart, and then drop their actual physical mask models as physics objects when they turn passive
Basically reimplementing a part of Darvell's shatter code on a small scale
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V A H K I T I 20-May-20 11:17 AM
@JrMasterModelBuilder Can you point me to where the native code sets the particles for dead Rahi when you get a chance? Wondering if there's anything in particular I can hook here
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Ondrik🅱 (Ondrej) 20-May-20 11:43 AM
I get this on startup
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V A H K I T I 20-May-20 12:41 PM
nani
SHow me your mods folder
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Ondrik🅱 (Ondrej) 20-May-20 12:51 PM
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V A H K I T I 20-May-20 12:52 PM
I need to see file sizes
Oh wait
Nvm
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Ondrik🅱 (Ondrej) 20-May-20 12:52 PM
I was about to say
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V A H K I T I 20-May-20 12:52 PM
Looks fine. What about your ijl15 dll
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Ondrik🅱 (Ondrej) 20-May-20 12:53 PM
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V A H K I T I 20-May-20 12:53 PM
Also what branch are you pulling from?
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Ondrik🅱 (Ondrej) 20-May-20 12:54 PM
master
just tried again with the new dll, same crash
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V A H K I T I 20-May-20 12:55 PM
You're uh..
not supposed to be using master
Pac
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Ondrik🅱 (Ondrej) 20-May-20 12:56 PM
oh fuck me
what else am I supposed to use
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V A H K I T I 20-May-20 12:56 PM
clusterfuck
I mentioned this before when Reese asked
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Ondrik🅱 (Ondrej) 20-May-20 12:57 PM
that gives me the same error
although this is the mods folder
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V A H K I T I 20-May-20 12:59 PM
I am completely unable to replicate this. The error happens before the game even opens, yes?
That's usually the result of a bad or missing hookmod.
Or if the debugserver DLL is a debug build but the actual mods are release.
(Or vice versa)
You would know if it was though because the files would be double the size.
The debug build of the debugserver DLL is over 200kb vs the release's 50
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Ondrik🅱 (Ondrej) 20-May-20 01:06 PM
it's just a white screen with that error message
and I'm using the latest stuff I pulled directly from github
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The Cap'm (Reese) 20-May-20 04:22 PM
How's enemy.lss going, there
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V A H K I T I 20-May-20 04:24 PM
I just have VS open. Kinda stalled until I get further advise from Benji
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The Cap'm (Reese) 20-May-20 04:24 PM
Ah
Anything else to work on in the interim
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V A H K I T I 20-May-20 06:23 PM
Not sure
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ShadowDraikana 21-May-20 12:00 PM
question
did we ever determine what exactly generates the sun and lens flare effects seen in bech and bech2 apparently
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UTTER_BODGE 21-May-20 03:52 PM
afaik we didn't
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UTTER_BODGE 21-May-20 04:34 PM
I could be misremembering but doesn't it re-activate in the beta/rebuilt simply by transplanting the area's files over?
i.e. something in the blk must somehow trigger it?
maybe object flags....??
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V A H K I T I 21-May-20 08:57 PM
It do
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The Cap'm (Reese) 21-May-20 08:57 PM
sometimes it don't be like that, but it do
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V A H K I T I 21-May-20 08:57 PM
That was gud stream btw
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The Cap'm (Reese) 21-May-20 08:57 PM
rau puzzles amirite
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V A H K I T I 21-May-20 08:58 PM
I didn't particularly ENJOY shitting on @(Team Kanohi) ASCII's baby, but it was a lot more broken than I was expecting. :p
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The Cap'm (Reese) 21-May-20 08:58 PM
I was honestly surprised, since my personal playthrough didn't really have any bugs
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V A H K I T I 21-May-20 08:59 PM
Well it's not like I was doing it on purpose or looking for them. (Most of the time)
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The Cap'm (Reese) 21-May-20 08:59 PM
I really enjoyed it when I played, aside from the Rau part since I made the same mistake you did with the "step back" part
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V A H K I T I 21-May-20 08:59 PM
The fuckin exorcist Tohunga were just the tip of the iceberg with this one.
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The Cap'm (Reese) 21-May-20 09:00 PM
Legit makes me think of the solo matoran in the lev2 takara before we got her animations working
where her neck would just break during the spin
Also nice job cheeseing a few of those mask tutorials 😛
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V A H K I T I 21-May-20 09:03 PM
Yeah I wasn't even trying to do that.
It was just the easiest path forward.
I didn't even know about the solution to the Mahiki puzzle until you mentioned the combat mode thing
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The Cap'm (Reese) 21-May-20 09:07 PM
i mean, if you read the tutorial...
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V A H K I T I 21-May-20 09:07 PM
:v
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The Cap'm (Reese) 21-May-20 09:14 PM
Unrelated, but what was the issue with getting the new Onua/Tahu lasers set up again?
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V A H K I T I 21-May-20 09:15 PM
The inability to add new data references in the EXE
I'd have to hook and rewrite the function from the ground up
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The Cap'm (Reese) 21-May-20 09:20 PM
Ah. Got it.
Saw it while glancing at the trello so I figured I'd get a refresher
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(Team Kanohi) ASCII 21-May-20 10:19 PM
No worries lol, thanks for streaming! We've already logged most of those bugs in the current build, the refactor process we have going on now should fix most of them.
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V A H K I T I 21-May-20 10:19 PM
Nice. :p
Was Valor even supposed to walk around there at the end?
He looked like he was supposed to just stay at the door with the others.
I KNOW he wasn't supposed to swandive into the pool. Pac
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(Team Kanohi) ASCII 21-May-20 10:44 PM
Yeah the AI there was set up by a level designer, not me, so I think it was an issue with the AI having a secondary wander mode he wasnt supposed to have
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V A H K I T I 21-May-20 10:44 PM
Oof. :p
Also
Do the Toa ACTUALLY have box collision, or is that just a quirk with the Matatu blocks being unable to tilt?
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(Team Kanohi) ASCII 21-May-20 11:03 PM
No they have capsule collision, the matatu blocks just have an angle lock. Honestly not necessary for the trials, the angle lock is meant for the more restrictive paths for physics objects
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V A H K I T I 21-May-20 11:04 PM
Hmm.. I feel like a better solution to that would be to have the block treated like the vehicles in Twisted Metal if you've ever played it.
Where like.. they CAN flip over, but they'll eventually right themselves.
Or in this case if you pick it back up, it'll auto-flip back to upright.
Would solve a lot of the issues with world interaction. Especially when it comes to having them in and around more organic set pieces.
Another example would be picking up turrets in Portal/2
They CAN be knocked over, thrown around or whatever.
But when you pick them up, they flip right back upright. (edited)
It also just looks kinda weird, assuming you're going to have the Pakari and Matatu blocks in the same places like you do here, to have one block follow a completely different set of rules than another immediately next to it. :p
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(Team Kanohi) ASCII 21-May-20 11:29 PM
True. Also TOGS is an alpha, so it's very much not locked down, everything is still subject to change based on feedback. We don't want to build a whole-ass game with mechanics and find out later they're frustrating or buggy (edited)
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V A H K I T I 21-May-20 11:29 PM
Fair. That's why I made a point of saying multiple times that it has great potential, it just needs a lot more work than I had expected going into it.
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(Team Kanohi) ASCII 21-May-20 11:30 PM
Yee, I just felt like the expectation in the stream was a lot higher than what we had stated, but maybe we weren't clear with where we're at in development
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V A H K I T I 21-May-20 11:30 PM
Also re your comment, it was DEFINITELY entertaining, don't misread my frustrations as thinking the game is trash. :p
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(Team Kanohi) ASCII 21-May-20 11:31 PM
Haha fair enough, we know we have a ways to go, just wanted to get feedback more than anything
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V A H K I T I 21-May-20 11:31 PM
And yeah, it could have been clearer that it was very much an alpha/WIP. I went into it thinking that it was a feature-complete demo for what would later become BMOP 2.0
Or at least that the main mechanics were largely complete
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(Team Kanohi) ASCII 21-May-20 11:32 PM
I mean I'm pretty sure there's a disclaimer at the beginning, but yeah :P
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V A H K I T I 21-May-20 11:32 PM
Fair. :p
All that being said, I could probably draft up some suggestions for things I encountered in here as I go in editing the VOD for reupload.
Things off the top of my head would be stuff like the Rau puzzles working more like LOMN where an option to have the base text be gibberish for those already familiar with Matoran would make the mask not be useless in that event
And the Kakama as an auto-runner is just... no. :p
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(Team Kanohi) ASCII 21-May-20 11:35 PM
I'd love to get some notes. Though tbf the Noble masks are not required for game completion, so if some feel useless... that's because they are haha. But we've had quite the discussion on the Rau and may add new functions. And we've got literally 3 pages of notes and feedback on mask powers, a lot will change
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V A H K I T I 21-May-20 11:36 PM
If you want an example of how the Rau works in LOMN, basically just go to the top of Naho Falls in Ga-Koro.
There's a translatable wall that uses a set of glyphs that are completely unique to this game, (this is vanilla btw) that use a texture animation to morph into matoran lettering
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UTTER_BODGE 21-May-20 11:37 PM
(lore-wise they shouldn't even need a mask of translation to read matoran letters right?)
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V A H K I T I 21-May-20 11:37 PM
We plan on extending this to other areas and levels at a later date.
No
:p
Hence why I suggest it only as an option
Cause not EVERYONE IRL knows how to read it
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(Team Kanohi) ASCII 21-May-20 11:37 PM
We've actually got a conlang enthusiast who broke down that glyph, we may invent a conlang ourselves to suit the need. (edited)
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UTTER_BODGE 21-May-20 11:37 PM
do you have an example of a translation puzzle in BMOP?
so I know what's being referred to
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V A H K I T I 21-May-20 11:38 PM
By all means if you have a breakdown of that glyph set, we'd love to have access to that too.
Cause we do plan on expanding Rau hints at a later date (edited)
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(Team Kanohi) ASCII 21-May-20 11:38 PM
Oh yeah I'll find it and send it over
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V A H K I T I 21-May-20 11:38 PM
❤️
Other than that, condensing functions is definitely something I'd suggest. You'd often see me running around or pausing a lot because I'd be struggling to remember the Simon puzzle that is enabling the right elemental power and/or mask. :p
My suggestion would be to cut the camera zoom thing with the scroll wheel, or otherwise keep it to two preset zoom levels toggled by clicking the wheel.
That would free up the use of the scroll wheel for elemental abilities or masks.
LOMN has a good balance where you scroll through masks with the wheel, or can use the number keys for specific ones. I never do the latter, but the option is there for advanced players who have the keys memorized. (edited)
For the different elemental abilities, I'd almost want to suggest just condensing it to one that's context sensitive.
The fire sword for instance just feels redundant since Tahu is really supposed to have that just by default.
And what you're left with is the fire elemental jet, and the nova blast
Right now I personally just feel like the game suffers from too many buttons syndrome. If your tutorial has to make an itemized list of a sequence of events just to perform a basic action, your controls are not very good. 😛
And god help you if you ever want to add controller support as-is. Pac
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(Team Kanohi) ASCII 21-May-20 11:47 PM
I agree for the most part. You say list because it was 3 items, but the toggle combat isn't necessary for elemental powers. It's a select/activate kind of set up. We could still condense it though. Tahus flaming sword seems like it should be auto, but the infuse ability wouldn't be as obvious for the rest of the toa. Tahu is just a basic boi so it seems like it should happen automatically And it already has controller support :P (edited)
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V A H K I T I 21-May-20 11:48 PM
Do I dare try it out? :p
Actually I take that back
On a controller it may actually be LESS complex
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(Team Kanohi) ASCII 21-May-20 11:48 PM
Ye. Some people like it more that way, only controls missing for gamepad are fp/tp controls. I personally prefer it
But we do have plans to simplify and condense controls
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V A H K I T I 21-May-20 11:49 PM
Cause controllers make it easier to use the mask menu, (assuming it works like Ratchet & Clank) and the bumpers would be ideal for swapping elemental powers easily
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(Team Kanohi) ASCII 21-May-20 11:50 PM
Well it doesn't exactly work that way, but I find it easier. But we already have a plan to remap controls
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V A H K I T I 21-May-20 11:50 PM
Nice.
As for your mention of the Noble Masks being second banana, I can understand the approach, but you'll really have to get creative with them to make the player WANT to use them in that event.
Like if there are no areas where the Ruru is required for instance, it's just kinda there. (edited)
You'll have to kind of integrate the noble masks into extra content.
Sort of like Breath of the Wild's shrines where you CAN get through them with only the bare essential abilities the puzzle asks of you, but if you want that bonus chest, you have to work for it with ALL of your abilities.
Sometimes in combination.
One thing I'd like to expand on at some point in LOMN for instance is some of the crazy things you could do in the alpha by quickly chaining together the Kakama and Miru.
You could gain some ludicrous height and distance by getting a running start with the Kakama and then IMMEIDATELY switching to the Miru to launch yourself with the Kakama's momentum maintained.
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The Cap'm (Reese) 21-May-20 11:56 PM
Too bad turning off the Kakama now cancels your momentum
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V A H K I T I 21-May-20 11:56 PM
A simplified version of this would be to have Sonic Heroes style switch gates where when you pass through, it automatically switches to and activates a mask.
So you could leap into a power gate and then just have the game switch to the Miru when you pass through.
Either way it turns it into a multi-tiered approach to the gameplay loop. It's easy to play but difficult to master. You can run from start to finish comfortably, but if you want to see and do everything the game has to offer, you'll need to work for it.
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JrMasterModelBuilder 22-May-20 12:01 AM
I think someone asked me about the rahi death particles earlier? I haven't been able to determine where they come from. I would have thought GcCharacter::Kill but that's just the infected mask.
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V A H K I T I 22-May-20 12:05 AM
Yeah that was me.
IIRC you looked into it once and said it is a part of GcTransDirector
As in your previous assistance with the passive rahi, you could only move the mask to them, and supposedly if transdirector isn't called, things don't happen.
Speaking of, I'd appreciate your assistance on the infected masks again if you're able. Would save me having to try and script it. You got as far last time as having them render, but you weren't able to/didn't get the code that interpolates the sprite's Y position.
Currently I have GcCharacter::Kill and AiSetBenign hooked, so you may have an easier time of that if you'd like to collaborate.
I'd also appreciate any input you could offer on my current issues with wresting Rahi control and Hives. :p
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JrMasterModelBuilder 22-May-20 12:16 AM
Not sure how best to update the sprite's y position.
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V A H K I T I 22-May-20 12:17 AM
Well IIRC the way the game seems to do it at present is just get the starting Y value, then increment it Y+1 until the animation ends.
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JrMasterModelBuilder 22-May-20 12:19 AM
What do we want it to do instead?
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V A H K I T I 22-May-20 12:19 AM
Pretty much exactly that, just not on the Kill function, but on AiSetBenign instead.
Ideally both however would also obey deltatime, but that speaks to a larger issue with animated sprites in general
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JrMasterModelBuilder 22-May-20 12:22 AM
Maybe the movement is controlled by the arguments to GcAnimSprite::GcAnimSprite
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V A H K I T I 22-May-20 12:22 AM
No the movement is definitely controlled by GcCharacter::Kill, at least as I understand it
if ( anim_sprite_new ) { pos_y_plus1 = flt_6FEE0C + pos_y; GcAnimSprite::GcAnimSprite( anim_sprite_new, aInfMasks, dword_6FEE14, dword_6FEE10, 72, 2, pos_x, pos_y_plus1, pos_z, &sprite_path, 0, 0, a13, 0); }
It looks to me like pos_y_plus1 is what tells it to increment the height
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JrMasterModelBuilder 22-May-20 12:24 AM
Oh wait, GcCharacter::Process moves it up.
I think.
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V A H K I T I 22-May-20 12:24 AM
Actually going off this, I think you were right the first time, I just misunderstood your statement.
This does look like it passes these arguments to GcAnimSprite::GcAnimSprite
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JrMasterModelBuilder 22-May-20 12:25 AM
GcCharacter::Process
move_up = this_2->death_animation_related * double_1_1__dbl_6FF080 * time_delta; this_2->point_536.y = move_up + this_2->point_536.y;
(edited)
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V A H K I T I 22-May-20 12:25 AM
Huh.
Well if you want to have a crack at translating that into a hookmod, my WIP code is up on the rahi-testing branch currently.
Right now I have GcCharacter::Kill, AiDie, and AiSetBenign all hooked.
At present Kill trampolines instead to AiSetBenign, but the vanilla Kill function can still be called since I have AiDie now calling IT.
This effectively lets us use and control both
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JrMasterModelBuilder 22-May-20 12:27 AM
I need to get to sleep, but I think this explains how to access the sprite.
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V A H K I T I 22-May-20 12:27 AM
😄
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JrMasterModelBuilder 22-May-20 12:27 AM
GcCharacter's ->id_548 ID. (edited)
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V A H K I T I 22-May-20 12:27 AM
You free tomorrow then?
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JrMasterModelBuilder 22-May-20 12:28 AM
Maybe
I'm really not sure about this thing: v24 = (GcTargetingReticle *)GcNoLightDirector::Get(&v81, &v80);
Seems like a weird type.
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V A H K I T I 22-May-20 12:29 AM
Something to do with the player physically killing the entity? What's the context?
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JrMasterModelBuilder 22-May-20 12:34 AM
v23.i = (DWORD)this_2->id_548; v80.i = '????'; v81.i = v23.i; // Is this really the right type? v24 = (GcTargetingReticle *)GcNoLightDirector::Get(&v81, &v80); anim_sprite = 0; if ( v24 ) anim_sprite = v24->anim_sprite;
GcCharacter::Kill sets id_548:
instance_id.i = (DWORD)this_2->instance_id_256; id_mask.i = 'mask'; v6.i = 0; for ( i = 0; i < 4; ++i ) v6.i = 131 * (131 * v6.i + (unsigned __int8)instance_id.c[i]) + (unsigned __int8)id_mask.c[i]; v24.i = v6.i; if ( &this_2->id_548 != &v24 ) this_2->id_548 = v6;
I'm not sure what the actual type GcNoLightDirector::Get would get int this case, but so long as the offset is the right amout to get the anim sprite, it doesn't really matter too much.
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V A H K I T I 22-May-20 12:38 AM
weird
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ShadowDraikana 22-May-20 10:00 AM
curious
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V A H K I T I 22-May-20 12:08 PM
Sup
:v
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The Cap'm (Reese) 22-May-20 12:10 PM
SuS
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Ondrik🅱 (Ondrej) 22-May-20 04:53 PM
Well
I should say this here
Due to the crashing issue I can only record the before footage. I'll try to get on that today (edited)
fuck, I meant tomorrow
it's nearly 11 PM
but yeah
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The Cap'm (Reese) 22-May-20 05:08 PM
I have some before footage left to do for rebuilt, but I'm otherwise done until we finalize the rest of the ported alpha areas
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V A H K I T I 22-May-20 06:24 PM
@JrMasterModelBuilder Sup fren. You free to continue our little deep dive from last night? :p
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The Cap'm (Reese) 23-May-20 12:49 PM
Pushed a small update to the lev2_eng.slb fixing a double ? in Amaya's text
Oh, you needed Help added to the Fluff slb, right @V A H K I T I ?
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V A H K I T I 23-May-20 12:56 PM
ye
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The Cap'm (Reese) 23-May-20 12:56 PM
Aight I'll do that too
done
It should be fend group 01 string 89
added it to the translation spreadsheet as well
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V A H K I T I 23-May-20 01:02 PM
yeet
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The Cap'm (Reese) 23-May-20 08:47 PM
wow liam you're really devoted to enemy.lss
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V A H K I T I 23-May-20 09:31 PM
Boi
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The Cap'm (Reese) 23-May-20 10:05 PM
almost 10 hours now, you can do it!
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The Cap'm (Reese) 23-May-20 10:27 PM
ten hours! He's done it!
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V A H K I T I 23-May-20 11:11 PM
Reese I swear to fuck. :v
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The Cap'm (Reese) 23-May-20 11:13 PM
😛
You're about to hit 11
So
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sweg (Andrew) 23-May-20 11:28 PM
can we get to 12
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V A H K I T I 23-May-20 11:29 PM
REEE
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The Cap'm (Reese) 24-May-20 12:01 AM
Almost there
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The Cap'm (Reese) 24-May-20 12:24 AM
WE DID IT BOYS
12 hours
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The Cap'm (Reese) 24-May-20 12:18 PM
DISCORD LOOPED BACK TO 0 AFTER 23:59:59 YOU'VE DONE IT (edited)
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V A H K I T I 24-May-20 12:21 PM
I will end you Pac
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The Cap'm (Reese) 24-May-20 12:27 PM
You working on anything today?
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V A H K I T I 24-May-20 12:28 PM
Probably not until later if I do. I'm still feeling sore from that 10k the other day and I have cleaning I need to do at some point.
Anything with my current project I still need @JrMasterModelBuilder's input on anyways
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V A H K I T I 25-May-20 11:40 AM
Alright so two things for today.
I fucking give up on my rahi shit until I can get JMMB's help. Pac
I've temporarily disabled the activation in globalclass and merged it with clusterfuck
I also set the Rahi back to death instead of passive in the hookmod. It's just one line of code anyways.
From here, I'm just gonna go back to village refactoring today
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The Cap'm (Reese) 25-May-20 11:46 AM
Yeet
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V A H K I T I 25-May-20 12:24 PM
Of course I got sidetracked again. Guess who hasn't started yet. Pac
Oh yeah, I guess I should implement that new Koli ball while I'm back into this
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The Cap'm (Reese) 25-May-20 12:35 PM
:v
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V A H K I T I 25-May-20 12:37 PM
Starting in on it now. Just had to revert the vlg1 change from rahi-testing
Send me your latest Tohunga list btw? I think I misplaced my copy and I'm not sure it was up to date anyways
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The Cap'm (Reese) 25-May-20 12:39 PM
Gimme a minute
Gotta get my laptop booted
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V A H K I T I 25-May-20 12:44 PM
Your minute is up (edited)
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The Cap'm (Reese) 25-May-20 12:54 PM
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V A H K I T I 25-May-20 12:56 PM
thank
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V A H K I T I 25-May-20 01:04 PM
Fuckin
Right away there's already an error in the code
Orkahm is either not present, or wearing the wrong mask
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The Cap'm (Reese) 25-May-20 01:05 PM
uh, no?
He's right next to the only hive in the village
and I know he's wearing a Matatu
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V A H K I T I 25-May-20 01:05 PM
Oh I see, a thing on the VS scrollbar was hiding the search result ping.
Cool thing that
Pac
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The Cap'm (Reese) 25-May-20 01:06 PM
:v
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V A H K I T I 25-May-20 01:17 PM
Alright, all the comments are in, list is accurate.
Time for coooooode
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The Cap'm (Reese) 25-May-20 01:21 PM
yeet
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V A H K I T I 25-May-20 01:33 PM
Can you remind me who in Le-Koro has what quest?
Ah it's in the thing\nvm
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The Cap'm (Reese) 25-May-20 01:35 PM
yep
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V A H K I T I 25-May-20 01:47 PM
Apparently I forgot to remove the guard equipment during the Takara in Ga-Koro and Ko-Koro.
Will fix that now
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V A H K I T I 25-May-20 02:01 PM
Question
Renaming twli back to bbug. There's no alpha equivalent for the blue fikou is there?
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The Cap'm (Reese) 25-May-20 02:12 PM
nope
the bspd in the files is the Fikou Nui - I thought it might have been the blue spider when I was looking through the character folders but it's not.
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V A H K I T I 25-May-20 02:19 PM
Done with bbug.
I also switched him back to the existing alpha model in case my weight paints and normals were different
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The Cap'm (Reese) 25-May-20 02:26 PM
ok
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V A H K I T I 25-May-20 02:31 PM
most of le-koro's villagers are floating for some reason
Gonna fix that while I'm in here
As in they spawn in the air
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V A H K I T I 25-May-20 02:48 PM
Um
Okay I was gonna report a new issue, but I think I figured it out, nvm
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The Cap'm (Reese) 25-May-20 02:48 PM
.-.
wut
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V A H K I T I 25-May-20 02:54 PM
WEW
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The Cap'm (Reese) 25-May-20 02:54 PM
what you do
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V A H K I T I 25-May-20 02:54 PM
Blue bab
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The Cap'm (Reese) 25-May-20 02:55 PM
no the new issue you fixed immediately
what was it
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V A H K I T I 25-May-20 02:55 PM
Oh, I was just loading an old char SLB into unity apparently.
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The Cap'm (Reese) 25-May-20 02:55 PM
oh
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V A H K I T I 25-May-20 02:55 PM
It was causing a crash because apparently the 16th tohunga didn't exist when it was made
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The Cap'm (Reese) 25-May-20 02:55 PM
oof
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V A H K I T I 25-May-20 02:56 PM
I AM HEAVY WEAPONS GUY
AND THIS
IS MY WEAPON
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The Cap'm (Reese) 25-May-20 02:57 PM
for his neutral special, Vira wields a gun
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V A H K I T I 25-May-20 02:57 PM
Pac
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The Cap'm (Reese) 25-May-20 02:57 PM
is it the lighting/perspective there or does that model actually look like shit :v
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V A H K I T I 25-May-20 02:57 PM
Oh no, the model is hot garbage. Pac
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The Cap'm (Reese) 25-May-20 02:58 PM
k just making sure
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V A H K I T I 25-May-20 02:58 PM
:p
@Grampa Walker Sup nerd. Here, have another aneurism. :p
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The Cap'm (Reese) 25-May-20 03:02 PM
don't forget the invasion door while you're in there
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V A H K I T I 25-May-20 03:06 PM
Ye I'm gonna do that in a moment. I've pushed all my changes so far though if you want to test.
Also double check the Takara in Ga-Koro and Ko-Koro. The guards should properly discard their tools now.
And if you like, check the new Koli Ball model in Po-Koro and PTOS.
Just gonna take a quicc lunch break then do the door I guess.
Then I may do the doors in Tura2 and 5 since they dum (edited)
And also fix the warp sounds since they do not only loop infinitely, but also play when the portal is not active
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The Cap'm (Reese) 25-May-20 03:13 PM
ye
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The Cap'm (Reese) 25-May-20 03:44 PM
I'll test everything in a bit; doing stuff with family today
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The Cap'm (Reese) 25-May-20 04:11 PM
Ga-Koro Takara is good
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V A H K I T I 25-May-20 04:12 PM
yeet
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The Cap'm (Reese) 25-May-20 04:12 PM
Nixie even puts her gear away properly if she's holding it so props for that
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V A H K I T I 25-May-20 04:12 PM
It's the same function really. Basically for the Takara we call removepart.
For the placement of the gear, the initial quest adds it to her hand, but unlike the others, this is not repeated in initfull. Instead that places it in her hut.
Since Initfull is only run at level startup, there can never be an overlap where the gear is both in her hand and in the hut
And since the Takara warps right after, we don't need to worry about putting everything back where it was
The Po-Koro Koli Ball is set up similarly. It just has a clone that's placed in a different position
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The Cap'm (Reese) 25-May-20 04:15 PM
well it doesn't work like that for the Element of Melting boi
I'd say the skates as well but the camera never shows him
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V A H K I T I 25-May-20 04:16 PM
Well those are supposed to be removed
Forgot about the element of melting though
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The Cap'm (Reese) 25-May-20 04:17 PM
otherwise Ko-Koro is also fine
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V A H K I T I 25-May-20 04:18 PM
Pushed a fix, try that
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The Cap'm (Reese) 25-May-20 04:21 PM
works
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V A H K I T I 25-May-20 04:22 PM
😄
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The Cap'm (Reese) 25-May-20 04:28 PM
so Le-Koro seems to work so far but
There's a small issue with the spider
See, Onua's melee is just a basic attack. Lewa's, however, actively moves the enemy. So...
I just yeeted the spider off the edge by accident with my melee
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V A H K I T I 25-May-20 04:30 PM
.-.
OKAY BUT
IF YOU CAN DO THAT WITH A PASSIVE RAHI
CAN...
CAN YOU NOT DO IT WITH MATORAN TOO?
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Ondrik🅱 (Ondrej) 25-May-20 04:32 PM
falcon PAWNCH them off the map
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The Cap'm (Reese) 25-May-20 04:33 PM
They don't proc the melee at all
unless of course
you turn on and off the huna
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V A H K I T I 25-May-20 04:33 PM
eyes_shaking
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The Cap'm (Reese) 25-May-20 04:35 PM
which judging by my trying it just now eventually causes a crash
if they fall in the void
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V A H K I T I 25-May-20 04:36 PM
Fixed it
Apparently it's the presence of a spheres.cdx that lets you do it or not
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The Cap'm (Reese) 25-May-20 04:37 PM
oh
And the Tohunga are OK without that?
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V A H K I T I 25-May-20 04:37 PM
Ye
Though that MAY account for the attack collisions crash when combined with the huna/mahiki if that still happens
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The Cap'm (Reese) 25-May-20 04:38 PM
send me a blk and I can check if you can't do it yourself
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V A H K I T I 25-May-20 04:38 PM
Well Tohunga lack them by default
Anyways I've pushed the changes for bbug and blsp
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The Cap'm (Reese) 25-May-20 04:43 PM
works when not aggroed via huna
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V A H K I T I 25-May-20 04:43 PM
yeet
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The Cap'm (Reese) 25-May-20 04:44 PM
the mahiki does not seem to trigger this at all
doesn't trigger the aggressive state, I mean
which in turn means I can't melee it
so something about the Huna's invisibility breaks that the Mahiki's does not
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The Cap'm (Reese) 25-May-20 05:00 PM
Takara also seems fine
though I don't think you see Volo Lutu boi at all
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V A H K I T I 25-May-20 05:07 PM
😄
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Grampa Walker 25-May-20 05:07 PM
What the hell is that model even supposed to be???
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The Cap'm (Reese) 25-May-20 05:08 PM
gun
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V A H K I T I 25-May-20 05:08 PM
Think exo toa
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The Cap'm (Reese) 25-May-20 05:08 PM
G U N
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sweg (Andrew) 25-May-20 05:08 PM
imagine LOMN if nobua had a gun
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Grampa Walker 25-May-20 05:09 PM
So it's supposed to be that spring blaster from the EXO-Toa?
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V A H K I T I 25-May-20 05:09 PM
ye
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Grampa Walker 25-May-20 05:10 PM
I take it I'll be giving that the ol' fixaroo at some point.
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V A H K I T I 25-May-20 05:11 PM
:p
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Grampa Walker 25-May-20 05:12 PM
Also, what the fuck is that gear texture, and why the hell isn't something like that available for the Toa. That looks like it would be enough to completely negate their normal issues where the Gears have sharp angles at every facet because of how I had to line it all up.
