#EVTUI (Visual event editing tool)
1 messages ยท Page 5 of 1
Yep!
I'm not using it rn, I had to do other things, I'll try again now though to do the edit I was trying
nice work
definitely let me know when you get the renderer working, that'll be especially handy 
Cool. Let me know if you get any more crashes, whenever you get to it.
also
just as a word of warning
I am planning to use the tool for nefarious purposes
hope you're okay with that
LMAO, use it for whatever ends you will ๐
Soon....
[Reply to:](#1216244753239248976 message) definitely let me know when you get the renderer working, that'll be especially handy ...
nice
I'm probably gonna put Shiho in a lot of scenes she's not supposed to be in lol
quick question though: the mod directory is just the reloaded II directory of my mod right?
Yeah
that's what I assume, but I also know that the folder after CPK can be called whatever
and I've been using that to separate the different types of modifications my mod makes (since some require multiple files in different folders)
btw is the UI supposed to look like this? since it was said before that it has issues on windows
just wondering if I'm missing any important details
if this is how it's supposed to look I do have a suggestion though
That's the look as of now, yes.
Suggestions always welcome 
(How much I can apply any suggestions will vary, lol.)
can the Msg_ display the major message ID as well before you expand it?
that'd just make it simpler to reference it from the script and then find it in the timeline
Ooh, the Msg_ command UI is very outdated and will be updated soon. However, I'm not totally sure what you mean. The full message name should be the same as what displays in the msg, no?
Is it displaying something different...?
you see here how it just says Msg_ on the timeline?
and only tells me which message it is when I expand it
like click on it
Ah, I see...
having it also display the major ID before you expand it would be handy is what I mean
I would be hesitant to show too much more in the timeline without expanding (the layout would get weird and busy fast), but I might consider some small extra ways of showing info.
well that's why I'm only asking for the ID, and maybe not just for Msg_ but anything where it's applicable
just a couple numbers underneath where it says Msg_ is what I'm thinking
but idk how this UI code is written so idk how simple that would actually be
like would something like this be possible?
Probably possible, but it'd be sort of hard to generalize. My main thought is that, if you want to quickly jump to the command that references a specific message, there's probably a better / less-cluttery way to do that -- i.e., if I implemented some kind of search or link from the script tab to the timeline tab.
maybe
That would be peak
btw how do I refresh the timeline after making edits to the script?
I did the same change as before, but the timeline won't refresh
you have to hit the compile button at the top left of the scripts menu
oh the wrench
I associate wrench with like "options" so I didn't realize that's what it was for
idk if you also have to save too but yeah you have to compile before you save no matter what.
There's probably a more intuitive way for script stuff to work re: saving, but ๐คท
well it seems like the UI has troubles with TRV messages lol
TRV?
trivia
oh right
whats the bug?
I think this is the part referring to the trivia message
are you going to the bottom of the log?
it's been very useful for iwai romance... ๐คซ
yeah
I see
@faint plinth does this help at all?
it won't open the project file again
at least I already managed to make the edits I was trying
By this do you mean it won't open the event?
yeah
it won't open at all
just crashes
Possibly it'll be more helpful to send me the mod files themselves rather than the logs to see if I can reproduce the crash.
That message is informative, though, so let me see....
the saved files?
IReactiveObject: ReactiveObject Subscriber threw exception - System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. (Parameter 'index')
at EVTUI.ViewModels.TimelineCommands.MessagePreview..ctor(DataManager config, Int32 index) in C:\Users\AvgSpy\Documents\GFD\EVTUI\src\gui\EditorWindow\TimelinePanel\CommandViewModels\Msg_.cs:line 102
I did some editing to the .msg and deleted the .flow (since I'm not using it)
after the crash
The .msg would be useful for me to see, since that seems like the source of the issue.
