What Is Bubble Allegedly Working On: Difference between revisions

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* Making I24 Bins
=Asymetrical Gloves=
** Priority: Sequencers, <s>Costumes</s>
*** Costumes done - [[Building Costumes.bin from the I24 def dump]]
** From the I24 defs rather than the 2500 data
** Preferably how to build one bin - probably need to depigg and work from that


* Localisation
{| class="wikitable"
** Client side changes done
!Done
** Server needs testing, as test server was down at the time
|-
|Add Left Glove, Right Glove body parts
|-
|Modify costumes file to utilise new gloves
|-
|Update server/client to handle additional body parts
|-
|Update client to save new-style costumes with different extension
|-
|Ensure existing costume files load succesfully even though lacking new body parts
|-
|Modified Robot Arm 3 to use the generic left gloves list instead of it's own version (it was unique due to being the only pre-existing left only list)
|-
|Add Left Boot, Right Boot, Left Upper Arm body parts (Latter needed for some NPC parts) - Issues with boots, will be shelved for initial release
|-
|Fix up test server costume DB
|-
!To Do
|-
|Modify server to auto-fix DB in future
|-
|Add ability to save old-style costumes (know what needs to be done, need to work out how to do it)
|-
|Costume exploder has done something to arachnos soldiers, look into what and fix it (related to all weapons vanishing, which has been fixed)
|-
|Some way to sync left/right gloves - would be trivial if STUPID COSMIC CORSAIR FX GLOVES didn't exist
|}


* Sequencer
=ModMaker=
** Adding emotes - done
** Using power animations as emotes - done
** Documenting the sequencer properly
** Adding a new power animation to an existing power
*** I found alternate sequencers in the PFX files, find how the UI points to these


<s>
* Command line utility for inserting mods into the raw data files for binning, and also putting client side files into place for pigging.
* Power Tray UI
* Needs properly documenting and file format writing up
** Specifically adding the text counter
* Longer term: GUI version, and a utility to make the mod files rather than relying on people doing it by hand
** And something to turn it on or off, maybe /powercountdown [0|1]
* V1.01
</s> Someone else did this already
** Can handle multiple mods at once, merging them all into the same base data set
*** Can specify 'load mods X and Y' or 'load all mods in these folders' (or both)
** Improved handling of cases where required files are missing
** Mods no longer have to be a single file, they can include sub-files (some optimisation work needed here)
** Tightened up some of the coding to better validate the mod files before attempting to process them


* Unbinning
=Localisation=
** Bintool and Bindump are both partially functional for this
* Client side changes done
** Bintool can be expanded, but im still figuring this out
* Server needs testing, as test server was down at the time
** Bindump just needs conversion tools, I've partially written this
*** A few bins dont seem to dump properly, I need to investigate the command line options more


* Mastermind Pets
=Sequencer=
** This is probably heavily buried in power code somewhere
* Adding emotes - done
** Know where all the power defs are, how do we make the power summon based on a flag
* Using power animations as emotes - done
** Can we reuse the UI system that works for selecting a different animation in the PFX?
* Documenting the sequencer properly
* Adding a new power animation to an existing power
** I found alternate sequencers in the PFX files, find how the UI points to these


* NPC Costume Parts for PCs
=Mastermind Pets=
** Already have them all in a spreadsheet
* This is probably heavily buried in power code somewhere
*** Parsed the 2500 defs with one of my VB programs
* Know where all the power defs are, how do we make the power summon based on a flag
** Need to manually add them into the CTM files for testing to see what works
* Can we reuse the UI system that works for selecting a different animation in the PFX?
** Or shall I just write an excel to CTM converter and throw them all in at once
 
** Maybe, I am that crazy
=NPC Costume Parts for PCs=
** Have already proof of concepted this, adding files to the CTM lets me add them to my characters
* Main processing has been done
* Currently on hold due to Asymetrical Gloves requiring a rebuilt costume file
* Once finished there, will make ModMaker files to splice catalogued NPC parts into costume creator
* Current list is around ~250 new parts that can be directly added with no work
* Some parts will also be spread to other body types than they were originally exported for, due to increased knowledge of how this works
* The costume system is better understood, there are considerably more parts available than originally extracted, and how to make them work has been figured out
* Expect additional releases after the first with more complex parts
** A way to add things like Rikti, which don't align with the player geometry properly, has been thought out, and just needs a little work for prototyping once the test server is free
* NDParse needs a minor update to spit out files compatible with Asymetrical Gloves, this will probably take a few hours to code, debug and process everything
 
