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Messages - Slowhand

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1
Tools and Modifications / Jinxed Jack Interface
« on: December 06, 2023, 06:20:56 pm »
JJ interface for reloaded.
https://github.com/Sasabmeg/FOnline-BraveNewWorld/raw/dev/PReloaded/Client/data/JinxedJack.zip?download=

1. Fixed split option to have plus/minus buttons visible.
2. Higher resolutions have a slightly increased action points bar for better visibility.
3. Fixed world map interface to use JJ theme (fixed by Rado)


2
Bugs / Quest: Junktown - Optimizing the Power House - minor bugs
« on: November 28, 2023, 01:32:57 pm »
There are several minor bugs or annoyances:

1. Thomas will randomly break conversation and wander a few hexes, thus you may not have time to read what he wants, but quest would progress next phase. Need to use wiki to know what to do to solve quest.
2. When you try to optimize the 3 generators (use science on them), you would get a message that repairing made you tired and a repair timeout timer shown, just like FA, or drugs, but it has no noticeable effect. It's just there, probably a remnant of 2238 code?

3
The Workshop / 9. Adding or modifying graphical assets.
« on: September 18, 2023, 11:42:06 am »
9. Adding or modifying graphical assets.

Client side:
  • Creating a custom animation frame file (.fofrm), for the item to show on map:
    • Navigate to ..\Client\data\base.zip\art\items\ folder, and look up the structure of a fofrm file.
    • Create the fofrm file as described below, but to a temporary location of your choosing, copy the image to it as described later.
    • fps=10 what fps will the animation of the item run, if there is animation, this is default 10, or sometimes 8.
    • count=1 how many frames are the for the animation, if it's 1 then the item has no animation.
    • offs_x=-23 move the middle of the image 23 pixels to the left, if positive then to the right. If this is 0, then it's centered on the X axis.
    • offs_y=50 move the whole image 50 pixels up, so if an image is 100 pixels tall, it would be centered on the Y axis.
    • [dir_0] this will tell the engine that frames will come for direction 0, which is how the item would look facing North-East on the map.
    • frm_0=fish_circling1_01.png this is the image file for the first frame in given direction. If your item uses animations, there will be more of these with the suffix increasing
  • Create image file:
    • Download random image from web or create the one with your favorite paint tool, use .png file type when you save it.
    • Custom images can contain all colors in 32 bit range, you can use transparency as well, thus .png files work best, as size not an issue. Side note: Original fallout 1/2 image files contained only up to 240 different colors and color blue was used for transparent color, but you don't need to worry about that.
  • Create inventory image - repeat this process for the image that will be shown in inventory, if the item is picked up.
  • Copy the .fofrm files and their images to the respective folder structure:
    • ..\Client\data\base.zip\art\items\ for items on the map
    • ..\Client\data\base.zip\art\inven\ for items in the inventory
  • Alternatively, use a new zip file (example: fishing.zip) to store the data, you need to copy the .fofrm files to:
    • ..\Client\data\fishing.zip\art\items\ for items on the map
    • ..\Client\data\fishing.zip\art\inven\ for items in the inventory
    • Add the new zip file (fishing.zip) to the config file to be loaded:
      • Edit ..\Client\DataFiles.cfg and add this new line data\fishing.zip after data\base.zip

Server side:
  • Adding the new item to the server
    • Open the file ..\Server\proto\items\misc.foproto
    • Find an item you wish to copy the attributes from and copy paste lines starting with [Proto] and ending with an empty line. Example: ProtoId=539 -which is the Meat
    • Make sure to keep the empty line between items.
    • There are various parameters you can change, but for simplicity we just copy flags, weight etc. from well working items.
    • You will need to change the following parameters to:
      • To change the image when the fish is dropped on the ground on a map, change this: PicMap=art\items\fishing\freshmeat.fofrm
      • To change the image when the fish is in inventory, change this: PicInv=art\inven\fishing\fish_1.fofrm
      • Give a unique ProtoID number, for example 26760, should look like this: ProtoId=26760
  • Name and description to the new item
    • Edit the file at location: ..\Server\text\engl\FOOBJ.MSG and add the following line accordingly keeping the sorted nature of the numbers in front of lines.
    • {2676000}{}{Fish} for the name of the item
    • {2676001}{}{Could be a derivative of Salmon and radiation.} for the description (or info) of the item.
    • Notice that the number 2,676,000 is 100 times 26,760, and the two last digits will have a special meaning, denoting name or info, hence I colored them differently above.


