#EVTUI (Visual event editing tool)

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faint plinth
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That'll do it ๐Ÿ˜…

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I still need to push the changes to logging / auto-fixing input with messy bytes, ah....

rocky kelp
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yep it worked

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Naofacepalm jesus

rocky kelp
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how is the clean up function going?

faint plinth
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It works! I've just been stuck on the design question of how to replace the remaining Assert statements. Not a difficult problem, just kind of tedious naosmiley

ocean acorn
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oh yeah i discovered last night i still get the bug of trying to load an existing project crashing if i dont first open the new project window and set a cpk path

faint plinth
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Huh. You have to do that every time you reopen the program?

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Any error logs to speak of?

ocean acorn
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silent crash, no exception window or anything

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(i built with the command in the readme)

faint plinth
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Hmmm, if you just run it through dotnet run (or git bash, like CG does), you might be able to get some logs.

ocean acorn
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from the gui folder, yeah?

amber moth
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yeah

faint plinth
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I gotta get the new PR merged so we can move toward better built-in logging, lmao.

amber moth
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I think we need to kill atlus

faint plinth
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Lol, I mean, this one is mostly on me, probably.

ocean acorn
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the crash itself is still silent but this is what shows up in command prompt after dotnet run

amber moth
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nah it's all atlus's fault

faint plinth
ocean acorn
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i want to guess that the cpk path isnt initialized if you dont set it in the new project window
i see the path in UserCache.yaml though, when do you normally read it

faint plinth
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I don't know why no one else would have seen this error ๐Ÿซ 

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I guess there needs to be an extra check for it somewhere, but idk where.

ocean acorn
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i guess i could be getting onedrived but i dont think so, the mod directories are in onedrive managed folders but the game is very much not

faint plinth
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If you make a non-onedrive mod project and try to open it in a new session, do you still get the issue?

ocean acorn
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(reloaded works4me despite that although r2.5 does do a weird thing where it launches another instance of itself instead of opening the reloaded folder)

ocean acorn
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yeah, still crashes

also i had to try twice to create the project bc the first time also crashed

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lmao

faint plinth
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We love a logless crash that only reproduces on one machine ๐Ÿฅน

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What are the exact moments of the crashes? Like, which button presses?

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If it's an intermittent crash that also happens during project creation, it makes me think it's an async issue....

ocean acorn
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for loading a project, its when i hit "Load Selected Project & Continue"
the new project crash was when i hit "Create & Continue" after setting all the options (i just reproduced it to make sure)

faint plinth
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The best I can figure is it's something with a void-returning async call, since errors there get lost to the... well, void. Still no idea why it's only happening to you, but it's a starting point....

ocean acorn
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i feel like the token windows user here tbh lmao (win10)

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async void is for (dotnet) event handlers, yeah?

faint plinth
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CG and Wisteria use it on Windows, at least! I think ShrineFox does now, too.

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But yeah, it's almost certainly some issue with an await around the time of project loading.

ocean acorn
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pokes around with the new project crash
opening the new project window, setting cpk path, exiting, and then reopening the new project window seems to make new projects work, similar to the behavior with loading projects

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creating or loading an event after ive already created or loaded an event also seems to work as expected

faint plinth
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It's something within the functions CreateProject/TryCreateProject and UseProject/TryLoadProject... if setting the CPK path fixes it, then that narrows it down slightly, but without error logs it's not clear whether the path is null somehow or if the directory appears to be empty at load time.

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My guess is that this.newProjectConfig.GamePath is null or an empty string for some reason. But why it would be, I don't know....

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The other option... does this happen if you totally clear out your UserCache.yaml? (Or temporarily rename it so the program gets a fresh start without you necessarily having to lose everything?)

ocean acorn
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im in class rn so cant test, but ill keep that in mind

rocky kelp
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seems like evtui can't find files in the mod directory when the folders aren't named base.cpk, en.cpk, etc.

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i started naming them like this so i wouldn't get all the files mixed up and stuff so it'd be great if you could find a way to get around that

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or... not? i tried to open it with the cpk setup and it still didn't load the edited files... weird

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oh wait i know the problem lol. i forgot i changed to reloaded II.5

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how many dumb mistakes will raven make today? a lot, apparantely

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addition suggestion: editing path names for projects

faint plinth
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I can't remember how it currently works, but I think it can read from custom CPK names but will write to the default names by default ๐Ÿค”

rocky kelp
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lemme test now that i've changed accordingly

faint plinth
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That is something I want to customize, though. And making project config editing easier in general.

rocky kelp
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nope... not loading it

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oh god damn it

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this is another issue on my end hold on

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ok no... i'm sure i'm doing everything right this time and it's still not loading

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i'm gonna end up with new new new new

faint plinth
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๐Ÿคญ

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Lol, okay, can you send over your mod so I can see whether I can load it?

rocky kelp
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sure

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gonna take a sec. too big for discord so i have to upload to google drive

ocean acorn
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creating new project works fine

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closing the program, then reopening it and loading the project i just made crashes

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i went to see whatd happen if i deleted usercache again, then tried to open an existing project i had made before doing so, but then i realized there was no folder picker in the load project window

fossil kettle
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fic names/essay names make it into evtui

rocky kelp
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it's gonna become shfgdhfsdhjfsdhf down the line if i'm making test mods

fossil kettle
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hello.txt new new NEW new new 8 NEW NEW FINAL final FINAL

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^ guilty of this bcs i sometimes fear i will randomly need an old version of a project

rocky kelp
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if reloaded didn't have such rigorous id naming i would be makign a lot of test mods named dhgsugshuigeru

fossil kettle
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true...

ocean acorn
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you can name it whatever you want, people just name it in standardized ways so you actually know what the mod is

fossil kettle
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i name mine random garbage

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like mod test

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testing garbage

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help

rocky kelp
fossil kettle
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die

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etc

rocky kelp
fossil kettle
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you can

rocky kelp
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...you can?

fossil kettle
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just not through the gui

ocean acorn
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you have to change the id in modconfig.json

fossil kettle
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open the mod folder and open modconfig.json

rocky kelp
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ah

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scary wall of text

fossil kettle
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then ctrl r and replace all instances of the old id

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and rename your mod folder to match (optional)

rocky kelp
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we should tell ryo to add id name changing through gui to reloaded II.5

fossil kettle
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this sounds like a use for the reloaded ii.5 thread in scarkadia

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i really wish the thread was still here

rocky kelp
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the thread is closed here

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idk what that server is

fossil kettle
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i'll dm u

ocean acorn
fossil kettle
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i would do the same for protag sumi but that would be a giant folder

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lost media noshit

ocean acorn
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rip

rocky kelp
ocean acorn
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understandable have a nice day

rocky kelp
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it's in my mess of a modding folder

harsh carbon
faint plinth
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Was there a particular event you weren't able to load?

rocky kelp
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718 090

faint plinth
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Might be an issue where these aren't the lines being shown in the timeline, though.

fossil kettle
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oh, i did want to ask

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does anyone else get the occasional bug where the bmd loaded is the jp bmd

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you can fix it by just closing the window and reopening the evt but still

ocean acorn
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there should be a dropdown to select between the one for your language and base.cpk

faint plinth
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Yeah, that can happen if by whatever chance the JP file loads first. You can pick among any of the scripts in the tab, but only the one that loaded first will show up in the timeline, which is something I should make more flexible.

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The Msg_ display on the timeline hasn't been touched in a while....

fossil kettle
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yeah thats my main problem since sometimes it makes finding certain spots harder ๐Ÿ˜…

faint plinth
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I can figure out a stopgap for that, if not a full solution, probably naothink

rocky kelp
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ok i did it in cli and it loads

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but it doesn't display it

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like

faint plinth
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In the timeline, that's also what I get. Probably related to the same issue Wisteria mentions re: the first one loading being what shows in the timeline -- in this case, the vanilla lines.

rocky kelp
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it's say ing it loaded the ones from my mod but i see the vanilla in my gui

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oh wait you're right

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the correct bmd isn't loading into the evt file so it just displays empty in the timeline

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like this

faint plinth
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Empty... naohmm

rocky kelp
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like, the evt commands are there but it's mapping to the vanilla bmd instead of the mod one

faint plinth
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Is it empty for all the lines, or only certain ones not in vanilla?

rocky kelp
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only for the non vanilla lines

faint plinth
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Ah, right.

