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Messages - Night

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1
Suggestions / Re: Replacing pounds (Lbs) with kilograms (Kg) in options.
« on: October 23, 2020, 06:05:50 AM »
Why not?

Topic has been discussed here before if you'd like to see what other people think:
https://www.unrealworld.fi/forums/index.php?topic=5315.0

2
Mod Releases / Re: [Tool] Character Designer 1.0.0
« on: October 20, 2020, 07:10:29 AM »
Thanks guys. Krutzelpuntz and I are figuring out a good way for people to upload their own sprite sheets in the future, incase people start making their own sheets and decide to share ^^.

Are you thinking about making this kind of programs open source? Maybe some other coders might give it a try and implement other stuff or personalise it more. I personally am not that great of a programmer but I am also interested in how to write something similar to these and slowly build upon this kind of programs.

Obviously it is your code and you are to give the final choice, but I think it won't hurt to make these open source just chilling there in github.  ;D  ;D

And it is an amazing program IMO that's kind of why I want to see how it is implemented btw.

I've edited the post and put a link to the source on pastebin at the bottom of the OP if you'd like to study it. The program itself is just an image manipulation tool of the sorts, as I don't really touch the game itself, I'm just manipulating images and making them ready for the game to use. The main function for layering is quite messy, and I believe there's some redundant code I could remove, but it gets the job done. The real meat and potatoes of the program comes with a good supply of sprite sheets so big thanks to Krutzelpuntz for his work on the art, as this program wouldn't come nearly as nicely packaged without it.

3
Mod Releases / Re: [Tool] Character Designer 1.0.0
« on: October 17, 2020, 07:56:39 PM »
To be honest I really would like to see this within the game xD if you can make "dressable" sprites, Sami should be able too :)

It would be nice to have some sort of character customization from within the game in regards to the player sprite, but I think the workload would be easier addressed here (the modding section) as far as the art work goes.

I've thought it out to the point where I could probably make this into a mod that synchronizes your inventory with the artwork and auto-generates the sprite based on what your character is actually wearing in the game, and it simply replaces the sprite in the sprite folder (if we had all the graphical representations for the items in sprite format). Then all you'd have to do is hit f9(i think) to refresh the graphics.

But it would be a lot of work either way (programming and art wise).

4
Mod Releases / [Tool] Character Designer 1.0.0
« on: October 13, 2020, 06:58:31 AM »
[Tool] Character Designer v1.0.0

A nice little tool that allows you to combine and layer different apparel for custom pc-male and pc-female sprite sheets.

Created by myself and @Krutzelpuntz who provided some amazing 8 direction sprites for this project, as well as testing for bugs and providing great feedback. Major props to him for his amazing work.

Menu:


Instructions:
  • Using the tool:
    By default, there are a variety of apparel items included in the tool for use, to begin start with a "Base" as your first layer. This layer represents your characters body, and should always be on the bottom of the list.

    Each layer type will contain apparel that you'll find on that particular layer:
    Spoiler: show

    When you're finished selecting what you'd like to add, click the add item button and it will add it to the list of layers on the left, where you can then move it on-top of or below other layers of apparel.



    The sprite sheet itself is automatically saved to the tools running directory as "TempSpriteSheet.png", you will need to rename this to "pc-male.png" or "pc-female.png" (depending on your characters gender), and then overwrite the original file in your UnRealWorld\truetile folder with the file generated by the program.

    A couple of additional notes on check box options:
    • 8-Directional: Designates weather or not to generate the sprite sheet as 8-directions or 2. 8-Directional assets automatically generate 2-directional ones when this in unchecked. (meaning you can still use 8-directional sprites in 2-direction characters)
    • Add Fallen: Automatically generates the fallen pose for the sprite sheet.
    • Add Wading: Automatically generates the wading deep and shallow pose for the sprite sheet.
    • Add All 2Dir: Automatically generates a 2-directional sprite sheet from single 64x64 images (Not yet functional, fairly easy to add just lazy).