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V A H K I T I 25-May-20 05:12 PM
¯\_(ツ)_/¯
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The Cap'm (Reese) 25-May-20 05:26 PM
so is it door time
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V A H K I T I 25-May-20 05:42 PM
Soon. A getting lazy. :v
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The Cap'm (Reese) 25-May-20 05:44 PM
Pac
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V A H K I T I 25-May-20 10:02 PM
Duur
Pushed
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sweg (Andrew) 25-May-20 10:08 PM
it is now time for door
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V A H K I T I 25-May-20 10:08 PM
It looks kinda shitty, but the entire area needs work so
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The Cap'm (Reese) 26-May-20 06:50 AM
...liam you do remember there was a door there in the alpha right
you don't need to use that kind of door
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The Cap'm (Reese) 26-May-20 07:18 AM
this took all of 5 minutes to do :p
just tore the old door out of the alpha main model and stuck it in
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V A H K I T I 26-May-20 12:52 PM
Wait what
BRUH
I JUST ASSUMED SAFFIRE HAD THE SENSE TO KEEP SOMETHING THEY WERE STILL PLANNING TO USE IF IT WAS ALREADY THERE (edited)
WTF
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The Cap'm (Reese) 26-May-20 12:53 PM
:v
guess I'll push it then
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V A H K I T I 26-May-20 12:53 PM
Yea.. yeah go for it
Anyways I may have a try at Ta-Koro today
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The Cap'm (Reese) 26-May-20 12:56 PM
neet
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sweg (Andrew) 26-May-20 08:07 PM
yo
yoooooo
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V A H K I T I 26-May-20 08:08 PM
REEE
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sweg (Andrew) 26-May-20 08:08 PM
you need to break the record
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The Cap'm (Reese) 26-May-20 08:08 PM
Which is 2 days, ftr
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V A H K I T I 26-May-20 08:08 PM
hi
how are ya
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The Cap'm (Reese) 26-May-20 08:09 PM
I mean I'd be better of Ta-Koro was done
gottem
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V A H K I T I 26-May-20 08:10 PM
I'm sorry I got sidetracked tracking down 10 more pieces of stock music for the archive :v
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The Cap'm (Reese) 26-May-20 08:10 PM
apology accepted
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V A H K I T I 26-May-20 08:11 PM
Gotta love Tribal Warfare and Vengeance by Future World
Then Future World by Brand X
Then Future World by Future World
Pac
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The Cap'm (Reese) 26-May-20 08:12 PM
And then Brand X from Foodfight
Just to tie this all together
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V A H K I T I 26-May-20 08:12 PM
Cease
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The Cap'm (Reese) 26-May-20 08:12 PM
Never
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The Cap'm (Reese) 26-May-20 08:52 PM
I want Ta-Koro on my desk by tomorrow, parker
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V A H K I T I 26-May-20 09:33 PM
Idea for next years april fools
Run all the game's text through google translate a bunch
Pac
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The Cap'm (Reese) 26-May-20 09:33 PM
but the gali-door
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V A H K I T I 26-May-20 09:34 PM
we can do both
:p
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V A H K I T I 26-May-20 10:41 PM
I am now on a vapourwave kick for some reason
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The Cap'm (Reese) 26-May-20 10:41 PM
:v
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V A H K I T I 26-May-20 10:41 PM
Let's make the dev museum super aesthetic
Have a giant broken Toa Statue looming on the horizon
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V A H K I T I 26-May-20 10:51 PM
D R I N K
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The Cap'm (Reese) 26-May-20 10:51 PM
good song
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sweg (Andrew) 26-May-20 10:52 PM
i will drink glue
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V A H K I T I 26-May-20 10:52 PM
Ah you too are a fan of D J P E P S I M A N
Apparently he has A TON of stuff on his soundcloud he didn't uplad to bandcamp
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The Cap'm (Reese) 26-May-20 10:52 PM
Oh?
also I found that through you ftr
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V A H K I T I 26-May-20 10:52 PM
o
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The Cap'm (Reese) 26-May-20 10:53 PM
good stuff
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V A H K I T I 27-May-20 12:31 PM
An idea btw
Since we seem to be having a ton of trouble moving the actual credits screen, and we want to make a map for it, what if for now we just made the credits an FMV?
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The Cap'm (Reese) 27-May-20 12:32 PM
could do
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V A H K I T I 27-May-20 12:32 PM
Would at least buy us time until we figure out the issue moving them
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The Cap'm (Reese) 27-May-20 12:33 PM
we'd have to be sure they're up to date before that tho
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V A H K I T I 27-May-20 12:33 PM
Well yea, but I'd obviously keep the project file
:p
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The Cap'm (Reese) 27-May-20 12:33 PM
just sayin :v
You're the one who left in a typo in the last update video so...
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V A H K I T I 27-May-20 12:34 PM
We could also do some fancy things with it that way too like how some games have choice screenshots from your adventure fade in and out
We could of course do that in the real credits as well, but that would take a lot of work and more knowledge of the function than we currently have
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The Cap'm (Reese) 27-May-20 12:34 PM
and then we play live and learn as the credits music
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V A H K I T I 27-May-20 12:34 PM
BOI'
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The Cap'm (Reese) 27-May-20 12:35 PM
or Open Your Heart, I'm not opposed to either
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V A H K I T I 27-May-20 12:35 PM
I'll work on that after I'm done here I guess.
For the background I can probably reuse the map I edited for the 2018 christmas card
Update: Apparently the entire background and water was photoshopped in.
I forgot about this
Pac
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The Cap'm (Reese) 27-May-20 12:39 PM
you fool
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V A H K I T I 27-May-20 12:50 PM
Alright tvil is done
Unrelated, but I should look into why the worn mask doesn't save sometime.
It could be BetterSaver, or it could be a similar issue to entry points
Currently it always saves as the Pakari, (0) and if you manually change the number it'll reset anyways, indicating it neither saves nor loads properly
Does it do this without bettersaver?
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The Cap'm (Reese) 27-May-20 12:53 PM
The mask? I recall without bettersaver it worked properly
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V A H K I T I 27-May-20 12:59 PM
Fucc
So that's two things BetterSaver broke then
Erm
@benji I'm not entirely sure how BetterSaver's code works, but should this not say mask instead of toa?
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benji 27-May-20 01:07 PM
I don't follow
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V A H K I T I 27-May-20 01:07 PM
The string
Also yeah, that does seem to be part of the issue. Changing it to mask made it save the current mask ID properly
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benji 27-May-20 01:08 PM
Oh huh
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V A H K I T I 27-May-20 01:08 PM
Probably just an oversight when copying code
That only accounts for the saving of it though. Still need to find where it loads it
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benji 27-May-20 01:09 PM
That is the loading code
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V A H K I T I 27-May-20 01:10 PM
Huh. Why did changing that make it save the id then? Unless it just didn't do it last time as a fluke
Okay yeah, that does fix the loading at least, but there's another weird issue.
I'm testing with Tahu at present, and the mask will save when he's first loaded in, and then never again.
It will always reload from then on as the miru
However changing the number manually at least loads the expected mask so it's a start (edited)
The game was just gaslighting me again because I saw it save the Miru when I first loaded in, so I figured this fixed that since I'd never seen it do that before. :p
Guess I need to find the save code then
Nothing about this looks incorrect...
Wait why is the mask part of this the only thing using AsDWORD?
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V A H K I T I 27-May-20 01:40 PM
Alright
So
The saving does work fine.
The problem is that it only works if there isn't already something there.
For instance if you start the level, it will blank the save, and write the correct mask.
However once that mask is written, it can never be OVERwitten
Do you have code elsewhere for things such as this happening that I can just copy @benji?
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benji 27-May-20 01:42 PM
Code for what?
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V A H K I T I 27-May-20 01:42 PM
I seem to recall something like this happening before where save values are permanent and the saver can't change them once they're written the first time.
If it was a thing clearly we fixed it somehow
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benji 27-May-20 01:43 PM
I don't remember anything like that
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V A H K I T I 27-May-20 01:43 PM
Fuck.
In that case is there any way I can just blank this value before writing it again?
It's probably not the most elegant solution, but it should get the job done
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benji 27-May-20 01:43 PM
That doesn't even make sense
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V A H K I T I 27-May-20 01:44 PM
My idea, or what seems to be happening?
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benji 27-May-20 01:44 PM
The whole xml document is recreated each save
I have no idea what you mean by 'blank'
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V A H K I T I 27-May-20 01:45 PM
Ah, I figured it just appended data to the existing file
In that case, I have no idea what's going on then.
All I know is it won't save the mask unless I remove the value from the XML
Then it magically saves the right mask
Does it try and read the existing XML document before saving a new one?
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benji 27-May-20 01:46 PM
Are you loading the save after you remove the mask from the xml?
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V A H K I T I 27-May-20 01:46 PM
No
My process is I load the game with whatever mask is already there, change masks, delete the value from the save and then save the game
This will only work correctly if I remove the value
Otherwise it'll keep the first mask it loaded in
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benji 27-May-20 01:47 PM
Saving doesn't open the existing file at all, though you should make sure it isn't loading immediately before saving (edited)
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V A H K I T I 27-May-20 01:49 PM
If it is doing that it's outside the script. It's not just my code for quitting the game that does it, it's also just the standard walk through doors saving
And supposedly this only happns with BetterSaver
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benji 27-May-20 01:49 PM
So place a breakpoint in the load and see whether saving pauses on the breakpoint
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V A H K I T I 27-May-20 01:50 PM
Suppose it's worth a shot. Stand by
Okay... well that's different. Apparently it DOES work, but ONLY if I go through the doors and then quit. If I just change masks and quit it doesn't work. Could I have registered the OSI function for BetterSaver::Save incorrectly?
Everything ELSE saves fine..
It doesn't trip the load function on saving at all
Come to think of it, Cutscenes don't save as having been played unless I go through a door. So it's only saving the data that it last collected on entry to the room.
Which basically negates the usefulness of having it in the script so.. why did I think this was gonna work as is? Pac
@The Cap'm (Reese) I had you test this before didn't I?
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The Cap'm (Reese) 27-May-20 01:59 PM
test what
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V A H K I T I 27-May-20 02:00 PM
The quit button saving
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The Cap'm (Reese) 27-May-20 02:00 PM
yes
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V A H K I T I 27-May-20 02:00 PM
Did you test with things like cutscenes on reloading the entire game?
Or invasions?
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The Cap'm (Reese) 27-May-20 02:01 PM
I don't recall my exact process, but I don't think I quit out the entire game
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V A H K I T I 27-May-20 02:01 PM
Hmm
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V A H K I T I 27-May-20 02:10 PM
Well anyways this works for now I guess.
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V A H K I T I 27-May-20 02:32 PM
Yeah the quit saving issue is almost definitely a me thing, though I'm not sure how or why. Normal saving/loading works correctly with masks now that I fixed that minor oversight.
So that mostly just leaves the issue with item pickups not despawning properly
Which HAS been confirmed multiple times to be exclusive to BetterSaver
Pushed the mask loading fix (edited)
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The Cap'm (Reese) 27-May-20 02:39 PM
what was that spelling
psudeh
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V A H K I T I 27-May-20 02:39 PM
I will end you
Pac
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V A H K I T I 27-May-20 03:27 PM
Question
Who in Ta-Koro is wearing a Kaukau that shouldn't be?
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The Cap'm (Reese) 27-May-20 03:27 PM
?
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V A H K I T I 27-May-20 03:28 PM
Two of the dancers are wearing Kaukaus in the code
The only other one that wears a Kaukau is supposed to be a rando
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The Cap'm (Reese) 27-May-20 03:28 PM
Well there are the three in the back of the village
that are dancing in a line
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V A H K I T I 27-May-20 03:28 PM
Ah
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The Cap'm (Reese) 27-May-20 03:29 PM
I think one of them has a kaukau
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V A H K I T I 27-May-20 03:29 PM
Should probably clarify that in the list
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The Cap'm (Reese) 27-May-20 03:29 PM
no
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V A H K I T I 27-May-20 03:29 PM
:v
Also Nuri and Keahi are both dancers and guards?
Also
Missed opportunity not naming any of the matoran Nikto. :p
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The Cap'm (Reese) 27-May-20 03:31 PM
The way I wrote it, since the two of them are on the upper wall, is that they're supposed to be doing guard duty and are slacking off to dance
did
did you miss that?
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V A H K I T I 27-May-20 03:32 PM
Ah yes
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Ondrik🅱 (Ondrej) 27-May-20 03:32 PM
Missed opportunity not naming any of the matoran Nikto. :p
Nikto means "no one" in Slovak
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V A H K I T I 27-May-20 03:32 PM
Very good
:v
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The Cap'm (Reese) 27-May-20 03:32 PM
It's a reference to Army of Darkness/The Hills Have Eyes
(referring to Ondrik)
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Ondrik🅱 (Ondrej) 27-May-20 03:33 PM
oh
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V A H K I T I 27-May-20 03:33 PM
And The Day The Earth Stood Still
"Klaatu barada nikto" is a phrase that originated in the 1951 science fiction film The Day the Earth Stood Still. The humanoid alien protagonist of the film, Klaatu (Michael Rennie), instructs Helen Benson (Patricia Neal) that if any harm befalls him, she must say the phrase t...
It's used A LOT actually
Even Return of the Jedi referenced it
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The Cap'm (Reese) 27-May-20 03:34 PM
Ah, not hills have eyes. My B
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Ondrik🅱 (Ondrej) 27-May-20 03:34 PM
interesting
also
🅱(edited)
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The Cap'm (Reese) 27-May-20 03:34 PM
Hills have eyes was referenced in evil dead otherwise so I got confused
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V A H K I T I 27-May-20 03:35 PM
@Ondrik🅱 (Ondrej) You fool, what have you done
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The Cap'm (Reese) 27-May-20 03:35 PM
clears throat
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V A H K I T I 27-May-20 03:35 PM
NOOOOOOOOOOOOO
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The Cap'm (Reese) 27-May-20 03:35 PM
I've been dragging my feet against my back,
and I've been rubbing my head against my neck,
and I've been walking my fingers through my miiiiiiiind,
and I'm feeling this feeling in my spiiiiiiiine,
and I believe I'll be leaving it behind
when I don't need (edited)
a spine!
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Ondrik🅱 (Ondrej) 27-May-20 03:37 PM
I may not be up to date with the Litestone memes but I sure as hell remember this one
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V A H K I T I 27-May-20 03:38 PM
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The Cap'm (Reese) 27-May-20 03:38 PM
Your meme is insufficient
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V A H K I T I 27-May-20 03:39 PM
Pac
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The Cap'm (Reese) 27-May-20 03:40 PM
this is what you get for bad punctuation and not taking the extra effort of editing the in-game text
I meme you into oblivion
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V A H K I T I 27-May-20 04:05 PM
Btw, best quote of the day on my part: "This game is held together by duct tape, glue, feather dusters, and so many ifs it would make Dr. Strange blush."
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V A H K I T I 27-May-20 05:36 PM
OKAY
Your time is now @The Cap'm (Reese)
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The Cap'm (Reese) 27-May-20 05:36 PM
KAY-O
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V A H K I T I 27-May-20 05:36 PM
The lev6 updates have been PUSHED
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The Cap'm (Reese) 27-May-20 05:36 PM
kewl
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V A H K I T I 27-May-20 05:36 PM
If this works, that is a project done
Reminder: Tvil has updates to both the item spawning and the miru sequence break
Mosh was also refactored similarly to Ta-Koro
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The Cap'm (Reese) 27-May-20 05:44 PM
uh
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V A H K I T I 27-May-20 05:44 PM
?
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The Cap'm (Reese) 27-May-20 05:44 PM
where pedestal go
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V A H K I T I 27-May-20 05:45 PM
Ah, I think I was basing this off an old SLB again. I'll fix that up
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The Cap'm (Reese) 27-May-20 05:45 PM
Pac
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V A H K I T I 27-May-20 05:49 PM
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The Cap'm (Reese) 27-May-20 05:49 PM
...okay this probably isn't related to your thing, but I've been getting this crash a lot lately
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V A H K I T I 27-May-20 05:49 PM
Where are you teleporting from?
Could be cleanup
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The Cap'm (Reese) 27-May-20 05:49 PM
Did a lev5 run yesterday and got it a number of times at different points
also you can literally see where I'm teleporting from on the bottom :v
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V A H K I T I 27-May-20 05:49 PM
Ah
Yeah it's probably cleanup
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The Cap'm (Reese) 27-May-20 05:50 PM
well this has never been consistent so far
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V A H K I T I 27-May-20 05:50 PM
It could be an issue that stacks from previous areas not cleaning up right
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The Cap'm (Reese) 27-May-20 05:50 PM
I got it while doing lev5 going MTUP to LE02 (crash on entering LE03) twice in a row, then not a third time
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V A H K I T I 27-May-20 05:50 PM
Sort of like L1A7
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The Cap'm (Reese) 27-May-20 05:51 PM
followed by it crashing on entering VLLG on said third attempt
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V A H K I T I 27-May-20 05:51 PM
Pushed the pedestal fix
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V A H K I T I 27-May-20 07:42 PM
So uh..
Does it all work or? :p
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The Cap'm (Reese) 27-May-20 07:42 PM
I've been eating dinner and having family time
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V A H K I T I 27-May-20 07:43 PM
:p
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The Cap'm (Reese) 27-May-20 08:17 PM
question
where should the lava board appear
secondary question
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V A H K I T I 27-May-20 08:19 PM
Initially beside the boi, then in the doorway of the hut behind him on reload
Why?
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The Cap'm (Reese) 27-May-20 08:19 PM
Well the former didn't happen just now
the hut part appeared when I left and came back
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V A H K I T I 27-May-20 08:20 PM
Huh. Both of those worked fine on my end..
Let me double check my code (edited)
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The Cap'm (Reese) 27-May-20 08:21 PM
did it again, no dice
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V A H K I T I 27-May-20 08:21 PM
Ah I see the issue.
I took for granted that Ash put the Tohunga in the return event in order
She did not
Pac
Pushed
Try that
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The Cap'm (Reese) 27-May-20 08:23 PM
remember when we just sent blks/osis in chat instead of instantly pushing them to our repo (edited)
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V A H K I T I 27-May-20 08:24 PM
:v
Remember when we had to do all this with pops and branch targets?
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The Cap'm (Reese) 27-May-20 08:25 PM
remember when we had to manually edit text slbs
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V A H K I T I 27-May-20 08:25 PM
Remember when we had to hex edit ANY slbs?
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The Cap'm (Reese) 27-May-20 08:25 PM
i mean technically there's still a small bit of that with text
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V A H K I T I 27-May-20 08:25 PM
Yeah but we have binary templates now
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The Cap'm (Reese) 27-May-20 08:25 PM
just making sure offsets are good after running stuff through the tool
works now
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V A H K I T I 27-May-20 08:28 PM
nice
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The Cap'm (Reese) 27-May-20 08:28 PM
so it seems you're done with matoran for now
nice
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V A H K I T I 27-May-20 08:28 PM
ye
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The Cap'm (Reese) 27-May-20 08:28 PM
until we get to Ga-Koro and Onu-Koro in lev8
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V A H K I T I 27-May-20 08:29 PM
Shush you
I mean for those I can literally copy the same code verbatim
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benji 28-May-20 01:41 AM
remember when we used Dropbox to share changes
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V A H K I T I 28-May-20 01:44 AM
To be fair, up until very recently this was still the case for the alpha I think. :p
The main holdup being getting LSS and the makefile ready for that version.
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Ondrik🅱 (Ondrej) 28-May-20 03:07 AM
remember when we used Dropbox to share changes
flashbacks intensify
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ShadowDraikana 29-May-20 09:38 AM
sup
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The Cap'm (Reese) 29-May-20 10:14 AM
sus
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Ondrik🅱 (Ondrej) 29-May-20 10:24 AM
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ShadowDraikana 29-May-20 10:57 AM
lol
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V A H K I T I 29-May-20 12:26 PM
eyes_shaking
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V A H K I T I 01-Jun-20 06:46 PM
The air meter is almost done btw. There's just one more bug with it that needs to be worked out, then we can add sounds and make it slide
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The Cap'm (Reese) 01-Jun-20 06:54 PM
Yay
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sweg (Andrew) 01-Jun-20 06:55 PM
hallelujah
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The Cap'm (Reese) 01-Jun-20 06:55 PM
How's it going rn
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V A H K I T I 01-Jun-20 06:56 PM
I'm probably not really gonna get into it until tomorrow. The only issue at present is that if you activate the kaukau on the surface, you can't drown even when you turn it off until you resurface
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The Cap'm (Reese) 01-Jun-20 06:56 PM
Oof
I'll hold myself over with more Xenoblade until we get into it tomorrow, then
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V A H K I T I 02-Jun-20 05:11 PM
ALRIGHT BOYS
The air meter is done. (Sound and sliding aside) (edited)
Currently merged with clusterfuck so feel free to test.
@Playtesters
Right off the bat, y'all will need to make sure the balance in areas prior to obtaining the Kaukau are okay, because the balance will have changed.
Previously you got 10 seconds of air and then died outright, now you get 12 plus whatever health you currently have once that runs out.
Given that you can't even avoid getting the gate stone, that's going to be a bare minimum of 18 seconds. (edited)
The Amana Volo already tend to make the game easier, so this will probably require level design tweaks here and there to compensate. (edited)
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sweg (Andrew) 02-Jun-20 05:17 PM
i'm trying it out now
there's an issue where after dying from drowning, animations on gali are way slower
fixes itself upon going into water and getting back out
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V A H K I T I 02-Jun-20 05:20 PM
That's an issue that's existed prior, but not necessarily linked to drowning
Is it consistent now?
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sweg (Andrew) 02-Jun-20 05:20 PM
yeah
when being damaged in water, for a single frame gali points to another direction before going back to normal
though i think this existed prior to the drowning
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V A H K I T I 02-Jun-20 05:21 PM
Ye
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sweg (Andrew) 02-Jun-20 05:23 PM
other than those things, the new drowning mechanics work spectacularly, great job
no more annoying warning sound or fear of crashing
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V A H K I T I 02-Jun-20 05:24 PM
Thank @ShadowDraikana, she did 99% of the work. I just ironed out some final bugs with it. 🙂
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sweg (Andrew) 02-Jun-20 05:24 PM
thanks very much shadow
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The Cap'm (Reese) 02-Jun-20 05:25 PM
Well the underwater damage thing is just the game playing the underwater damage animation for a frame before forcing the swimming animation again (edited)
Just fot home from a haircut so I'm reading chat; what's that about 18 seconds?
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sweg (Andrew) 02-Jun-20 05:27 PM
oh i just got a crash from the drowning
i drowned as i hit a bubble
didn't do a particle overload crash, rather just as soon as gali died the game crashed
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The Cap'm (Reese) 02-Jun-20 05:28 PM
Unless I'm wrong that should be 17 seconds; 12 in the meter, plus her base 4 makes 16, plus the gate stone upgrade makes 17
Not that it matters, but I'm a pedantic asshole so :p
Also, crash address?
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sweg (Andrew) 02-Jun-20 05:30 PM
there wasn't one
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The Cap'm (Reese) 02-Jun-20 05:31 PM
...then it was a shutdown, then?
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sweg (Andrew) 02-Jun-20 05:33 PM
yeah
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The Cap'm (Reese) 02-Jun-20 05:50 PM
oh so it ticks health down by half a circle
as the topic pertains to balancing, I'll note that there are two major areas that use bubbles: TTUN and MWAT. The only concern I have about this is ISLD, which I'm about to check
yup okay that's a thing
If you're at full base health you can make it to the SHRN passage with one full circle of HP left
now this particular thing wouldn't be an issue if the drowning took a full circle of health like I initially suggested but I digress
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The Cap'm (Reese) 02-Jun-20 06:07 PM
On my previous point, MWAT has enemies to potentially drain your HP, so drowning is honestly not too different there than it was before considering it already had a shitload of bubbles grouped together
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V A H K I T I 02-Jun-20 06:27 PM
Alright I band-aid fixed the animation speed issue
Basically I used the setanimationrate function to forcibly speed up Gali's animation if you die in water, and then set it back to normal once you re-enter water.
It's hacky as shit
But it works
As for the health drain, Ash set that up
Not me. :p
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The Cap'm (Reese) 02-Jun-20 06:28 PM
i mean i never named anyone
was just noting
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V A H K I T I 02-Jun-20 06:32 PM
Aight
Also fixed the damage flicker thing
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The Cap'm (Reese) 02-Jun-20 06:33 PM
did you just disable the hurt animation or
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V A H K I T I 02-Jun-20 06:33 PM
technically yes. I just tweaked the number in an attempt to fix the health drain and it ended up fixing that instead :p
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The Cap'm (Reese) 02-Jun-20 06:34 PM
so now nothing plays instead of it trying to play damage?
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V A H K I T I 02-Jun-20 06:34 PM
ye
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The Cap'm (Reese) 02-Jun-20 06:34 PM
ok
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V A H K I T I 02-Jun-20 06:34 PM
You still flash tho
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The Cap'm (Reese) 02-Jun-20 06:34 PM
well yeah
damage flashing is normal :v
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V A H K I T I 02-Jun-20 06:44 PM
Alright, fixed the HP drain rate
Pushed all the above fixes
give that a try
Pay close attention to Gali's animation speed too, cause I definitely need to be sure that patch is stable. (edited)
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The Cap'm (Reese) 02-Jun-20 06:45 PM
Gimme a minute; playing Xenoblade atm
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V A H K I T I 02-Jun-20 06:45 PM
Aight, Imma go take a shower so I'll touch on any other issues when I get back
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sweg (Andrew) 02-Jun-20 06:53 PM
HP drain rate works as wanted
damage animation no longer plays when drowning as wanted
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The Cap'm (Reese) 02-Jun-20 06:54 PM
regardless it might be worth moving the trigger in isld a bit further into the tunnel so it's 100% impossible to reach
juuuuuuuuuuuust in case
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sweg (Andrew) 02-Jun-20 06:54 PM
and animation speed goes back to normal when drowning
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V A H K I T I 02-Jun-20 07:08 PM
Nice
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sweg (Andrew) 02-Jun-20 07:16 PM
unrelated, but interesting looking lights from the outside
can also clip into the house via ledge grab
bug with the portal sound playing despite no portal present still exists, not sure if planned as the next bugfix to do
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V A H K I T I 02-Jun-20 07:18 PM
Ye that's on my radar next
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sweg (Andrew) 02-Jun-20 07:20 PM
awesome
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The Cap'm (Reese) 02-Jun-20 07:26 PM
so here's a thing
I die once underwater, respawn just fine, animation speed is OK
I die again (this time on land), respawn, and now I'm slow
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V A H K I T I 02-Jun-20 07:27 PM
.-.
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sweg (Andrew) 02-Jun-20 07:28 PM
mfw fix works once and then never again
also mfw land to water transitions
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V A H K I T I 02-Jun-20 08:05 PM
Added the drowning sound
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V A H K I T I 02-Jun-20 08:13 PM
And also the low health sound now
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The Cap'm (Reese) 02-Jun-20 08:13 PM
when does lowhealth play? Just once as you reach 2 circles
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V A H K I T I 02-Jun-20 08:13 PM
Ye
Well one circle
Cause otherwise it would be playing for Onua when he reaches half health
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The Cap'm (Reese) 02-Jun-20 08:20 PM
i mean
to be fair
two circles is when they start smoking regardless
and that seems like an appropriate time to play a noise
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V A H K I T I 02-Jun-20 08:22 PM
True
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V A H K I T I 02-Jun-20 08:29 PM
Okay so I think I know the root cause of the animation speed issue, though I'm not sure how to fix it.
The swim animation changes speed depending on whether or not you're moving and at what rate you're doing so. I'm guessing this doesn't get reset when you die, and that accounts for this issue.
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V A H K I T I 02-Jun-20 09:41 PM
@JrMasterModelBuilder Are you free tonight or tomorrow?
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V A H K I T I 02-Jun-20 10:17 PM
Well whenever you are, if you're able, do you think you can dig up some info on Gali's swim animation?
I need to know what and where the speed changes, and possibly why it doesn't reset on death.
FYI this also affects the alpha
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V A H K I T I 02-Jun-20 11:18 PM
Whelp, I give up for the night. Nothing I try short of resetting the entire character is fixing this, and even that has unresolvable issues.
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JrMasterModelBuilder 03-Jun-20 01:52 AM
Maybe Friday.
I imagine it will be a whole thing.
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V A H K I T I 03-Jun-20 01:53 AM
Aight, that works. Really all I want to know is whether it's hard coded or a movelist issue.
Though I haven't found anything in the movelists that would indicate variable animation speed so that's not a great sign.
Though if there's something specific about resetting the character that also resets the animation speed, I can probably call that in a simple hookmod like we did for other such issues.
Just appending one function to the end of another. (edited)
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V A H K I T I 03-Jun-20 12:54 PM
Hello there. :v
So today I need to address the grapple in Ga-Koro and the warp sounds, yes?
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sweg (Andrew) 03-Jun-20 01:39 PM
ye
somehow you have resurrected the grapple horns
it needs to be put down again
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V A H K I T I 03-Jun-20 02:43 PM
@JrMasterModelBuilder I think I've narrowed it down to GcMotionSystem::SwimHitSurface. Funnily enough, removing that makes Gali do something similar to the dolphin jump from the alpha, though the animation doesn't play.
If I had to take a guess as to what about that function resets the speed properly, it would be one of the ForceAnim calls.
No rush on the assist btw, just compiling information for you for whenever you're free. :p
This function also seems to set an OnEvent variant, though I'm not sure how to determine the value it pushes. I would GUESS it's just event 54, but I can't say for sure. (edited)
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The Cap'm (Reese) 04-Jun-20 12:28 PM
Issue with the drowning. Every time I drown in VLLG2 the game freezes.
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V A H K I T I 04-Jun-20 12:56 PM
wot
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The Cap'm (Reese) 04-Jun-20 12:56 PM
wot wot
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V A H K I T I 04-Jun-20 12:57 PM
Just tested
I don't freeze, I get a shutdown
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The Cap'm (Reese) 04-Jun-20 12:57 PM
problem regardless
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V A H K I T I 04-Jun-20 12:59 PM
Well at any rate it's not just drowning
It's dying in general
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The Cap'm (Reese) 04-Jun-20 12:59 PM
huh
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V A H K I T I 04-Jun-20 12:59 PM
it seems to be an array out of bounds issue, so there's probably something I messed up in Ga-Koro's code specifically
My guess is it's related to the horns since I moved that code
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The Cap'm (Reese) 04-Jun-20 01:03 PM
So, a couple things in lev2 with the new air meter: 1) Move the gear to ISLD so that you don't have that much time when you get there (the gear isn't mandatory like the stone but since it's in a relatively easy spot at the moment you can easily have 6 HP by ISLD). 2) Make the tunnel to SHRN in ISLD a bit longer so that there's no chance of anyone squeaking by in there before getting the Kaukau 3) Dying from drowning really messes with spawn points and we need to check every area with water in lev2 to make sure spawning works properly (drowning in SHRN2 for instance always puts you "on land" even if the spawn is supposed to be underwater)
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V A H K I T I 04-Jun-20 01:05 PM
I mean the latter may just be an issue with my code there
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The Cap'm (Reese) 04-Jun-20 01:05 PM
...4) Did we fix the backtrack from SHRN to ISLD because I just spawned out of bounds
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V A H K I T I 04-Jun-20 01:05 PM
I don't recall
You can easily check. :p
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The Cap'm (Reese) 04-Jun-20 01:06 PM
also while getting the Rau in BECH I drowned to get back to the entrance faster, and when I respawned I was still underwater
so it's not just SHRN
also yeah it's totally easy to scroll through half a year of commits to find one that might not even be named specifically for the fix I'm looking for Pac
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V A H K I T I 04-Jun-20 01:10 PM
I mean
You have the game
You have the unity editor
Open up the level and take a look.
