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Nullspace

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  1. Hmm... curious, I get info on the commadline like this: Was an errorlog.txt created on your save directory (unlikely but might be wort a shot)?
  2. I have no idea, this is one of those hard to diagnose problems (as it is probably not related to the game itself). What platform are you running, do you have a dedicated graphics card, what messages are on the terminal (when you run it from the command line)? Perhaps someone has had the same issue.
  3. It seems the updater is being flagged as malware; for now, the patch seems to be available at http://www.rebornevo.com/downloads/rebornremote/patch.zip
  4. I don't doubt someone will eventually compile a list of them; but for the time I export all the events (See EventYEET professional SP2.rb), and search for the corresponding variable, ie. [Evidently you will get spoilers while reading the event dump] @>Text: "W3Lc0Me t0 Mt.b00ty!" @>Conditional Branch: Self Switch A == OFF @>Control Self Switch: A =ON @>Control Variables: [0308: Terra Relationship] += 1 @> : Branch End @> But it is a messy navigation. Not to the OP: yeah I know it is not how one is supposed to play the game, but bear with me, I enjoy this more than the actual battles
  5. It happens with all "package" passwords (several effects). Also reporded here:
  6. I worry: can the server bear the load?

  7. Okay, I don't know what or how you did this, and there's the issue of lost progress if you want to battle Venam. So I fixed your savefile in two ways: Game_2_pre.rxdata(This one resets the story just before battling Venam, you will have to redo a lot of things, and some NPCs will be invisible for some reason [possibly self-switches]) Game_2_post.rxdata(This one just adds the badge and TM you should have received after winning) [Remember to rename the savefiles appropriately]
  8. Uh, you have sent a very early save file (just before entering GDC for the first time). The obvious thing is to try again with another backup (before the fight) and redo it again. Eventually, there are sections where one plays another character again, and it should fix itself (although I think it is quite far away in the game), you can even use the PC and 'steal' her pokemon. I really recommend just restoring to a previous savefile. If you have debug and you don't want to retry the battle, you can use: characterRestore In the console (F6 prompt) to restore your character. (Also, I think this was patched; do you have the latest update)
  9. If you do not find Game.exe (or Game-z.exe) in the top directory, your download may have been corrupted (or an error happened while extracting). There's no advice, other than trying another download. (There might be some extraordinary circumstances, like a full disk, but those are most likely particular to your device). ...also, are you asking about Reborn, Rejuvenation, or something else? I think you have misplaced this thread.
  10. Uh, the savefile is named Game.rxdata (and it weights a lot more). The files you submited, I think, only point to the latest savefile.
  11. I peeked the event dump (the variable is [0683: RisaWinrate]) and it seems it only changes a dialogue, also it is unlikely it would have an effect in next updates due plot developments Now, about why the first time the player wins is counted as zero... I think it's implied that Risa starts the 'contest' after the loss (however if you lose she does keep count of her win).
  12. I tried your save, and couldn't reproduce the bug. I do remember something similar happening to me, but I'm unsure. (Or were you using sarcasm, I can't really tell )
  13. There is now a Mystery Dungeon engine, fully modifiable: https://www.pokecommunity.com/showthread.php?p=10405447 (PMD Origins). The story content in it is truly absent, but it is basically complete mechanic-wise. Frankly I am amazed at the amount of work this has in, as it is a thing made from scratch (doesn't uses an existing game engine).
  14. In debug mode (you can search it, there are several ways to enable it in vanilla or have it modded in), you can walk through walls while holding Ctrl. Edit: Sorry, I didn't quite read your post (I dunno if you are talking about an specific mod, and to that I have no knowledge), you can enable it vanilla by adding the line (doesn't matter where in the file) $DEBUG=true in Scripts/settings.rb
  15. Ok, narrowed it down; something happens in PokemonSystem.rb that overwrites PBItems and possibly other stuff (I also had this problem when making a custom move) # Load constants begin consts=pbSafeLoad("Data/Constants.rxdata") consts=[] if !consts rescue consts=[] end for script in consts next if !script eval(Zlib::Inflate.inflate(script[2]),nil,script[1]) end So constants.rxdata has some compressed scripts? How does one update that? (Note that removing it might not be a good idea [the item's name and desc was still missing, even though it did show its name in the debug menu]) I guess one needs to ask a dev what is the process of adding an item.
  16. It seems that PBItems.maxValue returns 1044 (the last unmodded item), which is strange because PBItems.rb is correctly set. I have little knowledge on how MKXP works, regarding .rxdata files, so I'm only speculating this; it may be that that module is getting overwritten with the "compiled" rxdata scripts. I was able to get it working by running "pbCompileItems" on the console before opening the debug menu (one can check also by running "print(PBItetms.maxValue)") However I ran into the issue that after a reboot, the game forgets (still works battle-wise), thus I can't see the item's name, or description (Might even crash in some situations).
  17. The shader is ƃuoɹʍ

