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andracass

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Everything posted by andracass

  1. andracass

    v13 and MKXP

    https://sourceforge.net/projects/geminieditor/ the scripts are compressed text files in a ruby array, and this basically just unpacks them. we're considering going to external scripts, though, in which case you can just use whatever text editor you want to view them.
  2. andracass

    v13 and MKXP

    yup! you can just play on a mac. unfortunately it hasn't been tested a whole lot, but in theory it'll work fine. if you can run either of the other versions, you're fine. this is going to depend on how we ship the game out. they'll be editable somehow, though. (also i'd recommend using gemini or a similar program. the rmxp script editor is awful)
  3. andracass

    v13 and MKXP

    okay, so, if you zoomed out slightly on that image you'd see my name on it so that's awkward! but my entire post here is basically an explainer on how this didn't work out; hardware requirements are higher than i originally anticipated due to circumstances that are not in my control
  4. andracass

    v13 and MKXP

    this is still something that may still be able to be fixed without major purchases but, also, I'm sorry things worked out like this.
  5. andracass

    v13 and MKXP

    so, I'm not really familiar with how the debug plugin works. I'd assume it doesn't.
  6. andracass

    v13 and MKXP

    your V12 save will work in V13. once you save in V13, you can't go back.
  7. andracass

    v13 and MKXP

    i'll confirm this.
  8. andracass

    v13 and MKXP

    it will. you will have your linux.
  9. andracass

    v13 and MKXP

    well, this post is basically an advance notice for the release so..................
  10. TL;DR Someone in testing wasn't able to run the game and I freaked out. So this is an explainer for MKXP and why we're using it. There will also be a linux version! Hope I'm not interrupting anything. So, a while back, Jan mentioned that v13 would run entirely on MKXP. There were some people who were concerned about this because of the hardware requirements for the reborn/deso brand MKXP. In response, I said this: This comment didn't age very well. We may have some issues. I haven't posted over here before (hi rejuvians) but y'all who know me from the reborn side are probably used to my big-ass deep dives into technical problems. This is going to be a little bit different (and more serious) than all of those since this involves a problem that I made and can't easily fix. You can skip ahead to "should I worry about this?" if you just want to get to solutions. They exist- they're just not convenient. What's MKXP? MKXP is an open-source implementation of the RPG Maker XP (RMXP) engine. Its original purpose was preservation; RMXP originally came out in 2004 (likely making it older than some of y'all reading this) and technological progression since then has risked old RMXP projects being lost to the sands of time. In ensuring that old RMXP projects would still be functional in the modern era, it implements a lot more recent tech than the original program used. This means that we get much better performance out of the engine. This is a pretty big deal since RMXP itself has a tendency to grind to a halt under the weight of everything the crazy-ass local devs 'round these parts throw at it. The RMXP engine still sucks, but MKXP makes it substantially less noticable. It also means that we can support mac and linux! Why isn't rejuv using RMXP still? If you've checked out reborn/deso, you've seen that there are two exes- "game.exe" and "game-z.exe", which use RMXP and MKXP respectively. Rejuv will only have one- "game.exe"- and it uses MKXP. This decision was made because it means we can use Ruby 3.0 instead of RMXP's version, which is 1.8.1. Ruby 3 is much faster. v13 won't even be tapping into its full potential since, well, we don't have time for it. The problem, then, is that we can't run two versions of ruby at the same time. Going from ruby 1.8 -> ruby 3.0 is a one-way street- I wanted to pop out some performance comparisons to show how much faster it was, but since it was saved with a different ruby version, my v13 file doesn't work with v12. If we were still working with the MKXP of yesteryear, this would be a much bigger concern; thankfully, though, we are not. The reborn/deso version has higher hardware requirements- specifically, it requires OpenGL 3.3. v13's version will only need OpenGL 2.0! CPUs have been shipping with OpenGL 2.0 since 2006, so this would make this hardware requirements effectively identical to that of RMXP. Anyone who could run the old engine would be able to run the new one. Thus, we decided that we may as well move engines and get the performance boost. ...but this post exists, so you know that's not the end of this. So why does this post exist? Windows. The fact that you have a CPU that is OpenGL capable does not mean that windows is going to support it. If your CPU isn't supported by, say, windows 10, it means that this entire time you're probably running microsoft's basic bitch display driver, which comes with OpenGL 1.4. That happens to be what RMXP runs on, but it's not good enough for MKXP. That's a problem. Finding out that release day has arrived only for you to be unable to play the game