What Is Bubble Allegedly Working On: Difference between revisions
From OuroDev
| BubbleWrap (talk | contribs) No edit summary | m 13 revisions imported: Importing Portal Corps Wiki pages and history - Feb 6, 2020 | ||
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| =Asymetrical Gloves= | |||
| {| class="wikitable" | |||
| !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 | |||
| * NPC Costume Parts for PCs | =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 | |||
| [[Category:Bubble's Notes]] | [[Category:Bubble's Notes]] | ||
Latest revision as of 11:02, 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
 
- Can handle multiple mods at once, merging them all into the same base data set
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