Sweet, I'll let you know if I figure out a fix ๐
I just wanted to add small bits like this to a mod that's goofy on purpose
that's why this is the edit I made
I gotcha, I've been reading the main channels to hear about what you're working on ๐
lol
this particular thing is a recurring joke I wanna have, there probably won't be too many ones that use it, just in a few places after you've forgotten about it to make it funny again
maybe like 10-15 total
btw I got the error when trying to use a TRV message
but since I can edit it after
maybe I'll have it be a system message or something and then edit it after
I noticed that trivia messages weren't an option in the drop down
so that might be part of the problem
That may well be it, yeah.
(Unrelated, but this post is making me consider storing user-defined labels for bitflags in the same way labels can be given to events on a game/project level
)
you're gonna have to do a bitflag check like, everywhere
[Go to message!](#p5-modding-chat message)
that'd be fucking sick
atp i've just memorized all of the boys' uhr flags though lmao
Maybe it could come with labels for the bitflags we already know that are documented on amicitia wiki, too...
That would be extra work for me and possibly annoying to maintain, but mayhaps ๐ค
If I get really bored I'll have a button to sync to the latest version of the page on Amicitia ๐คญ
I was just thinking to automate it from that page. that would be a neat function though.
OK, yep, that was the issue. I just pushed a fix, so hopefully it should work now.
Interesting that things like this don't crash the Linux version (the error just shows up in the UI), but do crash the Windows version. Avalonia weirdly works better on Linux in a few ways 
windows API, ladies and gentlemen
it probably has a lot more default crash conditions compared to linux
Blahhh, I really need to get BMD emu support working properly. So ugly (and probably risking further errors ๐) to have blank messages on the timeline for the ones that aren't in the .msg.... I'll probably do that as the next PR after I merge the annoying backend PR I've been working through.
shaders say hi 
@faint plinth I can't load or delete the old project file
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 #48257652)
[Binding]Error in binding to 'Avalonia.Controls.DataGridTextColumn'.'IsVisible': 'Null value in expression '{empty}' at ''.'(DataGridTextColumn #31665688)
[Binding]Error in binding to 'Avalonia.Controls.TextBox'.'Text': 'Null value in expression '{empty}' at 'newProjectConfig'.'(TextBox #47336128)
[Binding]Error in binding to 'Avalonia.Controls.ItemsControl'.'ItemsSource': 'Null value in expression '{empty}' at 'newProjectConfig'.'(ItemsControl #23371976)
[Binding]Error in binding to 'Avalonia.Controls.ComboBox'.'ItemsSource': 'Null value in expression '{empty}' at 'newProjectConfig'.'(ComboBox #9021196)
[Binding]Error in binding to 'Avalonia.Controls.ComboBox'.'SelectedItem': 'Null value in expression '{empty}' at 'newProjectConfig'.'(ComboBox #9021196)
[Binding]Error in binding to 'Avalonia.Controls.ComboBox'.'ItemsSource': 'Null value in expression '{empty}' at 'newProjectConfig'.'(ComboBox #60620523)
[Binding]Error in binding to 'Avalonia.Controls.ComboBox'.'SelectedItem': 'Null value in expression '{empty}' at 'newProjectConfig'.'(ComboBox #60620523)
What's happening, exactly?
this is the entire log
I get a loading symbol for a bit, then the program crashes
I can't load it or even delete it
where's the metadata stored so I can delete it manually?
I can't imagine deleting the metadata would help here, TBH -- it's just UserCache.yaml in the same place as the logs.
actually quick question
do I have to run bootstrap again when I update the program?
since I pulled your updates
You shouldn't need to in this case.
So, to clarify, you pulled the latest from the repo and rebuilt, and now this is happening?
I didn't attempt to load or delete the file after you updated the repo
so it did let me delete it using the program two days ago, but crashes now
Huh. Okay, that's weird ๐
idk if there's something special with this file that prevents it from being deleted or if somehow the update caused that
or if it's some weird windows thing after I restarted my computer
There shouldn't be anything with the update to do that. Also, it doesn't actually delete any files when you're deleting a project. It just updates the UserCache.
If you want to start from scratch, clear out the entire EVTUI/ folder from your appdata. And possibly just reclone the repo + set it up from scratch.