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The Cap'm (Reese) 04-Jun-20 01:10 PM
this wasn't an issue with that IIRC
I recall vividly the frustrations over everything looking right and yet it still being broken somehow
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V A H K I T I 04-Jun-20 01:11 PM
Well in that case I'm pretty sure you can open a specific file on Github and list its changes
s o u r c e c o n t r o l
:p
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The Cap'm (Reese) 04-Jun-20 01:13 PM
my point is that I'm back in November right now looking at our ISLD stuff and I don't see anything specifically mentioning the ISLD backtrack
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V A H K I T I 04-Jun-20 01:13 PM
Then I guess we never fixed it did we? :v
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The Cap'm (Reese) 04-Jun-20 01:13 PM
THAT WAS MY QUESTION 😛
Some of these names are vague
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V A H K I T I 04-Jun-20 01:13 PM
Well you just answered it! :p
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The Cap'm (Reese) 04-Jun-20 01:13 PM
and I swore we did fix it
and that's (edited)
why
I
asked
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V A H K I T I 04-Jun-20 01:14 PM
And I told you I don't remember, hence why we're here. :v (edited)
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V A H K I T I 04-Jun-20 01:38 PM
Anyways I think I've fixed the respawn not swimming issue
I'm not sure if it was an issue before and we never noticed or what, but basically the unkill method in player universally sets the player on land when they respawn.
This is bad for obvious reasons. :p (edited)
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The Cap'm (Reese) 04-Jun-20 01:39 PM
I mean, what about my BECH example from earlier
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V A H K I T I 04-Jun-20 01:39 PM
Well I added some catches for that as well which will hopefully fix that.
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The Cap'm (Reese) 04-Jun-20 01:39 PM
ok
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V A H K I T I 04-Jun-20 01:40 PM
Since Gali is the only one at present who CAN respawn underwater I just made it so that for unkill it remains universal for everyone except her
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V A H K I T I 04-Jun-20 02:54 PM
qq
The only way you can die in shrn2 is by drowning, yes?
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The Cap'm (Reese) 04-Jun-20 02:56 PM
yes
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V A H K I T I 04-Jun-20 02:56 PM
Okay so I can just get away with having gali respawn underwater by default here.
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The Cap'm (Reese) 04-Jun-20 02:56 PM
there are three start points not underwater
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V A H K I T I 04-Jun-20 02:56 PM
The problem I believe is that the start position shenanigans only accounts for initial spawn
Oh
Right
Fucc
Okay
PRIOR to the air meter do you recall if this was an issue?
As in dying there
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The Cap'm (Reese) 04-Jun-20 02:57 PM
I've never died in SHRN2
intentionally or otherwise
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V A H K I T I 04-Jun-20 02:57 PM
So it was never tested, which means it probably wasn't.
*was
Ah there we go, I figured it out.
The way I set up shrn2 was to have a property set to 1, have event 44 check every frame where you spawn and set your state accordingly, then turn the property off.
It it would always be off permanently from the point of initial spawn onwards so it would never account for death.
It was apparently as simple as turning it back on for the unkill event. :p
So yeah, thankfully that was just a pre-existing, previously untested issue in shrn2.
Keep that in mind for future testing: Always test drowning
Or dying in general really.
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The Cap'm (Reese) 04-Jun-20 03:03 PM
Well yeah, it's finally an option to test now
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V A H K I T I 04-Jun-20 03:03 PM
True. :p
Btw I tested last night.
Between the air meter and the bubble changes, MWAT is now actually stable
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The Cap'm (Reese) 04-Jun-20 03:04 PM
gud
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V A H K I T I 04-Jun-20 03:04 PM
Thank you @ShadowDraikana :3
Btw, that brings up another point: Would anyone complain if I made the bubble sprites and/or objects larger and more vivd?
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The Cap'm (Reese) 04-Jun-20 03:05 PM
I do not object
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V A H K I T I 04-Jun-20 03:05 PM
Currently they are very small and blend in with basically everything
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ShadowDraikana 04-Jun-20 03:05 PM
no objection
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The Cap'm (Reese) 04-Jun-20 03:05 PM
anything to make them more visible is cool with me
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V A H K I T I 04-Jun-20 03:05 PM
Do sprite objects scale with the size of the sprite, or is there a hitbox I'd have to change independent of the image?
I don't think we've ever tried doing this. :p
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The Cap'm (Reese) 04-Jun-20 03:13 PM
we have not
all I know is that pickups that spawn from enemies are larger than ones placed on the field
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V A H K I T I 04-Jun-20 03:15 PM
Never noticed that
Also one thing I'm fixing now: Ash added the sploosh sound to the player class but forgot to remove it from the level classes, so it always plays twice. You may have noticed this
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V A H K I T I 04-Jun-20 03:24 PM
Gonna look into the ga-koro crash next
Then I'll look into the bubbles and push everything for testing
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V A H K I T I 04-Jun-20 03:36 PM
Uh.... huh
Apparently the crash is because of TEXT
This specific block of code is the culprit
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The Cap'm (Reese) 04-Jun-20 03:37 PM
what's dspt
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V A H K I T I 04-Jun-20 03:37 PM
No idea.
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The Cap'm (Reese) 04-Jun-20 03:38 PM
what else is the desc/howtotext tied to here
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V A H K I T I 04-Jun-20 03:38 PM
It has an associated timer apparently
this.displaytexttimer = new lego_timer("dspt", 4.0, 0);
Guessing the gear and the coin door?
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The Cap'm (Reese) 04-Jun-20 03:38 PM
Those are the only things that display text so I assume
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V A H K I T I 04-Jun-20 03:38 PM
if (gcsaver::finditem(scslosifoundation::stringtoidentifier("gear")) == 0) { this.gearpickup = new lego_moveableobject("gear"); this.gearpickup.initfull(); this.gearpickup.show(); this.displaytexttimer = new lego_timer("dspt", 4.0, 0); this.displaytexttimer.initfull(); gearpickup_text = gcareadirector::getscriptstring(scslosifoundation::stringtoidentifier("item"), 6, 0); this.desctext = new gs_legotext("Root/Data/Art/Fonts/BionicleFontHi", gearpickup_text, screenx * 0.5, screeny - 130, 0, 1, 256, 0, 0); this.desctext.initfull(); gearpickup_text = gcareadirector::getscriptstring(scslosifoundation::stringtoidentifier("item"), 6, 1); this.howtotext = new gs_legotext("Root/Data/Art/Fonts/BionicleFont", gearpickup_text, screenx * 0.5, (screeny - 100) + 20, 0, 1, 256, 0, 0); this.howtotext.initfull(); }
Not sure why that would be suddenly crashing on death though unless again, it was just always a problem we never tested
Furthermore I'm... not sure why it's set up like this at all tbh
Other items do not call their text in this way
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The Cap'm (Reese) 04-Jun-20 03:44 PM
You do recall this is how underwater items need to be handled
If they're set up normally the collection animation plays, which is not good
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V A H K I T I 04-Jun-20 03:44 PM
Refresh my memory
Oh
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The Cap'm (Reese) 04-Jun-20 03:45 PM
This is how MWAT and BECH do it
and thus I used that as a base for this
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V A H K I T I 04-Jun-20 03:45 PM
Well mwat doesn't crash on death
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The Cap'm (Reese) 04-Jun-20 03:46 PM
Neither does BECH.
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V A H K I T I 04-Jun-20 03:46 PM
So there must be SOME difference
Well mech I can understand
*bech
THe item is above water so it's set up normally
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The Cap'm (Reese) 04-Jun-20 03:46 PM
The Gate Stone
ya mook
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V A H K I T I 04-Jun-20 03:46 PM
That's underwater?
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The Cap'm (Reese) 04-Jun-20 03:46 PM
yes
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V A H K I T I 04-Jun-20 03:46 PM
o
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The Cap'm (Reese) 04-Jun-20 03:46 PM
have you even playtested this recently
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V A H K I T I 04-Jun-20 03:47 PM
No actually
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The Cap'm (Reese) 04-Jun-20 03:47 PM
That's been there for months now :p
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V A H K I T I 04-Jun-20 03:47 PM
I've been busy actually coding things. I haven't playtested anything I'm not specifically working on in literally months
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The Cap'm (Reese) 04-Jun-20 03:47 PM
well the fact that it's in-water has come up before
the most recent occasion was during underwater hives
since the idea was to have it inside a fish hive that you destroy to get the item
but we're now off topic
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V A H K I T I 04-Jun-20 03:49 PM
Well just comparing MWAT and BECH to VLLG, the code block in question runs here under a different event than the others.
MWAT and BECH run it from event 8, whereas VLLG runs it from event 1
4 rather
Actually
It doesn't run in an event at all
It's just in there loose
That's definitely not right. :p
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The Cap'm (Reese) 04-Jun-20 03:52 PM
well I remember sending code to check if I did it right before pushing
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V A H K I T I 04-Jun-20 03:53 PM
I mean it would still WORK but I can see why it would flip out if it was running every frame
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The Cap'm (Reese) 04-Jun-20 03:53 PM
considering on a previous occasion I accidentally broke the door and didn't want that shit to happen again (edited)
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V A H K I T I 04-Jun-20 03:53 PM
And then you die
Like there's noting here to stop it from working.
But therein lies the problem
There's nothing to stop it from working, and always continue working forever
Even when it shouldn't be
:p
It's just as well we moe the gear btw
Cause at present it's basically impossible to pick up except from a specific angle
The hitbox is too small compared to gali's wall check radius when swimming
And it's too close to the ground, so she can never get close enough unless she comes at it from the side
ANYWAYS
Adding the event check seems to have fixed the shutdown.
So to recap:
So, a couple things in lev2 with the new air meter: 1) Move the gear to ISLD so that you don't have that much time when you get there (the gear isn't mandatory like the stone but since it's in a relatively easy spot at the moment you can easily have 6 HP by ISLD). 2) Make the tunnel to SHRN in ISLD a bit longer so that there's no chance of anyone squeaking by in there before getting the Kaukau 3) Dying from drowning really messes with spawn points and we need to check every area with water in lev2 to make sure spawning works properly (drowning in SHRN2 for instance always puts you "on land" even if the spawn is supposed to be underwater)
• Gear can be moved when we're done tweaking everything more immediate, but make a Trello card for it. • Making the tunnel longer will have to be something to assign to @Grampa Walker when he gets to that area. • Any issues with spawn points will be pre-existing ones and have nothing to do with the air meter. You're only just now testing for them. 😛
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The Cap'm (Reese) 04-Jun-20 04:04 PM
The air meter was only included there since drowning is now an option
not saying the air meter itself caused a problem
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V A H K I T I 04-Jun-20 04:04 PM
Aight
Good news is, my modifications to shrn2 allow us to just copy those same checks to any other affected area
So wherever else it's an issue, it's an easy fix
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The Cap'm (Reese) 04-Jun-20 04:09 PM
also these were just observations from a playtest; you did tell me to test to see how things could be balanced (which reminds me, I think I'll need to add some bubbles into ATRM's little lake)
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V A H K I T I 04-Jun-20 04:09 PM
Indeed
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The Cap'm (Reese) 04-Jun-20 04:10 PM
tested it and falling at the end is basically a death sentence without upgrades
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The Cap'm (Reese) 04-Jun-20 07:00 PM
guess I'll get on those bubbles now just to do...something
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V A H K I T I 04-Jun-20 07:02 PM
Aight, I was gonna do that when I got back from the store but go ahead
JUst pull my code first, just made a commit a bit ago
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The Cap'm (Reese) 04-Jun-20 07:03 PM
I'll do it since it's of my approximate skill level
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V A H K I T I 04-Jun-20 07:03 PM
:v
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The Cap'm (Reese) 04-Jun-20 07:07 PM
why does the drowning noise play every time a circle drains once it starts (edited)
and a side note, if we're putting lowhealth on the final circle of HP, then shouldn't that also be when the smoke starts? As I mentioned before, the smoke starting really seems like the appropriate time to play a noise if any
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The Cap'm (Reese) 04-Jun-20 07:32 PM
decided on these positions for the bubbles
worked pretty well in-game
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UTTER_BODGE 04-Jun-20 07:33 PM
oh? whatcha up to
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The Cap'm (Reese) 04-Jun-20 07:33 PM
putting bubbles in ATRM so Onua doesn't drown (edited)
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UTTER_BODGE 04-Jun-20 07:33 PM
ah that's a thing for all toa now? haven't tried
neat
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The Cap'm (Reese) 04-Jun-20 07:33 PM
yep
Liam and Ash just got the new air meter working
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UTTER_BODGE 04-Jun-20 07:33 PM
I like
god I love how moddable this game is haha
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V A H K I T I 04-Jun-20 07:47 PM
Yeet
At this point it's almost not even mods anymore
We're walking the line, aha. If we get full source conversion that's it
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The Cap'm (Reese) 04-Jun-20 07:50 PM
so what about those sound things I mentioned
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V A H K I T I 04-Jun-20 08:11 PM
?
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The Cap'm (Reese) 04-Jun-20 08:11 PM
why does the drowning noise play every time a circle drains once it starts and a side note, if we're putting lowhealth on the final circle of HP, then shouldn't that also be when the smoke starts? As I mentioned before, the smoke starting really seems like the appropriate time to play a noise if any
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V A H K I T I 04-Jun-20 08:12 PM
Because it's counting down? Having it synced to the meter makes sense.
As for the health, I thought I changed it to two circles
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The Cap'm (Reese) 04-Jun-20 08:12 PM
well the original drowning had the sounds spaced out for a reason; as-is it can get a bit grating to hear it every time
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V A H K I T I 04-Jun-20 08:12 PM
It only plays 5 times..
It counts down when your air reaches half
I think it's generally the same spaci g toi
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The Cap'm (Reese) 04-Jun-20 08:13 PM
From two to five is enough to make it irritating if you're under for long periods
i.e. TTUN
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V A H K I T I 04-Jun-20 08:14 PM
It definitely played more than twice before
Bo less than three IIRC. I'm not saying I'm not open to changing it, just that it's not really that different
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The Cap'm (Reese) 04-Jun-20 08:15 PM
Checked. It played twice.
On 5 and 2
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V A H K I T I 04-Jun-20 08:16 PM
Wot
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The Cap'm (Reese) 04-Jun-20 08:16 PM
What do you mean wot :v
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V A H K I T I 04-Jun-20 08:16 PM
I mean wot boi
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The Cap'm (Reese) 04-Jun-20 08:16 PM
I opened main and checked the drowning
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V A H K I T I 04-Jun-20 08:16 PM
:v
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The Cap'm (Reese) 04-Jun-20 08:16 PM
simple as that
plays when the old timer hit 5 and 2 and only those two numbers
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V A H K I T I 04-Jun-20 08:18 PM
Well maybe I'll have it count down from 3 then. I don't think it's that bad though tbh
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The Cap'm (Reese) 04-Jun-20 08:18 PM
I'll note that the original timing was enough to let the noise fully play
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V A H K I T I 04-Jun-20 08:18 PM
Now about the health, does it not play when you have two circles? Cause if it doesn't, I must have undone my change
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The Cap'm (Reese) 04-Jun-20 08:19 PM
It plays at one
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V A H K I T I 04-Jun-20 08:19 PM
F
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The Cap'm (Reese) 04-Jun-20 08:21 PM
the ToaDrown noise plays the louder tone, then has a fadeout sort of swish noise. The old timer was spaced so you hear the whole sound before it plays again
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V A H K I T I 04-Jun-20 09:06 PM
Try now
Ditto with the health
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The Cap'm (Reese) 04-Jun-20 09:08 PM
both good
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V A H K I T I 04-Jun-20 09:08 PM
🅱
also
You should probably undo the fix being underwater change on the trello since we still need to fix the animation speed glitch
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The Cap'm (Reese) 04-Jun-20 09:12 PM
done
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V A H K I T I 04-Jun-20 09:12 PM
thamk
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The Cap'm (Reese) 04-Jun-20 09:13 PM
welmk
Oh, I also updated the patch notes in my ATRM commit so they should theoretically be up to date now
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V A H K I T I 04-Jun-20 09:14 PM
Sweet.
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The Cap'm (Reese) 04-Jun-20 09:55 PM
so what next then
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V A H K I T I 04-Jun-20 10:25 PM
Tinkering with the airbar sliding code
Pushed some very WIP code for Ash to mess with
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The Cap'm (Reese) 04-Jun-20 10:36 PM
interesting
If you enter an area with 2 1/2 circles left, it plays lowhealth
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V A H K I T I 04-Jun-20 10:46 PM
neat
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The Cap'm (Reese) 04-Jun-20 10:46 PM
wonder why that happens
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V A H K I T I 04-Jun-20 10:47 PM
Probably because it reinitializes or something when you change areas
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The Cap'm (Reese) 04-Jun-20 10:47 PM
well if you have HP above that it doesn't play upon transition (edited)
and it doesn't normally play at two and a half
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V A H K I T I 04-Jun-20 10:49 PM
o I see what you meant
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V A H K I T I 05-Jun-20 01:58 PM
@JrMasterModelBuilder You still free today to dive, (lel) into the swimming stuff?
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JrMasterModelBuilder 05-Jun-20 02:06 PM
Later. Can you summarize all we know about it?
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V A H K I T I 05-Jun-20 02:37 PM
Not much. All I know is it's the function that makes Gali tread water, it forces some animations, and one of the things it does resets the variable animation speed that the swimming function uses.
Whatever that is needs to also happen on death
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JrMasterModelBuilder 05-Jun-20 03:09 PM
Which functions are those?
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V A H K I T I 05-Jun-20 03:10 PM
The treading and death you mean?
Well treading is GcMotionSystem::SwimHitSurface
Pretty sure player death is GcToa::ToaMustDie
Alternatively it could be put into GcToa::ToaIsAlive to have it happen on respawn if that doesn't work.
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JrMasterModelBuilder 05-Jun-20 03:40 PM
What about the swimming function?
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V A H K I T I 05-Jun-20 03:53 PM
That would be GcMotionSystem::IsSwimming presumably
(Sorry for the late responses, my notifications are being weird today)
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JrMasterModelBuilder 05-Jun-20 04:10 PM
Is there a video of the problem?
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V A H K I T I 05-Jun-20 04:11 PM
Not presently, but it's not hard to replicate.
Just die while Gali is swimming underwater
When you respawn her animations will be slowed down or sped up depending on how fast you were going when you died
This is not an issue in the vanilla beta for some reason, it only cropped up again when we replaced the drowning function.
However in the alpha it's a consistent issue
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JrMasterModelBuilder 05-Jun-20 04:13 PM
Replaced the drowning function?
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V A H K I T I 05-Jun-20 04:13 PM
If you want to work with the beta on it, pull the latest commits of Rebuilt from the clusterfuck branch
We completely threw out the way the game handled drowning and scripted an entirely new air meter.
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JrMasterModelBuilder 05-Jun-20 04:14 PM
Knowing what caused the regression would help.
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V A H K I T I 05-Jun-20 04:15 PM
If I had to guess, I'd be tempted to suggest the issue was never resolved to begin with, but rather something to do with the out of bounds-like infinite death the original drowning function caused managed to bruteforce its way around the problem
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JrMasterModelBuilder 05-Jun-20 04:16 PM
How did you go about replacing the drowning function? Was it native before and now it's OSI controlled?
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V A H K I T I 05-Jun-20 04:16 PM
It was native, but called via the OSI
So we just removed the original call
And pointed it to a new entirely scripted function
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JrMasterModelBuilder 05-Jun-20 04:17 PM
What was the native function?
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V A H K I T I 05-Jun-20 04:17 PM
Let me check
@ShadowDraikana could probably tell you more since she did all the heavy lifting on this.
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ShadowDraikana 05-Jun-20 04:18 PM
there was no dedicated drowning function i've said this before
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V A H K I T I 05-Jun-20 04:18 PM
o
Then how did it work before?
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ShadowDraikana 05-Jun-20 04:18 PM
i've also explained that
event 47
interacts with the hardcoded airmeter and checks the event args with that
then saffire scripted up messages once the meter reached a certain point, followed by a call for killing the player. like the same thing called for killboxes, etc.
so basically it just kept killing the player until the respawn happened
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JrMasterModelBuilder 05-Jun-20 04:20 PM
Would be helpful to see what specific change reintroduced the issue.
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V A H K I T I 05-Jun-20 04:21 PM
Well the function in-game is identical between alpha and beta
So you could cross-reference those
Idk if the CODE is identical, but it WORKS the same aside from one having the issue and the other not.
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JrMasterModelBuilder 05-Jun-20 04:22 PM
The beta didn't do it initially right? Only after some change did it come back?
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V A H K I T I 05-Jun-20 04:22 PM
Only after we threw the baby out with the bathwater, yes. :p
It had other issues though, such as the aforementioned infinideath, though I don't recall if the alpha did that as well.
I don't think it did, which is what makes me think saffire was just like
"MAYBE IF WE KILL THEM ENOUGH IT'LL GO AWAY, HURR DURR"
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JrMasterModelBuilder 05-Jun-20 04:23 PM
Being able to compare what it did before with what it does now would be very helpful.
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ShadowDraikana 05-Jun-20 04:24 PM
actually the alpha did it too iirc (the constant death)
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V A H K I T I 05-Jun-20 04:24 PM
Well as I said, alpha and beta are generally the same function so that's ale to be cross-referenced
o
Well fucc
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ShadowDraikana 05-Jun-20 04:24 PM
might want to double check
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V A H K I T I 05-Jun-20 04:24 PM
If it did, there goes my idea.
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JrMasterModelBuilder 05-Jun-20 04:25 PM
Is there a specific commit with these changes?
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V A H K I T I 05-Jun-20 04:27 PM
The current clusterfuck branch has the new air meter in place.
Otherwise main master and alpha master retain the original functions
If you're looking for the exact commit the air meter was implemented into Rebuilt, that would be when I merged the air-meter branch into clusterfuck
But it wasn't quite finished there either, so keep that in mind.
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JrMasterModelBuilder 05-Jun-20 04:30 PM
https://github.com/TheLegendOfMataNui/LOMN-Beta/commit/e0eaf5cb6353bc7e4b8b3e7f3ab989d4d524d143
Patched an issue causing Gali's animations to slow down on respawn from drowning
(edited)
Is that incorrect?
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V A H K I T I 05-Jun-20 04:31 PM
It's an initial attempt to work around the issue before I realized it wasn't enough.
Ignore that
Basically I forced her animations to speed up on respawn before I realized that the speed varied depending on what you're doing underwater
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JrMasterModelBuilder 05-Jun-20 04:31 PM
Is this the commit that bought the issue back into beta? https://github.com/TheLegendOfMataNui/LOMN-Beta/commit/8470f157fb6d14b7035897b32c78823002a1d5bf (edited)
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V A H K I T I 05-Jun-20 04:32 PM
Yes
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JrMasterModelBuilder 05-Jun-20 04:32 PM
Shouldn't the speed reset on respawn?
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V A H K I T I 05-Jun-20 04:34 PM
It should, yes
That's the problem, it doesn't.
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JrMasterModelBuilder 05-Jun-20 04:38 PM
There's almost no native functions that were removed/added in that commit.
Looks like just gccharacter::setwatertimerlength
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V A H K I T I 05-Jun-20 04:39 PM
Then it's probably better to cross reference the alpha and beta
Because as I said it's functionally the same but one has the issue where the other does not.
Find the difference, and we can find where we need to apply that difference here.
My guess is still on GcMotionSystem::SwimHitSurface
Cause when that trips, the speed is reset normally
Granted we still need to know why the alpha has the issue and the beta does not.
But if I'm right and it's just a coincidence due to a difference in how the death takes place, there may not be anything there at all
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V A H K I T I 05-Jun-20 06:06 PM
Any luck?
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JrMasterModelBuilder 05-Jun-20 07:17 PM
Working on a struct for GcMotionSystem, because it appears related. (edited)
And it's the big struct I hadn't had to bother with yet.
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V A H K I T I 05-Jun-20 07:18 PM
Yay two Rama with one disk. :p
But yeah it is a biggun. IIRC it's pretty much the basis for everything that is capable of moving in any way.
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JrMasterModelBuilder 05-Jun-20 07:21 PM
Who has the ScIdentifer mike ?
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V A H K I T I 05-Jun-20 07:21 PM
I THINK that's one of the alpha Nui Rama
Mike and Earl IIRC
Yeah
Mike, Bill, and Earl
They're the three orange Nui Rama that used to have a hive in Ta-Wahi
They're the reason Kevin is named as such. :p
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JrMasterModelBuilder 05-Jun-20 07:22 PM
Wonder who they are named after.
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V A H K I T I 05-Jun-20 07:23 PM
No clue. My guess would be developers or celebrities given the special thanks section of the credits has similar references
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JrMasterModelBuilder 05-Jun-20 11:13 PM
Is the animation slow, or the character movement? (edited)
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V A H K I T I 05-Jun-20 11:13 PM
Animation
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JrMasterModelBuilder 05-Jun-20 11:14 PM
Just the animation?
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V A H K I T I 05-Jun-20 11:14 PM
Everything Gali does is in slow motion but she moves the same
Often cutting the animation short as a result
Ie: Her backflip jump only animates about halfway before she actually lands
This is directly related to swimming and it's not always slow.
The longer you hold W when you swim, the faster the animation plays, and it slows down when you stop. If at either of these points you die, her permanent animation speed will retain whatever rate it was when you died.
So like if you're going full tilt and then die, her animation speed on respawn will be approximately triple.
Likewise if you die while idling underwater, it'll set to half
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JrMasterModelBuilder 06-Jun-20 12:09 AM
And your attempt at fixing it only partly worked? (edited)
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V A H K I T I 06-Jun-20 12:09 AM
My "fix" was just to universally speed up her animations on respawn before I realized it wasn't always a slow thing.
Really it fixed nothing, it just hid the issue under very specific circumstances
And even then it didn't do so perfectly
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JrMasterModelBuilder 06-Jun-20 12:10 AM
So SetAnimationRate is a multiplier on top of another value?
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V A H K I T I 06-Jun-20 12:10 AM
Ye
Just setting it to 1, doesn't overwrite whatever swimming did
I had to set it to 2 when she was slow to equalize the difference
But then I realized she's not always slow, and it's not as simple as a 1, 2, or 3 toggle. The speed varies on precise levels.
So I could set the rate to 1 or 2, but her actual speed could be somewhere in between, and she still wouldn't be the right speed after respawn
Ultimately it was a failed attempt to gloss over an issue I didn't fully understand at the time. :p
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JrMasterModelBuilder 06-Jun-20 12:13 AM
There's also gclegogepetto::setrate
It sets something different.
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V A H K I T I 06-Jun-20 12:13 AM
Seen that, not sure how I would call it in this scenario.
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JrMasterModelBuilder 06-Jun-20 12:14 AM
You would have to get a reference to the gepetto object
Objects that subclass ss_base3dcharacter have a gepetto property.
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V A H K I T I 06-Jun-20 12:17 AM
Yeah I've seen that. I'm just not quite sure of the syntax for calling a character in this way. Do we know if this would even work?
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JrMasterModelBuilder 06-Jun-20 12:17 AM
No, there's a ton of code.
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V A H K I T I 06-Jun-20 12:21 AM
Hmm.. well calling it like this just shuts down, but I don't think it's any different than how base3dcharacater calls it.
Though it's probably something I'm misunderstanding about the initialization process
Ie: This.handle is what gccharacter::getgepetto normally assigns to getgepetto, but this.handle isn't just the character id, but a bunch of other shit too
method add() { var var1; gcmodeldirector::addcharacter(this.charstring, this.charname, scslosifoundation::stringtoidentifier(this.inputstate), this.contid); this.handle = gcmodeldirector::getcharacter(this.contid); this.setpos(this.x1, this.y1, this.z); this.setorientation(this.angle); this.setinputstate(this.inputstate); var1 = gccharacter::hasgepetto(this.handle); if (var1 == 1) { this.gepetto = gccharacter::getgepetto(this.handle); this.numanimations = this.getnumanimations(); } return null; }
Whatever this.contid actually is isn't defined in this class. (edited)
Ah that's under gslego_toa
this.contid = scslosifoundation::stringtoidentifier("cnt1");
So... basically exactly what I told it to get in the player class. 🙃
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JrMasterModelBuilder 06-Jun-20 12:26 AM
I think you actually want:
gclegogepetto::setrate(this.actor.gepetto, 1);
(edited)
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V A H K I T I 06-Jun-20 12:27 AM
Also shut down
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JrMasterModelBuilder 06-Jun-20 12:28 AM
:/
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V A H K I T I 06-Jun-20 12:28 AM
I could try setting it up in basecharacter itself and call the method from the player class
That just crashes, though I'm probably calling it wrong too. I don't fully understand calling functions of classes that are children of high level globalclasses
Ie: I wouldn't call something from hudthingy as globalclass.hudthingy.WHATEVER, I'd have to reference the chain of properties in the parent classes like globalclass.hud.thingy.WHATEVER
But these classes have no such chains so.. Idk how to really do it. 😐
I'd have to get some advice from @benji on that one probably.
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JrMasterModelBuilder 06-Jun-20 12:36 AM
It looks like that commit removed globalclass.player.kill() ?
So that gctoa::toamustdie doesn't get called.
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V A H K I T I 06-Jun-20 12:37 AM
No the kill function is definitely still called, otherwise the toa literally can't die.
The air meter drains health instead of killing outright.
So instead of running out of air instantly killing you like before, it kills you as the natural result of running out of HP now.
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JrMasterModelBuilder 06-Jun-20 12:37 AM
ah
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V A H K I T I 06-Jun-20 12:38 AM
I'm gonna double check the alpha just to make sure the issue is present in the way I think it is, one sec
Okay so it does still kill you infinitely like the beta, there just isn't the accompanying sound so it's not as obvious it's happening.
So everything about it functions the same as the beta except the vanilla alpha produces the issue, and vanilla beta does not. (edited)
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JrMasterModelBuilder 06-Jun-20 01:41 AM
Do we know what animation 37 and 45 are?
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V A H K I T I 06-Jun-20 01:42 AM
Swim left and cliff dive stall apparently.
Something you're working on references them?
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JrMasterModelBuilder 06-Jun-20 01:43 AM
That decimal or hexadecimal?
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V A H K I T I 06-Jun-20 01:43 AM
?