you've been waiting to play fucking sucks. This post exists so (hopefully) none of you have to deal with that. Should I be worried about this? If you are able to run reborn/deso MKXP, you are fine. If you use Windows 7, you should be fine. If you have a dedicated GPU, you should be fine. The rest of you: step into my office. Uh-oh, am I in trouble? Probably. The good news is that there is something you can do to get the game to load. There's a DLL that you can drop in your game folder that will be enough to get the game to open. Bad news is that it runs like shit. If you want to at least be able to play the new content (which is very good, IMO), this will allow you to do so. There are a handful of troubleshooting steps you can try to make your CPU/GPU play nicely with windows. You do not have to do any of this now. If you'd rather wait and see if the new engine works for you, frankly, I'd welcome that. I can't test these myself- I'm going through all of this in advance so no one is caught off guard. We've unfortunately only had one case during testing where someone was unable to run the game, despite testing taking an eternity (hey did you know that we have a bug that basically deletes your party and I still haven't found all the cases of it?) so I can't say for sure if any of this works. It also specifically points the angry mob at me. Solution 1: Fuck around with windows This link has a number of troubleshooting steps you can take to try and trick windows into recognizing that you can run OpenGL 2.0. These may or may not work for you, but it sounds like they are worth a try. Solution 2: Slap linux on a USB This link will take you to a page that explains how to install ubuntu on a USB. You'll want a decent flash drive for this. It's kind of a pain in the ass to grab an entirely different OS just to run a game, but this option has the best chance of success. I made a linux version exclusively so this has a chance to work. Solution 3: Slap windows on a USB Don't do this. I'm not posting links because they all look sketchy, but you can avoid downgrading operating systems by running windows itself off a flash drive. Just google it. Or don't. Solution 4: Slap your current PC in the trash This solution isn't a serious one, but technology has really come a long way in the past 10 years. Even modern budget computers are pretty competent. Solution 5: Cry I don't know. At least it might help you feel better? This is frankly something that I, personally, feel pretty awful about. There's technically a non-zero chance that this is something that I can have fixed for v13.5, but that's pretty unlikely; there's so much shit left to do. Anyway! Back your regularly scheduled, y'know,
  11. are, uh, y'all doin ok in here
  12. this is what isha said before his first amputation
  13. shhhhhhhhhhhhhhh don't let jan hear you say that the pyramid is taunting us
  14. so like *sighs i don't think this is going to bully people off the site. in fact, i don't think this is bullying in this first place. i, personally, appreciate when people are chill. motivation is a little hard to come by these days, and believe it or not the additional amount of constant pressure does add up. we are asking that people please hold tight. i had to spend an unexpected additional 10 hours cranking out a mac version last weekend. we don't want to give you a game made out of duct tape and glue, and the extensive amount of changes that have been made require a lot more testing. i think it will be worth the wait. please wait for it. in waiting for it, please do not constantly remind us that you're waiting for it. believe us, we know.
  15. okay so i'll do a round-up a guy complained about lag, and everyone offered solutions. people still think dating sims are okay. people also think that spelling out the contents of such a sim is also okay. someone is then also advertising their harem fanfic. i'm regretting a lot of things. turns out the guy from earlier is using a mac, so the situation is really his own fault. he has blamed others (video games) for his poor choices. somewhere in the distance, you feel him continuing to talk with unnecessary capslock and inconsistent punctuation. between this, there was a minor miscommunication between two other people that was sorted out nicely. never let it be said that no one is reasonable on the internet. someone had a dream. it was not MLK, so i am sparing the details. i got pinged, so i guess i'm in this now. hi. i'm me. there's a new engine (which i think everyone already knew about). i clarified a few details about its implementation, which led one person to be confused and another person to inexplicably declare that he is unable to read. upon addressing both people, the latter elected to state the obvious about his situation. such a statement did not require a forum post. on an unrelated note, i am eating breakfast right now. i hope this has enriched your life*. *i do not hope this. my statement was made without a sense of purpose. hopefully this has clarified everything.
  16. the hardware requirements are effectively identical here, i've made a flow chart to help explain the situation i hope this is helpful help you can't you literally can't i deleted it and also it doesn't work anymore
  17. why are you reacting with sad it means that everyone should be able to run the new engine this is a good thing