=Adding new items to SG bases=
* Wrote a program, parsed the entire object library and added it to the base editor (~69,000 items)
* Some items crash the client, some don't seem to have geometry, everything needs sorting, naming and categorising
** eg removing geos that relate to costume parts (except maybe helmets)
** classifying as floor/wall/ceiling
** deciding if they are active or decorative (eg new generators)
* Adding NPCs is easy, its literally built into the editor already, need to see how far we can push this
* Adding modular mission map rooms sort of works, but lots of issues to look into
* We can however probably add all the individual parts that go into these rooms, to allow them to be built by hand
* Should probably add server config options:
** disablePrestige - defaults to 0, when set to 1 base editor ignores prestige costs
** disableRaidChecks - defaults to 0, when set to 1 base editor allows building in doorways, allows blocking-in items that the editor thinks must have a clear path to, etc


* Add spider parts to non VEATs
[[Category:Bubble's Notes]]
[[Category:Bubble's Notes]]

Latest revision as of 10:02, 6 February 2020

Asymetrical Gloves

Done
Add Left Glove, Right Glove body parts
Modify costumes file to utilise new gloves
Update server/client to handle additional body parts
Update client to save new-style costumes with different extension
Ensure existing costume files load succesfully even though lacking new body parts
Modified Robot Arm 3 to use the generic left gloves list instead of it's own version (it was unique due to being the only pre-existing left only list)
Add Left Boot, Right Boot, Left Upper Arm body parts (Latter needed for some NPC parts) - Issues with boots, will be shelved for initial release
Fix up test server costume DB
To Do
Modify server to auto-fix DB in future
Add ability to save old-style costumes (know what needs to be done, need to work out how to do it)
Costume exploder has done something to arachnos soldiers, look into what and fix it (related to all weapons vanishing, which has been fixed)
Some way to sync left/right gloves - would be trivial if STUPID COSMIC CORSAIR FX GLOVES didn't exist

ModMaker

  • Command line utility for inserting mods into the raw data files for binning, and also putting client side files into place for pigging.
  • Needs properly documenting and file format writing up
  • Longer term: GUI version, and a utility to make the mod files rather than relying on people doing it by hand
  • V1.01
    • Can handle multiple mods at once, merging them all into the same base data set
      • Can specify 'load mods X and Y' or 'load all mods in these folders' (or both)
    • Improved handling of cases where required files are missing
    • Mods no longer have to be a single file, they can include sub-files (some optimisation work needed here)
    • Tightened up some of the coding to better validate the mod files before attempting to process them

Localisation

  • Client side changes done
  • Server needs testing, as test server was down at the time

Sequencer

  • Adding emotes - done
  • Using power animations as emotes - done
  • Documenting the sequencer properly
  • Adding a new power animation to an existing power
    • I found alternate sequencers in the PFX files, find how the UI points to these

Mastermind Pets

  • This is probably heavily buried in power code somewhere
  • Know where all the power defs are, how do we make the power summon based on a flag
  • Can we reuse the UI system that works for selecting a different animation in the PFX?

NPC Costume Parts for PCs

  • Main processing has been done
  • Currently on hold due to Asymetrical Gloves requiring a rebuilt costume file
  • Once finished there, will make ModMaker files to splice catalogued NPC parts into costume creator
  • Current list is around ~250 new parts that can be directly added with no work
  • Some parts will also be spread to other body types than they were originally exported for, due to increased knowledge of how this works
  • The costume system is better understood, there are considerably more parts available than originally extracted, and how to make them work has been figured out
  • Expect additional releases after the first with more complex parts
    • A way to add things like Rikti, which don't align with the player geometry properly, has been thought out, and just needs a little work for prototyping once the test server is free
  • NDParse needs a minor update to spit out files compatible with Asymetrical Gloves, this will probably take a few hours to code, debug and process everything

Adding new items to SG bases

  • Wrote a program, parsed the entire object library and added it to the base editor (~69,000 items)
  • Some items crash the client, some don't seem to have geometry, everything needs sorting, naming and categorising
    • eg removing geos that relate to costume parts (except maybe helmets)
    • classifying as floor/wall/ceiling
    • deciding if they are active or decorative (eg new generators)
  • Adding NPCs is easy, its literally built into the editor already, need to see how far we can push this
  • Adding modular mission map rooms sort of works, but lots of issues to look into
  • We can however probably add all the individual parts that go into these rooms, to allow them to be built by hand
  • Should probably add server config options:
    • disablePrestige - defaults to 0, when set to 1 base editor ignores prestige costs
    • disableRaidChecks - defaults to 0, when set to 1 base editor allows building in doorways, allows blocking-in items that the editor thinks must have a clear path to, etc