What Is Bubble Allegedly Working On: Difference between revisions
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BubbleWrap (talk | contribs) m Removed server install 5: done and documented |
BubbleWrap (talk | contribs) Added ModMaker, reformatted |
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=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 | |||
* | |||
=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 | |||
* Adding new items to SG bases | =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= | |||
* Already have them all in a spreadsheet | |||
** Parsed the 2500 defs with one of my VB programs | |||
* <s>Need to manually add them into the CTM files for testing to see what works | |||
* Or shall I just write an excel to CTM converter and throw them all in at once | |||
* Maybe, I am that crazy</s> | |||
* Have already proof of concepted this, adding files to the CTM lets me add them to my characters | |||
* I was that crazy | |||
* >7000 parts were put into 230 ctm include files, then manually spliced into the main ctms and binned | |||
* The Great Processing is underway, currently just shy of 3000 parts have been checked by me and other volunteers | |||
* Next steps: | |||
** remove all the ones marked as invalid | |||
** group the others into the correct categories | |||
** add SKU and make a new product catalog | |||
** prep bins and piggs for release as a server mod | |||
* Add spider parts to non VEATs | |||
=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]] |
Revision as of 14:08, 13 June 2019
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
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
- Already have them all in a spreadsheet
- Parsed the 2500 defs with one of my VB programs
Need to manually add them into the CTM files for testing to see what works- Or shall I just write an excel to CTM converter and throw them all in at once
Maybe, I am that crazy- Have already proof of concepted this, adding files to the CTM lets me add them to my characters
- I was that crazy
- >7000 parts were put into 230 ctm include files, then manually spliced into the main ctms and binned
- The Great Processing is underway, currently just shy of 3000 parts have been checked by me and other volunteers
- Next steps:
- remove all the ones marked as invalid
- group the others into the correct categories
- add SKU and make a new product catalog
- prep bins and piggs for release as a server mod
- Add spider parts to non VEATs
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