If that doesn't fix it, then, uh........ Possibly send me the files again, I guess, to see if there's anything else visibly weird.
well I deleted the cache and now it's letting me start on a new event
so far it's working
now here comes the question of what do I actually do with the event lol
I plan to add a couple of extra Sumi events to the mod because I'm biased, but I kinda wanna set them apart from typical events
actually before I get too far into this
I'm gonna try something
@faint plinth does the project save my progress?
like before I compile anything
or do I have to hit save and save all the files for that to work
okay I hit save, then I closed the project and reloaded it
and it didn't crash
ugh
so I tried closing the whole program
and then reloading the project after opening it again
and it crashed
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 #48257652)
[Binding]Error in binding to 'Avalonia.Controls.DataGridTextColumn'.'IsVisible': 'Null value in expression '{empty}' at ''.'(DataGridTextColumn #31665688)
[Binding]Error in binding to 'Avalonia.Controls.TextBox'.'Text': 'Null value in expression '{empty}' at 'newProjectConfig'.'(TextBox #47336128)
[Binding]Error in binding to 'Avalonia.Controls.ItemsControl'.'ItemsSource': 'Null value in expression '{empty}' at 'newProjectConfig'.'(ItemsControl #23371976)
[Binding]Error in binding to 'Avalonia.Controls.ComboBox'.'ItemsSource': 'Null value in expression '{empty}' at 'newProjectConfig'.'(ComboBox #9021196)
[Binding]Error in binding to 'Avalonia.Controls.ComboBox'.'SelectedItem': 'Null value in expression '{empty}' at 'newProjectConfig'.'(ComboBox #9021196)
[Binding]Error in binding to 'Avalonia.Controls.ComboBox'.'ItemsSource': 'Null value in expression '{empty}' at 'newProjectConfig'.'(ComboBox #60620523)
[Binding]Error in binding to 'Avalonia.Controls.ComboBox'.'SelectedItem': 'Null value in expression '{empty}' at 'newProjectConfig'.'(ComboBox #60620523)```
always the same error message
I think, anyway
by the way
does the program give you any warnings when you build it?
maybe it's because I'm not using .NET 6.0
I'm using 9.0
but windows automatically uninstalls any other version of .NET when you install a new runtime
ig I can try anyway
try opening either the create or load project windows, closing it without creating/loading a project, opening it again and then creating/loading project
I'm gonna try using .NET 6.0 and then building the project again
is there a specific version of .NET this uses? like desktop or just the normal runtime
wait it says I already have 6.0
:/
I don't remember installing 6.0 on this specific machine but okay
EVTUI uses 8.0.
I think the Windows logs are basically useless at the moment, unfortunately, because it seems to be dying without logging anything related ๐ฅน
I can try installing that sdk just in case I don't already have it
I think I do because of visual studio (I installed a couple SDKs of .NET but idk)
I would recommend trying this, though, since it's worked for oceanstuck's persistent crashes.
I have 9.0 because of S&box at least
Now, if I could recreate those crashes at all, that woud be great ๐ฅฒ
dualboot windows?
lol
or if you have a laptop or something
i was gonna say vm lol
lol
Not all Windows users get this, tbf. So still no guarantee....
But lmk if that resolves the crash. Because if so. I really gotta prioritize finding it.
More than one case is enough of a pattern....
If using a different version fixes it I'll be surprised, but you never know....
ive brought this up elsewhere but im on win10 if it helps any
9.0 is different from 8.0 and I noticed some of the warning logs were about obsolete functions and whatnot
so that could be it
it didn't work when trying to built it again but imma try a fresh clone of the program
well I'm still getting warning logs about obsolete stuff
Again, strongly recommend trying this if you haven't:
try opening either the create or load project windows, closing it without creating/loading a project, opening it again and then creating/loading project
Most of the obsolete warnings should be coming from the AST dependency and wouldn't cause a crash.
it crashes either way

if you set a cpk in the create project window and then back out, does that do it
Yup, same error ocean hits....
my guess is for some reason it can't find the cpk when you try to load into the project?