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JrMasterModelBuilder 06-Jun-20 01:43 AM
0x2D = 45
0x25 = 37
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V A H K I T I 06-Jun-20 01:44 AM
I mean yeah but I'm not sure what you're asking. I'm not looking at the game, I'm looking at a premade list @The Cap'm (Reese) made last year. :p
00 - GALI IDLE 01 - GALI WALK 02 - GALI RUN 03 - GALI JUMP UP 04 - GALI JUMP DOWN / GALI RUN JUMP DOWN 16 - GALI THROW (early melee) 17 - GALI DRAG START 18 - GALI DRAGGING 20 - GALI RUN JUMP TAKEOFF 21 - GALI RUN JUMP STALL 22 - GALI RUN JUMP LAND 26 - GALI FALL 27 - GALI JUMP FALL 28 - GALI STRAFE LEFT 29 - GALI STRAFE RIGHT 32 - GALI SURF 33 - GALI SURF BANK LEFT 34 - GALI SWIM SURFACE 35 - GALI SURF BANK RIGHT 36 - GALI SWIM 37 - GALI SWIM LEFT 38 - GALI SWIM RIGHT 39 - GALI SWIM START 40 - GALI SWIM FROGKICK 41 - GALI SWIM TREAD WATER LEFT 42 - GALI SWIM TREAD WATER RIGHT 43 - GALI SWIM TREAD WATER 44 - GALI CLIFF DIVE START 45 - GALI CLIFF DIVE STALL 46 - GALI CLIFF DIVE LAND 47 - GALI DIVE 48 - GALI RUN DOUBLE JUMP 49 - Unknown 50 - GALI RUN JUMP UP 51 - GALI DOUBLE JUMP 52 - GALI RUN BACKWARDS 53 - GALI WALK BACKWARDS 54 - GALI BLOW CONCH 55 - GALI SPEWED OUT 56 - GALI TALK 57 - GALI LIFT OBJ 58 - GALI THROWN BACK 59 - GALI SURF JUMP STALL 60 - GALI SURF JUMP LAND 61 - GALI SURF JUMP TAKEOFF 62 - Gali Swim Start Clone? 63 - Unused Swimming Animation? 64 - GALI RUN THROW 65 - GALI PULL UP 66 - GALI HANGING 67 - GALI HANG GRAB 68 - GALI IDLE TURN 69 - Unfinished Surfing Throw Animation 70 - GALI TSUNAMI 71 - GALI STR L JUMP 72 - GALI STR L FALL 73 - GALI STR R JUMP 74 - GALI STR R FALL 75 - GALI SHOOT IDLE START 76 - GALI SHOOT IDLE 77 - GALI SHOOT IDLE END 78 - GALI SHOOT RUN BACKWARDS 79 - GALI SHOOT STR L 80 - GALI SHOOT STR R 81 - GALI SHOOT RUN 82 - GALI SHOOT RUN FALL 83 - GALI SHOOT JUMP 84 - GALI SHOOT RUN JUMP 85 - GALI SHOOT FALL 86 - GALI SHOOT STR L JUMP 87 - GALI SHOOT STR L FALL 88 - GALI SHOOT STR R JUMP 89 - GALI SHOOT STR R FALL 90 - GALI UNDERWATER REACT 91 - GALI UNDERWATER SHOOT 92 - GALI SHOOT SURF 93 - GALI SHOOT SURF JUMP 94 - GALI SHOOT SURF FALL 95 - GALI KICK (low ammo) 96 - GALI IDLE TURN 2 97 - Old Melee Anim (again) 98 - GALI KICK SWEEP
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The Cap'm (Reese) 06-Jun-20 01:44 AM
Hello I am ping man yes
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V A H K I T I 06-Jun-20 01:44 AM
I don't think either of the animations you listed are used.
@ jmmb
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The Cap'm (Reese) 06-Jun-20 01:45 AM
I updated the google doc of that with a couple more names
From her alpha IDs list
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V A H K I T I 06-Jun-20 01:45 AM
ah
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JrMasterModelBuilder 06-Jun-20 01:45 AM
So GcMotionSystem::SwimKeyPressed sets a bit to say the key is pressed, and presumably increase speed when pressed.
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The Cap'm (Reese) 06-Jun-20 01:45 AM
49 is still a mystery though
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JrMasterModelBuilder 06-Jun-20 01:46 AM
And GcMotionSystem::ProcessConstantForwardVelocity appears to be the only place to use that bit.
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V A H K I T I 06-Jun-20 01:46 AM
Sounds about right, though it's a gradual increase, it's not just start and stop
If it does what you think it does, it has to be ramping the speed somewhere as well
ConstantForwardVelocity I don't think has anything to do with this.
IIRC that's only used by surfing (edited)
Unless this does something with it on a native level
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V A H K I T I 06-Jun-20 01:48 AM
Though by the nature of calling that function when it's toggled on via the OSI, you can't stop moving (edited)
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JrMasterModelBuilder 06-Jun-20 01:48 AM
That calls GcCharacterMoveInterpreter::ForceAnim(this_2->move_interpreter, 45u);
Or GcCharacterMoveInterpreter::ForceAnim(this_2->move_interpreter, 37u);
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V A H K I T I 06-Jun-20 01:49 AM
Well if those are the right animation IDs something isn't right with that.
Cause those IDs are from completely random and unused animations
Gali doesn't have any functioning code to make her turn and call a special animation for it while swimming. If she does, it's not working.
As long as you're underwater, unless you're shooting, your animation never changes.
(Speed aside)
The only other exception to this is when you use the frog kick move.
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JrMasterModelBuilder 06-Jun-20 01:51 AM
Actually, that stuff isn't being run.
At-least not in my testing.
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V A H K I T I 06-Jun-20 01:51 AM
Any idea what it's supposed to do?
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JrMasterModelBuilder 06-Jun-20 01:51 AM
The if ( this_2->flags_b & 0x4000 ) wan't true.
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V A H K I T I 06-Jun-20 01:52 AM
It's possible it was coded when the animations were labeled differently
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JrMasterModelBuilder 06-Jun-20 01:52 AM
Not sure really. Cutscene related maybe?
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V A H K I T I 06-Jun-20 01:52 AM
Possibly. There is the dive from mask cutscene which WOULD line up with the cliff dive animation if it weren't for the fact that cutscenes have very specific animations labelled differently from the main character ones.
And the swim left call makes no sense.
The alpha MAY have used that dive one for the dolphin jump thing it did, but I'd need Reese to confirm (edited)
@The Cap'm (Reese) are you free a quicc sec before bed? :p
Update: it's not that
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The Cap'm (Reese) 06-Jun-20 02:05 AM
Wuzzup
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V A H K I T I 06-Jun-20 02:05 AM
I got it, it's all gud
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The Cap'm (Reese) 06-Jun-20 02:05 AM
O
Imma sleep then
First day back to work was today and I got more tomorrow at 12:30
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V A H K I T I 06-Jun-20 02:06 AM
oof
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The Cap'm (Reese) 06-Jun-20 02:06 AM
We close at 7 now luckily instead of 11 so that's nice
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JrMasterModelBuilder 06-Jun-20 02:07 AM
That section before this_2->flags_b &= 0xFFFFFDFF; is what's responsible for the speedup.
If I skip over it she stays slow.
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V A H K I T I 06-Jun-20 02:08 AM
Interesting. So what resets it then?
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JrMasterModelBuilder 06-Jun-20 02:08 AM
Don't know that yet.
It doesn't help IDA gets float/double comparators mixed up sometimes. (edited)
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The Cap'm (Reese) 06-Jun-20 02:09 AM
For reference, here's the new list (anything from the IDs list has underscores in the name): https://docs.google.com/document/d/1fbQkpul2f1Kk1YmesOgNzvTsJcHLA7HT9QYOS-I41TM/edit?usp=drivesdk
c201 - GA_C201 (Onua Meets Gali) c202 - GA_C202 (DiveFromMask) c230 - GA_C230 (Takara) c301 - GA_C301 (Gali Meets Pohatu) 00 - GALI IDLE 01 - GALI WALK 02 - GALI RUN 03 - GALI JUMP UP 04 - GALI JUMP DOWN / GALI RUN JUMP DOWN 16 - GALI THROW (early melee) 17 - GALI DRAG START 1...
Of note:
62 - GA_SWIM_GLIDE 63 - GA_SWIM_AFTER_JUMP
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JrMasterModelBuilder 06-Jun-20 02:25 AM
Looks like every 0.2 seconds she goes +0.2 faster from 1.0 to 3.0
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V A H K I T I 06-Jun-20 02:26 AM
Sounds about right. Funny, I was mostly just guessing it was a 1-3 increase, aha
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JrMasterModelBuilder 06-Jun-20 02:27 AM
Looks like she can swim as slow as 0.2 under some other condition.
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V A H K I T I 06-Jun-20 02:27 AM
Probably when she stops moving
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JrMasterModelBuilder 06-Jun-20 02:40 AM
Pretty sure I've found the value.
It's a member of gepetto.
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V A H K I T I 06-Jun-20 02:41 AM
Nice. Now we just need to set it on death somehow
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JrMasterModelBuilder 06-Jun-20 02:41 AM
If I mess with it manually I can make the animations slow or fast. (edited)
And it doesn't reset until you start swimming or un-swimming.
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V A H K I T I 06-Jun-20 02:41 AM
Ye that's consistent with the functionality in game
Surfacing is the only thing that resets it
If the fix for this is possible as an exe mod we can copy it to the alpha as well.
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JrMasterModelBuilder 06-Jun-20 03:00 AM
If the right flag is set it looks like GcMotionSystem::ProcessPhysics resets is back to 1.0
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V A H K I T I 06-Jun-20 03:01 AM
Is that a registered OSI function? Or would we need to set the flag in the exe or s hookmod?
IIRC notionsystem has no registered functions in the osi
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JrMasterModelBuilder 06-Jun-20 03:02 AM
No, it's also not what's reseting on death. It only runs when jumping.
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V A H K I T I 06-Jun-20 03:03 AM
Well nothing resets on death, that's the issue. Not sure what you mean by jumping either. Nothing resets the speed there either.
Only when you surface in the water or go back in after you respawn will things go back to normal
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JrMasterModelBuilder 06-Jun-20 03:05 AM
I'm not sure how vanilla beta is resetting it.
Maybe it destroys and recreates the object fresh?
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V A H K I T I 06-Jun-20 03:06 AM
My guess is still that it's not and it's just a side effect something else happening. However I'd still suggest cross referencing the alpha to be sure. (edited)
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JrMasterModelBuilder 06-Jun-20 03:07 AM
Not, didn't call the constructor.
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V A H K I T I 06-Jun-20 03:09 AM
Anyways I need to get some sleep since my meds are kicking in. If ya need me to test anything just send it to me and I'll do it first thing tomorrow. Best of luck, and thanks for the help. :D
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JrMasterModelBuilder 06-Jun-20 03:09 AM
k
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JrMasterModelBuilder 06-Jun-20 03:20 AM
Looks like it happen on vanilla beta after all.
Yep, with an almost completely unmodified beta if Gali does't from drowning with almost no momentum she slows down on respawn.
So that's fun.
I'll look into places to inject some reset code tomorrow.
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The Cap'm (Reese) 06-Jun-20 10:59 AM
An addendum to my previous note about "if you have two and a half circles of health on area transition it plays lowhealth" thing: it happens after you finish a conversation as well
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ShadowDraikana 06-Jun-20 11:43 AM
nani
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V A H K I T I 06-Jun-20 12:18 PM
I'll just set a property that resets on the health going back up then
Or something like that
Also weird @jmmb, Why it would only reset the fast half of it and not the slow.
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V A H K I T I 06-Jun-20 12:58 PM
@The Cap'm (Reese) Fixed the health sound issue.
I'm not entirely clear on what the problem actually was, but some combination of the values I was looking for combined with the position in the removehealth method seemed to be the cause.
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The Cap'm (Reese) 06-Jun-20 01:12 PM
Ah.
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V A H K I T I 06-Jun-20 01:36 PM
Working on the portal sounds now. Figured it all out but god is it overcomplicated.
I found a new bug in that if a currently playing tablesound is cut off by a level transition, it will pick up where it left off the next time it's played unless you pull some shenanigans to hook it into the tablecopysound globalclass and forcibly call the stopreset method on level cleanup.
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V A H K I T I 06-Jun-20 02:15 PM
@Playtesters portal sound fixes are up. Let me know if any of them are broken in some way.
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V A H K I T I 06-Jun-20 02:51 PM
@The Cap'm (Reese) If you want something to do now that we have the rahi pets implemented, go ahead and add the text for the rahi conversations
And @ShadowDraikana, now that the villages are done, when do you think you'll have time to get started on the token door text?
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ShadowDraikana 06-Jun-20 02:52 PM
idk
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V A H K I T I 06-Jun-20 02:52 PM
What all needs to go into it then?
I'll probably just end up doing it myself if I know how it's done.
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ShadowDraikana 06-Jun-20 02:54 PM
again, each part of the text needs to be checked against what you actually have. if you have that item, dont display that text. then the rest of the text needs to be realigned otherwise it will look goofy as hell
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V A H K I T I 06-Jun-20 02:54 PM
I mean.
At most it's three lines per door, right? I don't think it would look terrible to have the top text at its highest point and just draw the other lines underneath.
it's not as if it's centered vertically anyways
We just have to set it to that the lowest line doesn't render too low on the screen
Otherwise it's just three conditions checking gcsaver, yes?
Doesn't sounds a complicated as you're making it out to be. (Famous last works. :p) (edited)
Anyways if you can point me to the stringtable identifiers for what we need, I can get started on that right away.
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ShadowDraikana 06-Jun-20 02:57 PM
for hiding the text? yeah it's simple as that once they're added
bruh i dont know off the top of my head
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V A H K I T I 06-Jun-20 02:58 PM
I didn't expect you to know off the top of your head. I guess Reese would be better to ask since he added them to begin with.
Anyways, I'll get to that once I have the IDs I guess. In the meantime, @JrMasterModelBuilder, any updates on the code injection, or haven't had time yet?
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JrMasterModelBuilder 06-Jun-20 03:08 PM
Experimenting with resetting it in GcLegoGepetto::ActivateAnimation
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V A H K I T I 06-Jun-20 03:09 PM
That might be something that's registered in the OSI, let me double check
Mmm no, there are other gepetto functions that are, but not this
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JrMasterModelBuilder 06-Jun-20 03:11 PM
It's a native function.
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V A H K I T I 06-Jun-20 03:17 PM
Ye. I just figured it may also be registered to the OSI since a number of other GcLegoGepetto functions are already.
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JrMasterModelBuilder 06-Jun-20 03:41 PM
Can't guarantee there aren't any side-effects because I don't know for sure nothing else uses that value expecting it to persists across animation switching, but this fixes the Gali issue.
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V A H K I T I 06-Jun-20 03:41 PM
Nice! I'll give it a try
@Playtesters should also try a proper playthrough to be sure of no side effects
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JrMasterModelBuilder 06-Jun-20 03:42 PM
If no issues crop up I'll add make it for Alpha and add to patchers.
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V A H K I T I 06-Jun-20 03:42 PM
Aight, I'll make sure to keep you posted. 😄
Initial testing with Gali looks good. Off the top of my head I don't recall any other instance where the game ramps animation speed like this, so I don't imagine there will be any other problems, but it's a very broad function I could just be overlooking. After all, I didn't even notice it was a thing at all until I really started focusing on the issue it caused. (edited)
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JrMasterModelBuilder 06-Jun-20 03:45 PM
Yeah, my guess is this was added specifically for swimming.
I think there are other properties for changing the playback speed.
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V A H K I T I 06-Jun-20 03:46 PM
Wouldn't be surprised. Gali is herself an absolute clusterfuck of hyper-tailored functions.
She's basically an entirely new type of character when she's in the water.
While you're in there, did you notice any discrepancies regarding her hitbox during her swimming state?
The only other issue specifically with her right now is that while she's swimming, nothing can damage her unless it comes in direct contact with her root bone IIRC.
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JrMasterModelBuilder 06-Jun-20 03:47 PM
no
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V A H K I T I 06-Jun-20 03:48 PM
Mmm.. maybe that is just a movelist issue then. It's weird, cause when you start shooting her hitbox goes back to normal for the duration of that animation.
Then when you go back to swimming it beefs up again.
But I suppose that's another issue for another time unless you feel like taking care of that while you're in here. 😛 Also thank.
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V A H K I T I 06-Jun-20 04:02 PM
Oh btw @JrMasterModelBuilder, that that EXE for main or rebuilt? IIRC there is a difference now.
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JrMasterModelBuilder 06-Jun-20 04:02 PM
Regular.
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V A H K I T I 06-Jun-20 04:02 PM
Aight, we'll need one for Rebuilt for proper testing then
I don't recall exactly what the differences are, I just seem to recall they are a thing
I could be mistaken though.
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JrMasterModelBuilder 06-Jun-20 04:06 PM
What's the rebuilt EXE?
I can just apply the changes to it.
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V A H K I T I 06-Jun-20 04:09 PM
I just double checked, and according to winmerge they're identical so I guess it's not necessary after all.
Not sure who said they were different, but I guess they were mistaken, or I am misremembering
@ShadowDraikana Do you recall? I feel like it was you or Reese who told me this.
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ShadowDraikana 06-Jun-20 04:12 PM
wait what
the exes SHOULDNT be identical
rebuilt IS different from legacy
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V A H K I T I 06-Jun-20 04:13 PM
In what way?
Cause as of right now they ARE identical
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ShadowDraikana 06-Jun-20 04:13 PM
because someone clearly did not apply the patches properly
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V A H K I T I 06-Jun-20 04:13 PM
Well what should be different then?
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ShadowDraikana 06-Jun-20 04:13 PM
specific patches should be omitted from legacy
and before you ask i need to check the list again
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JrMasterModelBuilder 06-Jun-20 04:14 PM
Turns out GcCharacter::SetAnimationScalar sets the value also. (edited)
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V A H K I T I 06-Jun-20 04:14 PM
I don't think that's ever used
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JrMasterModelBuilder 06-Jun-20 04:15 PM
Also GcCharacter::SetWaterLevel would set it back to 1.0 (edited)
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V A H K I T I 06-Jun-20 04:15 PM
At least not in the script
Setwaterlevel I think is used
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JrMasterModelBuilder 06-Jun-20 04:15 PM
Those are game funtions. (edited)
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V A H K I T I 06-Jun-20 04:15 PM
Ye but they're also OSI registered
So your patch here would break those I assume?
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ShadowDraikana 06-Jun-20 04:16 PM
setwaterlevel is the thing you've asked me about before
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V A H K I T I 06-Jun-20 04:16 PM
I did?
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JrMasterModelBuilder 06-Jun-20 04:16 PM
Those are only OSI-registered functions.
My patch might not break them, depending on how they are used.
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V A H K I T I 06-Jun-20 04:17 PM
Well right now I don't think they are at all
Let me double check
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JrMasterModelBuilder 06-Jun-20 04:17 PM
It wouldn't break SetWaterLevel anyhow because it just sets it to 1.0 also
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V A H K I T I 06-Jun-20 04:18 PM
Ah
I think my inquiring about that might have been to try and fix the BCL level issue btw, Ash. Also I'm not sure if the EXEs being identical is patches being added to main, or patches missing from Rebuilt. I just know they're identical
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JrMasterModelBuilder 06-Jun-20 04:19 PM
GcAreaLoader::LoadArea also sets it to 1.0 (not an OSI function) (edited)
GcMotionSystem::ProcessPhysics also sets it to 1.0 under certain conditions, I think jumping (also not OSI func)
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V A H K I T I 06-Jun-20 04:21 PM
Wait so you're saying this is an issue that without your patch should fix itself on area transition?
Cause it doesn't do that
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JrMasterModelBuilder 06-Jun-20 04:22 PM
I would think so. GcMotionSystem::CastWaterRay can also reset it to 1.0 on some unclear condition.
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V A H K I T I 06-Jun-20 04:23 PM
That at least makes sense since CastWaterRay is called by SwimHitSurface which DOES reset it.
(Hence my initial focus on that function)
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JrMasterModelBuilder 06-Jun-20 04:24 PM
GcMotionSystem::SwimHitSurface also sets it to 0.5 or 1.0 depending on some conditions.
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V A H K I T I 06-Jun-20 04:25 PM
odd
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JrMasterModelBuilder 06-Jun-20 04:25 PM
I think that's all.
I used https://github.com/tintinweb/ida-batch_decompile to decompile all the functions so I could search for the struct property.
Decompile All the Things - IDA Batch Decompile plugin and script for Hex-Ray&#39;s IDA Pro that adds the ability to batch decompile multiple files and their imports with additional annotation...
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V A H K I T I 06-Jun-20 04:27 PM
Neat!
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ShadowDraikana 06-Jun-20 04:27 PM
those functions are tied to event 42 IIRC
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V A H K I T I 06-Jun-20 04:28 PM
I see. Also let me know when you can get me a list of patches Main shouldn't have.
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JrMasterModelBuilder 06-Jun-20 04:29 PM
So I think this patch is good, resetting the scalar when changing animation makes some sense.
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V A H K I T I 06-Jun-20 04:30 PM
Sweet
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The Cap'm (Reese) 06-Jun-20 04:32 PM
Oh god I have 3 pings
what did I do
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ShadowDraikana 06-Jun-20 04:32 PM
matoranrgb and soundtableamount are the two main ones. the french character one is fine for now until we hookmod that shit
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V A H K I T I 06-Jun-20 04:33 PM
What's the soundtableamount one for?
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The Cap'm (Reese) 06-Jun-20 04:33 PM
I can do the Rahi convo text when I get home around 6. On break at work rn
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V A H K I T I 06-Jun-20 04:34 PM
aight
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The Cap'm (Reese) 06-Jun-20 04:34 PM
Hell I can almost damn near make them work if they're present in the village via a similar method I tried in GLY13
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ShadowDraikana 06-Jun-20 04:34 PM
soundtableamount is not needed for legacy unless we fuck with the actual size of the soundtable
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The Cap'm (Reese) 06-Jun-20 04:34 PM
Just without the noises obviously
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V A H K I T I 06-Jun-20 04:34 PM
Go for it.
Also Ash, I'm reading that as "unnecessary, but also doesn't really matter one way or the other" :p
Since ultimately it doesn't alter any tangible functionality of the game
Literally just the black onu-matoran then
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JrMasterModelBuilder 06-Jun-20 04:36 PM
That 0.5 value from swim hit surface doesn't happen when surfacing regularly.
IDK what it's for.
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V A H K I T I 06-Jun-20 04:36 PM
odd
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The Cap'm (Reese) 06-Jun-20 04:36 PM
The only thing I may fumble with is camera angles; I'll start with some default Matoran overhead ones and go from there
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V A H K I T I 06-Jun-20 04:36 PM
Sounds good
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JrMasterModelBuilder 06-Jun-20 05:09 PM
Same patch applied to alpha
I haven't tested it myself but should work.
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V A H K I T I 06-Jun-20 05:10 PM
Nice. I'll get these comitted after testing
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The Cap'm (Reese) 06-Jun-20 07:07 PM
I'm home now. What do I need to check?
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V A H K I T I 06-Jun-20 07:10 PM
Well when you have time a full playthrough to check and be certain that the Gali animation fix doesn't break anything else. Right now just the portal sounds.
I'll push the Gali fix now
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The Cap'm (Reese) 06-Jun-20 07:10 PM
OK
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V A H K I T I 06-Jun-20 07:11 PM
Pushed to main, rebuilt, and alpha
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The Cap'm (Reese) 06-Jun-20 07:12 PM
Oh no, not all three!!!!!
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V A H K I T I 06-Jun-20 07:12 PM
:v
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V A H K I T I 06-Jun-20 07:27 PM
Oh yeah
I also need the stringtable IDs of the token door text you added
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The Cap'm (Reese) 06-Jun-20 07:27 PM
if you can view the slb it should be the last things put in
oh by the way
I'll have to check this with the new OSI/EXE but MUD0 has been crashing on me
yup still is
warping in or going in normally it shoots this at me
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V A H K I T I 06-Jun-20 07:34 PM
Yeah it's doing that for me now too.
Let me see what's up
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V A H K I T I 06-Jun-20 07:47 PM
This is where it seems to crash.. when did this start for you?
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The Cap'm (Reese) 06-Jun-20 07:48 PM
I haven't done a lev1 run in a while
so today
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V A H K I T I 06-Jun-20 07:48 PM
.-.
And tis is without the new exe?
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The Cap'm (Reese) 06-Jun-20 07:52 PM
It was this morning, ye
still happens with the new one
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JrMasterModelBuilder 06-Jun-20 08:05 PM
@V A H K I T I That Alpha exe has a potential edge-case where it could crash.
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V A H K I T I 06-Jun-20 08:06 PM
Oh?
Thank
Erm
Is that any different? Github desktop is refusing to recognize it as a changed file
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JrMasterModelBuilder 06-Jun-20 08:09 PM
Should be
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V A H K I T I 06-Jun-20 08:12 PM
That did it
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JrMasterModelBuilder 06-Jun-20 08:12 PM
Looks like I might not have applied the updated diff file on that previous upload, good catch. (edited)
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The Cap'm (Reese) 06-Jun-20 08:27 PM
playthrough in rebuilt up to MUD0 is good
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V A H K I T I 06-Jun-20 08:27 PM
I found the issue
It's related to my WIP rahi handling hookmod
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The Cap'm (Reese) 06-Jun-20 08:27 PM
.-.
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V A H K I T I 06-Jun-20 08:46 PM
Pushed the fix
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The Cap'm (Reese) 06-Jun-20 08:46 PM
''
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V A H K I T I 06-Jun-20 08:46 PM
I agree
All good so far on the portal sounds?
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The Cap'm (Reese) 06-Jun-20 08:54 PM
fine
lev1 is OK
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The Cap'm (Reese) 06-Jun-20 09:12 PM
note
drowning apparently fucks up the meter
animation speed seems to be fine though (though BECH still respawns you underwater)
(which actually might be due to the water bcl bug the more I think about it)
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V A H K I T I 06-Jun-20 09:29 PM
Wot. I've never seen that happen with the meter
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The Cap'm (Reese) 06-Jun-20 09:29 PM
played lev2 up to the point where I got the Rau
drowned to get back faster
spawned underwater, air meter was slightly off center
got in and out of proper water, and after a dive it was like that
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V A H K I T I 06-Jun-20 09:30 PM
Yeah I can't replicate that just by drowning then going back into the water.
My guess is it's related to the BCL bug like you mentioned
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The Cap'm (Reese) 06-Jun-20 09:30 PM
well I did spawn underwater
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V A H K I T I 06-Jun-20 09:31 PM
Right
Okay yeah, that can be replicated in TTUN
Evidently spawning underwater makes it flip out.
I can probably make a catch for that though
This is likely related to an issue I ran into while working on it wherein if it moves fast enough, the accuracy at which the code can stop it from moving decreases
Given that respawning underwater probably makes it toggle on and off in a single frame, I can imagine it's related
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The Cap'm (Reese) 06-Jun-20 09:34 PM
oh and since I'm here, reminder that the horn grapple bug is back
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V A H K I T I 06-Jun-20 09:35 PM
ye
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V A H K I T I 06-Jun-20 10:48 PM
Gonna have to look at this air meter thing tomorrow, maybe with @ShadowDraikana's help if she's free? I think it's just a property issue, it's just beyond my brain's ability to logic right now.
Either the problem is with it toggling on and off at light speed when you respawn already in water, or else it's turning itself on when it's ALREADY on, and that just makes it shift several pixels to the right. (This has been tested, that is what happens if you do that)
My guess is firmly on the former right now since you are out of water for a few frames while you respawn, and given that this is an interpolation thing, even if it was moving off screen when you respawned, it would never have the chance to move far enough that sliding it back on wouldn't fuck up yo shit. :p
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The Cap'm (Reese) 07-Jun-20 12:10 AM
so hey qq
is the intro pan working for anyone in TAKV right now
because it's not for me
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V A H K I T I 07-Jun-20 12:13 AM
It was last I checked
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The Cap'm (Reese) 07-Jun-20 12:13 AM
when did you last check
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V A H K I T I 07-Jun-20 12:30 AM
Yes
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The Cap'm (Reese) 07-Jun-20 12:30 AM
Pac
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V A H K I T I 07-Jun-20 12:31 AM
Right now
😛
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The Cap'm (Reese) 07-Jun-20 12:31 AM
Well then why not for me
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V A H K I T I 07-Jun-20 12:31 AM
¯\_(ツ)_/¯
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The Cap'm (Reese) 07-Jun-20 12:31 AM
OSI's up to date
the door still shuts behind me
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V A H K I T I 07-Jun-20 12:31 AM
I just did a clean clone today for Ondrik's bug testing too
Do you have a save with the same cin number already logged?
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The Cap'm (Reese) 07-Jun-20 12:32 AM
...oh
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V A H K I T I 07-Jun-20 12:32 AM
Pac
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The Cap'm (Reese) 07-Jun-20 12:32 AM
oh I think I know
MBCH
I think the pan there might be using the same ID
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V A H K I T I 07-Jun-20 12:32 AM
o
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The Cap'm (Reese) 07-Jun-20 12:32 AM
same problem we had way back when for the lev5 minibosses
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V A H K I T I 07-Jun-20 12:33 AM
Remind me in the morning to fix that then
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The Cap'm (Reese) 07-Jun-20 12:33 AM
K
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The Cap'm (Reese) 07-Jun-20 12:56 AM
While I'm adding the Rahi text here, I'm going to clean up the lev8 slb
Basically all the tohunga text in there I've scrapped long ago
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V A H K I T I 07-Jun-20 12:57 AM
There's a lot about level 8 that needs cleaning just in general.
When I was doing the portals today, I noticed level 8 tura was named weird AND based off Kini code, and so had like a million unused variables and was missing some properties and functions.
This was apparently because Ondrik did all of these back in ASM times.
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The Cap'm (Reese) 07-Jun-20 12:58 AM
oof
Honestly I forgot someone did the Nobua/Whenua conversations for TA04 and TURA
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V A H K I T I 07-Jun-20 12:59 AM
Suffice to say I threw the whole class out and based it off level 1 tura since it's the same stage anyways
I am unaware of what is and isn't done for level 8 aside from stages
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The Cap'm (Reese) 07-Jun-20 01:00 AM
well I did a mass stage rename a while back after we got that lev8 doc together
ok discord
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V A H K I T I 07-Jun-20 01:00 AM
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The Cap'm (Reese) 07-Jun-20 01:01 AM
but that's the last thing done in a while afaik
anyways I'm currently yeeting the outdated text and putting in the demo text from a while back
I'll get to suffering through putting all this on the translation doc tomorrow
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V A H K I T I 07-Jun-20 01:13 AM
:v
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V A H K I T I 07-Jun-20 01:23 PM
Getting caught up on YuGiOh now for GP today, and then after that recording I'll get back to the bugs that need fixing or whatever I asked you to remind me of today. xP
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The Cap'm (Reese) 07-Jun-20 02:08 PM
It was the MBCH and TAKV cinemas having the same save flag
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The Cap'm (Reese) 07-Jun-20 07:10 PM
(I reminded you, never say I didn't)
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V A H K I T I 07-Jun-20 07:21 PM
Ye, I've just been recording the podcast and doing other things today
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The Cap'm (Reese) 07-Jun-20 07:34 PM
Ah
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dinner34 08-Jun-20 07:31 AM
reese help me to download bionicle the legend of mata nui launcher pls
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The Cap'm (Reese) 08-Jun-20 10:35 AM
Uh, me?