    60kky2.jpg

  18. (Sorry if wrong forum, I looked up and couldn't reach a conclusion on where this should go) I really would like to see a PMD fangame with a story comparable to Rejuv o Reborn, but alas, that doesn't exist (and mayhaps never be). However, I wonder---for those that enjoyed the series---which features do you enjoyed the most, or would have liked to use? I'm talking more about gameplay than story. For me PSMD (I have not played DX) was the best game-mechanics wise, bar the removal of the normal recruitment process (at least don't arbitrarily block them) and outside-of-dungeon battles (they could have been delicious additions to cutscenes). My opinion: Easy access to moves. While I loved Explorers games, having to use a menu to use a move was argh, and linked moves were not exactly the solution. The way it was handled in the next versions was really good in my opinion. Also a better way to use/classify items in the bag? I really like the original recruitment process (I have heard it did return in DX!), but sometimes I'd like those characters have more of a story but that is a huge logistic problem (I liked the references that PSMD did to previous games). Emeras and looplets are good in my opinion, I'd have liked a limited form to retain them for use in harder dungeons. Crafting, cooking? Idk, might be a bit out of the left field, but sometimes I wonder what to do with lots of unused items. Room-wide moves need a nerf, just an opinion. Some switchable way to control each team member (for those ugly moments). Look around (see all the room) should have a more prominent shortcut to use. Terrain effects () ? It should be that a fire Pokemon on lava should have blaze activated or something? Non square grid dungeons (at least curved hallways), although that gets in the way of destructible walls. I love wands, but maybe they need a slight nerf, or orbs need a boost? Saving mid-dungeon should not be a luxury Quests? I mean, each mission is like a quest, but I long for longer side storylines (and a way to know what to do next) What are your opinions?
  19. Just want to share this, related to the thing I'm doing https://gfycat.com/youngheartyantarcticgiantpetrel (gif too big to embed here)

  20. On the tedious journey of making a PSMD-like toolkit. Episode 1c: Engine test, Godot.

     

    So why I don't try a sane engine (may have to do it later)? it is mostly a single factor: Ease of distribution. The engine/editor is a single executable that just works. It is that trivial to get started. And there is no account linkage to boot you out of the platform if they so desire (and lose access to assets from their store, but you choose to use those facilities).

     

    Of course there are major drawbacks (the big ones for me are more bugs and the much smaller community and resources available). I am neither a fan of the custom scripting language, but I shall see how that goes. After all, I am just prototyping.

     

    Getting the model to animate and render properly* required a dumb amount of work (mostly figuring out how to do each thing) and I may find easier ways to do it some time in the future, but here's the gist:

    • Export separately each animation (around 27 .dae), there are several "repeated" animations, I am unsure if this has some meaning. We only have to export the textures once.
    • If you choose to modify the textures, you may skip this point. If you--as I-- wants to use shaders to wrap the original images, you need to make sure that your textures are imported as Image (then using them as ImageTexture) and not StreamableTexture (a bug of the design kind), because you might get ugly seams in the borders of your texture due different default sampling options.
    • Import them into Godot (drag the animations to a folder), I was suggested to use the Animation > Storage > Files ".anim" + Keep Custom Tracks in Import Options, but I don't think it changes anything (all of the anims overwrite the same file). Also, in the same import options, for materials, I choose Storage as "Built-In", since I was going to override the materials anyways.
    • Choose one .dae (it doesn't really matter wich one, maybe put it in another folder) and create an Inherited scene. Add an AnimationPlayer node to it. Copy all animations to this node, many animations require some slight tweaking at the end (lengthening the total time, removing final nodes) so as the cyclic animations look good.
      • For animations that don't use vines, disable the animation track, set to invisible the models (and set to vivisble in the ones that use it), or erase all but one keyframe and set the values to something correct (they twitch and fly away haphazardly beyond the clipping frustum)
      • I have not tested, but it looks like the copied animations reference their original source. Deleting the original .dae(s) may cause errors
      • The material (texture) animations were not saved in my case, but it is not that hard (but again, time consuming) to make another animation for those. If you use the default material you need to change the UV offset to change the eyes's expresion, and the mouth.
    • In that new Inherited Scene, choose each mesh and create a material. If you modified the textures you can use the default SpatialMaterial, and point it to the correct texture (In the 'albedo' section), if you did not then Create a new ShaderMaterial or convert the default material to a shader one. You can save the material and reuse it (for example, the body texture is used in 4 meshes and the iris in two.
      • Write the dumb shaders (this took me an embarrassing amount of time for at most 4 logical lines, and at least 1; there's some sense of contravariance that makes my head die) May explain the shaders later.
      • Don't talk to me about normal maps or I die.

    This is the thing for now, see ya later, I might talk bout the shaders next.

  21. On the tedious journey of making a PSMD-like toolkit. Episode 1b: ...And textures get in the way.

     

    This is more of a memento to myself, or reminder to those that use the same resources as I. You can have different results depending on the engine and exporter choice, here I am using Godot 3.4, please don't burn me if you lost some hours of your life. Also, I am most certainly sure that not all pokemon have the same structure.

     

    The .dae contains a collection of meshes and material information (we are only interested in the UV data)

    • For this green snek there is the body, head, left pupil, right pupil, eyesockets, left & right vines, and for some reason the left arm, leg and part of the tail combined

    The models and animations usually work fine, but the textures are another story.

    To the point:

    • Many textures are supposed to duplicated/mirrored in the shader.
    • Textures are low resolution
    • Normal maps are (I think) in object space and mixed with an alpha channel which seems to have different uses. I need some more research on this.

    1st: Many textures are supposed to duplicated/mirrored in the shader.

    If you merrily try to import as-is your model, you might get something like this (some meshes hidden, note that I tried to compensate scaling the uv coords):Screenshot_2022-01-06_12-55-08.png.9a91e9d976335bddb058648e62db0888.png

    (Is snivy two-faces?)

     

    That's because this is what the body texture should look like:

    Screenshot_2022-01-06_14-04-39.png.7cbd8f5373230d7e6021106e6cc117d0.png

     

    But you only get a half from the original files.

     

    The eye texture is a more involved example. It's a bit hard to describe:

    • There is a base mesh and texture for the eye socket and whites
    • The pupil is another mesh and texture with an alpha map

    The texture you get is like this:Screenshot_2022-01-06_13-38-25.png.ec0cd007983d2838a0a2d25b9e1f9bf0.png

     

    [Oh noes, the next image is WRONG, please standby before i try to make it better]

    What you want is like this Screenshot_2022-01-06_13-38-38.png.63d2de89ef4e0ff23bda34755517227c.png(Or maybe each half mirrored along the green lines, ymmv)

     

    If you got the mirroring wrong this can happen:

    Screenshot_2022-01-06_13-44-44.png.e04413379ae68566bd9d7b3268946162.png

    (Cross eyes?)

     

    The pupils expect the same kind of texture, but you get one single pupil. In this case you may only scale the uv map 4 times in x and y and it will be fine (don't forget to enable transparency)

     

    Screenshot_2022-01-06_13-52-43.png.4eb56d866fe086d228562c26264e3a0a.png

    (Scared? I have not yet fixed the eye alpha map, I think it will require writing shaders)

    You may bake-in the eyes into the eye-whites texture (and remove the pupil meshes), but you will lose the possibility of eye movements.