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That's expected for now, unfortunately.

rocky kelp
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RIP

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i wanted to see if it was a bustup issue or a evt issue that was happening here... oh well

faint plinth
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I'll try to fix it soon by at least providing the option for which BMD's lines show up in the timeline ๐Ÿ˜…

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But the EVT doesn't have anything to do with the bustup. That's all in the BMD.

rocky kelp
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when i loaded into the event in the game once it got to the added dialogue the lines just didn't play and only played the animations, which is usually indicative of an evt issue, but i checked the logs and it said it failed to load one of the custom bustups

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i didn't think failing to load a bustup would fuck up the rest of the event but yeah

faint plinth
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Hm...

fossil kettle
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btw was blend anim previewing ever added to the main branch?

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i still get creepypastas in the preview

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just wanna make sure i didnt mess something up

rocky kelp
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good god

fossil kettle
faint plinth
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Lmao, good lord.

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But yes, they're in the main branch! The previews for them should be zoomed-in, though, so if you're looking at a MAA_ command and it's still zoomed out like this, your version isn't up to date.

fossil kettle
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i swear i updated my local clone

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probably a skill issue

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for future reference could you add a version number to the main menu?

faint plinth
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You'd need to pull + re-run the bootstrap script both.

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I guess I could start versioning... although I've been putting that off until there's actually a release ๐Ÿ˜…

rocky kelp
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oooo you wanna make an official release so bad....

faint plinth
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I reeeally want to have actual model/camera positioning working for the first release ๐Ÿ™

rocky kelp
fossil kettle
rocky kelp
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the creature

fossil kettle
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okay i did do it right

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my shortcut was just

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pointing to an old directory

faint plinth
fossil kettle
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also idk why this happens but sometimes some events will be darkened as if theyre read only

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even though they arent

rocky kelp
fossil kettle
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i swear the timeline tabs changed around

faint plinth
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Yeah, the tab ordering changed based on CG's advice a while back.

fossil kettle
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also are there any plans to filter the commands shown in the add command dropdown? since if you want to add a model command you have to go scrolling

rocky kelp
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totally unrelated question but i've been curious, did you base this off evttool or was it made entirely from scratch?

rocky kelp
faint plinth
rocky kelp
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i spent like a full minute trying to find the message column

fossil kettle
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oh i see

fossil kettle
faint plinth
fossil kettle
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i do hope you add the ability to like, reorganize the tabs someday

faint plinth
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Moving around the tabs, hm....

rocky kelp
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i'm thinking like, dragging them up and down and stuff

fossil kettle
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im dealing with timing edits but also occasionally need to reference dialogue and models as well as audio

faint plinth
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Hm, I see, more of a windowing situation.

rocky kelp
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yeah i also only edit the messages, so i would prefer that to be at the top for me lol

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i have yet to fuck around with animations

faint plinth
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But yeah, filtering command types in the New Command menu + more flexible tab display... definite nice-to-haves.

fossil kettle
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yeah and i think eventually it'd be nice to resize the contents of an uncollapsed timeline tab, similar to what you can do in premiere pro - mainly would like this because models sometimes has an obnoxious amount of stuff defined in the first frame and then usually doesnt have as much all at once

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so it ends up just being a giant column of empty space

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or well row

rocky kelp
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also is there a way to make the timeline... longer? like if i wanted to add a message i need to push it farther down but it just kind of stops

fossil kettle
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interesting

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New frame options

faint plinth
rocky kelp
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yes

faint plinth
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You can adjust the Frame Count in the settings โš™๏ธ

rocky kelp
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naothumbsup thanks

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i don't exactly know how the frames work so it'll be a trial and error thing lol

faint plinth
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It generally follows a 30FPS logic, but some types of commands can effectively pause the event flow.

rocky kelp
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okok

fossil kettle
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interesting

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i was wondering how they handled that with the ports being 60fps+

rocky kelp
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like some messages have differing amounts of frames between them

faint plinth
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Technically you can change it from 30, but IDK if that actually does anything in-engine.

rocky kelp
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they're all slightly different

fossil kettle
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probably just to space them out

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or to allow room for animations

faint plinth
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Yeah, the time between is more for rhythm + animations.

rocky kelp
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oh wow i had no idea you could preview the animations they do

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they do have the creature โ„ข look though

fossil kettle
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i guess itdoes

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i tried doing it and it crashed my game after 1 dialogue box

faint plinth
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๐Ÿ˜ฎ

rocky kelp
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clearly they have some automated script that changes the event files to run on 60fps

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or something

fossil kettle
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internally its still 30fps i'd imagine

rocky kelp
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i know the 60fps update for ps4 was kind of chunky though

fossil kettle
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it'd cause a lot of issues if the evt logic was running at 60fps or smth

rocky kelp
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i'll always remember... pay $35 for better graphics and fps

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thanks atlus

fossil kettle
rocky kelp
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woah you can have extra options on that starting menu

fossil kettle
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yeah i just edited the mod menu bf

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okay changing the framerate to 60fps makes it last a bit longer but it still dies as expected

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im pretty sure the commands fire off faster too

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yeah commands happen in half the time theyd usually take

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so it does definitely work

faint plinth
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Wild, lmao.

fossil kettle
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but it'll probably crash your game if you use it on a pre-existing event

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i guess you could try making a 60fps event that has all the commands spread out but that seems pretty pointless

rocky kelp
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so this whole time it wasn't actually 60fps

fossil kettle
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no the evt logic is always in 30fps

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which isnt a big deal

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everything else like animations are interpolated to 60fps

rocky kelp
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why the fuck does my graphics card get so loud playing persona5 then smh

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...it might be the mods

fossil kettle
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scary ps3 game

rocky kelp
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i have an rtx 3060

faint plinth
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EVT usage of the concept of a "frame" is... a bit loose, lol.

rocky kelp
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tbf my computer is sitting... on carpet

fossil kettle
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also do you want my mod menu edits raven

rocky kelp
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oh sure that'd be nice

fossil kettle
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basically just makes testing events less of a pain in the ass

rocky kelp
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thanks

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since all i do is test events really

faint plinth
rocky kelp
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there was an event editor in the p5 beta???

fossil kettle
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yeah the p5 beta has been very useful

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has an epl editor too

faint plinth
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In the oldest version, with some work by rirurin to unearth it, yup!

rocky kelp
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i suppose that doesn't take into account the scripts

fossil kettle
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i hope more p5/p5r builds get uploaded someday and dont just rot in some collector's basement

faint plinth
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It is! The Python stuff isn't part of the repo, but it is how I actually research file types.

rocky kelp
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i need to see this

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real atlus tools...

faint plinth
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Someday... a non-rickroll P5R dev build....

fossil kettle
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p5r dev build with that one 2d cutscene from the trailer fully in tact ๐Ÿคฒ ๐Ÿคฒ ๐Ÿคฒ ๐Ÿคฒ

rocky kelp
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it must be so nice to mod games with actual tools

fossil kettle
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persona tools are pretty nice

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and gfd/atlus file formats dont seem overengineered

rocky kelp
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this is me looking at baldur's gate and cyberpunk modders

rocky kelp
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i don't think there's anymore files that haven't been figured out

faint plinth
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There are definitely a few, but for most of the stuff people care about modding, yeah. Like, field-related stuff is still pretty barebones.

rocky kelp
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looking through the exe file in ghidra was absolute pain. i can't imagine people doing that for everything

faint plinth
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True....

rocky kelp
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assembly code...

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ghidra has a decompiler function but it isn't very useful

rocky kelp
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omg

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i saw that on faz's channel i think

ocean acorn
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i have when they cry brainrot i need to know why theyre like that,,

rocky kelp
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I love villain backstories

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I know there's a mod that re-adds the costume dialogue but it's buggy and only displays Japanese in some cases. I wonder if intact versions of that can be found too

fossil kettle
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oh something i noticed, snd_ doesnt let you edit the cueid when its set to stop

faint plinth
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I could be wrong, but I noticed even when cue ID seemed to be set, it didn't actually matter in the case of the Stop sub-command.

fossil kettle
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hmm

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i guess its just really picky about what frame its on then

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i did remove the cueid and it still ended up working

faint plinth
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If I'm wrong about that, I'll change it ๐Ÿคท

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For my own benefit, the top TODOs for the weekend:

  • Get this dang PR for automatic byte cleaning / removing Asserts merged naosmiley
  • Fix the Msg_ menu so there's at least an option for selecting different versions of the BMD (but it should also really default to a modded version if one exists)
rocky kelp
ocean acorn
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where would u put log

faint plinth
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The branch I'm working on also adds an actual log file to the directory where the user cache lives, if that's what you mean.

ocean acorn
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yay

faint plinth
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Would also like to add a way to make logs viewable in-app, but one step at a time naosmiley

runic berry
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Just wanted to wave and say Although I haven't been in a place to unpack and build the newest update I really owe you ans CroissantGuard for this.