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V A H K I T I 08-Jun-20 12:26 PM
@dinner34 This is not the channel for bug reporting or asking for assistance. You had the right idea posting in General though. 🙂 I should make a dedicated support channel though...
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The Cap'm (Reese) 08-Jun-20 12:26 PM
Reminder #2 for the MBCH/TAKV thing btw
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V A H K I T I 08-Jun-20 12:34 PM
Ye. I just fixed the air meter offset so I'm looking into that next
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The Cap'm (Reese) 08-Jun-20 12:34 PM
yay
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V A H K I T I 08-Jun-20 12:37 PM
Okay so they do indeed use the same condition.
Now
How do I set a new one? I doubt it's as easy as just making a random number there
Also feel free to update the patch notes with the air meter stuff if you haven't already.
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The Cap'm (Reese) 08-Jun-20 12:40 PM
I did
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V A H K I T I 08-Jun-20 12:40 PM
As well as updating the main and alpha patch notes with Gali's animation fix?
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The Cap'm (Reese) 08-Jun-20 12:41 PM
Well I'm still testing that technically so no
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V A H K I T I 08-Jun-20 12:41 PM
o
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The Cap'm (Reese) 08-Jun-20 12:41 PM
though at the moment I'm trying to figure out why TAKV's backtrack trigger doesn't work
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V A H K I T I 08-Jun-20 12:43 PM
Yeah that's a thing
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The Cap'm (Reese) 08-Jun-20 12:44 PM
I've moved the points around in a bunch of different ways and it's not working as of yet
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V A H K I T I 08-Jun-20 12:44 PM
Gali only has 3 intros like this, right?
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The Cap'm (Reese) 08-Jun-20 12:44 PM
Yes
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V A H K I T I 08-Jun-20 12:44 PM
Aight, just checking for ash
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The Cap'm (Reese) 08-Jun-20 12:45 PM
MBCH, TAKV, and HYDR
the former two we added
oh I fixed it
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V A H K I T I 08-Jun-20 12:50 PM
The door?
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The Cap'm (Reese) 08-Jun-20 12:50 PM
the backtrack in TAKV yes
It was a little too high up
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V A H K I T I 08-Jun-20 12:50 PM
And I fixed the intros
Pushed for you to test along with the air meter offset fix
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The Cap'm (Reese) 08-Jun-20 12:51 PM
I'll push the trigger fix after pulling that
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V A H K I T I 08-Jun-20 12:51 PM
Assuming the latter works, I think we can officially call the air meter done. (At least until we want to make it slide vertically)
It doesn't look bad doing so horizontally though
I initially only did that to familiarize myself with the existing slide code, but it's grown on me a bit
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The Cap'm (Reese) 08-Jun-20 12:52 PM
my only real issue is the way it goes through the head
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V A H K I T I 08-Jun-20 12:53 PM
Oh?
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The Cap'm (Reese) 08-Jun-20 12:54 PM
It just looks odd how it's disconnected from the rest of the graphic then slides through the head to match up
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V A H K I T I 08-Jun-20 12:54 PM
Right right.
The only way to fix that and keep it horizontal would be to have each part of the element slide in sequentially and match up with each other as they pass the right edge of the head graphic.
Sort of like how the FVIL bridge works
Or a more apt description would be like extending a slinky. :p
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The Cap'm (Reese) 08-Jun-20 12:56 PM
trigger fix pushed
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V A H K I T I 08-Jun-20 12:56 PM
Nice
I wonder if there's a way I could set it up so that instead of having the graphic compress behind the head, I could instead just have each element hide itself if it goes beyond a certain screen coordinate.
Though when I initially tried that, I had problems hiding the circles
Either way it's adequate for now
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The Cap'm (Reese) 08-Jun-20 01:01 PM
So what's next
Maybe the rest of the sliding HUD since you just did it for air meter?
Or is that too different
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V A H K I T I 08-Jun-20 01:03 PM
It is a little different, yes. Not something I really care to get into today given that I plan to stream in a few hours.
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The Cap'm (Reese) 08-Jun-20 01:03 PM
Ah.
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V A H K I T I 08-Jun-20 01:03 PM
It should be somewhat easier with the new code I've added trimming the fat, but it's hard to say
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The Cap'm (Reese) 08-Jun-20 01:03 PM
As I recall masks and tokens were done
Vitality bit had the circle issue
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V A H K I T I 08-Jun-20 01:04 PM
Ye
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The Cap'm (Reese) 08-Jun-20 01:04 PM
And was there an issue with Ammo?
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V A H K I T I 08-Jun-20 01:04 PM
The way I have this done SHOULD account for that. As for the ammo, the function is just different, but I can probably make it work now that I understand what goes into it a bit better
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The Cap'm (Reese) 08-Jun-20 01:05 PM
Cool
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The Cap'm (Reese) 08-Jun-20 01:35 PM
potential issue with the animation speed fix
Just got to the Kakama in lev3, and Pohatu's not animating faster
He starts moving quicker for a moment before his run animation returns to normal speed (even though the speed buff is still active)
...uh
the sky is raining rocks
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The Cap'm (Reese) 08-Jun-20 02:04 PM
BOSS3 shuts down
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V A H K I T I 08-Jun-20 02:05 PM
Ah fucc. Not sure about the boss but
@JrMasterModelBuilder We have a problemo. :v
I didn't think of the Kakama, ffs
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JrMasterModelBuilder 08-Jun-20 02:06 PM
darn
Maybe it's better to use GcCharacter::SetAnimationScalar in the OSI instead?
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V A H K I T I 08-Jun-20 02:11 PM
That doesn't change speed
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JrMasterModelBuilder 08-Jun-20 02:11 PM
Assuming you can call that on re-spawn. (edited)
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V A H K I T I 08-Jun-20 02:11 PM
In my testing, that chagers only the range of movement the character has per-animation.
Ie: if you turn it up, each step Gali makes will take you farther.
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JrMasterModelBuilder 08-Jun-20 02:13 PM
Do you think it would be possible to call GcCharacter::SetWaterLevel ?
Would need to know the correct water level.
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The Cap'm (Reese) 08-Jun-20 02:14 PM
random aside but is that function that causes the water issue we've been having in lev2 or is it unrelated to that sort of thing
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V A H K I T I 08-Jun-20 02:15 PM
Not sure
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JrMasterModelBuilder 08-Jun-20 02:16 PM
IDK, but all it does it set the water level on the motion system and reset the animation scalar to 1.0. (edited)
Looks like glyph3_lev4_puzzle and ttun2_puzzle call setwaterlevel through the player object.
Not sure how it gets set normally.
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The Cap'm (Reese) 08-Jun-20 02:21 PM
setting the water level may be a problem considering bech2 has three pools of water on three different elevations
just for the most extreme example
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JrMasterModelBuilder 08-Jun-20 02:21 PM
I'm not sure how it works but each character only has 1 "water level"
I'm not sure what the value is used for. (edited)
Where is glyph3_lev4_puzzle and ttun2_puzzle?
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The Cap'm (Reese) 08-Jun-20 02:24 PM
that's GLY3 in Gali's level and TTUN, also in Gali's level
do not ask why GLY3 is labelled as lev4, we do not know
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JrMasterModelBuilder 08-Jun-20 02:26 PM
What makes those places unique?
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The Cap'm (Reese) 08-Jun-20 02:27 PM
Well GLY3 is completely underwater
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V A H K I T I 08-Jun-20 02:27 PM
Both areas you spawn underwater IIRC
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JrMasterModelBuilder 08-Jun-20 02:28 PM
Are they the only ones completely underwater?
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The Cap'm (Reese) 08-Jun-20 02:28 PM
TTUN isn't 100% underwater
you just spawn underwater
the ending is on land
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JrMasterModelBuilder 08-Jun-20 02:29 PM
That must be why is sets it on events
Actually it never sets it to anything but 1000
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JrMasterModelBuilder 08-Jun-20 02:37 PM
Looks like GcMotionSystem::CastWaterRay updates it as needed.
I wonder if anything bad would happen if on respawn you just set it to the -5000 it has by default. (edited)
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JrMasterModelBuilder 08-Jun-20 04:23 PM
If someone tries that let me know.
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The Cap'm (Reese) 08-Jun-20 04:29 PM
what absolute numbnuts designed this
That hole is too small for Kopaka to fit through
it's arguably tohunga sized
and it gets smaller as it goes on
whoever designed snbd was having a stroke :v
I formally request that we replace it with a better map come 1.3
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V A H K I T I 08-Jun-20 04:55 PM
On another note, I decided to invest in a surface for school.
This of course means I can now personally test the Intel processor specific issues LOMN has (edited)
@JrMasterModelBuilder what exactly should I be trying?
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JrMasterModelBuilder 08-Jun-20 04:58 PM
I was wonder if globalclass.player.actor.setwaterlevel(-5000); on respawn would snap it out of it.
IDK where respawn is in the scripts though.
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V A H K I T I 08-Jun-20 04:59 PM
It's in the player class.
(unkill)
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JrMasterModelBuilder 08-Jun-20 05:01 PM
Also, I'm not finding any evidence the mask of speed uses this variable.
What does it take to make the issue happen?
Are we sure it's related?
I set a watchpoint on write to the variable and ran around jumping and stuff with Pohatu and the breakpoint didn't trip.
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V A H K I T I 08-Jun-20 05:02 PM
Well as far as I know it didn't happen before this.
Reese would have to confirm though, I'm on a bus rn
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JrMasterModelBuilder 08-Jun-20 05:03 PM
@The Cap'm (Reese) How can I reproduce the Pohatu slowdown?
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V A H K I T I 08-Jun-20 05:06 PM
No slowdown
The Kalama speeds up his animation
*kakama
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JrMasterModelBuilder 08-Jun-20 05:06 PM
Sorry, I meant slowdown of animation when it should be faster.
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V A H K I T I 08-Jun-20 05:07 PM
There is none.
The issue is that the Kakama no longer speeds him up like it should
Due to your change.
Unless something unrelated has happened
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The Cap'm (Reese) 08-Jun-20 05:07 PM
Speeds him up in animation, note. His actual speed is fine
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JrMasterModelBuilder 08-Jun-20 05:10 PM
So the animation never speeds up you are saying?
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V A H K I T I 08-Jun-20 05:10 PM
Ye
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JrMasterModelBuilder 08-Jun-20 05:14 PM
Well it works fine for me on a vanilla OSI.
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V A H K I T I 08-Jun-20 05:14 PM
Odd
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JrMasterModelBuilder 08-Jun-20 05:14 PM
Did you roll back the change where you were trying to counter the Gali issue?
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V A H K I T I 08-Jun-20 05:15 PM
Shouldn't have. Even if I did, that specifically checked for Gali being in play
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JrMasterModelBuilder 08-Jun-20 05:15 PM
hmm
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V A H K I T I 08-Jun-20 05:15 PM
I'll have to look at it when I get home
I'm just waiting for a bus rn
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JrMasterModelBuilder 08-Jun-20 05:15 PM
No worries. I can't find any evidence that thing I changed is used for anything but swimming.
I'll be back later.
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V A H K I T I 08-Jun-20 05:17 PM
Aight, thanks for checking things out. :)
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The Cap'm (Reese) 08-Jun-20 05:24 PM
uh
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V A H K I T I 08-Jun-20 05:24 PM
FFS what now
Where is this?
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The Cap'm (Reese) 08-Jun-20 05:24 PM
they appear on death
BOSS
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V A H K I T I 08-Jun-20 05:25 PM
And what made them vanish?
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The Cap'm (Reese) 08-Jun-20 05:25 PM
Entering the area
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V A H K I T I 08-Jun-20 05:25 PM
The first time?
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The Cap'm (Reese) 08-Jun-20 05:25 PM
my path has been loading into SHRN, open the boss door, go through BRD4, enter BOSS.
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V A H K I T I 08-Jun-20 05:26 PM
So yes. :V
What about loading a save in boss?
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The Cap'm (Reese) 08-Jun-20 05:26 PM
on load I spawn at str1 where I was when I quit, with my parts intact
warping straight in from loading the level from the test menu makes them load fine
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V A H K I T I 08-Jun-20 05:28 PM
.-.
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The Cap'm (Reese) 08-Jun-20 05:29 PM
It's only from entering via BRD4
loading a save makes them load fine
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V A H K I T I 08-Jun-20 05:37 PM
.-.
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The Cap'm (Reese) 08-Jun-20 05:47 PM
by the by SNFL did not have the same "falling out of the sky" issue RKFL did
As an aside, I'm getting a lot more random crashes on area transition
It was lev5 a few weeks ago and today it's lev4
For example
and VLLG gave me two different crashes after STRT that were not the normal model crash that happens occasionally
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V A H K I T I 08-Jun-20 05:53 PM
😐
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V A H K I T I 08-Jun-20 06:04 PM
Home now.
Setting up my surface then I'll get back to this
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V A H K I T I 08-Jun-20 07:22 PM
Building Rebuilt on the thing now.
Finna see if the lack of transition fades are consistently an intel issue
Also looking into the Kakama now.
Apparently it DOES use setanimationscalar. .-.
@The Cap'm (Reese) Do you have an EXE from prior to the gali fix?
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The Cap'm (Reese) 08-Jun-20 07:25 PM
yes
this is the EXE from right before
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V A H K I T I 08-Jun-20 07:26 PM
Thank
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The Cap'm (Reese) 08-Jun-20 07:26 PM
I always keep a backup of the previous working EXE
just in case
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V A H K I T I 08-Jun-20 07:26 PM
Unrelated question
Have you ever encountered error 9009 when trying to build the game?
OH wait, I'm dumb, I never installed node js on this system
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The Cap'm (Reese) 08-Jun-20 07:26 PM
oof
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V A H K I T I 08-Jun-20 07:36 PM
Well I just found another issue I may need you to replicate.
Loading a save in PTOS causes a shutdown
So basically softlock
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The Cap'm (Reese) 08-Jun-20 07:36 PM
so that's two shutdowns then
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V A H K I T I 08-Jun-20 07:37 PM
Definitely not related to anything recent though.
It's blowing up on gcmoveableobject for some reason.
Also yeah @JrMasterModelBuilder, can confirm the issue with Pohatu resolves itself when I remove the Gali EXE fix.
No OSI changes
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The Cap'm (Reese) 08-Jun-20 07:38 PM
erm, I loaded into PTOS fine just now
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V A H K I T I 08-Jun-20 07:38 PM
But now that I know animationscalar can do this maybe I can use that? Didn't work before though...
Did you collect the Kakama?
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The Cap'm (Reese) 08-Jun-20 07:38 PM
no
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V A H K I T I 08-Jun-20 07:38 PM
Try loading in after doing that
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The Cap'm (Reese) 08-Jun-20 07:38 PM
well
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V A H K I T I 08-Jun-20 07:38 PM
It may be related to the ongoing GcSaver issue
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The Cap'm (Reese) 08-Jun-20 07:39 PM
I loaded in and I can't collect it
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V A H K I T I 08-Jun-20 07:39 PM
.-.
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The Cap'm (Reese) 08-Jun-20 07:40 PM
New try: Warped straight to PTOS, collected Kakama, quit, loaded save, loaded in fine
still have Kakama
so
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V A H K I T I 08-Jun-20 07:41 PM
.-.
Wow the animation scalar thing actually worked wtf.
I guess I was just fucking using it wrong
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The Cap'm (Reese) 08-Jun-20 07:42 PM
👏
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V A H K I T I 08-Jun-20 07:43 PM
Now I feel bad for wasting JMMB's time >_>
Though I guess it did give him an excuse to finish the GcMotionSystem struct so it wasn't a total loss (edited)
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JrMasterModelBuilder 08-Jun-20 07:44 PM
Wait, so what's the actual fix here?
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V A H K I T I 08-Jun-20 07:44 PM
Just doing the same thing the Kakama does to reset on respawning.
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JrMasterModelBuilder 08-Jun-20 07:45 PM
So no EXE changes are needed?
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V A H K I T I 08-Jun-20 07:45 PM
globalclass.player.actor.setanimationscalar(1);
Apparently not
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JrMasterModelBuilder 08-Jun-20 07:45 PM
Cool, I'll just revert those now in my IDBs. (edited)
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V A H K I T I 08-Jun-20 07:45 PM
I definitely did try doing this before but it didn't work so I must have just been doing it wrong. >->
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JrMasterModelBuilder 08-Jun-20 07:46 PM
Glad I didn't add them to the patcher script yet!
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V A H K I T I 08-Jun-20 07:46 PM
@The Cap'm (Reese) Can you revert and re-push the previous alpha EXE?
Yeah, good thing. :p Sorry for making you go through all you did though
I legitimately didn't think there was another way around this
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The Cap'm (Reese) 08-Jun-20 07:47 PM
so what's up, exactly?
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JrMasterModelBuilder 08-Jun-20 07:47 PM
eh, hardly a dent in the total time spent on this. :p
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V A H K I T I 08-Jun-20 07:47 PM
Fair. :p
@reese We're reverting the EXE fix across all builds
And replacing it with this.actor.setanimationscalar(1); at the bottom of the unkill method of the player classes
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The Cap'm (Reese) 08-Jun-20 07:48 PM
okay
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V A H K I T I 08-Jun-20 07:48 PM
Cause apparently it was that simple the whole time
I.. wish I'd remembered the Kakama in the first place
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The Cap'm (Reese) 08-Jun-20 07:49 PM
and reverting commits won't restore the old EXE on the repo? (not too familiar with how this works since we really haven't had major revisions like this AFAIK)
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V A H K I T I 08-Jun-20 07:50 PM
I mean it will but it'll revert whatever else was in thos commits as well unless that was the only thing
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The Cap'm (Reese) 08-Jun-20 07:50 PM
well looking at the alpha commits the EXE was it
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V A H K I T I 08-Jun-20 07:51 PM
Go ahead and revert it if you have the ability then.
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The Cap'm (Reese) 08-Jun-20 07:51 PM
same deal on rebuilt
I do not
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V A H K I T I 08-Jun-20 07:51 PM
Or else just link me to the commit
(s)
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The Cap'm (Reese) 08-Jun-20 07:51 PM
*for the alpha
I can revert the rebuilt one since it's on my clusterfuck branch
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V A H K I T I 08-Jun-20 07:52 PM
I guess I was smart about committing this on its own just in case this ended up happening. xP
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The Cap'm (Reese) 08-Jun-20 07:52 PM
lemme get the links
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V A H K I T I 08-Jun-20 07:52 PM
I'll work on the script side while you do that
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V A H K I T I 08-Jun-20 07:53 PM
Thank
Also
I think I'm gonna change Pohatu's Kakama speed back to its alpha speed. It looked a lot better IMO with the actual speed his model is moving through the level
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The Cap'm (Reese) 08-Jun-20 07:53 PM
?
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V A H K I T I 08-Jun-20 07:54 PM
Did you forget that in the alpha his Kakama animation speed is literally double what they made it in the beta?
:p
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The Cap'm (Reese) 08-Jun-20 07:54 PM
Yeah and it looked like shit :p (edited)
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V A H K I T I 08-Jun-20 07:54 PM
I think it looked better personally
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The Cap'm (Reese) 08-Jun-20 07:55 PM
He was also faster in speed
see the speed you gave Voriki
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V A H K I T I 08-Jun-20 07:57 PM
I dunno man, I think this looks a lot better with how fast he's physically moving.
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The Cap'm (Reese) 08-Jun-20 07:58 PM
...I don't really think so
He looks like he's running too fast for the treadmill he's on :v
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V A H K I T I 08-Jun-20 07:59 PM
Well I'll leave it as-is for now I guess
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The Cap'm (Reese) 08-Jun-20 08:00 PM
Double speed was meant for a faster boi
The current animation speed is tailored for the roughly 1.5x speed he has here
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V A H K I T I 08-Jun-20 08:00 PM
Okay so.. how do I revert a commit?
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The Cap'm (Reese) 08-Jun-20 08:01 PM
Do you have desktop
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V A H K I T I 08-Jun-20 08:01 PM
Ye
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The Cap'm (Reese) 08-Jun-20 08:01 PM
right click
click "revert commit"
push
*right click on the commit
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V A H K I T I 08-Jun-20 08:01 PM
Okay how do I open a specific commit in desktop?
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The Cap'm (Reese) 08-Jun-20 08:01 PM
...what do you mean?
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V A H K I T I 08-Jun-20 08:01 PM
Well you sent me links.
Where do I put those in desktop to revert the commit? (edited)
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The Cap'm (Reese) 08-Jun-20 08:02 PM
open the alpha repo in desktop :v
you can right click on the commits there and it gives you the option to revert them
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V A H K I T I 08-Jun-20 08:02 PM
o
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The Cap'm (Reese) 08-Jun-20 08:02 PM
you don't need the links I posted if you have desktop
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V A H K I T I 08-Jun-20 08:03 PM
???????????????????
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The Cap'm (Reese) 08-Jun-20 08:03 PM
that's the rebuilt repo
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V A H K I T I 08-Jun-20 08:04 PM
Oh you already did it?
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The Cap'm (Reese) 08-Jun-20 08:04 PM
I said that
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V A H K I T I 08-Jun-20 08:04 PM
o
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The Cap'm (Reese) 08-Jun-20 08:04 PM
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V A H K I T I 08-Jun-20 08:04 PM
In that case I just pushed the OSI code to fix Gali.
Give it a shot
Ditto for alpha and main, as well as reverting the EXE code
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The Cap'm (Reese) 08-Jun-20 08:10 PM
works good in rebuilt
Going to push all those text changes now by the way; somehow forgot to do that before
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V A H K I T I 08-Jun-20 08:10 PM
Yeet
Remind me all I need to build BLK files on a fresh dev environment?
It's been a while
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The Cap'm (Reese) 08-Jun-20 08:11 PM
Building them via the makefile or via the blk tool
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V A H K I T I 08-Jun-20 08:11 PM
makefile
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The Cap'm (Reese) 08-Jun-20 08:12 PM
I mean if there's no build folder it should auto build every single one
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V A H K I T I 08-Jun-20 08:13 PM
Right. I'm still getting an error though
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The Cap'm (Reese) 08-Jun-20 08:13 PM
Does it say anything
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V A H K I T I 08-Jun-20 08:13 PM
Just error 9009
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The Cap'm (Reese) 08-Jun-20 08:14 PM
uh...python, maybe? Do you have Python?
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V A H K I T I 08-Jun-20 08:14 PM
I do
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The Cap'm (Reese) 08-Jun-20 08:14 PM
rules that out...hm
I don't know
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V A H K I T I 08-Jun-20 08:14 PM
Oh okay
I had to RESTARD the command prompt after installing python
Okay windows
very cool
:v
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The Cap'm (Reese) 08-Jun-20 08:14 PM
restard
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V A H K I T I 08-Jun-20 08:15 PM
I mean that is a pretty apt portmanteau for what has taken place here. :v
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JrMasterModelBuilder 08-Jun-20 08:15 PM
makes sense (edited)
installing python modifies the path
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V A H K I T I 08-Jun-20 08:15 PM
true
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JrMasterModelBuilder 08-Jun-20 08:15 PM
which you need the shell to reload
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The Cap'm (Reese) 08-Jun-20 08:16 PM
rahi convo text is pushed, will add to the spreadsheet after I check Gali in main/alpha
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V A H K I T I 08-Jun-20 08:16 PM
nice
It'll be nice to have this fixed in the alpha, cause it was SUPER consistent there
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The Cap'm (Reese) 08-Jun-20 08:16 PM
oh, I also added the print glyph text to lev7 since we were planning on putting one there
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V A H K I T I 08-Jun-20 08:17 PM
Yay
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The Cap'm (Reese) 08-Jun-20 08:17 PM
figured I'd mention :p
alpha looks to be good
drowning certainly doesn't cause it
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V A H K I T I 08-Jun-20 08:19 PM
Whelp
I definitely get the transitions on my surface
🙃
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The Cap'm (Reese) 08-Jun-20 08:19 PM
I'll have to check other methods we used to get it via
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V A H K I T I 08-Jun-20 08:19 PM
So if it IS just a Intel issue, it's not an universal Intel issue
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The Cap'm (Reese) 08-Jun-20 08:20 PM
okay
y'know what I miss from the alpha
Gali's fuckin' dolphin jump
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V A H K I T I 08-Jun-20 08:21 PM
I don't.
Cause it made actually getting out of the water fucking impossible
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The Cap'm (Reese) 08-Jun-20 08:21 PM
Well it's still fun to use whilst fucking around
also dolphin jumping onto land causes the animation slowdown
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V A H K I T I 08-Jun-20 08:21 PM
I mean yeah, but there really isn't any good way to implement it with such a simple swimming system
Yeah, because currently it only activates on death.
Remind me tomorrow and I'll set it up to also reset when event 54 is no longer true
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The Cap'm (Reese) 08-Jun-20 08:23 PM
...so in the vanilla alpha, Gali's sidestep is her walking animation?
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V A H K I T I 08-Jun-20 08:23 PM
Yep. Best I recall anyways.
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The Cap'm (Reese) 08-Jun-20 08:23 PM
well it is on the repo version so
I assume so
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V A H K I T I 08-Jun-20 08:23 PM
IIRC most of the Toa don't even have proper sidestep animations. If they do, they aren't used.
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The Cap'm (Reese) 08-Jun-20 08:23 PM
well I recall Gali having one pre-repo
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V A H K I T I 08-Jun-20 08:24 PM
This was fixed IIRC in that one update Hex did that unfortunately got reverted somehow back in our dropbox days
Same with the backstep animations
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The Cap'm (Reese) 08-Jun-20 08:24 PM
Checked my pre-repo build, and yeah she uses a proper sidestep
She uses her backstep fine on the repo version
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V A H K I T I 08-Jun-20 08:24 PM
Huh
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The Cap'm (Reese) 08-Jun-20 08:25 PM
(as shite as it looks)
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V A H K I T I 08-Jun-20 08:25 PM
Well feel free to fix that then
Dunno what happened here
Oh wait right
This is the alpha repo
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The Cap'm (Reese) 08-Jun-20 08:25 PM
yes
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V A H K I T I 08-Jun-20 08:25 PM
Literally everything except for bare functionality is vanilla
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The Cap'm (Reese) 08-Jun-20 08:25 PM
yup
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V A H K I T I 08-Jun-20 08:25 PM
Forgot about that
Okay so I'm PRETTY SURE that was a movelist thing
So feel free to go through and update those on he repo if you like since I can't see that being one of the things that would be up for an overhaul
Ditto for any BCL additions
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The Cap'm (Reese) 08-Jun-20 08:26 PM
Well right now I'm about to test main
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V A H K I T I 08-Jun-20 08:26 PM
Aight
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The Cap'm (Reese) 08-Jun-20 08:26 PM
and add lines to the translation doc
and then I want to move down a token in Ko-Koro you can no longer get due to the fixed tree collision
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V A H K I T I 08-Jun-20 08:28 PM
Which one would that be?
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The Cap'm (Reese) 08-Jun-20 08:29 PM
Right near the ice pit
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V A H K I T I 08-Jun-20 08:29 PM
Pretty sure you can jump from a higher elevation to the top of most of the trees
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The Cap'm (Reese) 08-Jun-20 08:29 PM
there's no way up to this one
trust me
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V A H K I T I 08-Jun-20 08:29 PM
Huh
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The Cap'm (Reese) 08-Jun-20 08:30 PM
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V A H K I T I 08-Jun-20 08:30 PM
Well I never did test them all. I just took for granted that Saffire never did place anything fully intending you to do the fucking Bowser In The Fire Sea skip to get it. Pac
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The Cap'm (Reese) 08-Jun-20 08:30 PM
welp
there be
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V A H K I T I 08-Jun-20 08:32 PM
Previous best: 17"53 by Plush https://youtu.be/MaRoWuoVLNU Dargos' channel: https://www.youtube.com/channel/UCEgfodfjfo3J-bUAHrwl0Lw In this video, Bowser In The Fire Sea is completed in 17"50, saving 1 frame from the previous record by Plush. This is achieved by taking a sl...
:p
Basically jumping right at the edge of the geometry, the game flips out, doesn't know where to place Mario, and just warps him to the top of the pole
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The Cap'm (Reese) 08-Jun-20 08:38 PM
seems to work in main as well
does this work for patch notes
• GALI: Fixed an issue where drowning slowed Gali's animations ---- (Vahkiti)
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V A H K I T I 08-Jun-20 08:40 PM
Ye
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The Cap'm (Reese) 08-Jun-20 08:40 PM
kewl
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V A H K I T I 08-Jun-20 08:40 PM
But
Add JMMB to that as well since he was a big help in researching it, and put a lot of time into a fix, even if it wasn't the same one we used
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The Cap'm (Reese) 08-Jun-20 08:41 PM
got it
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V A H K I T I 08-Jun-20 08:41 PM
Ditto for the air meter. That's mostly Ash and him, with me just adding the sliding bit and otherwise cleaning up some issues
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The Cap'm (Reese) 08-Jun-20 08:43 PM
pr up for main
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V A H K I T I 08-Jun-20 08:43 PM
Thank.
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The Cap'm (Reese) 08-Jun-20 08:47 PM
added JMMB to air meter on notes and pushed to clusterfuck
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V A H K I T I 08-Jun-20 08:48 PM
thank
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The Cap'm (Reese) 08-Jun-20 09:11 PM
spreadsheet updated
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V A H K I T I 08-Jun-20 09:32 PM
Link pls. I don't think I have this on file
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The Cap'm (Reese) 08-Jun-20 09:32 PM
wut
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V A H K I T I 08-Jun-20 09:32 PM
To the spreadsheet
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The Cap'm (Reese) 08-Jun-20 09:32 PM
It's the most recent pin in private dev
Pac
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V A H K I T I 08-Jun-20 09:32 PM
o
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The Cap'm (Reese) 08-Jun-20 09:57 PM
pushing that vllg4 token now
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V A H K I T I 08-Jun-20 09:57 PM
Yeet
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The Cap'm (Reese) 08-Jun-20 09:58 PM
Moved it down here
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V A H K I T I 08-Jun-20 09:58 PM
aight
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The Cap'm (Reese) 08-Jun-20 11:55 PM
to reiterate this point from before: random crashing in lev5
LE03 > VLLG
I've had crashes trigger from LE02 > LE03, LE03 > VLLG, VLLG > LE04, and LE04 > LEP2 off the top of my head
not the same crash either
And it's never really consistent
I can go through the same motions and have it not crash another time
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V A H K I T I 08-Jun-20 11:58 PM
Could be cleanup issues with some of the things I did with player. I wasn't too sure what did and didn't need cleaning up there since a lot of the existing properties never are either
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The Cap'm (Reese) 08-Jun-20 11:59 PM
I was getting this in lev4 earlier (not this crash address, of course, but still the same phenomena) as well
Something's gone real fucky here
Replication procedure just in case, I suppose: Load lev5 from test menu Skipped scene, killed both hives + rahi in MTUP, left Talked to Kapura in LE01, collected all five tokens and Volo Lutu Launcher, left Knocked the Fikou off the cliff in LE02 and destroyed the hive, got all tokens, left Swung on vines in LE03 (died a couple times), got all tokens, collected the grapple, talked to help boi, left, crash above
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V A H K I T I 09-Jun-20 12:09 AM
Yep I just got it, even with the cleanup additions I just added
So that's not it
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The Cap'm (Reese) 09-Jun-20 12:09 AM
...okay another one. Loaded save, in VLLG. Ran up to the hive, destroyed it, ran around like a dunce looking for the bat, died, no bat, decided to leave to LE04 and come back to see if it'd spawn, and then
(this was leaving to LE04 ftr)
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V A H K I T I 09-Jun-20 12:12 AM
Well that one doesn't even exist according to IDA. Or at least I can't jump to it
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The Cap'm (Reese) 09-Jun-20 12:12 AM
'course not. This can't be easy
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V A H K I T I 09-Jun-20 12:14 AM
Well I just got the attack collisions crash just by dying in vllg after invasion
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The Cap'm (Reese) 09-Jun-20 12:14 AM
I did not
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V A H K I T I 09-Jun-20 12:15 AM
And then loading the save, dying, and going back into le04 give a different model related crash.
