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21
The Workshop / 9. Adding or modifying graphical assets.
« Last post by Slowhand 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:


22
Game Help / Re: Character Planner Season 4
« Last post by Arronax on September 09, 2023, 07:13:48 am »
Hi, guys!

A minor update of the planner is here:
  • Fixed a bug with SPECIAL Implants and CharStats
  • Added +3 ST gear bonus on all Power Armors
  • Added info tooltips in Equip Panel
  • Changed BH armor skin with CA skin
  • Changed order of DT & DR in the Resistances table

Thanks to POWERPUFF for all the nitpicking ;)

Check it out on https://geck.onrender.com/

Have a glowing day :)
23
Suggestions / Re: Container Filter : Statted / Unstatted
« Last post by Slowhand 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.
24
Suggestions / Re: Container Filter : Statted / Unstatted
« Last post by Slowhand 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.
25
Suggestions / Re: Container Filter : Statted / Unstatted
« Last post by Slowhand 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.
26
Suggestions / Re: Container Filter : Statted / Unstatted
« Last post by Slowhand 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?
27
Tools and Modifications / Mutation feature testing tool
« Last post by Slowhand 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
28
Game Help / Re: were is my cockroach
« Last post by Shamessa on July 09, 2023, 08:26:39 am »
you've died IN car, right?

If so, car will be lost.

If you flee of encounter while in fight, lefting car stranded, you can return to encounter (yellow circle on map). It lasts few minutes.

29
Game Help / Re: were is my cockroach
« Last post by c_hieter on June 26, 2023, 12:24:07 pm »
anyone?
30
Game Help / were is my cockroach
« Last post by c_hieter on June 24, 2023, 07:42:13 pm »
while traveling i got attacked by floaters and whatever nasties.
i killed them and left, but did not noticed i was poisoned.
along the way i died. respawned and could not find my ride.
is it gone?
is it in another area of the map and i just need to find it?
last i remember it would show up as a red circle on the map.
anyone have any answers?
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