For one simple reason. it does the same thing For events and text that Yona does for music.

It makes things attainable for those of us with less coding experience.

So:

It lets us dream and make Dreams real.

Ganbare my friend. Well Done.

faint plinth
faint plinth
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But if it works, it means debugging should start to get slightly easier (because there's now a file UserLog.txt in the EVTUI AppData) and the program should, in theory, not suddenly die because of a failed assert.

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(And the buggy EVTs from Gay Joker should work without extra effort.)

amber moth
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Tried out the crash that would happen when you selected an invalid anim. It doesn't crash anymore at least, idk if it's supposed to give a little popup but it didn't. But it did indeed track it in the new log file. Here it is.

faint plinth
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Nope, no popup to be expected, but I'm glad to hear we have at least one less crash! ๐ŸŽ‰

amber moth
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Good to know

faint plinth
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Well, if that's a working test, I'll probably go ahead and merge so I can get moving on improved Msg_ handling. Would be nice to make things more BMD emulation-friendly along the way, but we'll see what order makes sense here.

amber moth
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I haven't seen any other issues at least

ocean acorn
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oh yeah i was gonna build and see what error it gives for my weird ass bug
and then i forgor

faint plinth
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That'd be helpful if you find time ๐Ÿ™

ocean acorn
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do i gotta run the batch script again

faint plinth
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You shouldn't need to, no. It should just be a matter of testing the above branch -- none of the dependencies or patches have changed.

ocean acorn
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ok

mellow gazelle
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[Binding]Error in binding to 'Avalonia.Controls.DataGridCheckBoxColumn'.'IsVisible': 'Null value in expression '{empty}' at ''.'(DataGridCheckBoxColumn #29105235)

ocean acorn
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same build, trying to create new project without first opening window, selecting cpk, and then closing window without attempting to make project

faint plinth
ocean acorn
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selecting cpk folder without making new project and then opening project still works

faint plinth
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Buuut none of that is related to the crash, so... fun fun, this crash still doesn't leave anything in the logs naodead

ocean acorn
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(those test mods are just shit i made specifically to test this issue lmao)

faint plinth
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Hrrrrrmmmm. Out of curiosity, is the EVTUI repo in a OneDrive directory or no?

ocean acorn
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no

faint plinth
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Okay, just ruling that out. Welp...... I have no idea, and doubly no idea why it's not showing up in the logs ๐Ÿซ ๐Ÿซ ๐Ÿซ 

ocean acorn
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repo is not, game is not, the mod folders for actual projects are but i get same behavior with test projects that are not

faint plinth
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I guess the only thing for it is to look into the void async thing and try getting rid of those....

faint plinth
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Oh, btw, have you checked your machine's general event logs after the crash? There's some chance there could be info re: the error in there.

ocean acorn
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im barely aware of what those are so no

faint plinth
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Lol, no worries. I need to do some semiannual code cleanup, anyway, so if it's less of a pain to work around than it would be to debug, we can keep our fingers crossed that one change or another magically fixes it ๐Ÿช„

rocky kelp
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i'm not getting any logs though

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i can tell when it's fixing it though because my mouse turns into the thinking cursor

faint plinth
ocean acorn
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idle question: if you had a message named, like, MSG004_20_6_index_9, would that still be parsed properly by a Msg_ command

been thinking idly about the whole "forcing a message id" thing. i feel like id probably want to just have the mod maker append something to the end of the message label similar to how forcing procedure indices work but i want to know if theres the potential to fuck with anything (although surely you could just use MsgR instead, if im understanding the description on amicitia right...)

faint plinth
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Hmmm, no idea whether it would work in-engine, but I suspect it would be fine -- IME, the game is pretty forgiving when it comes to string matching of prefixes like that.

And you're right that MsgR would work fine regardless, because it's an index into the array of messages and doesn't need any particular message naming scheme.

ocean acorn
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yeah

im kinda wondering how big a deal forcing message index would actually be for events lol, knowing you can use id but can also just use name
i feel like the noteworthy use case isnt really events specifically but sections of bf logic that do some kind of check to decide what message to display (eg. jazz club, weather, morgana telling you what movie you can see)

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...which kinda makes me feel silly for discouraging emulation for event messages, although its not like there are no events where itd matter (jazz, again, if you wanted to add new random dialogue)

rocky kelp
faint plinth
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Merged that PR, then -- onto general cleanup and fixing message display on the timeline ๐Ÿซก

rocky kelp
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you're so cool ajda

ocean acorn
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minor thing, but for .flow files would it be possible to add an option to have it sum bits while (de)compiling

faint plinth
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Oh, yeah, good idea.

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Anything else BF/BMD related that would be nice as an option? Other than playing more nicely with emulation, obviously.

ocean acorn
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ummmm im tryin to think

faint plinth
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@rocky kelp The two fade-related commands are basically done, buuut for whatever reason they use a different enum for fade type than EVTFADEOUTTABLE does, so I've been trying to get those at least mostly right before merging ๐Ÿฅฒ

rocky kelp
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of course

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always something

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lovely organization atlus!

faint plinth
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It's like. A similar set of fadeouts. But numbered just SLIGHTLY differently. Like sometimes the same and sometimes off by one. Whyyyy.

faint plinth
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CG is gonna have a field day testing this one once it's in ๐Ÿฅฒ

amber moth
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I'll do my best

faint plinth
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The "default" behavior still seems to vary by event even in ways outside of what EVTFADEOUTTABLE can explain, as far as I can see... so, fun!

ocean acorn
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oh yeah, would it also be possible to delete project entries, and/or change paths?
my project list is flooded with testing crap and i just accidentally picked the wrong mod folder for gay jonkler lmao

#

i could just go into the userconfig file but being able to do it in editor would be less of a hassle

faint plinth
#

Yeah, definitely. I just haven't figured out the best place in the UI to put project config editing.

ocean acorn
#

right click project on load project screen

faint plinth
#

Yeah, that'd be simple enough ๐Ÿ˜…

faint plinth
# rocky kelp lovely organization atlus!

OK, they're in! The Fd__ enum is pretty incomplete, because most of the values don't actually appear in any vanilla events. But I tried to fill in the ones that are used, and leave the rest as a fun mystery for later....

rocky kelp
#

oh boy lol

faint plinth
#

You should be able to just put in the default...? Although possibly that would play weirdly if it doesn't have a fadeout table entry.

rocky kelp
#

mainly will be using the train fadeout since I'm doing confidant events

#

probably the people walking too

faint plinth
#

Then making the table entries for the events and leaving the the fade-in and fade-out Fd__s at the default is probably your best bet. (Or however vanilla confidant events usually do it ๐Ÿค”)

rocky kelp
#

I'll take a look see how they handle it

ocean acorn
#

also as a minor thing since i was just rapid fire opening and saving a bunch of gay jonkler evts to try and clean up corrupted values: i think id prefer if opening an event didnt close the event selection window, and possibly also if you could hit back on the event selection window to return to project list (if you loaded a project rather than creating one)

fossil kettle
#

gay joker: I'm gay

amber moth
#

I'll check out the update tomorrow. I shall try and break it as much as possible.

faint plinth
#

It's true in all of my fanfics, at least ๐Ÿ˜Œ

ocean acorn
#

i have the disease where all of my fics end up with some element of akeshu longing, or at least they would if i had touched them in the last year

rocky kelp
#

even gen fics can't escape shuake

ocean acorn
#

theres this yaldy ending fic idea that keeps nagging at me to write or at least outline it and then i never do

#

needless to say, it would have akeshu grief

faint plinth
#

The one published fic I have is ostensibly ShuAnn, but it's them bearding each other ๐Ÿคญ

ocean acorn
#

snrk

rocky kelp
#

I'm writing a shuake streamer au but I plan to make it spicy so it won't go on my main ao3 B_giggle_teehee_hehe

#

I've published a couple shuake fics

#

one of them is unfinished and idk if I'll ever finish it

mellow gazelle
#

so many fic writers, wth femmcbean

#

does everyone write fanfics...

rocky kelp
#

I think there's some overlap with mod makers

#

making mods is basically another form of fanfiction for me lolol

amber moth
#

I don't write fanfics

ocean acorn
#

i follow this thread mainly because i have mod ideas that are basically fics in mod form adachi_true

mellow gazelle
amber moth
#

maybe

ocean acorn
#

i want to say getting into modding sucked up all the energy i was putting into fic writing but tbh im noticeably more productive as a modder than i ever was as a fic writer lmao

amber moth
#

writing is boring modding is fun

ocean acorn
#

im not entirely sure why but fucking around in flowscript just feels good

amber moth
#

write fanfic in flowscript

faint plinth
#

True....