The 5x one is also model related fyi
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The Cap'm (Reese) 09-Jun-20 12:15 AM
So my question is
Well, two questions that both start with "why"
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V A H K I T I 09-Jun-20 12:16 AM
Actually the address it crashes on is..
well
02A91FBF 02A91FBF
Good information
I absolutely understand now
:v
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The Cap'm (Reese) 09-Jun-20 12:16 AM
1) Why are these only popping up now 2) Why is it in so many areas
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V A H K I T I 09-Jun-20 12:17 AM
It has to be something to do with cleanup
Either that or something we have done has now caused a L1A7 style overflow
@ShadowDraikana Which do YOU think it is? 😄
PLLLLLLLACE YOUR BETS NOW LADIES AND FUCKNUGGETS (edited)
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The Cap'm (Reese) 09-Jun-20 12:18 AM
Fucknugget #1 here, I'll bet it's magnets.
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V A H K I T I 09-Jun-20 12:18 AM
:v
Generally when something is crashing at random times in random places, I'd be tempted to say it's some manner of buffer overflow, but that can also be CAUSED by bad cleanup so..
This only happens from level 4 onwards?
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The Cap'm (Reese) 09-Jun-20 12:19 AM
Well I haven't checked 6 or 7 yet
It did not happen for 1-3 though, no
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V A H K I T I 09-Jun-20 12:20 AM
Possibly related to the equipment? That's the only thing that really separates the two halves of the game.
Though I haven't changed anything about that since the most recent attempt at fixing Kopaka's boss
Which was code specific to that area
Has a full run been tested since the equipment branch was merged?
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The Cap'm (Reese) 09-Jun-20 12:21 AM
I don't know
I believe so?
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V A H K I T I 09-Jun-20 12:22 AM
@sweg (Andrew) You seemed to be doing thorough testing back then. Was that a full run of the game?
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The Cap'm (Reese) 09-Jun-20 12:22 AM
I play through the game on a semi-regular basis, but I don't know if I've done a full run since equipment
I feel like I would've
but I can't confirm
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V A H K I T I 09-Jun-20 12:23 AM
There are two things that seem to be consistent with your runs that result in these issues.
Dying, or entering/exiting a village
Both of these things change the player's equipment state
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The Cap'm (Reese) 09-Jun-20 12:26 AM
got the 1000f9fc one just now from LE04 > LEP2
gone through the invasion, LEP1, CAVE and back
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V A H K I T I 09-Jun-20 12:27 AM
I can reproduce it consistently now.
Die in vllg, then go to lep4, it'll crash.
The reverse also causes it
It seems like dying and then changing areas afterwards seems to do it. At least here
Same thing with Kopaka
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The Cap'm (Reese) 09-Jun-20 12:29 AM
I'll note that I did not die on this run
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V A H K I T I 09-Jun-20 12:29 AM
Die in strt, go to vllg, crash
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The Cap'm (Reese) 09-Jun-20 12:29 AM
...that makes sense
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V A H K I T I 09-Jun-20 12:29 AM
It could have multiple causes
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The Cap'm (Reese) 09-Jun-20 12:29 AM
that happened each time when I got that
since I went for what I like to call the token trap
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V A H K I T I 09-Jun-20 12:29 AM
:v
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The Cap'm (Reese) 09-Jun-20 12:30 AM
AKA "you grab this you die"
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V A H K I T I 09-Jun-20 12:30 AM
Also affects Tahu
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The Cap'm (Reese) 09-Jun-20 12:30 AM
fffffun
so it is equipment
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V A H K I T I 09-Jun-20 12:31 AM
The issue is not present if I nuke the contents of the equipment methods
So yeah, that's the cause
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The Cap'm (Reese) 09-Jun-20 12:31 AM
dammit, it wasn't magnets
I lost
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V A H K I T I 09-Jun-20 12:32 AM
My bet is that something is tripping unequip twice.
The game does not like when you try and remove something that's already gone
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The Cap'm (Reese) 09-Jun-20 12:32 AM
that's true
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V A H K I T I 09-Jun-20 12:33 AM
Yep
Nuking unequip alone fixes it
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The Cap'm (Reese) 09-Jun-20 12:33 AM
but we need unequip, yes?
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V A H K I T I 09-Jun-20 12:34 AM
Yes, and it won't be removed. The issue is just that something is calling it more than it should
I think I know the source of the problem.
When I kill the player I just have a command that removes any and all equipment.
Even if it doesn't exist
Doing this doesn't seem to present an issue for some reason until something ELSE tries to reapply any of that equipment.
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sweg (Andrew) 09-Jun-20 12:42 AM
@V A H K I T I it was
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V A H K I T I 09-Jun-20 12:42 AM
And you never encountered this?
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sweg (Andrew) 09-Jun-20 12:43 AM
i haven't read up yet, but what was it i have or haven't encountered
the lev5 crashes?
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V A H K I T I 09-Jun-20 12:44 AM
Crashes upon exiting any area in level 4 through 6 after dying.
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sweg (Andrew) 09-Jun-20 12:44 AM
honestly i don't remember if it happened to me back then
iirc i did get some crashes but didn't think much of it or what the exact cause was
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V A H K I T I 09-Jun-20 12:45 AM
oof
I'll have to look into this more post-stream tomorrow, but I should be able to fix it by just splitting up the removeall method similarly to the rest of the function by only having it remove what is currently active at a time.
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The Cap'm (Reese) 09-Jun-20 12:49 AM
what'cha streamin
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V A H K I T I 09-Jun-20 12:49 AM
Well we're probably nixing Maze of Shadows from 810 so maybe that. If not, I'm thinking of getting back to Spyro 3. Definitely some more Turok.
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The Cap'm (Reese) 09-Jun-20 12:50 AM
wrong, finish galidor pc
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V A H K I T I 09-Jun-20 12:50 AM
First I need to go back out and exchange my surface though because I accidentally got the 4gb model and they can't be upgraded. .-.
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The Cap'm (Reese) 09-Jun-20 12:50 AM
I had to suffer through the end of that game so you must too
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V A H K I T I 09-Jun-20 01:09 AM
bees
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The Cap'm (Reese) 09-Jun-20 01:10 AM
Are there bees in galidor
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V A H K I T I 09-Jun-20 01:10 AM
¯\_(ツ)_/¯
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The Cap'm (Reese) 09-Jun-20 01:10 AM
I do not remember
because I actively suppress that game in my memory
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V A H K I T I 09-Jun-20 01:11 AM
:v
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The Cap'm (Reese) 09-Jun-20 01:11 AM
How far did you make it, again?
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V A H K I T I 09-Jun-20 01:14 AM
Yes
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sweg (Andrew) 09-Jun-20 01:14 AM
i've never played
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The Cap'm (Reese) 09-Jun-20 01:14 AM
It's a pile of shit
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sweg (Andrew) 09-Jun-20 01:14 AM
i've heard
the only memory i have of that game is seeing it on the long dead lego games product page of nostalgic times
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The Cap'm (Reese) 09-Jun-20 01:15 AM
It's just kind of an unfinished, bland mess that gives you carpal tunnel and makes you want to die
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ShadowDraikana 09-Jun-20 07:52 AM
he got up.to finishing just ice rescue
and has yet to experience the bot chase. or kek (edited)
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The Cap'm (Reese) 09-Jun-20 11:37 AM
tried having the mahiki clone in the cutscene for fun. Game did not like it.
also, mask/cutscene thing still happens
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The Cap'm (Reese) 09-Jun-20 11:56 AM
...I just noticed that this text is backwards
...and it's correct on the other side
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The Cap'm (Reese) 09-Jun-20 12:12 PM
Did a run from HIVE through second half TA02. Started getting the L1A7 sound cutoff starting in TA01.
And it continued until I died in second half TA02 and got the particle crash
(second half being post-boulder)
Getting that issue where using the Akaku warps me into the hell zone as well
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V A H K I T I 09-Jun-20 12:27 PM
The akaku does what?
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The Cap'm (Reese) 09-Jun-20 12:27 PM
I use it on the cut point on the wall and it warps me far out of bounds
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V A H K I T I 09-Jun-20 12:27 PM
:|
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The Cap'm (Reese) 09-Jun-20 12:28 PM
@sweg (Andrew) reported this a while back, and slightly more recently I began getting it as well
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V A H K I T I 10-Jun-20 04:36 PM
@JrMasterModelBuilder Are you free? I could use some help debugging something. I'm working on refining my equipment code and in doing so, I'm still encountering a crash which is making less and less sense the more I work on it. Wondering if maybe you could provide some insight.
Essentially, the equipment I add/remove from the player works just fine in all areas that change it, unless you have died before entering an area that changes it. Then I encounter this crash which... offers literally no useful information.
I'm guessing it's some kind of overflow, but to the best of my knowledge and hours of debugging, I can't see my current working code trying to set or unset the same equipment more than once, which is the only thing I can think of that would account for such an issue.
I'm tired, and completely stumped.
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JrMasterModelBuilder 10-Jun-20 04:40 PM
How does the code that add/removes equipment work?
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V A H K I T I 10-Jun-20 04:41 PM
It all runs on gccharacter::addpart/removepart in the OSI. I have properties and conditions set up to only remove what's necessary when something else is added and vice-versa.
Currently my working code is only set up for Kopaka, but the issue is persistent to the other 2 Toa following him that will eventually use this, as the previous code also presented this same issue.
Player death calls removeequipment, and the unkill method adds it back.
This seems to be the root of the issue, as removing any of that handling solves the problem, but the equipment doesn't hide when the player model does.
The only other thing I can think of is that killing and respawning the player creates a new instance of the player model that doesn't remember the previous add/removepart states? Maybe? Idk.
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JrMasterModelBuilder 10-Jun-20 05:06 PM
So GcCharacter::AddPart creates a ScDrawableModel gives it the same hierarchy as the character's main drawable model.
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V A H K I T I 10-Jun-20 05:09 PM
It's also possibly worth noting that we have a hookmod in play that redirects it to getting that model from the character's blockfile rather than the area's.
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JrMasterModelBuilder 10-Jun-20 05:09 PM
Then it adds it to a vector of {ScIdentifier, ScDrawableModel *} pairs.
And GcCharacter::RemovePart just erases an entry by ID from the vector. (edited)
So unless the model hierarchy changes, I'm not sure what the issue would be.
Considering the problem likely starts with that ScDrawableModel::Draw call my guess is that the model hierarchy is somehow invalid.
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V A H K I T I 10-Jun-20 05:19 PM
Weird. I.. wouldn't even know where to begin with that tbh.
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JrMasterModelBuilder 10-Jun-20 05:32 PM
Actually, if an item isn't in the vector, it shouldn't try to draw it I don't think.
What's the exact sequence that causes the crash?
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V A H K I T I 10-Jun-20 05:35 PM
With both versions of my code, go into Kopaka's level, die, then warp to Tura.
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JrMasterModelBuilder 10-Jun-20 05:40 PM
What is processequipment ?
How often does that run?
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V A H K I T I 10-Jun-20 05:42 PM
That's just in my current working code, unpushed. It runs from the toa class, (ie: Kopakaclass) on load, as well as from whatever areas need to change the equipment.
But it has checks to ensure it doesn't run anything more than once if it's already active
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JrMasterModelBuilder 10-Jun-20 05:43 PM
Hmm, the name is similar to things that run every frame.
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V A H K I T I 10-Jun-20 05:44 PM
It definitely isn't doing that. :p
I can push my working code if it would help
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JrMasterModelBuilder 10-Jun-20 05:44 PM
Nah
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V A H K I T I 10-Jun-20 05:44 PM
aight
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JrMasterModelBuilder 10-Jun-20 05:49 PM
And death causes equipment to be removed and added? (edited)
I'm trying to figure out what death has to do with it.
The ToaMustDie native thing doesn't seem to do much besides reset some native stuff and create particles.
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V A H K I T I 10-Jun-20 06:02 PM
Ye
Removed on kill, re-added on unkill
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V A H K I T I 10-Jun-20 07:01 PM
It also sets a property so that when it's added, it won't be added again.
I actually have it double checking for the right parameter as well as the associated property just to be super safe, and even that doesn't stop it
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V A H K I T I 12-Jun-20 10:18 AM
I'm guessing no further findings on this @JrMasterModelBuilder?
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JrMasterModelBuilder 12-Jun-20 12:29 PM
I was wondering, what would happen is you trigger the remove and add without a death.
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V A H K I T I 12-Jun-20 12:30 PM
That could be done. I'd just have to map them to keys
Gimmie a sec, I'll set that up
Same result
crash
NujuThink
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JrMasterModelBuilder 12-Jun-20 12:47 PM
But only when changing area right?
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V A H K I T I 12-Jun-20 01:08 PM
Ye
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JrMasterModelBuilder 12-Jun-20 01:44 PM
hmm...
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V A H K I T I 12-Jun-20 01:49 PM
I agree. :v
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JrMasterModelBuilder 12-Jun-20 03:03 PM
What if you just remove them without re-adding them?
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V A H K I T I 12-Jun-20 03:14 PM
Haven't tested that. Will have to try in a bit as I'm not home rn
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V A H K I T I 12-Jun-20 11:39 PM
@JrMasterModelBuilder Home now, gonna test this
Removing them without re-adding them does not produce the crash
Even if I try to remove them more than once after they're already gone
So it's something about adding the parts back on and then... warping to an area that scripts their removal on load-in?
Huh
Okay so it seems to be something to do with re-adding the equipment and then going to ANY other area.
It doesn't care about changing it.
It just doesn't want you to go to another area if it's gone through an add/remove cycle.
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JrMasterModelBuilder 13-Jun-20 12:51 AM
So what happens if you remove + add + remove again?
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V A H K I T I 13-Jun-20 12:52 PM
No crash
@JrMasterModelBuilder Sorry for the delay. Had to crash early last night. :p
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JrMasterModelBuilder 13-Jun-20 02:41 PM
Maybe just remove and re-add the items before and after the things that trigger crash?
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V A H K I T I 13-Jun-20 02:42 PM
I'm not sure I follow.
They need to be removed on death or they act like the masks in alpha
Ie you just see floating items when the Toa disappears
Unless you can find a way to hide them like masks are
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JrMasterModelBuilder 13-Jun-20 02:43 PM
It crashes on area change right?
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V A H K I T I 13-Jun-20 02:44 PM
ye
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JrMasterModelBuilder 13-Jun-20 02:44 PM
Unless you remove them first?
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V A H K I T I 13-Jun-20 02:44 PM
Yep
You can add/remove them as many times as you want as long as they're gone on area change (edited)
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JrMasterModelBuilder 13-Jun-20 02:45 PM
So how about remove, area-change, add-back
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V A H K I T I 13-Jun-20 02:47 PM
I... MIGHT be able to do that, but I'd need to know if there's an event for area initialization. I know there's one for area cleanup, but I'm not sure about the other. Otherwise I'd have to program it into every single area, which defeats the entire point it only changing them when necessary
Cleanup is event id 20 btw
Historically similar events seem to be clustered together, so if there is an initialization event, I'd imagine it would be somewhere around that.
For that matter, it would be really useful in the long term if you could index the different IDs and what they do, or else show myself or Ash how we would go about doing so.
At some point I'd also like to index the different materials in the materials SLB and find out what sounds they all map to. This will be important for fixing the broken footstep SFX
This is more important at present however.
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JrMasterModelBuilder 13-Jun-20 03:29 PM
I haven't found a good way to index them, it's just a bunch of scattered OSI function calls with an ID number.
Whatever name the ID's had was probably part of a compiler constant or enum. (edited)
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V A H K I T I 13-Jun-20 03:31 PM
Well in my experience all the calls generally have the same structure in the EXE.
I just don't know how to find what ID number they get assigned
But in theory it should be doable to see what functions push an event, and determine what they do from that alone if we can get the ID they're mapped to
They are definitely scattered, I'll give you that, but having the same structure would make them easy enough to find, if a bit time consuming to determine their functionality.
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V A H K I T I 13-Jun-20 03:47 PM
@ShadowDraikana Do we know of an event associated with area initialization?
gs_lego_level makes me think it's 21
If so, I was right about similar events being clustered, so that also helps towards indexing.
If a native event's function isn't clear, look at the events surrounding it.
Yep, 21 is the one. Okay, I think I can work with this.
Also Ash, when you're free, can you send me the WIP event ID list you have?
I'd like to add to it myself
Ayy, JMMB, thanks for the suggestion there, this seems to mitigate the issue.
I'd still like to know why it happens at all, but this should work fine for now. 🙂
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V A H K I T I 13-Jun-20 04:21 PM
Alright so new issue, unrelated to this.
Somebody at some point added new code into mtup5 that now causes a shutdown on death
I can fix it easily by removing it, but I'd like to know why it's there
It's not present in main
Specifically under event id 27
It does not like the parent calls, as it thinks they're a property that doesn't exist
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ShadowDraikana 13-Jun-20 04:29 PM
change it to parent
may have been my fault idk
not parent
level
parent causes the issue i know
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V A H K I T I 13-Jun-20 04:30 PM
I changed it back to the way it was set up in main, and it works fine. Just wanted to know if there was a reason it was set up like this before I did so
(Keeping the additional lines of course)
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ShadowDraikana 13-Jun-20 04:31 PM
probably just copy/paste error
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V A H K I T I 13-Jun-20 04:31 PM
Aight, just making sure.
Despite JMMB's solution to the equipment crashes being fully compatible with the old equipment code, I decided to stick with my ongoing refactor anyways since it's much cleaner. Just came across that during testing since death is a required item to test with this now
Also
Photos taken seconds before disaster. :v
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V A H K I T I 13-Jun-20 05:07 PM
Game...
Game twhat in the ungodly fuck
So I've been scratching my head for a half an hour trying to figure out why the equipment doesn't reset properly on Kopaka's surf levels and then it finally hit me.
The fucking smoothbrains at Saffire have the UNKILL code firing from the KILL event, causing UNKILL to run before KILL
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Ondrik🅱 (Ondrej) 13-Jun-20 05:08 PM
BecauseSaffire
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V A H K I T I 13-Jun-20 05:08 PM
Effectively setting the equipment on death, then removing it on respawn
I can't even begin to comprehend how this even FUNCTIONS in game.
Fucking galaxy brain level bullshit
I'm not even just looking at this wrong either. Event 46 is kill and 27 is respawn.
Every other area has this set up right
But in the surf areas, 27 is running kill, and 46 is running unkill
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V A H K I T I 13-Jun-20 05:30 PM
Alright, just gonna do a couple more QOL fixes while I'm in here and then push it for testing.
I noticed because of the speed you're moving in some of the board areas, you take damage when going into the exit by ramming into the "wall"
Kinda cheap, so I'm gonna change that
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V A H K I T I 13-Jun-20 05:50 PM
Alright @Playtesters, the equipment code is go. As usual, keep me posted on any new issues or crashes. I've also pushed the kill/unkill event mismatch for BRD3 and 4, the damage mitigation code for BRD2, 3, and 4, and an additional death shutdown fix in MTUP5. (which I forgot to add to the commit notes. 🙃 ) (edited)
Assuming this works as expected, you should see far fewer crashes than the last version, but keep special eye on villages, Turaga huts, shrines, and Kopaka's surfing areas in particular just in case. Also regarding crashes, remember to keep track of whether or not you died beforehand, and mark down the address of anything that does happen. (edited)
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benji 13-Jun-20 05:58 PM
@V A H K I T I if you want to see who last modified a line of code, view the file on GitHub and click Blame
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V A H K I T I 13-Jun-20 05:59 PM
Ah neat. Thanks!
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𝓖𝓻𝓾𝓶𝓹𝔂𝓫𝓮𝓪𝓷 (𝓼𝓿𝓮𝓷) 🇳🇱 13-Jun-20 05:59 PM
I thought I read R2-D2
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The Cap'm (Reese) 13-Jun-20 06:39 PM
I'm at work rn until about 9:30ish
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V A H K I T I 13-Jun-20 06:39 PM
Aight
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The Cap'm (Reese) 13-Jun-20 06:40 PM
Afterwards I should be able to check stuff out
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JrMasterModelBuilder 15-Jun-20 01:33 AM
Procedurally generated event ID lists in JSON format:
@V A H K I T I I think this is what you asked for.
Turned out there's a specific CreateVariant function used for GeScriptEvents (the ID enum type) which I could parse out all the calls in the ASM for. (edited)
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JrMasterModelBuilder 15-Jun-20 01:46 AM
Now with improved demangled name extracting:
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benji 15-Jun-20 01:49 AM
woah that's genius
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Ondrik🅱 (Ondrej) 15-Jun-20 09:31 AM
hmmm yes very good fix
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The Cap'm (Reese) 15-Jun-20 09:45 AM
You can hit that?
From underneath?
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Ondrik🅱 (Ondrej) 15-Jun-20 09:45 AM
yes
check the bcl
maybe something's fucky with that
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The Cap'm (Reese) 15-Jun-20 09:46 AM
I mean I'm having no luck in rebuilt
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Ondrik🅱 (Ondrej) 15-Jun-20 09:46 AM
¯\_(ツ)_/¯
just a main thing then
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The Cap'm (Reese) 15-Jun-20 09:46 AM
well it should be the same
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Ondrik🅱 (Ondrej) 15-Jun-20 09:46 AM
check the area differences
hold on
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The Cap'm (Reese) 15-Jun-20 09:48 AM
well they're the same
so
guess I'll move it up more then if it's still happening
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Ondrik🅱 (Ondrej) 15-Jun-20 09:48 AM
just move it above the floor
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The Cap'm (Reese) 15-Jun-20 09:48 AM
I did that the first time and apparently it didn't work :v
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Ondrik🅱 (Ondrej) 15-Jun-20 09:49 AM
BecauseSaffire?
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The Cap'm (Reese) 15-Jun-20 09:49 AM
fucked if I know
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Ondrik🅱 (Ondrej) 15-Jun-20 09:50 AM
I'm currently copying all the stuff from clusterfuck to see if I can do the skip
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The Cap'm (Reese) 15-Jun-20 09:51 AM
i mean you'll be able to
The triggers are the same as I just said
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Ondrik🅱 (Ondrej) 15-Jun-20 10:00 AM
yep
also, I love how the blue spider is actually green
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The Cap'm (Reese) 15-Jun-20 10:09 AM
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V A H K I T I 15-Jun-20 10:10 AM
What's going on?
Also @JrMasterModelBuilder You're a fucking genius and I love you. :v
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The Cap'm (Reese) 15-Jun-20 10:10 AM
shrn5 trigger
somehow still too big
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V A H K I T I 15-Jun-20 10:12 AM
What was wrong there again?
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The Cap'm (Reese) 15-Jun-20 10:13 AM
it was too big and you could skip the boss door
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V A H K I T I 15-Jun-20 10:30 AM
huh
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V A H K I T I 15-Jun-20 11:02 AM
@The Cap'm (Reese) YOu busy today?
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The Cap'm (Reese) 15-Jun-20 11:02 AM
no
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V A H K I T I 15-Jun-20 11:02 AM
Feel like grabbing a list of areas in need of unkill events?
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The Cap'm (Reese) 15-Jun-20 11:02 AM
was planning on it
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V A H K I T I 15-Jun-20 11:02 AM
Nice
I'll start on the new basket for the tree keepers then
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The Cap'm (Reese) 15-Jun-20 11:40 AM
in lev2 it's just TURA
in lev3 it's TURA and SHRN
so lev4
thusfar it's TURA, BRD2, VISN, and SHRN (edited)
but there's an issue in SNBD
Dying from normal health loss (not from a pit) crashes the game
It plays the death noise really fuckin loud then shoots this at you
same deal in brd3
and same deal in brd4
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V A H K I T I 15-Jun-20 11:56 AM
Strange
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The Cap'm (Reese) 15-Jun-20 11:57 AM
TA08 is...weird
if you run out of health it just...doesn't kill you
HUD goes away, but you keep going (edited)
TA10 works fine, so I wonder why not 08
TURA2 TURA3 SHRN3 TURA4 BRD2 VISN SHRN4 SNBD, BRD3, BRD4 TURA5 GLY15 MOSH TURA6 TA08...? (edited)
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The Cap'm (Reese) 15-Jun-20 12:07 PM
there's your list
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V A H K I T I 15-Jun-20 12:09 PM
thank
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V A H K I T I 15-Jun-20 01:01 PM
@JrMasterModelBuilder Question, is that all the events?
Cause I'm lookin at ta05 now, and it references event 1002
And 1000
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JrMasterModelBuilder 15-Jun-20 01:03 PM
I thought so...
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V A H K I T I 15-Jun-20 01:04 PM
1000 seems to be related to the text based spline mechanic the boulder there uses, and 1002 is Akaku related
@The Cap'm (Reese) Fixing the crash in the snowboard levels now. Doesn't like using the kill function, wants spinmask instead.
There's a difference for some reason
Pushed
Try now
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JrMasterModelBuilder 15-Jun-20 01:10 PM
Contribute to TheLegendOfMataNui/LOMN-Beta development by creating an account on GitHub.
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The Cap'm (Reese) 15-Jun-20 01:10 PM
better now
epic
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V A H K I T I 15-Jun-20 01:12 PM
Oof. I mean it's reasonable to think some sand could get in there. Otherwise it'll be floating
@jmmb Interesting. I'll keep that in mind for the future
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The Cap'm (Reese) 15-Jun-20 01:14 PM
@Ondrik🅱 (Ondrej) did you try the shrn blk I sent above to see if the trigger was better
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V A H K I T I 15-Jun-20 01:15 PM
On your list, shrn I assume is shrn4, yes?
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The Cap'm (Reese) 15-Jun-20 01:15 PM
ah ye
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Ondrik🅱 (Ondrej) 15-Jun-20 01:15 PM
not yet Reese
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The Cap'm (Reese) 15-Jun-20 01:15 PM
ok
just checking (edited)
since you can get the skip better than I
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V A H K I T I 15-Jun-20 01:19 PM
Ta08 is another one Saffire bungled like the snowboard areas
Ie: mixing up the kill/unkill events
This would be one of the areas where it just doesn't work by default. Dying by health loss in the other areas they beefed did work for some reason.
Idk why it's like this
Works with the events swapped properly though
Pushed along with all the others from the list.
Out of curiosity, test TA08, SNBD, BRD3, and BRD4 in main as well. I may need to copy this fix over if the issue is present there
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The Cap'm (Reese) 15-Jun-20 01:25 PM
in main the lev4 ones act like TA08
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V A H K I T I 15-Jun-20 01:25 PM
I must have missed that in my testing then
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The Cap'm (Reese) 15-Jun-20 01:25 PM
so the crash was probably a direct result of your kill/unkill change (edited)
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V A H K I T I 15-Jun-20 01:26 PM
Not sure how we missed this before, though it's not particularly easy to die from ramming into things
Idk why that's even a thing tbh
Anyways guess I have some fixin to do. :v
Funnily enough ROLL is set up correctly, which makes me wonder if Lewa's version was as well.
BOSS4 was set up fine too
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The Cap'm (Reese) 15-Jun-20 01:27 PM
boss4 also has something that was always intended to hurt you
in the alpha the smack damage wasn't there
which is why BRD2 had no unkill stuff at all
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V A H K I T I 15-Jun-20 01:28 PM
huh
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The Cap'm (Reese) 15-Jun-20 01:29 PM
dying in SHRN3 shut down
respawning in the TURAs restarts the music
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V A H K I T I 15-Jun-20 01:31 PM
Ah something I pasted in that I shouldn't have I think is doing that
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The Cap'm (Reese) 15-Jun-20 01:31 PM
death loop in BRD2
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V A H K I T I 15-Jun-20 01:31 PM
wot
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The Cap'm (Reese) 15-Jun-20 01:31 PM
I die, respawn invisible, and immediately die again
dying in VISN shut down
as did SHRN4
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V A H K I T I 15-Jun-20 01:32 PM
Yea, I know why, I'm just universally removing the line
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The Cap'm (Reese) 15-Jun-20 01:34 PM
TA08 doesn't even snap me back to the spawn point
I just respawn in the same position I was already in
well congrats on sneaking this in
this.crashbandicootwarped == 0
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V A H K I T I 15-Jun-20 01:35 PM
( ͡° ͜ʖ ͡°)
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The Cap'm (Reese) 15-Jun-20 01:36 PM
now I must hide something even better
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V A H K I T I 15-Jun-20 01:37 PM
Does ta08 have checkpoints?
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The Cap'm (Reese) 15-Jun-20 01:37 PM
no
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V A H K I T I 15-Jun-20 01:37 PM
Cause it looks like it wants to in the code
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The Cap'm (Reese) 15-Jun-20 01:38 PM
not as far as I can tell
only start point seems to be str0
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V A H K I T I 15-Jun-20 01:39 PM
Alright, just made it force you to that like other areas again.
This is probably a side effect of the bungling of events they did
Ie that code probably never ran or something? I really don't understand why or how this worked at all
Yeah Lewa's gly3 is set up properly
So Idk what they were thinking here
They probably just did what we do, do the main bulk of the generic code once, copy and paste.
Not realizing they bungled it.
Anyways, pushed the updated fix to rebuilt and pushed the relevant bits to main
If it all works, feel free to update the patch notes for the latter
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Ondrik🅱 (Ondrej) 15-Jun-20 01:45 PM
oi, reese
that shrn5 blk is for main or rebuilt?