  • Adding new apparel to the tool:
    Adding new items for the tool to use requires only a small bit of configuration once you have the sprite you'd like to include. To begin, start by moving your new item to the "Sprites" folder, located in the tool's folder/directory. If you'd like, rename the file to something easier to organize amongst the rest of the sprites, otherwise continue on to the next step by opening Config.txt located in the tool's folder/directory.
    In the configuration file, you can scroll down to the section labeled [Sprites] (or just use cntl+F), where you'll be able to see the configuration data for the default sprites already included, to add your new sprite, simply label it in a similar fashion for example:

    My_Chestarmor_Blue.png=(Blue Scaled Armor,Chest,Scaled Armor,Iron,Blue)

    the format of this example being:

    Filename.png=(NameOfItem,Layer,Type,Material,Varient)

    The "Layer" parameter for configuration must be set to one of the following:
    Quote
    "Base", "Head", "Face", "Hands", "Arms", "Chest", "Waist", "Legs", "Feet", "Hair", "Beard"

    When you have your file in the sprites folder, and the configuration setup properly, save the config file and start/restart the tool and your sprite should now be loaded and ready to use.

Future goals:
  • Save/load features
  • Small fix's and improvements
  • Generation for NPC's, animals, possibly more.
Version History:
  • v1.0.0 - Initial release

Please report any bugs to me via this thread, my PMs, or contact me directly on steam:
https://steamcommunity.com/id/Nightipoo/

Download attached to thread.

Credits:
   Night - Creator/Programming.
   Krutzelpuntz - Creator/8-Directional sprites, testing, constructive feedback.
   Enormous Elk - Unreal world.

Requires Microsoft .NET Version 4.6 or later. (Usually already installed)

>Source for study<

5
Mod Releases / Re: [3.63] [3.62] URWCharacterMenu v1.0.3c
« on: August 25, 2020, 06:09:22 AM »
Ah, apologies, I've rolled back that save a while ago. I have to remember to keep a spare one next time it happens. Would a save of that character that doesn't have the wound still be useful?

Probably not, the problem occurs when data from the injury array is read but has an unexpected value in relation to the amount of available options that one of the selection box's has for an injuries values. So, like if the data for whether the wound is left right or none isnt 0,1,2 etc, it'll throw an index exception due to not having an option for what the game data is telling it that value is. I'll work on something to probably just set unexpected values to 'unknown', I've got other plans when I get in a coding mood again as well but I haven't been able to force myself into it, so, just waiting for now.

I'd like to work on the map data in particular.

6
Mod Releases / Re: [3.63] [3.62] URWCharacterMenu v1.0.3c
« on: August 25, 2020, 05:07:38 AM »
The CharacterMenu was crashing every time when attempting to launch it earlier. It seems to have something to do with injuries, and I had a bleeding, deep cut in the neck with an almost full injury bar to it at the time (see picture at the bottom of the post). Here's the crash report;

Code: [Select]
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IndexOutOfRangeException: Index was outside the bounds of the array.
   at URWCharacterMenu.Form1.ReadUpdateInjury(Injury Inj)
   at URWCharacterMenu.Form1.ReadInjuries()
   at URWCharacterMenu.Form1.Form1_Load(Object sender, EventArgs e)
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Form.OnCreateControl()
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WmShowWindow(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4069.0 built by: NET48REL1LAST_B
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
URWCharacterMenu
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Steam/SteamApps/common/UnRealWorld/URWCharacterMenu/URWCharacterMenu.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4042.0 built by: NET48REL1LAST_C
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4001.0 built by: NET48REL1LAST_C
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.3761.0 built by: NET48REL1
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Configuration
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.3761.0 built by: NET48REL1
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4110.0 built by: NET48REL1LAST_B
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.3761.0 built by: NET48REL1
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Microsoft.CSharp
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.3761.0
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Microsoft.CSharp/v4.0_4.0.0.0__b03f5f7f11d50a3a/Microsoft.CSharp.dll
----------------------------------------
System.Dynamic
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.3761.0
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Dynamic/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Dynamic.dll
----------------------------------------
Anonymously Hosted DynamicMethods Assembly
    Assembly Version: 0.0.0.0
    Win32 Version: 4.8.4069.0 built by: NET48REL1LAST_B
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/mscorlib/v4.0_4.0.0.0__b77a5c561934e089/mscorlib.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

The injury;



Had this bug earlier with some other folks, upload that characters folder and I'll see what it is this time and hopefully make a more generalized fix.

7
There is also my mod in the Mod release section, you can click the link in my signature to get there.

8
Modding / Re: [Info] [3.61] Cheat Engine Addresses
« on: July 29, 2020, 10:56:28 AM »
Semi Necro to add my findings for 3.62 (so I can at least find them in the future and so that other might use them)

Here's the new stats locations:  (Found Dex and worked the others out from there)...