ocean acorn
#

true...

rocky kelp
rocky kelp
#

i can make mods easier than I can fics

fossil kettle
#

buy an AO3 acc from Tanakas shady website to gain access

#

decreases your social stats

rocky kelp
#

Akira shows fanfic to akechii like "look :D"

ocean acorn
#

i feel like futaba is the most likely to have an ao3 acc

rocky kelp
rocky kelp
rocky kelp
#

she writes some mean featherman fanfiction

rocky kelp
#

ao3 was made by wincest shippers who were being chased off other sites

ocean acorn
#

beware asking to see her private bookmarks :)

amber moth
#

She's definitely into some insane stuff 100%

ocean acorn
#

shes just like me fr

#

not the wincest joke though i never watched supernatural adachi_true

rocky kelp
#

no she's ME

#

I love supernatural but I do not like wincest lol

#

dastiel for the win

ocean acorn
#

i was a homestuck girlie not a superwholock girlie adachi_true

amber moth
#

I was none of those things surprisingly.

#

too busy playing gmod

rocky kelp
#

I wasn't sentient for tumblr era so I watched supernatural very recently and Sherlock a few years ago

#

Tumblr was like 2010 right

#

I was 3/4 years old

amber moth
#

I was 7 then

#

I think I got a pc in like 2013-15 or something I don't remember

ocean acorn
#

i read homestuck in 2013 at age 13

rocky kelp
#

I had a PC around that time tho. I've been a gamer my whole life

amber moth
rocky kelp
#

I was playing animal jam mostly

#

I was into creepypastas and shit for a while. yes while I was 4-6 years old

ocean acorn
#

i dont like being the old one here ๐Ÿ˜ญ

amber moth
rocky kelp
#

I would've had a field day on tumblr

#

instead I was a dream smp girlie

faint plinth
#

Don't worry, I'm much older than all of you ๐Ÿ˜„

amber moth
rocky kelp
#

ywah

rocky kelp
#

I was 13 in 2020. it was bound to happen

#

any teenage girl on the internet in 2020 was going to be infected

#

I'm used to being the youngest lol idrc how much older anyone is

amber moth
#

I was pretty into that part at the time but only really for technoblade and callmecarson

#

minecraft mondays were so fun to watch

ocean acorn
#

tumblr is still up you can make an account whenever

rocky kelp
#

I didn't like dream. I mostly watched the "other side" with ranboo, wilbur, tommy, tubbo, philza, etc

amber moth
#

like every big website online nowadays

rocky kelp
#

and yeah it's a shell now

ocean acorn
#

im the inverse lmao

#

i never fucking left

mellow gazelle
ocean acorn
#

all i use shitter for is liking random shit that gets linked to me

amber moth
rocky kelp
#

only inaccuracy is futaba isn't non binary

amber moth
rocky kelp
#

...are you aware of wilbur's allegations

amber moth
#

were

#

philza is still cool

#

just don't really watch him anymore

rocky kelp
#

yeah he's still goated

amber moth
#

I was only really staying around for techno

rocky kelp
#

I used to be such a huge Wilbur fan I was so devastated when it came out he was an abuser

#

I remember the day techno was announced dead so vividly

#

that marked the death of the dream smp too

amber moth
#

I know, I was secretly hoping it was all some prank or something. I didn't really care if it would be a bad thing to do I just really liked the guy.

amber moth
rocky kelp
#

yeah 2022 it was really starting to die off

rocky kelp
amber moth
#

Yeah, even though it's been so long it's still unreal that it happened.

rocky kelp
#

I've accepted it at this point but for a few years it didn't feel real

amber moth
#

Maybe one day he'll figure out how to revive himself.

rocky kelp
#

heh

rocky kelp
#

ok looks like gay joker already has fade out commands but they're fade to black

#

idk why my entry into the fadeout table isn't working

amber moth
#

while I was testing the fades, I noticed the model scale looked a bit different. This is what it looks like set to max now. Which is way bigger than before.

#

shame that it seems like fade ins and outs don't appear when loading an event.

faint plinth
#

Hm, are you testing the fade commands using longer durations, or just a single frame?

amber moth
#

I was just using the original fades from the actual event. Which seem to have it at 30 frames

faint plinth
#

I see naohmm

amber moth
#

hugeizawa

rocky kelp
#

there should be mod that makes everyone large

#

kill those graphics cards

amber moth
#

interesting idea

#

wouldn't be that hard to do, just tedious.

#

maybe I might

rocky kelp
#

can't be as tedious as everyone is bald mod

amber moth
#

true

rocky kelp
#

everyone is fucking huge would be apart of a randomizer mod

amber moth
#

Isn't there a randomizer for p5r?

rocky kelp
#

yeah

faint plinth
amber moth
#

i'll check rq

amber moth
#

I don't think it worked. Let me try some other stuff

faint plinth
#

femcmad Baffling....

#

I'm trying to think of events that have them so you could copy/paste or mess with them directly... I know Ann's rank 10 has a few brushstrokey ones, and Akechi's rank 2 has some flashbacky ones.

amber moth
#

I shall see

amber moth
rocky kelp
#

ah so maybe that's why I couldn't see mine

amber moth
#

Yeah for some reason I guess it just skips fade-ins/outs

faint plinth
#

Oooh, that makes sense.

rocky kelp
#

mod menu

#

beta moment

#

I've seen fade outs/fade ins before with mode menu though

faint plinth
#

Fade-in/out logic breaks a lot, including going in and out of battles without prefacing events....

amber moth
#

time to test the untested fades

#

seems just like default

#

5 fade-ins in a row surprisingly doesn't crash the game

rocky kelp
amber moth
#

I wanted to make greentaba to see if I was editing the correct event. But I couldn't remember what command it was, so I made largetaba.

rocky kelp
#

I like how she moves to perch on top of the couch

#

vulture

amber moth
#

her arms look so long like this

#

untested 3 is actually different, forgot to record it

faint plinth
#

Does unchecking the Unknown do anything? ๐Ÿค”

amber moth
amber moth
faint plinth
#

Omg....

#

I have never seen that before in the game! I mean, obviously. But it's kind of wild.

#

So maybe the Unknown check is Use Non-Default Transition? if un-checking it makes it the default again....

amber moth
#

untested 4 looks exactly the same as 3. I'll tick the box off this next time to see what happens.

faint plinth
#

Yeah, seems like it just makes it the default again.

#

Interesting!

amber moth
faint plinth
#

Hmmmm, certainly not, huh ๐Ÿ˜…

#

But I am suspicious that these all are the same now.

#

Makes me wonder if I'm parsing this correctly at all....

amber moth
#

Maybe certain fades require different things inside the EVT to be turned on?

#

Off the top of your head are there any events that use screen wipe?

faint plinth
#

I think Ann's rank 10 used one of them.

amber moth
#

Let me check

faint plinth
#

In the middle of the event, though, not at the start.

amber moth
#

it uses 'flashback' halfway through

#

2 of them actually, fade out is in front of the fade in

faint plinth
#

Yeah!

#

Oh, it says flashback?! It doesn't say that on mine naohmm

amber moth
#

actually it's a fade out sandwich. 2 fade outs with 1 fade in in the middle.

amber moth
#

so maybe it's different

faint plinth
#

I did, too ๐Ÿค”

#

Screenshot of UI?

amber moth
faint plinth
#

E706_100?

amber moth
#

no 103

faint plinth
#

Oh, I see....

amber moth
#

it happens

#

weird, this event has duplicate model placements for ann and joker

faint plinth
#

Okay, yeah, 103 does have flashback. Phew.

amber moth
#

but at different positions? Guess they didn't take out old versions

faint plinth
#

Hmm? I mean, it has a transition out and in, like a little scene break.

amber moth
faint plinth
#

Oh, you mean the models.

amber moth
#

yeah

faint plinth
#

Yeah, no idea on that!

ocean acorn
amber moth
#

Wanted to test it but it seems like fades inside of an event do work. So it's only just the starting and eding fades that don't work with a mod menu.

#

This is the velvet room fade-in btw

#

@faint plinth looks like I was correct. There is some specific thing that needs to be turned on to make different fade-ins/outs work.

#

untested 3 seems to be a metaverse fade in now.