Testing it:
  • Once you logged in with your admin character, type the command: ~getaccess admin admin (In case you changed the admin password, use different password, if in doubt check the GM abuse tutorial at fodev.net questions and answer section)
  • You should get a message on top of the screen stating: "Mercenaries don't die - they just go to hell to regroup."
  • Type `give 26760 2 - this will give you 2 Fishes.
  • Hover over the Fish you got in inventory, click with default mouse cursor to show description info, and check if it's the same you have added.

CHEAT SHEET:



4
Suggestions / Re: Container Filter : Statted / Unstatted
« on: July 27, 2023, 07:03:20 am »
Solution submitted, change log here: https://github.com/Sasabmeg/FOnline-BraveNewWorld/commit/14589df5ecf2e9fc02334b013e428db764ae3ae1

There were no errors reported during testing, gl.

5
Suggestions / Re: Container Filter : Statted / Unstatted
« on: July 24, 2023, 09:33:57 pm »
Update for testers: (if any)

Added separators between Rare > Regular > Broken weapons and armor.

Behavior in inventory should be:

--- Top ---
Caps
Rare Weapons and Armors
Separator1: Red/Blue/Green Condoms
Regular Weapons, Armor and all other stuff
Separator2: Gold Locket, Necklace, Black/Red CoC Badge, Fuzzy Painting
Broken Weapons and Armors
 --- Bottom ---

When bartering players own inventory will use Regular > Broken > Rare (with same separators) because I assume that would be sell order...

The 2 support perks allow to sort the rare weapons/armors also by rarity, putting Unique front and Quality last, except when bartering.

6
Suggestions / Re: Container Filter : Statted / Unstatted
« on: July 24, 2023, 02:09:15 pm »
So, here is a solution that is ready to be tested. Before you get your hopes up, this needs to be approved and integrated into S4 by Reloaded Team, before you can use the features live. (If they decide to do so), however you can contribute by testing it in a test environment that is compatible (more or less) with Reloaded S3+
Once testing is done, I will publish the code on github in a change list, they can work with that.

Edit: updated, added sorting to include separators and deteriorated items
Download the following test environment at: https://drive.google.com/file/d/1vdDnWAPBBqett7MW9_W8NWPQl-mn5KTN/view?usp=sharing

So, after downloading the test environment above, issue the following steps to test the solution for your suggestion/request:
(Note: if windows asks for firewall or windows defender about port/application, choose whatever, because you use localhost only, I always allow it, just in case unforeseen bugs.)

- Find and run Server locally - ../PReloaded/Server/server.exe
- Find and run Client locally - ../PReloaded/Client/ClientDX.exe
- Note: If issues with client, delete cache first and use config (do NOT run updater)

- Create new character.
- Note: You can press Right click to move, and left click to interact. Dig up the FOCLassic tutorial in workshop and check section 5 for more hotkey and QoL changes. ( https://forum.fonline-reloaded.net/index.php?topic=13694.msg111095#msg111095 or https://fodev.net/forum/index.php/topic,30344.msg263172.html#msg263172 )
- Exit cave, and enter Tutorial. (If you missed it you can go back from world map, it should be a visible public location.)
- Get Admin access to your account with the following command:
  • ~getaccess admin admin
- Open Fixboy 2000 (crafting window) by pressing "U".
- Click on Shotgun, you should see 1 x Wood, 5 x Metal Parts in red.
- To get the materials type the commands, without the double quotes ( " ) and also please note the first character for command is ( ` ) on English keyboard the key to the left of "1" on top left side. :
  • `items wood
  • `give 286 10
  • `items metal_pa
  • `give 1804 50
- Now open crafting again with "U" and check for Shotgun again, if you see this in orange, it means you are not standing close to a workbench, just go to the North-West building behind Captain Jason Stone at tutorial gate zone entrance and click on workbench.
- You can Ctrl  + Right click on building and select "Teleport" to get there faster.
- Craft the Shotguns again, use the ALL button to craft all 10 at once.
- Now find the Rotgut Still in the building with a robot near entrance. (don't forget to rip off the arms of the robot for shits, giggles and some electronic parts)
- Open the Still and put your everything you have in it in random order, try to put 1 common 1 quality item and then reverse, basically, do not put them in a sorted order yourself, let the code do it's thing.
- Repeat this process but now make some other weapon or armor that is available to you and put some in still, but keep some to barter.
- Trade the trader near the workbench, just give him free stuff.
- When trading observe the order of your items in inventory and the order of their inventory regarding common or better (with bonus stat) weapons/armor.
A little extra:
- Go out of zone and enter 'The safe place' nearby or alternatively use command to teleport there:
  • `maps start
  • `tp 1 0