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The Cap'm (Reese) 15-Jun-20 01:46 PM
rebuilt, but in theory there shouldn't be a significant difference
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Ondrik🅱 (Ondrej) 15-Jun-20 01:49 PM
🦀 🦀 🦀 SHRN5 skip is gone! (for real this time) 🦀 🦀 🦀
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V A H K I T I 15-Jun-20 01:49 PM
nice
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The Cap'm (Reese) 15-Jun-20 01:49 PM
good :v
pushed to the patch notes branch on main you never merged :p
(that's a not-so-subtle way of telling you to merge that damn branch already)
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V A H K I T I 15-Jun-20 01:58 PM
Oof
Done
:p
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The Cap'm (Reese) 15-Jun-20 02:03 PM
BRD2 still has death loop
all other areas work now
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V A H K I T I 15-Jun-20 02:09 PM
Apparently brd2 already had an unkill event
Just not a kill one
Okay then
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The Cap'm (Reese) 15-Jun-20 02:09 PM
oof
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V A H K I T I 15-Jun-20 02:10 PM
Fixed and pushed
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V A H K I T I 16-Jun-20 02:05 PM
@Ondrik🅱 (Ondrej) Question
You have the previous Rebuilt version on hand, yes?
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Ondrik🅱 (Ondrej) 16-Jun-20 02:06 PM
from the previous commit%
?
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V A H K I T I 16-Jun-20 02:06 PM
No the previous patch
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Ondrik🅱 (Ondrej) 16-Jun-20 02:06 PM
1.0.1?
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V A H K I T I 16-Jun-20 02:06 PM
Ye
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Ondrik🅱 (Ondrej) 16-Jun-20 02:06 PM
I have 1.0.0
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V A H K I T I 16-Jun-20 02:07 PM
That'll do
I'd just like to know whether or not the background birds and shit continue to play in the credits
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Ondrik🅱 (Ondrej) 16-Jun-20 02:07 PM
shouldn't 1.0.1 just be available from running the rebuilt installer?
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V A H K I T I 16-Jun-20 02:07 PM
ye
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Ondrik🅱 (Ondrej) 16-Jun-20 02:07 PM
I'll check
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V A H K I T I 16-Jun-20 02:07 PM
thank
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Ondrik🅱 (Ondrej) 16-Jun-20 02:08 PM
I think so?
I'll try to replace the music track with silence and get the results from there
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V A H K I T I 16-Jun-20 02:08 PM
aight
Otherwise I may have to remove that from frontend for now
Cause it interferes with the theater mode, and will eventually do so as well with the sound test (edited)
What I COULD do is mix the ambience with the background music and create a new track specifically for frontend.
Cause I CAN control background music
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Ondrik🅱 (Ondrej) 16-Jun-20 02:12 PM
after replacing the bionicle age music with lowandcreepy, I can prove that the background noises do in fact continue to play during the credits
BecauseLitestone
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V A H K I T I 16-Jun-20 02:12 PM
Oof. ALright, I'll have to do this the stupid way then
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V A H K I T I 16-Jun-20 02:38 PM
Done.
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V A H K I T I 16-Jun-20 06:13 PM
Question
What is the most recent version of VS-OSI?
The one pinned in the archived dev channel isn't working for VS2019
Version 12 I think?
@benji
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benji 16-Jun-20 06:18 PM
🤷‍♂️
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V A H K I T I 16-Jun-20 06:18 PM
But.. but you made it. :v
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V A H K I T I 16-Jun-20 06:26 PM
@The Cap'm (Reese) Do u know? :v
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benji 16-Jun-20 06:26 PM
Yeah 1.2 looks like the current version
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The Cap'm (Reese) 16-Jun-20 06:26 PM
i do not
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V A H K I T I 16-Jun-20 06:26 PM
Odd. That's what does syntax highlighting and whatnot in VS right? I'm not confusing it with another thing?
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benji 16-Jun-20 06:27 PM
I don't know the version numbers off the top of my head for all the in-development stuff I have
correct
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V A H K I T I 16-Jun-20 06:27 PM
I'm just setting up my laptop for coding so I'm going from the ground up here
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benji 16-Jun-20 06:27 PM
Do you have an actual error message?
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V A H K I T I 16-Jun-20 06:27 PM
Are there any prerequisites to installing it? There's no error, it just doesn't do anything. It installs, I open an LSS file, and it's just like plain text.
The extensions manager shows SAGE OSI Project under roaming extensions, but that's it
Am I maybe forgetting some prerequisite?
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benji 16-Jun-20 06:36 PM
I don't think there are any prerequisites
Did you try reopening VS?
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V A H K I T I 16-Jun-20 06:37 PM
I did. The repo says that it needs to be cloned next to LOMNHook, and have the 2007 DX SDK installed. Does that count when just using a release installer for VS-OSI, or just for building it from source?
Ditto for Inno Setup
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benji 16-Jun-20 06:37 PM
That's all just for building
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V A H K I T I 16-Jun-20 06:39 PM
I see
Hmm.. Should I be seeing VS-OSI in the extension manager, or just SAGE OSIProject?
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benji 16-Jun-20 06:40 PM
just that one
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V A H K I T I 16-Jun-20 06:40 PM
Should it just be in roaming extensions or show up under installed?
Cause it's only the former
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benji 16-Jun-20 06:40 PM
probably installed
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V A H K I T I 16-Jun-20 06:40 PM
Oh
Apparently I have an error now
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benji 16-Jun-20 06:41 PM
yeah mine is under Installed
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V A H K I T I 16-Jun-20 06:41 PM
Nani the fucc
All of my wat
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benji 16-Jun-20 06:42 PM
huh
I'll update the required versions to the latest or whatever
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V A H K I T I 16-Jun-20 06:42 PM
Thank
I haven't updated VS on my main PC in some time, so that's probably why I hadn't noticed until now
Semi-related: The Surface is a nice little system, if very impossible to upgrade, and not the most powerful laptop for the price
I mostly bought it for the tablet screen to make my digital drawing classes easier
Those things are like $500 just on their own
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benji 16-Jun-20 06:52 PM
I updated some of the description stuff
fixing
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V A H K I T I 16-Jun-20 06:53 PM
Pinned a message.
Most thank. Will give it a try now
Ay that worked. Thanks Benji. ❤️
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benji 16-Jun-20 07:03 PM
Visual Studio OSI Plugin. Contribute to TheLegendOfMataNui/VS-OSI development by creating an account on GitHub.
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V A H K I T I 16-Jun-20 07:03 PM
Nice. I was gonna mention we should have releases up there
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V A H K I T I 29-Jun-20 07:18 PM
Okay so
Why is the Kakama broken in the alpha?
Was it always broken?
You literally can't get it
When did this happen
Wot
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The Cap'm (Reese) 29-Jun-20 07:19 PM
This has been a thing for a long while
IIRC it was discovered around the time of the anniversary stream last year
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V A H K I T I 29-Jun-20 07:21 PM
great
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The Cap'm (Reese) 29-Jun-20 07:22 PM
We tried debugging it but came up empty handed
Afaik
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V A H K I T I 29-Jun-20 07:48 PM
It works in the clean version we have on the repo
It has to be something we did in the last patch
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V A H K I T I 29-Jun-20 08:37 PM
Found another issue in rebuilt
Talking to the ga-koro dancer behind the falls before anyone else triggers her success dialogue by default, and then none of the other dancers will teach you
So the takara can never be played
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The Cap'm (Reese) 29-Jun-20 08:38 PM
...if it plays her success dialogue, shouldn't that trigger Maku?
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V A H K I T I 29-Jun-20 08:38 PM
It does
But it doesn't trigger the well.. trigger
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The Cap'm (Reese) 29-Jun-20 08:39 PM
Ah.
also the girl behind the falls is Vhisola
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V A H K I T I 29-Jun-20 08:40 PM
Can you confirm whether or not this was an issue before my code refactor?
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The Cap'm (Reese) 29-Jun-20 08:40 PM
Not at laptop
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V A H K I T I 29-Jun-20 08:52 PM
Alright well now it's not happening. Idk what the fuck but for what it's worth there was more in my save than there should have been
So that might be what happened
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The Cap'm (Reese) 29-Jun-20 08:54 PM
Ah.
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V A H K I T I 29-Jun-20 10:19 PM
I'm slowly working on fixing some things again in the alpha while I record these btw
Like Gali's water and whatnot.
I may also set up the cutscenes in gali's and kopaka's levels since they were clearly meant to play at some point
Ditto with the Takara animation backporting
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V A H K I T I 29-Jun-20 10:27 PM
Huh...
Were we previously aware that there's latent debug menu code for the old hud?
this.maskpositions = [ "up", "left", "right", "down" ];
There's not really much there other than that and its cleanup.
But it's there.
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V A H K I T I 30-Jun-20 12:05 AM
@ShadowDraikana Do we know why the hud never hides in cutscenes in the alpha?
Cause I think I may have an idea of why
It looks to me like the automatic handling for this. (Events 32 and 33) don't actually run in the alpha
And anywhere it DOES hide is forced by the OSI (edited)
It still LOOKS for events 32 and 33 in the hud class, but best I can tell, they never go off
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The Cap'm (Reese) 30-Jun-20 12:14 AM
It helps that the HUD slides there and doesn't stay on too long
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V A H K I T I 30-Jun-20 12:14 AM
Ye, but that's another issue.
It doesn't seem to want to hide the head thing.
Possibly because it's not technically added until it's fully slid onto the screen?
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The Cap'm (Reese) 30-Jun-20 12:15 AM
Oh that was a thing on load that always happened
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V A H K I T I 30-Jun-20 12:15 AM
Ye
Like any other place I can force it to hide, and a lot of scenes do, but the intros don't want to have any of it
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V A H K I T I 30-Jun-20 12:38 AM
@UTTER_BODGE Are you free at all tonight?
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UTTER_BODGE 30-Jun-20 12:57 AM
mmm I guess so
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V A H K I T I 30-Jun-20 12:58 AM
Was wondering if I could get your assistance in debugging the extras menu camera.
I don't think it's an OSI thing just from what I've been tinkering with
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UTTER_BODGE 30-Jun-20 01:02 AM
dunno how helpful I'd be, but perhaps
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V A H K I T I 30-Jun-20 01:03 AM
Well since you made the tool we used to create the spline, I figured perhaps you could figure out if there's anything here that shouldn't be
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UTTER_BODGE 30-Jun-20 01:05 AM
ah
sure
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V A H K I T I 30-Jun-20 01:07 AM
Thank. :p The spline in question should be on the clusterfuck branch. Frontend, path 10
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UTTER_BODGE 30-Jun-20 02:07 AM
unsure what/how much I'll be able to get around to tonight
technically have some time before bed but exhausted
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V A H K I T I 30-Jun-20 02:08 AM
Fair. WHen might ya be free next?
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UTTER_BODGE 30-Jun-20 02:08 AM
unsure
probably has to do with how I've barely eaten anything again today
whoops
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V A H K I T I 30-Jun-20 02:08 AM
D:
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UTTER_BODGE 30-Jun-20 02:09 AM
no particular reason I'm just
really bad at managing that lol
and forgot
:D
I am the target audience for soylent
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V A H K I T I 30-Jun-20 02:09 AM
:v
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UTTER_BODGE 30-Jun-20 02:10 AM
like legitimately if that stuff worked 100% perfectly without any unpleasant side effects
fuck it
that'd be my breakfast most days at the very least lol
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V A H K I T I 30-Jun-20 02:13 AM
same
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The Cap'm (Reese) 30-Jun-20 02:27 PM
let's go for a new record
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V A H K I T I 30-Jun-20 02:27 PM
Reese I swear to god
:v
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The Cap'm (Reese) 30-Jun-20 02:27 PM
I AM NOT SORRY
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The Cap'm (Reese) 02-Jul-20 03:13 PM
problem
the passive rahi are now for some reason making matoran noises when they "speaK"
even though they should just be silent
changing the id2 to something that isn't vlgr makes them not make villager noises...but they still make the noise of the thing I replace it with (and I tried using sign; for some reason, that plays Onua sounds instead)
Thali-Whali loops some sort of movement noise as its "talking"
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The Cap'm (Reese) 02-Jul-20 06:14 PM
well here it is if you want to try it yourself
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V A H K I T I 02-Jul-20 06:56 PM
I'll have a look in a bit. Where is it situated presently?
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The Cap'm (Reese) 02-Jul-20 06:56 PM
right in front of the entrance from BMTN
(in the water)
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V A H K I T I 02-Jul-20 06:57 PM
Well since he's not tied to a mission, would he not be better placed inside a hut?
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The Cap'm (Reese) 02-Jul-20 06:57 PM
I put him there so it'd be easy to just run in and test the conversation
otherwise i'd move it out once the convo was good
which aside from the sound thing, it is
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V A H K I T I 02-Jul-20 07:13 PM
ah
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V A H K I T I 03-Jul-20 01:39 PM
@benji or @JrMasterModelBuilder, are either of you free in the next week or two? I could use some assistance with one final hookmod necessary for the equipment code. There's some particle emitter code for Tahu's sword that's wrapped into the universal player emitter setup code that I need to extract from it and place into its own function.
Alternatively, being able to hide the finger bone SHOULD be enough to get rid of it as well.
I just don't think there's any way to hide bones directly from the OSI
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The Cap'm (Reese) 05-Jul-20 11:07 AM
reminder that we need to re-fix the grapple/horn thing
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V A H K I T I 05-Jul-20 03:07 PM
fucc
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V A H K I T I 06-Jul-20 03:26 PM
Made a minor tweak to shrn6
Noticed that Tahu's sword was already holstered in the cutscene which isn't super realistic.
So I made it only holster if the cutscene has already played, or otherwise directly after it's done
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The Cap'm (Reese) 06-Jul-20 04:24 PM
neato
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BlandMan00 09-Jul-20 08:45 PM
Yo Fuck the Scott Pilgrim Discord those fuckers Suck Rude ass PP Sucking Fuckers
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V A H K I T I 09-Jul-20 08:46 PM
Wat
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The Shadow Emperor 09-Jul-20 08:52 PM
ok but why is this in #litestone-programming
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The Cap'm (Reese) 16-Jul-20 12:06 PM
the cycle begins anew
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The Cap'm (Reese) 16-Jul-20 01:41 PM
pushed that turtle conversation finally
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V A H K I T I 16-Jul-20 10:57 PM
Moving this here since I'm scripting now
Need to fix a ton of initialization errors in level 7
Namely, when you load a game in any area as any character, none of them will have a hud or masks.
This is broken even compared to main where only the masks other than pakari and max health fail to load.
@ShadowDraikana Are you aware of this issue? Wondering if you have any pointers to save me some digging. :p
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ShadowDraikana 16-Jul-20 11:01 PM
yeah the entirety of the levels classes need restructuring
i just never got around to doing it
level itself could use a look probably
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V A H K I T I 16-Jul-20 11:02 PM
In what way? Since I'm in here working on this new area, I may as well get everything around it working as well.
If you want to lend me a hand by all means, but no pressure.
I just finished scripting most of the new man3 area, so if you know what has to be done for the Toa loading, I could use it as a base to refactor the rest.
I also finally gave Akamai and Wairuha dedicated Toa classes and added them + Nobua to the unlocks director.
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The Cap'm (Reese) 16-Jul-20 11:04 PM
so where are the Kaita going on the title screen
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V A H K I T I 16-Jul-20 11:04 PM
So that'll handle most of the ini8tial setup for them plus endgame unlocks
Ha, I mean
I hadn't thought of it before, but we could just replace the six toa with them at endgame
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The Cap'm (Reese) 16-Jul-20 11:05 PM
Or we could put them in different places than just the center spot
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V A H K I T I 16-Jul-20 11:05 PM
I mainly just added them because playing as the Kaita should unlock their cutscenes
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The Cap'm (Reese) 16-Jul-20 11:05 PM
There are a lot of camera pans for front end, and we could always put them at the end of those
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V A H K I T I 16-Jul-20 11:05 PM
true
Still it's good to have them in there
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The Cap'm (Reese) 16-Jul-20 11:05 PM
ye
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V A H K I T I 16-Jul-20 11:06 PM
I just need to figure out why they aren't properly initialized on loading a save
(as well as the other toa in level 7)
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The Cap'm (Reese) 17-Jul-20 12:04 AM
so how's that going
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V A H K I T I 17-Jul-20 12:04 AM
No luck, still need ash's opinion. :p
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The Cap'm (Reese) 17-Jul-20 12:05 AM
oof
well are you gonna push MAN3 at some point tonight at least
i wanna run around in it
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V A H K I T I 17-Jul-20 12:09 AM
Ye, just working on the bridge collapsing now
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The Cap'm (Reese) 17-Jul-20 12:09 AM
OK
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V A H K I T I 17-Jul-20 12:15 AM
UH
WELL I ALMOST GOT IT BUT UH
THERE'S A SLIGHT LITTLE PROBLEM
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The Cap'm (Reese) 17-Jul-20 12:16 AM
what
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V A H K I T I 17-Jul-20 12:22 AM
I don't think volatile platforms play well with levels that have solid floors
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The Cap'm (Reese) 17-Jul-20 12:22 AM
okay to be fair that's almost a cool effect
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V A H K I T I 17-Jul-20 12:22 AM
:v
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The Cap'm (Reese) 17-Jul-20 12:23 AM
like, imagine the platforms Makuta destroys just orbiting the arena like that or some shit, y'know?
also nice fog color, there
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V A H K I T I 17-Jul-20 12:24 AM
I mean we can potentially make use of that effect in the actual boss fight for the part vortex
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The Cap'm (Reese) 17-Jul-20 12:24 AM
ye that was my point
obviously it doesn't fit here
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V A H K I T I 17-Jul-20 12:25 AM
Would just have to set it up so that it somehow follows Makuta, and doesn't require a trigger
Still, it's neat to know that effect can be scripted
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The Cap'm (Reese) 17-Jul-20 12:25 AM
yea
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V A H K I T I 17-Jul-20 12:25 AM
One less thing to question about the makuta fight
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The Cap'm (Reese) 17-Jul-20 12:25 AM
...Wait, RKFL and SNFL don't have this issue with their broken bridges, though
and the ground under there is solid
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V A H K I T I 17-Jul-20 12:26 AM
I mean how do we know they don't.
You never live long enough to see the results of the bridge collpase
AND
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The Cap'm (Reese) 17-Jul-20 12:26 AM
I mean back in the day before we fixed the bridge and it didn't reset properly I don't recall this happening
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V A H K I T I 17-Jul-20 12:26 AM
Well that's just it
When it didn't reset properly, they did float all over the place
Just not quite as wildly
Presumably because volatile platform uses physics so the more momentum the object has, the more it'll flap about.
But the reset function I believe canceled the momentum, but not the vector of movement (edited)
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The Cap'm (Reese) 17-Jul-20 12:28 AM
Yeah, no, they just land.
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V A H K I T I 17-Jul-20 12:40 AM
Does that area use volatile platform?
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The Cap'm (Reese) 17-Jul-20 12:40 AM
dunno
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V A H K I T I 17-Jul-20 12:41 AM
It does not
It's custom scripted
One thing we could do to make the part vortex with the existing function here would be to contain all the parts inside an inverted sphere, and have that follow Makuta
That way they'd be contained inside an invisible boundary, and we could move that boundary around like a giant snowglobe
Okay it's NOT an issue with the floor
they're just... DOING this
O-o
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The Cap'm (Reese) 17-Jul-20 12:46 AM
oof
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V A H K I T I 17-Jul-20 01:02 AM
I'll push what I have for now so you can play around
it generally works
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The Cap'm (Reese) 17-Jul-20 01:03 AM
ok
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V A H K I T I 17-Jul-20 01:05 AM
Done. 😄
Looks quite nice in game if I do say so myself. :p
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The Cap'm (Reese) 17-Jul-20 01:08 AM
You keeping the fog that light?
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V A H K I T I 17-Jul-20 01:08 AM
That's how it is in the cinematic isn't it?
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The Cap'm (Reese) 17-Jul-20 01:09 AM
if my game wouldn't shut down on startup I'd answer that
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V A H K I T I 17-Jul-20 01:11 AM
This is better I think
maybe even slightly darker
Pushed
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V A H K I T I 17-Jul-20 01:20 AM
Gonna take a late dinner break then add the manas and Akamai
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benji 17-Jul-20 01:23 AM
Why are the vertex colors on the towers dark in the middle and the light at the bottom? (edited)
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V A H K I T I 17-Jul-20 01:24 AM
Because I got lazy when mirroring the towers :p
Though TO BE FAIR
So did Saffire. :p
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benji 17-Jul-20 01:25 AM
also while you're at it, ideally the vertex colors shouldn't get darker than the fog
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V A H K I T I 17-Jul-20 01:25 AM
True. I'm just trying to replicate the cinematic as closely as possible for now
And if you look closely, you can see that they actually just did the exact same thing I did
They copied the towers from PST2
ANd didn't change the colours at all
That's probably why they look more blue with no definable light source of that colour.
I'll clean it up later, but for now if it's on par with saffire's "best", I'd consider it serviceable. (edited)
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The Cap'm (Reese) 17-Jul-20 01:28 AM
well now that my game's working
Wrong trigger in KUTA Pac
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V A H K I T I 17-Jul-20 01:29 AM
oh?
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The Cap'm (Reese) 17-Jul-20 01:29 AM
Warp into KUTA and immediately backtrack.
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V A H K I T I 17-Jul-20 01:29 AM
That's not correct?
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The Cap'm (Reese) 17-Jul-20 01:30 AM
Considering it's behind me as I spawn at STR0? No, that's not correct.
It's supposed to be the trigger that leads to ONUA. Which currently still leads to ONUA.
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V A H K I T I 17-Jul-20 01:31 AM
I swear I changed the proper one
Well feel free to adjust it at any rate
I'm working on the manas rn
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The Cap'm (Reese) 17-Jul-20 01:31 AM
also, I did a fresh build, and my lev7 katia fmvs have no sound
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V A H K I T I 17-Jul-20 01:32 AM
Yeah mine don't either. I asked you a while ago if yours were the same and you said no, so I just figured it was an issue on my end.
@🐸 Fraug (The Ass-Man) Boi
Pac
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The Cap'm (Reese) 17-Jul-20 01:32 AM
well I did a fresh build since something was causing a shutdown that I didn't want to bother finding, and now they have no noise
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V A H K I T I 17-Jul-20 01:33 AM
Well fucc
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The Cap'm (Reese) 17-Jul-20 01:36 AM
copied my old ones and the sound returns
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V A H K I T I 17-Jul-20 01:36 AM
Well don't push that because IIRC fraug did stuff to these that is otherwise important
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The Cap'm (Reese) 17-Jul-20 01:36 AM
I won't
I will however add MAN3 to the patch notes if that's alright
man we really need to fix how max HP/Energy is determined
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V A H K I T I 17-Jul-20 01:39 AM
Ye
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The Cap'm (Reese) 17-Jul-20 01:39 AM
This is not okay :v
Nor is this
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V A H K I T I 17-Jul-20 01:41 AM
J E S U S
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The Cap'm (Reese) 17-Jul-20 01:42 AM
TAHU THE INVINCIBLE
That's Akamai+Wairuha+Gali+Pohatu+Kopaka+Lewa+Tahu, and now the game will never be hard again :p
but I work early tomorrow so I'll push the patch notes and sleep
done
night
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V A H K I T I 17-Jul-20 01:50 AM
THere he be
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V A H K I T I 17-Jul-20 01:59 AM
C R A B
Content suggestion @UTTER_BODGE
A character editor within your thing that can visualize and export spheres.cdx and cylinder slbs.
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UTTER_BODGE 17-Jul-20 02:02 AM
maybe
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🐸 Fraug (The Ass-Man) 17-Jul-20 02:03 AM
Hey Liam what's up
@d I was
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V A H K I T I 17-Jul-20 02:04 AM
Ye
Apparently the last version of your level 7 fmvs have no sound
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🐸 Fraug (The Ass-Man) 17-Jul-20 02:04 AM
Oh I thought I fixed that? Is there a link I sent you?
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V A H K I T I 17-Jul-20 02:05 AM
Not that I recall
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🐸 Fraug (The Ass-Man) 17-Jul-20 02:05 AM
Okay tomorrow (today) I'll hop on it
Is that the kaita fight?
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V A H K I T I 17-Jul-20 02:05 AM
ye
THe kini meeting has no sound either I think
And there's the boi. :p
Currently the area crashes on quit though after adding the Manas. Not entirely sure why
Any usual suspects I should be remembering @ShadowDraikana?
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ShadowDraikana 17-Jul-20 02:14 AM
whats the address
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V A H K I T I 17-Jul-20 02:14 AM
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ShadowDraikana 17-Jul-20 02:14 AM
??????????????? thats not a usual crash
looks like some kind of crash masking going on
div by 0 error i think
if that code is right
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V A H K I T I 17-Jul-20 02:15 AM
oof
I'll give it a more detailed look in a sec. Just finishing up the positioning
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V A H K I T I 17-Jul-20 02:30 AM
menacing menacing menacing menacing menacingmenacing menacing menacing (edited)
This is the debug of the crash btw
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Aurora 17-Jul-20 02:41 AM
I was going to say it feels like the kaita are too dark, but then I remembered
The entire mnog scene was silhouettes
So it all makes sense
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V A H K I T I 17-Jul-20 02:48 AM
Well I havenèt added lights in here yet either
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benji 17-Jul-20 02:58 AM
Oh huh a hookmod is in the call stack
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V A H K I T I 17-Jul-20 03:01 AM
.-.
So it is
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V A H K I T I 17-Jul-20 03:52 AM
God I fucking hate lights in this game
Trying to light up this entire platform from the bottom is nigh impossible because lights can't fucking shine through objects, regardless of face directions. >->
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V A H K I T I 17-Jul-20 04:06 AM
FINALLY
Jesus
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V A H K I T I 17-Jul-20 04:19 AM
Also @🐸 Fraug (The Ass-Man)
THere's one frame at the beginning of the Kaita fight from the previous scene
Just a head's up
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benji 17-Jul-20 04:43 AM
Are you talking about lights in Maya?
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V A H K I T I 17-Jul-20 04:43 AM
No in game
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benji 17-Jul-20 04:44 AM
I didn't think objects cast shadows
scenery
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V A H K I T I 17-Jul-20 04:44 AM
They don't.
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benji 17-Jul-20 04:44 AM
so then how can lights not shine though objects?
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V A H K I T I 17-Jul-20 04:44 AM
No idea unless I did something wrong initially. I finagled my way into getting it working eventually though
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Aurora 17-Jul-20 05:52 AM
@V A H K I T I I think if you add footfall fx to the kaita it would be perfect. :0
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UTTER_BODGE 17-Jul-20 02:04 PM
Trying to light up this entire platform from the bottom is nigh impossible because lights can't fucking shine through objects, regardless of face directions. >->
plenty of lights go straight through things though?
the most obvious example is spotlights pretty much anywhere but pretty sure I've seen it with point lights too
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V A H K I T I 17-Jul-20 02:06 PM
Yeah I went into vllg1 to see your work on the vuata maca tree
Not sure what happened the first few times.
Can they shine through objects that have their faces well.. facing them? THat may have been part of the issue.
Since the end of the cone was initially outside of a solid sphere
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UTTER_BODGE 17-Jul-20 02:15 PM
that shouldn't make any difference
I'm not aware of the game doing anything like that in general
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V A H K I T I 17-Jul-20 02:17 PM
Weird. I just had a lot of trouble in general getting this working.
However I did figure it out eventually
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UTTER_BODGE 17-Jul-20 02:17 PM
how many characters in the scene did you have
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V A H K I T I 17-Jul-20 02:17 PM
Now it's technically the first completed Makuta level. 😄
Uh
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UTTER_BODGE 17-Jul-20 02:17 PM
cause the only time I've ran into lights not working was rebuilt ga-koro
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V A H K I T I 17-Jul-20 02:17 PM
Let's see, myself and Akamai plus seven Manas. So not more than some other places.
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UTTER_BODGE 17-Jul-20 02:17 PM
and I'm still not sure what's up with that
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The Cap'm (Reese) 17-Jul-20 02:18 PM
Are the shadow Toa canisters in yet
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UTTER_BODGE 17-Jul-20 02:18 PM
but that's the only common thread I can maybe think of?
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V A H K I T I 17-Jul-20 02:18 PM
Oh right the canisters
Thanks for the reminder
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The Cap'm (Reese) 17-Jul-20 02:18 PM
No problem. Now, back to sorting all the Nike shoes...
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V A H K I T I 17-Jul-20 02:18 PM
:v
Here's what's done so far btw you two. :p https://www.youtube.com/watch?v=Q5xJZe5f2Qk
Liam noticed this morning that the pillar in PST2 was exactly the same model used in the Manas fight FMV. From there, it just kinda snowballed into remaking the area from the ground up! Download the game at: http://bit.ly/LegendNoLonger http://bit.ly/LegendofMataNui or autom...
Pretty much everything aside from UV tweaks and the aforementioned canisters
Other than that it's all scripted and lit
There is that one issues with the bridge parts flying around tho
Idk what's up with that
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ShadowDraikana 18-Jul-20 09:59 AM
i may have time today for handling refactoring
yup i have an idea whats triggering that ccrash
theres address masking going on once again
note its dying on finding a method
classic classic crash
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V A H K I T I 18-Jul-20 12:23 PM
Odd
Why would it dye on a method only after adding in the Manas?
I hadn't scripted them or anything at the time.
It's possibly worth noting though that the game will also crash if you have one in the starting area of this area close to spawn. Presumably some issue with the player spawning within their field of view and tripping their AI?
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ShadowDraikana 18-Jul-20 12:26 PM
ohhhhhhh
yeah thats likely due to the manas themselves then
if they're the ones tripping this
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V A H K I T I 18-Jul-20 12:26 PM
Not sure how that could be though.
Cause I literally just copied most of their data from crb1
I guess I can tweak the model to rule that out
I want to get rid of the extra animation BHDs anyways
The manas actually need them
The default pose for them has them balanced on the back of their tread for some reason
Saffire pls
Was that really so hard? Pac
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V A H K I T I 18-Jul-20 01:31 PM
Update
THe model was not the cause either
@ShadowDraikana
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ShadowDraikana 18-Jul-20 01:32 PM
at least that's ruled out
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V A H K I T I 18-Jul-20 01:32 PM
Yeah. Idk what it could be at this point. I've pretty much ruled out the models, AIInfo, and Movelists.
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ShadowDraikana 18-Jul-20 01:34 PM
so what is exactly happening with them
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V A H K I T I 18-Jul-20 01:35 PM
No idea. They function normally, they just somehow cause a quit crash
The only other thing I can think of is some issue with the spheres.cdx
That's the only data file original to the character
And even just cutting that down to 1 sphere entry after looking over it for errors doesn't solve the problem.
Not the animevents either
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ShadowDraikana 18-Jul-20 02:17 PM
wait wait back up
just the presence of the crabs causes the quit crash
but nothing else
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V A H K I T I 18-Jul-20 02:55 PM
Ye
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ShadowDraikana 18-Jul-20 03:20 PM
????????????????????????????
its dying on removing them then
but why is it trying to find a method during the crash
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V A H K I T I 18-Jul-20 03:21 PM
Just doing some more debugging
it does it for Akamai alone too (edited)
All I added to him was an aiinfo SLB to make him function as an NPC.