#

oh right this is fade out, forgot they changed the positions of them in the evt

#

i'll retry untested 3 fade in

faint plinth
#

Hmmmmm. Does it need to have or not have an entry in EVTFADEOUTTABLE?

amber moth
#

Well i'd assume both that futaba rank and this ann rank would have entries in it. I guess I can go check

#

where is the fadeout table located?

#

nvm

#

is 010 editor used with it?

faint plinth
#

I can check. Which was the Futaba event?

amber moth
#

709_020

faint plinth
#

Hmmm, they're both in there. The Futaba one has a value of 16 (Flashback fadeout (screen goes white)) and the Ann one has a value of 8 (Train Transition).

amber moth
#

I see

faint plinth
#

Are you sure the other transitions don't work if insterted later in the Futaba event? And do the custom ones actually work at the start of the Ann event?

amber moth
#

I think changing the fade out to a fade in changed the skybox

amber moth
#

should've recorded that, but it is different from when I tried it with futaba

#

It just skips the fade in with no whiteout

#

I don't think they play in the futaba event. Or atleast nothing happens when it's added in

faint plinth
#

Weird!!!

#

I have no idea what else would be getting set here....

amber moth
#

gonna see if I can edit the event to be more like the ann event

#

okay, so you HAVE to have fade out first for the fades to work

#

but then I wonder why the starts and ends dont work changed

#

oh actually I might know

#

I think it's because of the frame duration

#

every fade is 30 frames from the looks. So that might be why. Cause I initially deleted the start fade in and never set the frame duration back to 30.

amber moth
#

as he should be

rocky kelp
#

i think the problem is the incorrect/no entry in the evtfadeout table

amber moth
#

It's a vanilla event. It shouldn't be invalid.

rocky kelp
#

i meant like changing the fadeout in the evt but not the one in the table

amber moth
#

I never changed the table

#

I only changed it through EVT ui

rocky kelp
#

that's what i meant

amber moth
#

then yeah

rocky kelp
#

you changed the evt but not the table so it bugs out

amber moth
#

no it works fine now. It just needs to be fade out rather than fade in

#

like for example they have out-in-out for the ann fades. And that seems consistent since futabas actually also had that.

rocky kelp
#

this is so complicated and for what

amber moth
#

Yeah it's so weird.

#

It does seem like you can get away with just having out-in. But I haven't fully tested it.

#

And yeah it does seem like they require a 30 frame duration to work correctly.

faint plinth
#

Fascinating and so specific....

faint plinth
#

I don't want to merge it right before bed in case I missed something major, but a PR is open with a few requested QoL improvements:

  • "Add New Command" modal now only shows command options from the category in which the user right-clicked for the menu (as opposed to the huge list of all commands)
  • Script load order should now be consistent + modded ones should take priority for showing up in the timeline
  • Projects can be deleted by right-clicking the entries in the "Open Project" menu
    The branch is psy/misc-qol-improvements if anyone wants to give it a go, but I'll hopefully get to double-check it and merge sooner rather than later.
amber moth
#

I'll check it out

amber moth
#

So I kinda forgot about this (because I was working on other stuff). Trying to do git checkout and it's saying not a git repository (or any of the parent directories): .git

#

git checkout psy/misc-qol-improvements this is the command i'm doing currently.

#

I don't think i'm doing anything wrong.

faint plinth
#

Hm, are you in the right directory?

#

That generally means you're not currently in a git folder.

amber moth
#

Yeah, it would always work after you git clone https://github.com/DarkPsydeOfTheMoon/EVTUI.git

#

i'll ty again maybe I got it wrong

faint plinth
#

And then cd EVTUI.

amber moth
#

it does that automatically

faint plinth
#

If that's not working, then it's very odd.

amber moth
#

oh, I guess it doesn't do that this time ;-;

#

now it works

#

idk why that hasn't been an issue before.

faint plinth
#

Seems like some one-off issue with the clone, maybe ๐Ÿคท

amber moth
#

guess so

#

anyways testing it out now

faint plinth
#

Oh, I should clarify the message for deleting projects to be clear it's only the EVTUI metadata, not any files being deleted....

amber moth
#

Just have it fully delete your project

#

interesting

#

tried to have it run, and it 'can't fine the project'

faint plinth
#

Gotta run it from within src/gui/!

amber moth
#

oh right

#

i'm losing my touch...

faint plinth
#

Haha, all good ๐Ÿ˜„

amber moth
#

Actually you could have an option

#

either fully delete or semi delete

faint plinth
#

As in also delete the directory? Yeah, I suppose, but seems risky, lol.

amber moth
#

Just a thought, it's not a big deal tbh.

faint plinth
#

I could hide it under an extra menu so no one clicks it by accident, but it does seem like a nice option to have.

faint plinth
amber moth
#

oh right I forgot thats a thing now

#

? it didn't crash when I did it a 2nd time

faint plinth
#

Huh...

amber moth
#

You should make a .old long for previous logs. Cause I didn't get it in time so it overwrit the old logs where it crashed

faint plinth
#

Ah, yeah. I could make the logs datetime-specific, but I didn't want them to take up too much space. But probably some extra older logs would be good to keep around.

amber moth
#

I mean reloaded does it and no one complains. So I think it should be fine.

faint plinth
amber moth
#

I did it again and it doesn't crash? I guess maybe that was some sort of fluke?

faint plinth
#

๐Ÿฅฒ

amber moth
#

is post supposed to not have any commands?

#

same with texture

#

and movie

faint plinth
#

That makes sense, yeah, since I haven't implemented those commands yet. It only includes ones that I have implemented.

amber moth
#

okay, just making sure

faint plinth
#

Yep, thanks for checking!

amber moth
#

modded ones should take priority for showing up in the timeline
what exactly do you mean by this bullet point?

rocky kelp
#

when you click the on the message command the msg from the edited bmd will show

faint plinth
#

Yeah, it's been prioritizing the vanilla BMD for display in the timeline.

#

Which is annoying... and hopefully not a problem anymore ๐Ÿ™

amber moth
#

I see

rocky kelp
#

out of curiousity how would you handle rendering the evt in the program?

amber moth
#

Interesting, new events with different ids from vanilla actually show up on the list now.

faint plinth
amber moth
#

Damn, I did not see that. Cool.

faint plinth
rocky kelp
#

yeah it sounds like a pain

amber moth
#

I may or may not be a 3d modelling person, unless you mean coding it...

faint plinth
#

Unfortunately I do mean coding it pensivekechi

amber moth
#

in that case, I was never here

rocky kelp
#

croissant is scared of code

#

dw me too

#

it's like my eyes glaze over when i see it

amber moth
#

I'd be down to do it if I knew how to.

faint plinth
amber moth
#

Doing that python stuff before was hard but fun at the same time.

rocky kelp
#

i did a little bit and i mean very little coding trying to get configs working

#

c seems very straightforward though

faint plinth
#

Alas, Pherakki and his expertise here are pretty unparalleled, but I never met a programming problem I couldn't eventually hack ๐Ÿ˜„โœŒ๏ธ

rocky kelp
#

pherakki?

amber moth
faint plinth
#

Creator of the GFS tools for Blender, and my partner in crime for EVTUI. But he's been AWOL for a few months ๐Ÿ˜”

#

No word, no.

rocky kelp
#

:/

amber moth
#

Went insane creating rendering for EVTUI. Happens to the best of us.

#

Also on that topic, I know you had a specific idea for the rendering that we disagreed on. Are you still thinking of doing that?

faint plinth
#

...I don't remember what either of our stances were, haha.

#

What specifically?

amber moth
#

where you had the render tab essentially be a last minite check of your stuff and had the models be their own render checker instead. Something like that I think

faint plinth
#

Oh, right. I mean, it's hard to promise anything one way or the other on that, since the structure for rendering beyond previews just doesn't exist yet.

