What Is Bubble Allegedly Working On: Difference between revisions
From OuroDev
BubbleWrap (talk | contribs) Notes on SG Base Items |
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 | |||
=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? | |||
* | |||
* Adding new items to SG bases | =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 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
- 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