     

    The mouth is also weird:

    Get:Screenshot_2022-01-06_14-00-59.png.580d30950d94a98c2184083c1472799b.png

    Need:Screenshot_2022-01-06_14-01-22.png.60795bd367500d583f55ee592e04ac7b.png

     

    Screenshot_2022-01-06_14-09-36.png.a8cc8d09212963e7462bc2d9b9455be8.png

    (Smiles goes for miles)

     

    2nd: Textures are low resolution

    I mean, they are not super-low resolution and it is certainly not a road-blocker. But a pass through a upscaler might appeal to you (Waifu2x works for this well) Yet, this adds another step to the "pipeline".

     

    3rd: Normal maps are in object space and mixed with an alpha channel which seems to have different uses.

     

    Oh boy this one is _really_ ugly, a full post may be required and I have not yet solved it. See ya later when I address this (or not, depending if I solve it).

  22. On the tedious journey of making a PSMD-like toolkit. Episode 1a: Some Pre-prototyping and the many unexpected things along the way.

     

    [This has been updated 06/01/2020]

     

    A word about myself, that I lent from someone else: I'm a mediocre man, with mediocre knowledge. Also, I am more of a programmer (not game programmer tough, the only game I  have made was a tetris thing long ago) than an artist. If you find yourself knowledgeable enough to qualify my actions as asinine, please do tell me, so I might be less ignorant.

     

    The first thing I like to do when doing a project is to check if it is viable at all.

     

    In this episodes I will try to make sure basic stuff actually works, so I don't die mid-attempt.

     

    The first: Assets.

     

    That means, images, models, textures, materials, animations, sounds, music, even plain text files. Most of the stuff is trivial. Using the 3DS models is the part really I wanted to test.

     

    The first thing I found, is that there are some models over the models resource, but they lack animations.

     

    So, let's say you have the unencrypted image of USUM, how do you get them pokes (with animations)?

     

    Thanks to some very talented and/or dedicated people that have made some useful tools it is not that hard (but it can be tedious). The steps are in general

    • You need to extract your game image.
    • You need to extract the file (inside the game image) containing the pokemon models' data (thousands of .bin files)
    • You need to convert the files (pertaining to each poke) in to a digestible format for your engine
    • You need to fix stuff that converted wrong

    If you want more detail do search "usum/swsh models" look for the recipes.

     

    Something of note, too, its that you can bypass the first two steps (some madlads over DA have uploaded the extracted files), but I was testing the waters to see if it was possible to automate the whole thing.

     

    There was a tutorial that suggested to use Hacking_Toolkit3DS to extract the game image, but, eh... The latest version V12 did nothing (making me suspect it was actually a trojan) and the previous one do extracted them but not in the way the other tools liked it.

     

    Seems that some tutorials were outdated, because they mentioned Pk3DS for the second step; but, surprise, it now can to the first one too. It takes a loong time, and some gigs (15 GB I think) of additional space to do it, but it does it well.

    Untitled.png.d66c94aac51c104dc0406c709c06e2e3.png

    (D'oh)

     

    Untitled2.png.97f8929acdb865220225e66f451d5f10.png

    (This file a/0/9/4, contains all the relevant data)

     

    597541946_Screenshotat2022-01-0608-10-33.png.21ff2c64d516d0fa4c2e10afc49557ba.png

    (Then we drag it here to get thousands of .bins)

     

    The real pain starts when trying to convert them. The data for one pokemon is not in a single .bin file; it is separated into the mesh, textures, and animations (9 total files usually). The files are not named, only numbered, so you would need to look up what numbers correspond to what Pokemon. A guy has compiled a list of corresponding numbers.

     

    The other thing is the tool that does the conversion. I found Ohana3D and SPICA. Seems SPICA exports better animations (but it cannot import, but I don't need that) so I went with it.

    Screenshot_2022-01-06_07-57-57.png.dde4b572c36a316dc4580ab4f1e2d189.png

     

    Here comes the first huge pain.

     

    There's no (reliable) automated way to convert them all in one step. *

     

    In SPICA you have to merge the files needed, then select the animation you want to export. You need to this for every pokemon (and each animation you want). Oh no. There is also a SPICA fork that automates the thing about several animations, but due complexities around .DAE format it just stitches them in a single animation, which for some engines it's actually more work to untangle. In the flipside, it has a CLI interface, which, theoretically--with some modifications--could be used to automate it. 

