What Is Bubble Allegedly Working On: Difference between revisions

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* Localisation
=ModMaker=
** Client side changes done
** Server needs testing, as test server was down at the time


* Sequencer
* Command line utility for inserting mods into the raw data files for binning, and also putting client side files into place for pigging.
** Adding emotes - done
* Needs properly documenting and file format writing up
** Using power animations as emotes - done
* Longer term: GUI version, and a utility to make the mod files rather than relying on people doing it by hand
** 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
=Localisation=
** This is probably heavily buried in power code somewhere
* Client side changes done
** Know where all the power defs are, how do we make the power summon based on a flag
* Server needs testing, as test server was down at the time
** Can we reuse the UI system that works for selecting a different animation in the PFX?


* NPC Costume Parts for PCs
=Sequencer=
** Already have them all in a spreadsheet
* Adding emotes - done
*** Parsed the 2500 defs with one of my VB programs
* Using power animations as emotes - done
** <s>Need to manually add them into the CTM files for testing to see what works
* Documenting the sequencer properly
** Or shall I just write an excel to CTM converter and throw them all in at once
* Adding a new power animation to an existing power
** Maybe, I am that crazy</s>
** I found alternate sequencers in the PFX files, find how the UI points to these
** 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
=Mastermind Pets=
** Wrote a program, parsed the entire object library and added it to the base editor (~69,000 items)
* This is probably heavily buried in power code somewhere
** Some items crash the client, some don't seem to have geometry, everything needs sorting, naming and categorising
* Know where all the power defs are, how do we make the power summon based on a flag
*** eg removing geos that relate to costume parts (except maybe helmets)
* Can we reuse the UI system that works for selecting a different animation in the PFX?
*** classifying as floor/wall/ceiling
 
*** deciding if they are active or decorative (eg new generators)
=NPC Costume Parts for PCs=
** Adding NPCs is easy, its literally built into the editor already, need to see how far we can push this
* Already have them all in a spreadsheet
** Adding modular mission map rooms sort of works, but lots of issues to look into
** Parsed the 2500 defs with one of my VB programs
** We can however probably add all the individual parts that go into these rooms, to allow them to be built by hand
* <s>Need to manually add them into the CTM files for testing to see what works
** Should probably add server config options:
* Or shall I just write an excel to CTM converter and throw them all in at once
*** disablePrestige - defaults to 0, when set to 1 base editor ignores prestige costs
* Maybe, I am that crazy</s>
*** 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
* 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