I would love for it to be a thing you can easily scan through in the timeline view, but I gotta take it one step at a time.

amber moth
#

I see, was just curious since it's been a while.

faint plinth
#

I promise to make it as good to use as I possibly can ๐Ÿซก

amber moth
#

I believe in you Ajda. Hopefully Pherakki will be revived and not be AWOL anymore too.๐Ÿ™

faint plinth
#

Figuring out model rotation is... going great....

fossil kettle
#

strechkechi's energy lives on

ocean acorn
#

astretchi

fossil kettle
rocky kelp
faint plinth
#

I think I've figured out model positioning, but something tells me I don't have camera positioning just right yet ๐Ÿค”

amber moth
#

Looks completely fine : )

#

Awesome job on the model positioning though.

faint plinth
#

I guess this is now for an Arcana-swap story mod where Akechi is the Hanged Man ๐Ÿ˜†

amber moth
#

Akechi but he's inexplicably always handstanding.

faint plinth
#

Oh god, why are cameras so complicated and different in OpenGL vs. Blender ๐Ÿ™ƒ

#

TBH, if anyone wants to help figure out how to make sense of the camera positioning given in the EVTs, it may take a village dark

#

Like, even trying to block things out manually in Blender, I can't quite figure out how to translate the numbers in CSD_ commands into something replicable with an OpenGL or Blender camera.

amber moth
#

What specifically is getting you hung up?

faint plinth
#

OH MY GOOOD I FIGURED IT OUT. The camera was rotating after translating, so it was rotating around the origin point instead of around its own center. Rookie mistake but OMG that was driving me insane.

#

Anyway, model and camera positioning soon :3c

amber moth
#

It happens, glad you were able to fix it nontheless.

rocky kelp
#

omg camera!!

amber moth
#

Closer to render preview...

rocky kelp
faint plinth
#

Well, while I work on re-wiring stuff to make position updates more responsive / not-hardcoded, I merged that miscellaneous QoL PR. Filtered lists of new commands (requested by wisteria), script loading that prioritizes modded files in the timeline (requested by raven), the option to delete project data (requested by oceanstuck)... hopefully those should make for some nice incremental improvements.

ocean acorn
#

yesterday i found an event bmd with no corresponding evt and now im wondering whatd be the handling of this
obv itd have to be a "new" event but would you like. see the existing bmd (or bf, or w/e) in the tab

faint plinth
ocean acorn
#

i would imagine so given you cant directly create new events from gui

rocky kelp
#

I'm still having the issue where even when I compile a bmd/bf and and save it in the gui, it just doesn't save

#

I'll try and see if I can get details later

amber moth
#

you need to press the little wrench icon at the top left in the script editor

rocky kelp
#

I know

#

I do click that

#

then I save it

#

and i reopen it

amber moth
#

do you only hit save all?

rocky kelp
#

and it's unsaved

#

no

amber moth
#

hmm

rocky kelp
#

I compile bmd then hit "save bmd"

amber moth
#

try doing save all and see what happens

rocky kelp
#

I'm gonna take a nap I'll do it in a few hours

amber moth
#

okay

faint plinth
#

Did you set up your project to use BMD emulation? I could have gotten something mixed up in one version or the other.

#

I think I usually have it checked for my test projects.

faint plinth
#

(You may need to peek inside UserCache.yaml in the AppData to confirm this currently. On Linux that should be ~/.config/EVTUI/UserCache.yaml.)

#

It may be that if you don't have it on but do have a matching .msg in the mod files, it picks that up for reading but not writing the files ๐Ÿค”

faint plinth
rocky kelp
#

random aside but i'm very glad you're supporting linux. every other modding tool i use is windows only

#

i tried to build atlus script gui from source yesterday but it uses net 4.8 and 4.5 which is windows-only

rocky kelp
# faint plinth It may be that if you don't have it on but do have a matching .msg in the mod fi...

looks like that's not the case?

  - Name: R&V Male Romance New New New
    Notes: 
    Game: /run/media/raven/Josuke/SteamLibrary/steamapps/common/P5R/CPK
    Mod:
      Path: /run/media/raven/Josuke/Reloaded-II.5/Mods/p5rpc.event.r&vmaleromance
      Type: Reloaded
    Frameworks:
      P5REssentials: true
      AWBEmulator: false
      BFEmulator: false
      BMDEmulator: false
      Ryo: false
    LoadOrder:
      - <PRIMARY_MOD_PLACEHOLDER>
    Events:
      Pinned: []
      Recent:
        - MajorId: 718
          MinorId: 102
        - MajorId: 707
          MinorId: 101
        - MajorId: 814
          MinorId: 73
        - MajorId: 807
          MinorId: 73
        - MajorId: 754
          MinorId: 113
        - MajorId: 754
          MinorId: 110
        - MajorId: 752
          MinorId: 140
        - MajorId: 751
          MinorId: 100
        - MajorId: 750
          MinorId: 13
        - MajorId: 707
          MinorId: 1
        - MajorId: 749
          MinorId: 11
        - MajorId: 747
          MinorId: 6
        - MajorId: 707
          MinorId: 2
        - MajorId: 718
          MinorId: 90
      Notes: []```
faint plinth
#

Basically, I should (a) make sure it's not reading from .msg files if emulation is off, and (b) make emulation more easily toggleable in the UI.

amber moth
#

You could just make all of the frameworks toggleable? Except p5ressentials of course.

faint plinth
rocky kelp
#

ayeee

#

well since it's net there's not much to worry about with windows

faint plinth
amber moth
#

It's not a big deal currently though. Since now you can delete projects and just redo it.

#

Now that I mention it I don't think that was tested.

faint plinth
#

True, but it'd be nice not to have to do that ๐Ÿ˜…

rocky kelp
#

well i'll do it see what happens

faint plinth
#

Are there .msg files in the mod directory anywhere?

rocky kelp
#

let's see

#

yes i leave the msg files out so i don't have to decompile all the time

#

is that it?

faint plinth
#

Yepppp, that's on me... I don't actually check whether it's on when searching for the files....

#

I should fix that, ahah...

rocky kelp
#

glad we solved it then lol

amber moth
rocky kelp
#

i use script gui and evtui. i don't think it's worth it to open evtui sometimes if i just wanna make like a mintor change to the text

#

i also stopped using evtui to edit bmd's because of this bug

faint plinth
#

I mean, it's a very annoying bug, so that's fair, lol.

#

Hopefully it won't be too hard to fix ๐Ÿคž

rocky kelp
#

i lost my whole edited bmd once... i had to rewrite the whole thing from memory ๐Ÿฅฒ

faint plinth
#

๐Ÿ˜ญ

rocky kelp
#

i think it was ryuji's festival event

faint plinth
#

I'll let you know when I have a fix in ๐Ÿ™ And hopefully that will be the last time a script gets overwritten like that ๐Ÿฅน

ocean acorn
rocky kelp
#

btw are you working on the drag and drop thing? so you don't have to cut and paste if you wanna move a command?

amber moth
#

I'd much rather have render preview tbh

rocky kelp
#

well yeah that's priority #1 lololol

faint plinth
#

Drag and drop is hard, lol. I'm not working on it at the moment--yeah, exactly, to prioritize model/camera positioning ๐Ÿ˜„

amber moth
#

As soon as that happens, you could just stop updating and it would still be peak.

rocky kelp
#

i see i see just wondering. you can work on that after render preview heh

faint plinth
#

๐Ÿคญ

amber moth
#

Not having to open up the game 50 times would be a life saver

rocky kelp
#

yes

faint plinth
#

I do really want to polish the timeline editor, but yeah, I think that'll come after there's at least good positional previewing, if not relatively complete rendering.

amber moth
#

Nonetheless you're doing an amazing job ajda.

rocky kelp
#

after render preview official release...? hehe you'll get a spot in #p5r-resources

amber moth
#

very true

rocky kelp
#

oh

#

lolol

amber moth
#

it happens lol

faint plinth
faint plinth
ocean acorn
#

for console support theres both switch and ps4 too and ps4 has more shit in paks
although i think not a lot of people mod ps4 p5r

faint plinth
#

Oh, right, the PAK stuff.

rocky kelp
#

since it requires vlc how will you manage that in the release?

faint plinth
#

Still should be manageable, but yeah, no way to test....

rocky kelp
#

since you won't be doing the patches

faint plinth
ocean acorn
#

(im not rly sure how ps5 is structured but i also dont think anyone cares about it or even know if its moddable at all lol)

rocky kelp
#

iirc ps4 and ps5 p5r are the same now(?)

faint plinth
#

Not much for it, but I trust Linux users to be able to handle that ๐Ÿ˜†

rocky kelp
#

they had the 60 fps high quality patch for the ps4

#

(for $30)

#

i honestly don't know

amber moth
#

Honestly the only reason I haven't switched is because I've been ingrained in windows stuff for so long.

rocky kelp
amber moth
#

The human eye can only see 30 fps of coursenaotroll

rocky kelp
#

that's just a lie lol

#

humans can 100% percieve 60 fps over 30

amber moth
#

You're right, they can only see 15 fps.

rocky kelp
#

o h god

faint plinth
#

If I can't recreate it, I may ask for a zipped version of your working directory.

rocky kelp
#

is it because i have pak and bf emulation? the file emulation folder does exist there's just no bmd directory

faint plinth
#

Very probably. But I did seem to consider that in the code, so I don't know yet why that's not working.

