What Is Bubble Allegedly Working On
From OuroDev
- 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
- Already have them all in a spreadsheet
- 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