What Is Bubble Allegedly Working On: Difference between revisions

From OuroDev
No edit summary
(Notes on SG Base Items)
Line 20: Line 20:
** Adding a new power animation to an existing power
** Adding a new power animation to an existing power
*** I found alternate sequencers in the PFX files, find how the UI points to these
*** I found alternate sequencers in the PFX files, find how the UI points to these
* Unbinning
** Bintool and Bindump are both partially functional for this
** Bintool can be expanded, but im still figuring this out
** Bindump just needs conversion tools, I've partially written this
*** A few bins dont seem to dump properly, I need to investigate the command line options more
** Work out which defs can be used as is, which need fixing up, which can be replaced by the 2500 files


* Mastermind Pets
* Mastermind Pets
Line 42: Line 35:
** I was that crazy
** I was that crazy
** >7000 parts were put into 230 ctm include files, then manually spliced into the main ctms and binned
** >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 2000 parts have been checked by me and other volunteers
** The Great Processing is underway, currently just shy of 3000 parts have been checked by me and other volunteers
** Next steps:
** Next steps:
*** remove all the ones marked as invalid
*** remove all the ones marked as invalid
Line 48: Line 41:
*** add SKU and make a new product catalog
*** add SKU and make a new product catalog
*** prep bins and piggs for release as a server mod
*** 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


* Add spider parts to non VEATs
[[Category:Bubble's Notes]]
[[Category:Bubble's Notes]]

Revision as of 13:38, 8 June 2019

  • Set up server install 5
    • New createbin install to test a new way of doing it
  • Fix and test contacts.def for ouroboros flashback errors
  • Making I24 Bins
  • 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