#

Are the .msg files also in there?

rocky kelp
#

no

#

wait

#

yes

#

in the pak folder

faint plinth
#

I meant in the GB version of the files, lol.

rocky kelp
#

yeah i released that lol

faint plinth
#

Okay, cool.

rocky kelp
#

(it'll be cleaned up once i'm completely done lol)

faint plinth
#

For my purposes, it's helpful that they're there ๐Ÿ˜„

faint plinth
#

...OH......................

#

The problem is even dumber..............

#

It literally does not save the file if the CPK name isn't EN.CPK................................

#

Hardcoding strikes again!!!

#

And my comment shows that I knew that when I implemented it, but. Lol.

faint plinth
#

@rocky kelp Okay, the fix is in! Saving BMD now specifically saves the active file, i.e., the one you have open in the script editor. The compile/save flow for scripts is still pretty unintuitive and needs streamlining, but at least this should unblock you ๐Ÿ™ Let me know if it seems to work!

rocky kelp
#

I feel for programmers

#

I'll check it out tomorrow. thank you ajda!!!

rocky kelp
#

warning: use of the r slur... this game was made in the 2000's

ocean acorn
faint plinth
#

...Not ideal, but better than before where it would literally only save the EN.CPK one (if it existed), whether you worked on that one or not ๐Ÿ˜”

#

The script editor interface needs an update for sure. More intuitive saving, custom CPK folders, better emu interfacing... I have some ideas, but I don't have an exact redesign in mind yet.

ocean acorn
#

thing is im not sure what happens if you have two persona essentials cpk folders editing the same file, ive not seen it done and i dont think it should be done
my guess is itd either try and merge both (risk of getting wrong one and perhaps even a race?) or just die

faint plinth
#

It is definitely not a good idea, lol. But ๐Ÿคท I don't know the best way to prevent/discourage it without being annoyingly limiting.

#

Possibly a warning if multiple mod files are found for one pattern. But IDK if I want to fully prevent folks from doing that if they want to mess around with different edits in a single project (e.g., with the intention that users will only use one CPK folder or the other).

amber moth
faint plinth
#

An "are you sure" popup where the "yes" button just has a gun icon....

amber moth
#

You could probably just add a disclaimer to it "Please don't do this i'm not responsible if you don't follow this" etc

#

Thinking about it an faq section might be good to have eventually.

faint plinth
#

Docs, definitely... I also kind of want to build as much documentation into tooltips as I possibly can.

#

But it's not really worth doing until the UI is relatively finalized for a release.

amber moth
#

Yeah

#

I'll help out with docs when that happens

faint plinth
#

You're a saint ๐Ÿ™

amber moth
#

You're more of a saint than me.

ocean acorn
faint plinth
#

Localization Framework compatibility is also on the ever-growing TODO list, lmao.

amber moth
#

I wish I had coding knowledge, i'd love to help out.

faint plinth
#

Digging up a super old post lol because it relates to something I've brought up before but am strongly considering now as I figure out how to fit in a rendering panel...

Would it feel right to move the timeline command-editing popovers into a side panel like this? It may cram the timeline a little bit, but I figure it'll overall be a little less jank than the current way things work. And possibly lend itself more to an eventual rendering panel that sits on top of the timeline. I could be convinced there's a better way, but IDK what it would be.

amber moth
#

I forgot I made that lol.

amber moth
faint plinth
#

I'm thinking about timeline layout in general, including the possibility of a rendering panel at the top or bottom that shows the previews -- whether of a single model (as is currently a popover on top of a popover) or the full current scene.

#

And regardless of that, ways of making the timeline a little more reactive and navigable. Like right now, commands with a long duration have weird behavior re: where the popover shows up. And also it's annoying to have the command editors close any time I tab out of the app.

#

So, kind of all that taken as a whole.

amber moth
#

I see, I think it could work. At least it does fix some issues like the popups.

faint plinth
#

Unless people prefer the popups, I guess ๐Ÿคท

amber moth
#

Maybe just prototype something simple to get a feel for it?

amber moth
faint plinth
#

Sure, I could cook up a branch to show how it would look ๐Ÿค”

amber moth
#

awesome

rocky kelp
faint plinth
#

Cool ๐Ÿ˜Ž I didn't think people were too attached to them, but enough people are using the tool now that I didn't want to change it without checking first.

mellow gazelle
#

pherakki's abscence is missed in many places naotocry

faint plinth
#

Yeah... really hoping he's okay ๐Ÿ˜ฅ

amber moth
#

Didn't you guys meet in person? Or was that just a vacation thing?

faint plinth
#

We did meet this past winter, yeah.

amber moth
#

I assume you both don't live in the same city right?

faint plinth
#

Nope, not even close. I haven't heard from him any more recently than anyone else has ๐Ÿคท

amber moth
#

Damn, do you not have like a phone number or something you could use to try and contact him?

faint plinth
#

Just Discord ๐Ÿ˜”

amber moth
#

That's surprising honestly, but I get it. Hopefully he comes back soon๐Ÿ™

lime scarab
amber moth
#

Yeah

lime scarab
#

P3R support would be nice

amber moth
#

Pretty sure theres a whole bunch of documentation on event editing for p3r

#

Either way I'd much rather have p5r finished before other games are considered tbh.

lime scarab
faint plinth
#

I mean, there already is an editor for P3R, isn't there?

amber moth
#

Yeah iirc you just have to do a couple things to make it work. I saw some other people try it out before on the femc reloaded server.

#

#1273169795860398101 message this is it I think

golden willow
#

sometime in the future I do intend to add metaphor support for evtui since it's similar enough to p5r that it shouldn't take too long

faint plinth
#

Getting wet 'n' wild in this branch ๐Ÿฅด
But I do think this timeline redesign will be worth it once I can sort out the mess.

rocky kelp
#

yooo!!

fossil kettle
#

oh the popup is being killed?

#

thats something im a little conflicted on, i dont really like the idea of the content constantly changing size

#

for editing software its not that big of a deal bcs the timeline never changes size (in vegas pro, premiere, and iirc davinci)

#

you could just make that side window static but that seems like a massive waste of space

#

for editors it works bcs there's always something useful on the side windows

faint plinth
#

I'm conflicted on that, too. My instinct is to make it an optional panel but open by default so things aren't constantly changing size... and possibly other stuff (like the current content of the Assets tab) could cover part of the space...?

fossil kettle
#

yeah, although maybe the tabs like scripts and render could take up space on the side there kinda like how video editors have multiple things on the side (i am getting way ahead of myself though)

#

hmm

#

well i think as long as you can like

#

resize the side window it should be okay

#

and i think the timeline should ideally have some kind of zoom in/out feature

faint plinth
#

Resizing is hard ๐Ÿฅฒ But I think for a side panel like this it should be reeelatively simple to do. (Less so for a more granular zoom on the timeline, unfortunately.)

#

Screen real estate is at a premium here, but the popups closing every time you do literally any other kind of input or click is really annoying ๐Ÿ˜”

faint plinth
#

(Also keeping in mind that screenshot is not with the app at fullscreen, so the timeline will have much more room to breathe if you actually increase the window size.)

fossil kettle
#

Oh yeah no worries, I'm very much thinking of this from a video editing software perspective since that's the most experience I've had with timeline based UI ๐Ÿ˜…

faint plinth
ocean acorn
#

ended up poking around in gay jonkler on a whim
im realizing there isnt a good way to view vanilla bmd with cpk folder as en.cpk, which is where it exports

which is one thing, but i also yeeted unchanged messages from my .msg file because thats how youre supposed to use bmd emulator and now every Msg_ command that calls a vanilla message looks like this

#

im afraid to know what happens if i actually export evt like this

#

how do i know which local data this is referencing?

faint plinth
ocean acorn
#

yeah, i figure

faint plinth
ocean acorn
#

id and label i assume

faint plinth
#

Yep! Although...

#

...hm, no I think it's fine as long as the msg compiles, missing vanilla lines and all.

faint plinth
ocean acorn
#

hm

faint plinth
#

So, some earlier Msg_ should have a selection attached to it.

rocky kelp
ocean acorn
#

i know about zero based indexing adachi_true thats not what i was asking about

rocky kelp
#

oh

#

i hate the zero it fucks me up all the time

ocean acorn
#

enough time writing code will beat it into you unless youre yanderedev

#

i was asking about like, the bf for this sets local data 43, 44, 45, 46 for dating the girls, which is presumably referenced by the Msg_ commands for their marriage reactions

rocky kelp
#

the longer i mod the closer and closer i get to programming it feels like

#

ahhh i see

ocean acorn
#

(this is the study session right before depths)

ocean acorn
faint plinth
#

I'm not 100% sure of the correspondence between EVT commands and flowscript, but I'd guess that EVT_SET_LOCAL_DATA(47, 1) would mean that, in EVTUI terms, Conditional Index [47] == (Conditional Value) 1.