- Find the Altruist there, a hooded figure that gives free XP and Cash and whatever.
- Gain experience or use books (`items book) and (`give [book_pid] 10) without parenthesis, until you have 125+ lockpick and barter.
- Gain support perks either here or visit the respective quest givers in New Reno and Broken Hills for Negotiator and Treasure Hunter perks.
- Go back to tutorial zone with:
  • `maps lander
  • `tp 2 0
- Talk to Albert the tool maker again and barter with him.
- Having Negotiator see the order of the items again and notice a slight difference. (you must have multiple bonus stat items to see effect, possibly 1 superior, 2 quality or improved, if needed craft another set of 10 items, to better testing it helps if it's not Shotgun but other weapon)
- Repeat process with Rotgut Still (the reason you put stuff there, is because it does not auto-garbage and random replace with stuff as containers to in tutorial zone)
- See the slight difference in item order in container.

Report back your findings, post the difference between no support perk, negotiator and treasure hunter so I know you didn't just skipped most stuff and tested properly.
If you encounter something strange related to inventory, might be a bug, except the Inventory Tracker which is buggy atm, the right side notification icons that appear when you get or loose items or enter map.
I have not tested with items with professions, if you have a lot of time and willingness, you might get the professions and craft some heavy shit and see if any difference, I doubt it but you never know where you find strange behavior/bugs.

Note:
You are testing specifically the features that you requested for. This test environment is a bit different, but probably still very compatible with Reloaded S3+. So solution will be posted here and the Reloaded team can decide if they add it or not. I do not have any say in those things, all I do is make it easy for them to solve/add feature, etc.

7
Suggestions / Re: Container Filter : Statted / Unstatted
« on: July 23, 2023, 02:32:09 pm »
Messing with interface is not optimal as it requires engine code changes + lot more...

However the engine was designed with the flexibility to achieve what you want on Angel Script part in mind, there is a similar solution for bottle caps, dollars and 'real bottle caps' (whatever those mean), should be on top always, if the container/merchant/whatever has it.

So on the AS part, devs could for example sort the items in container so that statted weapons and armor are on top.

Would such a solution animate a crazy farmer's mouth into a semi circle?

8
Tools and Modifications / Mutation feature testing tool
« on: July 20, 2023, 06:24:07 pm »
Hi everyone.

I was working on the concepts of a new/old feature, Mutation, which would allow player to change their specials, skills, perks, trait and skill tags without removing their progress or implants via Book of Achievement character deletion option.

Since this feature is very problematic, first I made a character creation (or planning) tool in Java, that can be used to create and level up character and via dialogue test the mutation feature, as in to find possible exploits, bugs, loopholes, whatever...

Obviously introducing such a feature to the game is very risky thing (exploits found and not reported fixed by player mess up the characters of game, basically a free character stats cheat) and if failed game breaking (only fix would be to wipe and go next season rofl)

The workflow:
 - design Mutation concept (done)
 - make tool to test and fix the concept (done)
 - publish tool to players to test the concept and report issues (we are here)
 - fix the bugs in concept and retest
 - implement the FOnline code for the concept on a test server
 - test publicly once more (players need to download server and client, run it localhost to test)
 - fix reported bugs and thus feature is ready to deployment (if wanted) to FOnline servers (hopefully this one as well)

So, assuming this work gets ever finished and introduced to Reloaded at some point, here is the logic and the tool that you as a player can use to test for possible bugs.

Feature concept: (logic or how mutation should work in specific cases is written in first few comments)
https://github.com/Sasabmeg/FOnline-BraveNewWorld/issues/52

Character-planner mutation tester tool: (Java 17+)
newest on git - https://github.com/Sasabmeg/foclassic-char-planner/blob/main/target/foclassic-char-planner.jar
newest on google drive - https://drive.google.com/file/d/1qjqGFzGwjWAc6uBi319RhR9MMZ6odkSs/view?usp=sharing

If you find any bugs you can report them here, on discord or on the github issues page above in comments.

To run the tool you'll need Java 17 or later. If you have trouble, make sure you uninstall previous java versions before installing java17 or later and if still issues, try the jarfix tool at: https://johann.loefflmann.net/en/software/jarfix/index.html

After jarfix double clicking JAR file in windows should run it, alternately you can open a console and type: java -jar foclassic-char-planner.jar

9
SO I build burster with Fast Shot Trait and Bonus Rate of Attack Perk and seems like BRoA doesn't do anything once you have Fast Shot perk. Still performing Single shot with Combat Shotgun/P90 costs 3 AP and burst 4 AP (5 with Combat Shotgun...)

