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Malta10

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About Malta10

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    Germany
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    Computer science,
    Rescue service

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  1. I'm not sure if it would still work or how I manage a different placement with the audio files, as it originated from @DemICE. But if he can figure it out or modify his original mod I will be more than happy to add it to the mod pack. What do you mean with "lose its focus"? I guess next story event is the reading of the note on the gym door on the east side in lower peridot ward. And after that a battle in front of the mosswater factory on the south side of the peridot ward It would probably be nice to have a guidance to the next story event, but I can't find the t
  2. I guess I should add this to the readme.txt. Only the distance gauge mod by demICE has a voice output. My pathfinder mod doesn't have such an feature.
  3. Extract the files in the reborn/data/mod folder. If you have no prior mods, you have to create the mods folder within the data folder.
  4. I would need to read more about the key bindings, theoretically it is possible. I also thought about key combinations like: press STRG for the menu and STRG + y would be the healing spots. But like I said, I need to do some research. As for additionally features, I had planed the following: 1. Reselect the last found event. 2. Optimize the efficiency of the pathfinding algortihm. 3. Better key-binding. Sadly I dont have much time in the near future, so an update or patch will take quite some time.
  5. Are the other options working in the mod? While the mod can direct you to points of intrest, it is missing a feature to guide someone to the events of the main story. Is this a problem with your Text-to-Speech software? As for the pathfinding mod, there is no sound output. Or are you talking about the distance gauge mod?
  6. Does the destination "teleport tiles" work? This one has to find at least one target. Is the Pokemon Center at least working? Does anyone else have problems with the mod?
  7. I have completed an early version of an accessibility mod pack. It will contain my pathfinding mod and the distance mod from DemICE. For the pathfinding mod, you have to press the F6 key to access a list of possible destinations. I would appreciate if a few people would test it in their game and provide me with the feedback or destinations, which are not found by my mod Some notes to keep in mind: The pathfinding for the teleport tiles can be a little bit slow. With my (fast) PC, it will freeze for 3 sec. Also with the teleport tiles option, destinations, which are
  8. @Gamulation@Seb2314@Tensoon the Kandra I have completed an early version of the mod-pack. It will contain my pathfinding mod and the distance mod from DemICE. For the pathfinding mod, you have to press the F6 key to access a list of possible destinations. Some notes to keep in mind: The pathfinding for the teleport tiles can be a little bit slow. With my (fast) PC, it will freeze for 3 sec. Also with the teleport tiles option, destinations, which are not reachable because of other events blocking the destination, will not be displayed. For all other options, it i
  9. @Gamulation@Seb2314 This pathfinder idea had me a little bit too motivated, to make it short, I programmed it. The algorithm works and the user gets some options, but I could use some early feedback. Right now these options are "Last selected category, Last selected destination, Pokemon Center, PokeMart, Entry Door, Exit Door, Is Talkable". Entry and Exit Doors are a little bit tricky, as I can only identify them right now by the sound it makes. I will probably remake them as the category "teleport tiles", which includes all map changes and therefore all entry and exit doors and doors w
  10. With a prior selection of the wanted type of POI, the complexity of the search should still be linear. If a simple identification of a tile exits, for example the warp point to a pokemon center, in my estimation a search of 250x250 grid should be search quite fast. The way your are writing, i suspect it isn't as simple like "if(tile.isEntry())". Maybe an initial search on the entry of a map, which saves stationary POIs? With the search as the bottleneck, a prior computation on the data to save the stationary POIs of the whole game in an extra file could be helpful. On the other hand, I don't
  11. @DemICE I could give you a hand wih the pathfinding algorithm, but don't know if I'm helpful. I have zero expirience with modding, but with assistance on what data is available, I could try to adopt some pathfinding algorithm like dijkstra or a* and provide the resulting pseudocode.
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