#

So... if the index is zero in the EVT, then I wouldn't think it's checking either of those.

#

Still not sure if I'm answering your exact question ๐Ÿค”

rocky kelp
#

maybe gay joker did a fucky wucky

ocean acorn
#

no that screencap is my flow, im asking because i dont understand what the evt itself is doing

#

to give full context, the evt plays the sel for the marriage dialogue, runs this flow procedure (my edits at the bottom although im realizing now that 47 is used for something else already), then for each girl (+ ryuji and yusuke in gay jonkler) runs one of 3 Msg_ commands depending on what the player answers
the conditional value matches the option you picked but the conditional index is 0 for all. im guessing maybe conditional index 0 is for player's answer to sels since it's also 0 for an earlier sel, but then what are these EVT_SET_LOCAL_DATA calls doing? where are they used?

#

because obviously your teammates dont have dialogue period if youre not dating

faint plinth
#

Oh..... I know what the confusion is. I don't think the Msg_ editor UI (which is very old and needs an update) actually shows the fact that EvtLocalDataIdSelStorage is explicitly defined for each selection. Meaning...

im guessing maybe conditional index 0 is for players answer to sels since it's also 0 for an earlier sel

...that's often true, but it is defined on the Msg_ command with the selection in question. And I think I left that out of the UI for some reason ๐Ÿ’€

#

I had to check the code to make sure, lmao, but yeah I see why that would lead to confusion naosmiley

#

As for the other local data, I'm not sure where they get used, but my guess is if you look through all the commands, some model loading + message commands (maybe even some frame jumps?) would depend on those. i.e., things that would change to make characters show up or not.

ocean acorn
#

oh i see, there are framejumps that activate if local data for a certain id is 0 (ie. not dating a given character)

faint plinth
#

That's what I'd expect, yeah.

ocean acorn
#

gay jonkler evt seems to use 41 for ryuji and 42 for yusuke so i guess thats what i should go with

#

im just going to assume those arent used for anything else

#

also, idk if the behavior changed on accident in the last few commits or if ive just been a dum-dum but im noticing
i dont have to select cpk in the new project window to avoid crash, i just have to open window for new project or load project and then close it again

faint plinth
#

...The other thing is, I'm pretty sure it's possible to condition commands on global bitflags, so I don't really know why the extra step of setting local variables based on bitflags was necessary in the original event design naohmm

rocky kelp
#

I was thinking the same thing

#

there's a bitflag conditional in evt's...

faint plinth
#

Unless it somehow doesn't work in the release version of the engine ๐Ÿคท But it definitely is in there as an option....

ocean acorn
#

maybe they were going to check for rank 10 too and changed their mind? idk

rocky kelp
#

maybe that was it. almost all the time they check for rank 10 as well

#

cuz evt's can't have 2 conditionals, so they make a local data factor too

#

but then why does the final version not have a rank 10 check...

ocean acorn
#

its not a full on date its just them being sad for 2 seconds if you say something careless

rocky kelp
#

I mean they're not in a relationship "officially" until rank 10

ocean acorn
#

thats. not rly true lol

rocky kelp
#

shrug that's the impression I was under

ocean acorn
#

tl;dr this is a very small moment and the characters would prob react the same whether they were at rank 9 or 10

rocky kelp
#

ignorant fans: there should be more unique dialogue for relationships!
what goes into making unique dialogue:

#

(tbf if they just used the bitflag conditional it wouldn't be that difficult)

faint plinth
#

...I wonder if it would be helpful to rework the conditionals UI to look more like the equivalent flowscript functions...

#

...but it looks like there's both EVT_GET_LOCAL_DATA and EVT_GET_LOCAL_COUNT, and I have no idea how those would be different ๐Ÿฅด

#

Unless that's the baffling "animation count" in the enum that I got from the beta editor and also have no idea what it means....

#

......nope, there's also EVT_GET_ANIMCOUNT ๐Ÿ˜‘

rocky kelp
#

I think the conditionals look fine. changing the name to "reference local data (conditionals)" is the only change I'd recommend

frozen whale
#

putting a message here for later.

faint plinth
#

(Probably the best way to make things Switch-compatible would be for me to figure out how to use my own Switch copy of P5R as reference, because I do have it, but I've never done any Switch modding before and it sounds intimidating ๐Ÿ˜…)

frozen whale
faint plinth
#

...hm, I wonder how far you'd get by just selecting P5 beta build when dealing with Switch files. Since those are also encryption-less....

#

Probably I have some hardcoded assumptions about ADX instead of HCA, but other than that....

balmy basaltBOT
#

Moving this thread here...

but that still shouldn't have caused an error because the original one still existed, it just lacked the second line

Jump

[Go to message!](#p5-modding-chat message)

faint plinth
#

@jolly epoch, if you're able to find your EVTUI appdata and send it over, I'll take a look and see if I can find anything.

jolly epoch
#

is everything local or does it go to the appdata folder?

faint plinth
#

In your appdata folder there should be EVTUI/UserLog.txt, I think it's called.

#

It all goes into appdata, outside of stuff in the mod directory.

jolly epoch
#

Loading C:\Users\AvgSpy\Documents\GFD\EVTUI\src\gui\bin\Release\net8.0\win-x64\libvlc\win-x64\libvlccore.dll Loading C:\Users\AvgSpy\Documents\GFD\EVTUI\src\gui\bin\Release\net8.0\win-x64\libvlc\win-x64\libvlc.dll [Binding]Error in binding to 'Avalonia.Controls.DataGridCheckBoxColumn'.'IsVisible': 'Null value in expression '{empty}' at ''.'(DataGridCheckBoxColumn #54749715) [Binding]Error in binding to 'Avalonia.Controls.DataGridTextColumn'.'IsVisible': 'Null value in expression '{empty}' at ''.'(DataGridTextColumn #22985394) [Binding]Error in binding to 'Avalonia.Controls.DataGridCheckBoxColumn'.'IsVisible': 'Null value in expression '{empty}' at ''.'(DataGridCheckBoxColumn #60141268) [Binding]Error in binding to 'Avalonia.Controls.DataGridTextColumn'.'IsVisible': 'Null value in expression '{empty}' at ''.'(DataGridTextColumn #4400500) [Binding]Error in binding to 'Avalonia.Controls.TextBox'.'Text': 'Null value in expression '{empty}' at 'newProjectConfig'.'(TextBox #66729601) [Binding]Error in binding to 'Avalonia.Controls.ItemsControl'.'ItemsSource': 'Null value in expression '{empty}' at 'newProjectConfig'.'(ItemsControl #63695501) [Binding]Error in binding to 'Avalonia.Controls.ComboBox'.'ItemsSource': 'Null value in expression '{empty}' at 'newProjectConfig'.'(ComboBox #36388601) [Binding]Error in binding to 'Avalonia.Controls.ComboBox'.'SelectedItem': 'Null value in expression '{empty}' at 'newProjectConfig'.'(ComboBox #36388601) [Binding]Error in binding to 'Avalonia.Controls.ComboBox'.'ItemsSource': 'Null value in expression '{empty}' at 'newProjectConfig'.'(ComboBox #3475410) [Binding]Error in binding to 'Avalonia.Controls.ComboBox'.'SelectedItem': 'Null value in expression '{empty}' at 'newProjectConfig'.'(ComboBox #3475410)

#

that's what the log says

faint plinth
#

Lmao, yeah, there's a lot of that on Windows at the moment. I might he able to find something more meaningful if you attach the full file... unless that's what's right at the end of the file?

jolly epoch
#

I deleted the metadata to just start over so I don't have more than this

faint plinth
#

Oh, the metadata clears itself.

#

It'll only contain logs from your last session, so the best time to grab it is right after a crash.

jolly epoch
#

well I deleted the project since it wouldn't let me make a new one in the same directory and the old one wouldn't load

faint plinth
#

Ooh, gotcha.

#

You should be able to right click and delete projects from the project selection screen now.

jolly epoch
#

that's what I did

#

which is why idk if there's anything else I can really show you rn

faint plinth
#

Gotcha. So it's not crashing at the moment...?