Just to add onto this, I find the beginning of the attribute array and then use offsets to calculate the other addresses as follows:
Code: [Select]
urw.exe+A2F1532   -   Attribute array beginning

        Offsets: (add to A2F1532)

        Attrib = Decimal (Hex),

        Strength = 0 (0x0),
        Agility = 1 (0x1),
        Dexterity = 4 (0x4),
        Speed = 5 (0x5),
        Endurance = 7 (0x7),
        SmellTaste = 8 (0x8),
        Eyesight = 11 (0xB),
        Touch = 12 (0xC),
        Will = 13 (0xD),
        Intelligence = 16 (0x10),
        Hearing = 17 (0x11)

Also, added my .CT for 3.63 to the OP's attachments.

9
Mod Releases / Re: [Outdated] [3.62] [3.61] URWCharacterMenu v1.0.3b
« on: July 28, 2020, 05:17:21 PM »
I didn't see it in your planned features - but would you consider a Rituals editor (adding/removing Rituals) or is that outside the scope of what you can/want to do? I've often wanted to play around with them but earning them is slow, and the starting ones are always a gamble.

Hey sorry I haven't gotten back to you in awhile, I did intend to take a closer look at rituals at some point to see if I could add/remove them. Been busy with other stuff & life so I haven't had much time to get into a coding mood yet, but I do intend get back to work on this and a few other things sooner than later.


edit: Updated the app for steam version, working on stand alone real quick then Ill update the OP.
edit: Posted update in OP, let me know if there's any problems.

10
Gameplay questions / Re: Quick question
« on: July 12, 2020, 08:42:24 AM »
That seems more sensible. I will assume it as such unless mentioned otherwise, thanks.

11
Gameplay questions / Re: Quick question
« on: July 12, 2020, 06:23:31 AM »
I understand what the lighter color'd bar represents I'm just trying to understand what the darker bar represents. I don't really understand what it means by 'initial skill mastery' is this different from the normal skill somehow?

on the wiki I'm reading a couple of different things

Quote
Also, the lower the skill mastery level is the faster the skill will raise upon successful usage - so there's a 'learning curve'. It takes far less effort to go from 6% to 7% than from 76% to 77%.

Quote
(it is much easier to hide when your target is sleeping and some animals can spot you easier than others, even when sleeping, especialy at low mastery)

12
Gameplay questions / Quick question
« on: July 12, 2020, 05:13:14 AM »
Was glancing at some text I usually never read and was wondering what this is reffering to:


Is this an indicator of your current progress/xp towards the next level?

13
Mod Releases / Re: [3.62] [3.61] URWCharacterMenu v1.0.3b
« on: July 10, 2020, 05:42:44 AM »
While the update was fairly minimal, looks like URWCharacterMenu doesn't want to run on UrW 3.63. Eagerly waiting on the updated version!

Thanks in advance!

Just saw there was a patch, thanks for the headsup ^^. I'll see about adding the XP rate as well, (Found the stars earlier in cheat engine, no clue if they have any effect. possibly?)

14
Yea, I don't understand why this game decided to build in a suicide command.

 Since files are changed as you play (as time passes) when you close a character, the files have most likely been changed from the point of loading. If you choose to not save "make consistent save" the file data must be abandoned.

Game files get overwritten periodically by the games data, it'd be possible to make an auto-save mod that would periodically backup your characters files and allow for reloading on death.

No it doesn't.  You can just abandon the changes.

 That is not correct. Changes are made to the data files as time passes, No copy of the original data is stored 'aside' and thus "You can just abandon the changes" and thus delete the files aka suicide.

15
Modding / Re: Mod suggestions - Health and other
« on: May 29, 2020, 11:39:42 PM »
Just throwing my hat in the ring of suggestions for mods or things this creative community may be able to come up with. No personal skill, not responsible.

Health - please ruin my early to mid game with.....

Tooth decay? Abscesses?
Myopia/glaucoma
Epilepsy - could be brought on by trauma as IRL
PTSD from murder/unsavoury acts - Low days/flashbacks

Disturbed sleep from trauma/guilt - impact on piety/choices in dreams?

Elephant in the room, is cannibalism coming back as an rpg choice?

I can make cannibalism mod with memory editing, but I want to allocate more time for it if I plan on working on it, because I think there's a lot of potential behind it. Was also thinking I'd just add it to the engine I'm working on and just focus on that instead. Swamped with projects.

The rest could probably be done as well.

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