Everything else is original
And it doesn't crash when you quit the areas where you play as him (edited)
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ShadowDraikana 18-Jul-20 03:46 PM
sounds like something to do with aiinfo
double check that
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V A H K I T I 18-Jul-20 03:46 PM
Possibly, but I'm not sure what it could be.
I did the same thing for BTG Onua
And he doesn't crash the test level
Whenua is also a dual player + NPC character
Albeit not super functional yet as a player.
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ShadowDraikana 18-Jul-20 06:35 PM
hmmmmmmm
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The Cap'm (Reese) 18-Jul-20 10:55 PM
qq
why does KUTA force you to be Wairuha
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V A H K I T I 18-Jul-20 10:56 PM
Oh, I must have pushed that by accident.
I needed it for the recording because of the loading issues and the way part of the debug menu sticks on screen when you change characters.
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The Cap'm (Reese) 18-Jul-20 10:57 PM
for that matter, why does MAN3 force you to be Wairuha and not PST2
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V A H K I T I 18-Jul-20 10:57 PM
?
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The Cap'm (Reese) 18-Jul-20 10:58 PM
what do you mean ?
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V A H K I T I 18-Jul-20 10:58 PM
Do you not enter man3 from kuta?
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The Cap'm (Reese) 18-Jul-20 10:58 PM
Yes. after PST2.
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V A H K I T I 18-Jul-20 10:58 PM
ah
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The Cap'm (Reese) 18-Jul-20 10:59 PM
You play through Akamai's bit, which leads to KUTA's left path. At the end of the left path, the trigger puts you in PST2 while playing the ToaWarp noise, indicating the switch between Akamai and Wairuha
PST2 leads to the right path of KUTA, which then leads to MAN3
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ShadowDraikana 19-Jul-20 08:55 AM
the osi debug server dll is in the call stack btw as i rhink its trying to.catch the osi error. im going to try reproducing and seeing i can get anything useful out of it
i dont understand why theres a.crash in osi related code when the manas are in play
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V A H K I T I 19-Jul-20 01:22 PM
Any luck? Sorry, I just woke up. xP
Nice to have ya back btw. 😄
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ShadowDraikana 19-Jul-20 04:05 PM
stuff happened so that didnt go anywhere
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V A H K I T I 19-Jul-20 04:06 PM
hecc
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The Cap'm (Reese) 20-Jul-20 12:17 AM
fixed the character switching thing from yesterday with Wairuha
cuz I got bored
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V A H K I T I 20-Jul-20 12:18 AM
Nce
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The Cap'm (Reese) 20-Jul-20 12:18 AM
pushing now
done
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V A H K I T I 20-Jul-20 12:18 AM
😄
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V A H K I T I 20-Jul-20 12:34 AM
S o o n. :v
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The Cap'm (Reese) 20-Jul-20 12:43 AM
Realized just now I never put any music in MAN1 (nor added it to the lego_level_7 class because that makes sense). Gonna push that now too.
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The Cap'm (Reese) 20-Jul-20 01:18 AM
this is unrelated to anything we've been doing but where all are the characters in FRNT set up? Is it only gs_lego_screenfrontend or is there another place (edited)
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V A H K I T I 20-Jul-20 01:19 AM
I think it's just there.
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The Cap'm (Reese) 20-Jul-20 01:19 AM
okay cool
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V A H K I T I 20-Jul-20 01:20 AM
It reads from the unlocks director and loads them in based on input from the file
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The Cap'm (Reese) 20-Jul-20 01:20 AM
then I'm just doing something wrong, carry on
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V A H K I T I 20-Jul-20 01:20 AM
Trying to set up the Kaita?
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The Cap'm (Reese) 20-Jul-20 01:20 AM
Just as a test, but ye
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V A H K I T I 20-Jul-20 01:20 AM
The Kaita are classified as unlocked when you first boot up Makuta.
So when you first play as Akamai, they're added to the file
Well Akamai is
I haven't set up wairuha yet.
But you can see what I did to set up Akamai in either.. mana or lego_level_7 I think and mirror it in whatever Wairuha's first area is
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The Cap'm (Reese) 20-Jul-20 01:22 AM
I put em in the char slb, copied over the code from Onua and changed names where necessary, added Akamai and Wairuha to the variables, and changed animation names
and it crashes :v
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V A H K I T I 20-Jul-20 01:22 AM
Well only Akamai is set up as an NPC character right now.
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The Cap'm (Reese) 20-Jul-20 01:22 AM
oh
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V A H K I T I 20-Jul-20 01:22 AM
You can just copy the AIInfo file from him to make Wairuha work as an NPC
That's all any character needs to function as one
Player characters don't have them by default because this is never something Saffire did
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The Cap'm (Reese) 20-Jul-20 01:23 AM
ye
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V A H K I T I 20-Jul-20 01:24 AM
At any rate that's probably why you're crashing
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The Cap'm (Reese) 20-Jul-20 01:27 AM
yup that was it
Now to properly position them so they're actually visible from where I was thinking :v
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V A H K I T I 20-Jul-20 01:28 AM
:p
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The Cap'm (Reese) 20-Jul-20 01:42 AM
so for adding their masks on, I see the other toa use this: gccharacter::addpart(tahu, "tahu/mk6a", 6);
I get the part where I switch the names around, but what about the number afterwards
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V A H K I T I 20-Jul-20 01:43 AM
It's just the instance of an added part. So there are 6 added in the level.
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The Cap'm (Reese) 20-Jul-20 01:43 AM
ah
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V A H K I T I 20-Jul-20 01:43 AM
It doesn't really matter when you're doing it per character but for consistency just start from 7
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The Cap'm (Reese) 20-Jul-20 01:43 AM
well other parts use 7-10
(shield, axe, swords)
so I start at 11
there we go
was gonna put them over by the Play Game temple, but nowhere looked too good without having them waaaay off in the background
And I might move them down to the Options menu, but that requires positioning to dodge camera pans, and I do not have the energy for that tonight
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V A H K I T I 20-Jul-20 01:47 AM
If you want to keep them here, definitely despawn the other toa as well
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The Cap'm (Reese) 20-Jul-20 01:47 AM
I don't
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V A H K I T I 20-Jul-20 01:47 AM
o
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The Cap'm (Reese) 20-Jul-20 01:48 AM
Again this was more a test to make sure I could do it than a permanent placing
I really wanted them over by the save selection
but the best place would be on the hill, and I doubt that would look too good
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V A H K I T I 20-Jul-20 01:48 AM
hecc
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The Cap'm (Reese) 20-Jul-20 01:49 AM
I tried putting them on the temple "stairs" and then right in front of said "stairs" and both times they were too far
even though it looked pretty good up closer
If you want to see for yourself
(this is the one with them behind the toa)
(i'm going to bed now)
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V A H K I T I 20-Jul-20 01:55 AM
night :p
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The Cap'm (Reese) 20-Jul-20 11:31 AM
version 1
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V A H K I T I 20-Jul-20 11:32 AM
Nice
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Zhokker 20-Jul-20 11:32 AM
Cool
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The Cap'm (Reese) 20-Jul-20 11:32 AM
Managed to get it so the camera doesn't clip through them
At some point in the future I'd like to make frontend a bit more detailed in this part. This area is completely empty normally and looks super bland; no flora or anything but flat green. (edited)
The actual options screens at least give views of the map from different angles
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The Cap'm (Reese) 20-Jul-20 11:59 AM
Guess I'll push it
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The Cap'm (Reese) 20-Jul-20 12:01 PM
done
includes Wairuha's aiinfo as well ftr
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The Cap'm (Reese) 20-Jul-20 12:14 PM
In other news, this transitions surprisingly well in-game
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V A H K I T I 20-Jul-20 12:15 PM
Nice
I kind of want to make an extra scene to come before the ending just to explain what is eventually going to be there
So we don't have people asking where he be
:p
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The Cap'm (Reese) 20-Jul-20 12:16 PM
well make another version of the fmv with an end card explaining that, then :v
or something
regardless pushing now
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The Cap'm (Reese) 20-Jul-20 12:34 PM
done
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The Cap'm (Reese) 20-Jul-20 01:01 PM
...So random thing
I just got Akamai's ledge grab working
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V A H K I T I 20-Jul-20 01:02 PM
Oh?
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The Cap'm (Reese) 20-Jul-20 01:03 PM
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V A H K I T I 20-Jul-20 01:04 PM
Nice, movelist edit?
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The Cap'm (Reese) 20-Jul-20 01:04 PM
Yep
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V A H K I T I 20-Jul-20 01:04 PM
Nice.
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The Cap'm (Reese) 20-Jul-20 01:04 PM
Basically copied Onua's and it works.
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V A H K I T I 20-Jul-20 01:04 PM
Now if you can get his other animations and schuut working, he'll actually be a viable character
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The Cap'm (Reese) 20-Jul-20 01:04 PM
Also trying to get his runjump_land working
minus the screen shake which I have no idea how that works
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V A H K I T I 20-Jul-20 01:05 PM
Oh yeah, he did do that didn't he?
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The Cap'm (Reese) 20-Jul-20 01:05 PM
Yea
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V A H K I T I 20-Jul-20 01:05 PM
I think we can script that
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The Cap'm (Reese) 20-Jul-20 01:05 PM
Preferably both would in my eyes
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V A H K I T I 20-Jul-20 01:05 PM
We can just have something looking for an animation and shake the screen when it happens
@ShadowDraikana That's a thing we can do, right?
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ShadowDraikana 20-Jul-20 01:11 PM
yes
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V A H K I T I 20-Jul-20 01:11 PM
Naisu
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Aurora 20-Jul-20 01:12 PM
So of course with that cutscene hinting at a sequel game, we'll be making a sequel game right
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ShadowDraikana 20-Jul-20 01:12 PM
add the anim to the checkanimdone stack then fire the code in event 11 using said anim as an arg
i can rig it up
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V A H K I T I 20-Jul-20 01:12 PM
Sweet. @The Cap'm (Reese) can let ya know if/when he gets the animation working then. 🙂
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The Cap'm (Reese) 20-Jul-20 01:13 PM
Currently an if
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V A H K I T I 20-Jul-20 01:13 PM
I'm surprised we're making as much progress with the Kaita as we are tbh.
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The Cap'm (Reese) 20-Jul-20 01:13 PM
From what I understand of movelists, I don't think there's a comparable thing to an actual landing animation
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V A H K I T I 20-Jul-20 01:13 PM
Reminder of how ludicrously broken they are in the beta out of the box
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The Cap'm (Reese) 20-Jul-20 01:14 PM
Landing animations exist for other Toa, but from what I can tell their runjump_stall animations never have a split trigger into it
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V A H K I T I 20-Jul-20 01:14 PM
I mean, is there a reason we can't just copy Onua's movelist verbatim and just change the animation calls?
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The Cap'm (Reese) 20-Jul-20 01:14 PM
well as I just said I don't think that will work in this instance
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V A H K I T I 20-Jul-20 01:14 PM
Why's that?
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The Cap'm (Reese) 20-Jul-20 01:14 PM
Because of what I just said.
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V A H K I T I 20-Jul-20 01:15 PM
I don't understand what you just said. Pac
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The Cap'm (Reese) 20-Jul-20 01:15 PM
We can do what you said (which is what I...did for the most part back when I first looked at these), but for this specific thing there seems to be no equivalent
What I'm doing right now is trying to get Akamai to play his landing animation after he lands from a running jump.
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V A H K I T I 20-Jul-20 01:16 PM
Is that not something the other Toa do?
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The Cap'm (Reese) 20-Jul-20 01:17 PM
However, there doesn't seem to be any example of a split trigger in at least Onua's movelist where the runjump_stall animation (falling after a jump) leads into the runjump_land animation
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V A H K I T I 20-Jul-20 01:17 PM
So in other words, they have the animation, but it's never rigged up to play
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The Cap'm (Reese) 20-Jul-20 01:17 PM
From what I can tell yes
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V A H K I T I 20-Jul-20 01:17 PM
Why didn't you just say that? Pac
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The Cap'm (Reese) 20-Jul-20 01:18 PM
Because I thought that was clear from my previous wording Pac
the animation is called elsewhere in Onua's movelist (it has its own entry that leads into other animations, as well as one coming out of a ledge grab) but it isn't called in relation to runjump_stall
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V A H K I T I 20-Jul-20 01:20 PM
weird
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The Cap'm (Reese) 20-Jul-20 01:20 PM
and the other calls have been copied into akamai's movelist already
which is why it plays after getting up from a ledge grab
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Aurora 20-Jul-20 01:23 PM
Wait do you get to play as both kaita? :0
That's heckin rad
Sorry I'm so out of the loop
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V A H K I T I 20-Jul-20 01:24 PM
We still need to get @Grampa Walker to update the alpha models, but right now Lev2 stuff takes priority
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The Cap'm (Reese) 20-Jul-20 01:33 PM
Direct copy of Onua's movelist with only animation name changes.
It sort of works
Speed and jump height hasn't been adjusted obviously
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The Cap'm (Reese) 20-Jul-20 01:45 PM
Tried doing it with the throwing animations as well, but it went...poorly.
I'll push the movelist with the addition of ledge grabbing at least
after I add it to Wairuha
...oh ok
I guess Wairuha doesn't like the ledge grab
Akamai only it is, then :p
I think my brain hurts too much for me to continue at present
maybe we do this once we actually do that movelist r&d
@V A H K I T I Did you ever finish that texturing work in MANA?
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The Cap'm (Reese) 20-Jul-20 04:17 PM
Just noticed that the "Level Designers" text isn't yellow like it's supposed to be in the credits
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V A H K I T I 20-Jul-20 04:19 PM
nani
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The Shadow Emperor 20-Jul-20 04:22 PM
while we're on the topic of credits, could I get my nickname changed from Imperator to Emperor?
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ShadowDraikana 20-Jul-20 05:07 PM
>me opening the script
the fuck is this? the fuck is that? the fuck is any of this shit?
im just messing around
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V A H K I T I 20-Jul-20 05:08 PM
:v
What ya working on?
Also yea, we can adjust the credits. Remind me tomorrow though, cause I've had enough video editing for one day
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ShadowDraikana 20-Jul-20 05:12 PM
in the video credits or the game credits
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V A H K I T I 20-Jul-20 05:12 PM
video
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ShadowDraikana 20-Jul-20 05:12 PM
because the game credits i can fix like right now
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V A H K I T I 20-Jul-20 05:12 PM
May as well update both, but only the video has the colour mismatch
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The Cap'm (Reese) 02-Aug-20 11:07 PM
To un-kill this chat for a second, got the new Le-Tohunga in.
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The Cap'm (Reese) 02-Aug-20 11:53 PM
(throwing an @V A H K I T I here so this can be yes or no'd before I push)
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V A H K I T I 03-Aug-20 12:34 AM
Ah, well since Aurora is generally okay with using Makita still it seems, we can put this in the backburner for now. Keep the files though, we'll see how things pan out
We may yet still need them
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The Cap'm (Reese) 03-Aug-20 12:35 AM
well regardless I think this is better than before in terms of writing quality but aight
also you said Makita again Pac
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V A H K I T I 03-Aug-20 12:36 AM
Look my autocorrect is a bitch k? xD
I'll have a look at the video when I get home. Just out for a bit rn
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The Cap'm (Reese) 03-Aug-20 12:36 AM
k
it's fully programmed, ftr; the first conversation (shown in the video) plus two aftertext entries (not shown since the filesize would get too big for discord)
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UTTER_BODGE 03-Aug-20 01:20 AM
I feel like that conversation would be funnier if the final line were omitted but it's just me
and/or replaced by some line from lewa
it's amusing as-is
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V A H K I T I 03-Aug-20 01:45 AM
I agree.
And I like it
xP
I guess we'll move Ganto to the museum or something.
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The Cap'm (Reese) 03-Aug-20 01:53 AM
Cut the last line. I'll push.
done
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V A H K I T I 03-Aug-20 01:57 AM
Yeet
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The Cap'm (Reese) 03-Aug-20 02:00 AM
random thing; MAN3 shouldn't have a backtrack trigger to KUTA unless you want to put a new start point in, since right now it spits Wairuha onto Akamai's KUTA path
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The Cap'm (Reese) 03-Aug-20 01:56 PM
Couple things. First, dying as Pohatu currently activates Potatu.
Pac 2
PoorTahu 1
🥔 1
Second, I have created boi
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V A H K I T I 03-Aug-20 02:07 PM
eyes_shaking
Also wtf how
The code for Potatu should be disabled unless there's something I forgot in the kill methods of the player class
I'll have to have a look when I get back from work tonight
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The Cap'm (Reese) 03-Aug-20 02:13 PM
oh it also happens after area transition
fun
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The Cap'm (Reese) 03-Aug-20 02:40 PM
well blue scorpo is now in; pushing
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The Cap'm (Reese) 03-Aug-20 03:05 PM
okay this came out a lot weirder than I thought it would
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V A H K I T I 03-Aug-20 03:06 PM
bruh
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The Cap'm (Reese) 03-Aug-20 03:09 PM
oh
maybe kopaka can't have one of these
I just killed it with the melee 🙃
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V A H K I T I 03-Aug-20 03:10 PM
Did you remember not to include the hitbox file?
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The Cap'm (Reese) 03-Aug-20 03:10 PM
Oh yeaaaaaaaaah
that was a thing
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V A H K I T I 03-Aug-20 03:11 PM
:p
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The Cap'm (Reese) 03-Aug-20 03:11 PM
that's spheres.cdx right
or is that cylinder
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V A H K I T I 03-Aug-20 03:11 PM
I forget which tbh
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The Cap'm (Reese) 03-Aug-20 03:17 PM
well uh
that worked, but...
Now the game's freaking out when I get near it
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V A H K I T I 03-Aug-20 03:47 PM
Try the other file?
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The Cap'm (Reese) 03-Aug-20 03:47 PM
well deleting the spheres.cdx was fine for the scorpion
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V A H K I T I 03-Aug-20 03:51 PM
NujuThink
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The Cap'm (Reese) 03-Aug-20 04:04 PM
deleting cylinder is a big no no
insta crash
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V A H K I T I 03-Aug-20 04:04 PM
Oof
Maybe it's too large?
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The Cap'm (Reese) 03-Aug-20 04:05 PM
I think (think) that it's because their attack animation stretches their neck
so they made the cylinder larger to compensate?
Maybe?
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V A H K I T I 03-Aug-20 04:05 PM
Well he won't be doing that
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The Cap'm (Reese) 03-Aug-20 04:05 PM
yeah I mean for the vanilla wrat
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V A H K I T I 03-Aug-20 04:06 PM
ye
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The Cap'm (Reese) 03-Aug-20 04:07 PM
we have a way to visualize cylinder slbs, right?
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V A H K I T I 03-Aug-20 04:07 PM
Nope. 😄
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The Cap'm (Reese) 03-Aug-20 04:07 PM
oh
well shit
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V A H K I T I 03-Aug-20 04:08 PM
Well yes and no really.
We can visualize a couple of points, but I've never been able to get a good idea of what they represent
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The Cap'm (Reese) 03-Aug-20 04:08 PM
fack
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V A H K I T I 03-Aug-20 04:08 PM
It doesn't draw a box like it does for triggers
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The Cap'm (Reese) 03-Aug-20 04:09 PM
I was going to use a bat for this passive, but I realized that would require it to...never fly up :v
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V A H K I T I 03-Aug-20 04:10 PM
I mean
You could always make it "walk" and then do what I did with the skates Tohunga and offset his vertical position
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The Cap'm (Reese) 03-Aug-20 04:12 PM
yeah i have no clue how to do that so
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ShadowDraikana 03-Aug-20 08:49 PM
the fuck is going on in here
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The Cap'm (Reese) 03-Aug-20 08:50 PM
Wolf Rats have wonky ass collision
Oh and dying or loading a new area makes Potatu load
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V A H K I T I 03-Aug-20 08:52 PM
I am home now. Will have a look at this in a bit.
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The Cap'm (Reese) 03-Aug-20 08:52 PM
Kewl
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ShadowDraikana 04-Aug-20 08:23 AM
you didnt
potatu
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The Cap'm (Reese) 04-Aug-20 01:06 PM
if potatu falls into a bush does he technically become a potatu salad
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The Cap'm (Reese) 04-Aug-20 02:17 PM
if he goes gambling does he use potatu chips
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V A H K I T I 04-Aug-20 02:19 PM
Still need to have a look at this. Was exhausted yesterday. Will see if I have time today.
You know
I looked at the legend FMV recently.
And I have no problem reading any of it.
I think your monitor needs calibrating, Reese. :p
FYI it's on YouTube if anyone wants to back me up
Legend FMV for the formerly unreleased Legend of Mata Nui on PC (August 2020 REBUILT ver.) ---------------------------------------------------------------------------------- Download this and more at http://biomediaproject.com/bmp/videos
Like yes, it could definitely pop out a LITTLE more, but none of it is hard to read.
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JrMasterModelBuilder 04-Aug-20 02:29 PM
The contrast is pretty low in a lot of places.
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V A H K I T I 04-Aug-20 02:30 PM
Hmm
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The Cap'm (Reese) 04-Aug-20 02:31 PM
i told you i'm not crazy
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UTTER_BODGE 04-Aug-20 03:22 PM
it's not great
not the absolute worst
but not great
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V A H K I T I 04-Aug-20 03:37 PM
Fair
:p
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ShadowDraikana 04-Aug-20 04:46 PM
yeah that is
not great
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V A H K I T I 05-Aug-20 04:50 PM
@The Cap'm (Reese) Question
Do we remember/know the cause of some SFX being cut short or not playing on some PCs?
Jocool is having the issue right now while we're getting set up for the 810 stream
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The Cap'm (Reese) 05-Aug-20 04:50 PM
I don't recall us ever finding the answer to that
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V A H K I T I 05-Aug-20 04:53 PM
Hecc
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The Cap'm (Reese) 05-Aug-20 05:03 PM
is this your subtle way of saying we finally have an 810 plan
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V A H K I T I 05-Aug-20 05:03 PM
Yes. :v
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The Cap'm (Reese) 05-Aug-20 05:03 PM
oh boy
do tell
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Ondrik🅱 (Ondrej) 05-Aug-20 05:03 PM
could I participate in this year's 810
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V A H K I T I 05-Aug-20 05:03 PM
Basically the cross stream with BMOP we tossed around before, and also potentially releasing the soundtrack in lieu of anything really new game-wise
If ya like
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The Cap'm (Reese) 05-Aug-20 05:04 PM
I would also like to considering you gipped us out of last year
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V A H K I T I 05-Aug-20 05:04 PM
Boi
August 10, 2020 is 810NICLE Day, a BIONICLE fan community event presented by BIONICLEsector01.
Here's the schedule
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The Cap'm (Reese) 05-Aug-20 05:04 PM
i assume this we're doing is the 1:30 bit?
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V A H K I T I 05-Aug-20 05:04 PM
@Swert Remind me where this fits in?
Cause we have that gap after the last ryde, and then team kanohi demos
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Swert 05-Aug-20 05:05 PM
Team Kanohi demos is basically the cross-stream stuff
11:30 AM PDT/1:30 PM EDT
so yes
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V A H K I T I 05-Aug-20 05:05 PM
Might wanna tweak the schedule then now that we have that on lock
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Swert 05-Aug-20 05:06 PM
the stuff right after The Last Ryde is whatever xD
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V A H K I T I 05-Aug-20 05:06 PM
Fuck it then
tts
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The Cap'm (Reese) 05-Aug-20 05:07 PM
another six hour round of the card game, you say
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V A H K I T I 05-Aug-20 05:07 PM
Pac
Any of y'all want in on that, let me know
Would be at 11am EDT
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The Cap'm (Reese) 05-Aug-20 05:07 PM
I should be available just about all day
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Swert 05-Aug-20 05:08 PM
TTS it is
for 2 hours
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The Cap'm (Reese) 05-Aug-20 05:08 PM
I don't work again after Saturday since I'm moving to university on the 18th
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Ondrik🅱 (Ondrej) 05-Aug-20 05:08 PM
11 am edt would be 5 pm for me
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V A H K I T I 05-Aug-20 05:08 PM
Nice
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Ondrik🅱 (Ondrej) 05-Aug-20 05:08 PM
so I might join late? Do I need anything to participate or can I just talk?
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V A H K I T I 05-Aug-20 05:09 PM
Ideally everyone should have tabletop sim and be in the game.
You can be in the LOMN part of the stream tho later on
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The Cap'm (Reese) 05-Aug-20 05:09 PM
I have TTS as you know
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Ondrik🅱 (Ondrej) 05-Aug-20 05:10 PM
I don't have tabletop sim unfortunately, but when would the lomn part be?
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V A H K I T I 05-Aug-20 05:11 PM
2:30pm EDT
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Ondrik🅱 (Ondrej) 05-Aug-20 05:11 PM
that should work
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V A H K I T I 05-Aug-20 05:11 PM
yeet
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The Cap'm (Reese) 05-Aug-20 05:11 PM
What exactly will it entail
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Swert 05-Aug-20 05:12 PM
alright, sent a note to Morris to update our schedule
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V A H K I T I 05-Aug-20 05:14 PM
We will be streaming old BMOP builds with guidance and commentary from their team, and they will be streaming the different versions of LOMN with the same from us
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The Cap'm (Reese) 05-Aug-20 05:14 PM
Ahh
Nice
so we help with the digging wall then descend into memes
got it
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V A H K I T I 05-Aug-20 05:15 PM
:v
Right now jocool is having the SFX issue which is kind of an off
Since he'll be streaming the game (edited)
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The Cap'm (Reese) 05-Aug-20 05:16 PM
yikes
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The Cap'm (Reese) 05-Aug-20 06:46 PM
The SFX issue IIRC hasn't come up often enough (or with basically anyone who has posted here) for us to even troubleshoot it
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V A H K I T I 05-Aug-20 06:47 PM
Hecc
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The Cap'm (Reese) 05-Aug-20 06:47 PM
How severe is it for him
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V A H K I T I 05-Aug-20 06:47 PM
Well there are no sounds at all for jumping, landing, or collecting pickups
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The Cap'm (Reese) 05-Aug-20 06:47 PM
Oh yeah that's not good
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V A H K I T I 05-Aug-20 06:47 PM
It plays a cut off sound once
And then never again after
@(Team Kanohi) Jocool1231 Did Rebuilt or alpha work any better?
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The Cap'm (Reese) 05-Aug-20 06:48 PM
Also, wondering if you've tried to reinstall just in case that would help somehow
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(Team Kanohi) Jocool1231 05-Aug-20 06:48 PM
Haven't checked yet hold on.
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V A H K I T I 05-Aug-20 06:48 PM
Well
This was a fresh pull from github
Because I'm having them stream the latest stuff
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The Cap'm (Reese) 05-Aug-20 06:49 PM
Oh. I see.
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(Team Kanohi) Jocool1231 05-Aug-20 06:50 PM
Alpha has sounds, although I can't shoot, is that normal?
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The Cap'm (Reese) 05-Aug-20 06:50 PM
Yeah
Alpha has different attack mechanics
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(Team Kanohi) Jocool1231 05-Aug-20 06:52 PM
And Rebuilt is working fine.
Just the beta is funky. (edited)
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The Cap'm (Reese) 05-Aug-20 06:52 PM
Weird.
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V A H K I T I 05-Aug-20 06:53 PM
That is odd. Try rebuilding the sounds blk? Maybe something fucced up there.
Just delete it from the build folder and run make again
It could also be that we forgot a nocompress file there somehow. I'll check
Hmm, no that's not it
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The Cap'm (Reese) 05-Aug-20 07:00 PM
Also if they have the most recent git stuff you might want to fix Potatu in the next few days 😛
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V A H K I T I 05-Aug-20 07:00 PM
Well we're only convering Onua and Gali for the most part
but ye
They know about Potatu
:p
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The Cap'm (Reese) 05-Aug-20 07:00 PM
but still fix it though
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V A H K I T I 05-Aug-20 07:01 PM
Ye
I've just been super busy with setting up
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The Cap'm (Reese) 05-Aug-20 07:01 PM
Yea
Fancy stuff
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V A H K I T I 05-Aug-20 07:01 PM
I wish I could make the nobua gif into an emote, but no amount of rescaling and compression gets it under discord's 256kb limit
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The Cap'm (Reese) 05-Aug-20 07:02 PM
Oof
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V A H K I T I 05-Aug-20 07:02 PM
Which reminds me, I should push the additions made to the test area to do this
I basically built a green screen there. :v
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The Cap'm (Reese) 05-Aug-20 07:04 PM
Epic
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V A H K I T I 05-Aug-20 07:05 PM
Done
If you ever want to record any characters doing things just put them there I guess
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The Cap'm (Reese) 05-Aug-20 07:05 PM
Yay
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(Team Kanohi) Jocool1231 05-Aug-20 07:10 PM
Rebuilding the sound .blk didn't do nofin.
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Ondrik🅱 (Ondrej) 06-Aug-20 03:00 AM
I wanted to say that I did have some sfx issues when a) setting the sound volume too low b) being in L1A7 after the platforms caused them to abruptly cut out, which was always fixed upon transition to SCRP
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ShadowDraikana 06-Aug-20 08:06 AM
l1a7 cutoff just exists
and is sorta permanent
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V A H K I T I 06-Aug-20 12:10 PM
Ah yes, Ondrik, you're a lifesaver, that is what he did.
@(Team Kanohi) Jocool1231 Remember when you were just faffing about in the menu and were playing with the volume slider? (edited)
That probably did it
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Ondrik🅱 (Ondrej) 06-Aug-20 12:11 PM
Thank you Liam
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V A H K I T I 06-Aug-20 12:11 PM
😄
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Ondrik🅱 (Ondrej) 06-Aug-20 12:11 PM
:>
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ShadowDraikana 10-Aug-20 08:18 PM
looking into the mp3 player
im very curious as to why the method cleanupfordestroy was blanked out in the beta
function call removed basically
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ShadowDraikana 11-Aug-20 09:49 AM
so
we can in fact check for if music is playing
and then perform actions based on that
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ShadowDraikana 11-Aug-20 10:22 AM
going to start looking at refactoring lev7 classes
?????????
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V A H K I T I 11-Aug-20 02:38 PM
For a second I thought that was man3 and I was gonna flog myself. :v
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Ondrik🅱 (Ondrej) 11-Aug-20 02:56 PM
One thing to say to that
BecauseSaffire
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THE-ANTI-VOID 11-Aug-20 02:57 PM
Ooooo
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Ondrik🅱 (Ondrej) 11-Aug-20 02:57 PM
?
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ShadowDraikana 11-Aug-20 03:14 PM
yeah mana is done from a refactor standpoint
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V A H K I T I 11-Aug-20 03:15 PM
Nice
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ShadowDraikana 12-Aug-20 08:47 AM
other lev7 areas coming today
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V A H K I T I 12-Aug-20 01:07 PM
😄
While you're in there, a reminder of a couple of outstanding issues @ShadowDraikana
Pohatu and Kopaka's game breaking render limit, (also affects main) and the flying biridges in Man3
That's the only thing I couldn't resolve there
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