Seems odd, cause renders BRoA useless

I think it was made so on purpose, that you cannot have 2AP cost single shots as they were too overpowered in Turn Based mode?
For burst type attacks it should reduce the AP cost, so it shouldn't be totally useless.

10
Bugs / Re: Inability to complete "Cathedral: Explore the Cathedral Cellar"
« on: December 17, 2022, 01:43:22 am »
Task is to get rid of rats in the 3-floor-basement dungeon (done) plus get rid of plants (apparently), however - they are nowhere to be found on the last floor. Rats are all dead but the quest can't be finished. Either I missed something or there are supposed to be plants spawned.

I think it's bugged, I has encountered same issue when merging s2 content to foclassic a while back. I'll check if I got it fixed or not and suggest the fix if available. I think the critter info got changed on those plants or some shit caused it.

11
The Workshop / Re: Reloaded 3rd Session Source
« on: December 16, 2022, 12:27:35 am »
I am pretty sure, he will not release S3 source.

However a while ago, since FOClassic been created, they released a minimalistic version called PReloaded to help testing FOClassic. The tutorial zone from S3 is available + most engine changes, but no other content.
I made a branch that does include S2 content with FOclassic+ PReloaded, that is the closest you get from official releases. I added some fixes and features as well, read change list below.

You can find and play with it here, in fact some testing would be welcome:
https://github.com/Sasabmeg/FOnline-BraveNewWorld/tree/dev

Change list and general info:
https://fodev.net/forum/index.php/topic,30344.msg263172.html#msg263172

12
Hi, the https://github.com/Sasabmeg/FOnline-BraveNewWorld/tree/dev does contain the S2 season + S3 tutorial zone + bunch of improvements. For a more detailed improvement log, check: https://fodev.net/forum/index.php/topic,30344.msg263172.html#msg263172

It is mostly untested by players or other devs than me. There you should be able to use the smart cursor and even right click move. (Also the smart cursor there is fixed, it had some bugs before)

If you prefer to keep developing on the old S2 release, you still can check how the smart cursor is implemented in the FOClassic+ PReloaded scripts, and go on from there...

If you are in need of new (old) maps, check this thread: https://fodev.net/forum/index.php/topic,30579.0.html

13
The Workshop / Re: Reloaded 2nd Session Source
« on: February 26, 2021, 05:54:56 pm »
If anyone experiences broken link on S2, try: https://www.fonline-reloaded.net/files/source/ and download from the list.

14
River of Tears / Re: crying about turnbased
« on: October 17, 2020, 11:23:09 pm »
I too believe that the RT, doesn't realy fit in the fallout 1 & 2 environment. I don't mind it in fallout tactics.

I'm a game developer myself, and from a gameplay perspective you either go RT or TB but not both at the same time, It's confusing. And due to the fact that it's a tribute to the original developers interplay & black isle I would keep it TB.

Also because it's actualy based on a lot of gameplay ellements from D&D, and you don't have RT in D&D for a reason.

If I had the time I would try to remake it more like the original one. I do love all the new places and cities they've created it's pritty insain.

I'm a game developer myself and from game design perspective both should be an option. If one of the modes is too exploitable that should be disabled for those locations, for example no TB in Town Control, or simply if there are more than 10 players on a flare trap, otherwise it's just wasting players time.

D&D is not a PC game as far as I know, but pen&paper/tabletop, where TB is a must due to technicality. Other D&D based games for PC are RT and worked well, for example BG1/2 where BG3 is TB and the TB part it sucks big time.  Pillars of Eternity keeps the RT design of original BG's and it's a very enjoyable CRPG game.

As for what TB and RT goes, I am working on a mix of them to make TB with lots of AI tolerable, where all AI in the same stack make their turn simultaneously, followed by player than either a stack of AI or player depending on sequence. Hopefully I get it done before my time on this project runs out because I like TB more as well. Then it's just a question if it's compatible with Reloaded and when/if they adapt it... so gl :)

15
The Workshop / Re: how do I change heath/ exp per level?
« on: October 13, 2020, 11:04:23 pm »
To change start max HP, find this line in 'parameters.fos' and change the value. (For example change 15 to 115 to add 100 extra starting HP)

Code: [Select]
_param_[ST_MAX_LIFE] += 15;


To change XP per level mess around with the following function, for example change 1000 to 10. (I did not test this answer, so if not correct, look for something similar in code.)

Code: [Select]
int NextLevelNeedExp(Critter& cr)   // Export
{
    int level = cr.Stat[ST_LEVEL];
    return NUMERICAL_NUMBER(level) * 1000;
}

You can also ask questions on discord #modding text channel, I don't always check forums.

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