  18. i don't know why i'm getting pinged but yes there will be mkxp now i'm also killing rmxp since the hardware requirements are now effectively identical. there will be one exe. it will be named game.exe. it is mkxp. if you somehow have a computer that can't run the game, then... well i just don't believe you. you probably can't even view this webpage.
  19. hhhhhhhhhhhhhhhhhhhhhh maybe i'd say it's unlikely, but that's up to joiplay. we don't really have anything to do with that, here.
  20. e19. i'm not planning to release any patches until then.
  21. the rejuv AI should still be fairly similar to reborn's- i just don't know if they're going to take the new one or not. there are some internal things that need to be sorted out for that, first.
  22. oh my. so my answers are going to be complicated by the fact that we're rewriting the entire AI for e19. some of the things here aren't quite set in stone because of that. it'll still be similar to how it runs now, but i don't know that for sure since it, *coughs, doesn't work yet (moving this to the top) i'll say things like "generally" and "should" a lot because there's almost nothing that the AI is required to do, nor do we have 100% certainty of what it will do in a given situation. we feed it some information, it does some processing, it makes a decision. if it's a bad decision for the situation, we tweak the numbers a little. they are! each trainer class has a "skill" assigned to them. they generally break down into four categories: low, medium, high, and best. the way it's supposed to work: low skill trainers know about moves and status effects. they don't remember any of your moves. medium skill know about abilities and items. they remember the last move you used. high skill.... uh, knows about some more niche battle things? i'm actually not sure, and i've gone through the ai several times. they remember all the moves used by your current mon. best skill knows about field effects. they remember all the moves that all of your mons use. we dunno how much of this system will be retained for e19. i'm frankly not sure it's the most consistent to begin with. in general, trainer skill levels improve as you play the game. bosses are always at best skill. it looks like they are. yeah, aces are generally held for last. there are some cases when this is effectively mandatory for story reasons (pulse-magnezone). "generally" here means that the AI is situationally discouraged from sending out their ace unless it's essential to do so (which should happen in your example). dammit. so, uh, it kinda does! on accident. i thought we had fixed the issue with damage rolls miscalculating, but perhaps we didn't fix it entirely? higher skill levels should not have this issue. if they do in e19, it'll need to be fixed. so i alluded to this in the skill section, but yes- it remembers your moves based on skill level. it'll remember moves based on your mon's party index, so you can't fool it with duplicates. as for abilities..... setting up a system to guess what ability your mon has would be a lot of work. so the AI gets to just... know what it is. the justification for this is that you'll generally know what ability the mon has in a competitive setting and the skilled trainers will just know that. i'd say this is accurate in basically 95% of cases; some, like heliolisk, have multiple good abilities, so the AI technically shouldn't be sure. the AI should not be using moves that fail unless the information isn't accessible to them (for skill reasons, etc) i don't think it has a preference beyond that. technically it's only 42k!!!! but, yeah, either RMXP or gemini would be useful for viewing it. the code file is scripts.rxdata in the data folder. i do not recommend going through the AI code. on top of being stupid massive, it's not the most readable. we've cleaned it up a lot, and the e19 version looks like it'll stay under 10k lines. dream mentioned a scoring system; basically what happens is we have a lot of "checks" that the AI looks for, and each of those checks has a multiplier attached to it that changes the score. if you're asleep, you want to use sleep talk, so we boost the score for that. if your opponent is burned, you don't want to use sparkling aria on them, so we drop the score. the multipliers are subjective based on how positive/negative the effects are. there's a huge boost in the sleep talk situation, but in the sparkling aria one it's much smaller. deso uses our code. they'll also have the updated code when it's ready. i don't know what rejuv is doing these days. i've basically already said this, but yeah, the AI will cheat on this. it's for technical reasons, and the in-game justification holds up reasonably well, so fixing this would fall well under most of the other priorities for the game. the AI doesn't cheat on this. sucker punch basically comes down to a guessing game. it's one of a few parts of the AI code that actually uses RNG in its scoring. i'm definitely putting off other work for this, but i like talking about my code. someday there'll be a big devblog post about all the stupid shit we're putting in the e19 AI. until then, this'll have to do. also, for the record, i appreciate just having questions about the AI. there are a lot of people who just complain about it acting odd and don't try to understand why or anything.
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