     

    Using the GUI (as the shown image) is a bit weird but works. To save the currently shown model and animation (click the bone icon to see them), use the floppy disk icon. To save the textures use the up file with up arrow icon. There's the batch export option, but it does not support animations :c (correct me if I'm wrong).

     

    Then it comes the second pain: the textures will, most likely, be wrong. 

     

    I think I shall continue that in a next post

     

    [*] I have heard there's someone trying to automate that for Unity. [Citation needed, I lost the link :c]

     

    Screenshot_2022-01-05_20-22-48.thumb.png.1e2bed26b1de59eca7b959859772369c.png

    The green danger noodle.

    1. Nullspace

      Nullspace

      I fount the tool: [Pokemon3DStoUnity], really nice.

  23. On the tedious journey of making a PSMD-like toolkit. Episode 0: What I am even trying to do.

     

    Since I have no idea where in the forums could this fit, I place it here, in a sort-of blog manner. I suppose if this continues, I shall aggregate these later where appropriate.

     

    I might fail in the endeavor, but the way walked to failure will be registered too.

     

    1st: Why.

    Just because. Well... that and there seems to be a lack of proper Mystery Dungeon fan games. I believe there's some console mods out there, but I am not acquainted very well them; there's also a weird mix of an real-time multiplayer rpg (PMD Universe, if I recall well), but I didn't quite like it, although I might steal, compare get some ideas from it.

     

    I am quite unsure if I will finish this, but I am already learning a lot from bashing my head against dumb problems that happen even this early. If someone wants to continue (or in the unlikely, and hard, case of collaboration) this work, you are very welcome.

     

    Now, why not classic 2D Mystery Dungeon? Here a list

    • Let's do something different. There are a lot of 2D rougue-likes-likes (ie. Mystery Dungeon series). It also allows for things that would be very hard or time consuming with 2D sprites (camera, animations, non planar dungeon topology)
    • The latest sprite based game only covered up to generation 4, thus I would find myself needing to use a lot of fan made sprites.
    • I hate some of the PMD sprites.
    • USUM/SwSh have all the animations I think I will require up to their generation. (A mystery-- USUM has walk and run animations for every poke but doesn't uses them)

    Why this could be a disaster:

    • Importing stuff it's not usually trivial. I will talk about that in another instance, but suffice to say, the games' models have some idiosyncrasies and limitations, thankfully none of them fatal (I hope). The bigger issue here it's that  I cannot (yet, perhaps) only require an 3ds image and automagicly extract the data required. Thus it will be required to provide all the models and textures. That's so obviously asking for a DYMCA. I get they might let games like Reborn live (hopefully forever), but it seems they are a bit more protective of the 3d stuff (It looks like Let's Go Unity was terminated, for instance).
    • 3D Art is harder to make (At least for me, that's, I have no idea how to texture a donut). Also, there are a lot more 2D artists.
    • Actually taking advantage of 3D in dungeon gameplay breaks many, many common tropes of game mechanics of the genre. I think I will make some compromises. PMSD despite rendering in 3D, it's more like 2.5D, as all dungeons are planar, square lattices.

    Thus I have abandoned the hope of making a full game (I would have loved to make a heart-breaking story), and decided to make "just" a toolkit, so that in the remote possibility that I in the future (or you reader) might be able to tell a story in that style.

     

    2nd: What.

    So in the end, what _should_ be the result

    • A ludicrously short demo
    • The project files of the game
      • (The polished textures/models/animations???) [What do]
      • Source files of the game and plugins/add-ons of the engine that were developed to aid development
    • Tutorials/Blogs (like this one, hopefully it's not garabge) that describe the journey. Also: Comments and critique are more than welcome

    3rd: When.

     

    Uh...

     

    3st: How.

     

    That's the whole purpouse of this series. See you soon, hopefully

  24. Ok, going by the sample bench sent me, it seems only the first line is strictly needed. To "brute-force" fix this you: Need to have debug enabled. Press F6 (A prompt like in the attached image should appear). Type: Kernel.pbRemoveDependency2("Nan") Press enter and Nancy should be gone :c Disable debug (Recommended). The prompt seems to have some weird behavior, though, and you can't copy paste.
  25. It would certainly help; right now I think I have found that even after removing her (the script does work) it seems that there is even another thing that blocks TMs.
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