Unfortunately this one has eluded me because I cannot reproduce it, but I will prioritize looking for fixes since it's clearly not a one-off.
fyi I have everything related to p5r modding on one drive so I doubt it has anything to do with that
not the exact same, the requirement to set cpk before backing out disappeared on its own for me a while back ๐ซ
weird
hang on let me try something
yeah
crashes unless I specifically load the cpk
anyway
๐ซ
I still need to figure out what the heck to do with the scene
so I'll try to figure that out before I work on it more
the first time I've seen windows users having it worse than linux
Avalonia works better on Linux for real 
despite .NET being primarily made for windows, linux and windows still have different parameters/calls. It stands to reason something specifically designed using linux would have problems on windows regardless of using .net
if you can't test for them properly
Also, platform issues are almost always an issue of whether the dev is using the same one you're on, lmao. It just usually comes down in favor of Windows in modding spaces.
its ultimately a two second thing so not intolerable, but still noticeable as an inconvenience
I'm guessing that's why you don't have a release page and just have people build it on their own machines lol
plus my previous concern with the trivia thing has already been addressed so I don't think I'll be getting that many crashes in the middle of working on a project anymore
Yeah, I really need to pin this one down because it's super annoying....
yeah none of the tools work natively on Linux. I think I tried to build script gui but it used net 4.8
the atlusscriptcompiler tools?
yes
It's still in ~early access for a number of reasons. I want positioning to work in the previews + various bugs to be reliably fixed first.
gfd studio also doesn't build natively
I just keep using the commandline
I like to drag and drop idk
I'm not sure the command line would work on Linux natively either
well yeah but would you even be able to build a win64 version from linux?
I have to patch AST to get it to work as a dependency for EVTUI on Linux, lol.
I can, yes, but I would need to test whether it actually runs for people. It runs that way for me via wine ๐คท
wine's a compatibility layer though, a VM would probably get better results if you can set it up
Probably yes for AST, probably no for GFD. But I could be wrong.
plus you could test for stuff more reliably
Hence why it would need testing, yes.
either way
I'm pretty sure the net 4.8 part was apart of tools and not gui, so I'll clone the gui part and see if I can build a native script gui
Pherakki did the Windows testing when he was around more, but with just me, it's probably worth a VM or something, yeah.
i think i remember trying to build in debug at some point and it would just die on boot
through visual studio?
I've noticed that debug and release have a lot of differences on there
there's quite a few things that just don't work unless you're on release or debug
it's kinda funny. When valve released the tf2 sdk on github, there were a lot of people who couldn't get it to build simply because they didn't set the build to "release"
i think i tried clicking the button in vs at first and when that didnt work i used dotnet cli instead
gotcha
you should switch to Linux just for evtui 
I couldn't get it to build either, but I eventually found out it was because I did a dumb and had a space in one of the directory names
I'd switch to linux fully if S&box worked on it. (The main game does but the dev tools don't)
wine 
also source modding in general kinda needs windows
proton and wine don't help
I tried
not even proton ge
I've only ever built it through the command line, and I always hear about weird things happening for those who try to use VS. So yeah, CLI building strongly recommended ๐
if I only modded p5r, I'd probably make the switch but at least evtui works on windows roughly the same, just with some extra crashing issues
hammer editor does not work on linux at all
i think trying to attach debugger through cli also died though, ive only ever gotten it to build on release
I still see we're far from linux takeover
I thought maybe windows 10 loss of support would encourage people
in my defense i already have the ssd i intend to stick nobara on but i dont have a thermal pad and would be surprised if a heatsink fit
windows 10's updates post-window's 11 made it just as intrusive as 11 is. Plus it's no secret that a lot of stuff just takes significantly more work to do on any version of linux compared to windows. I would say for typical user use, like someone who's not interested in programming, ubuntu is an improvement to windows most of the time
i did too and yet here i am in october still with only win10 (you could not pay me to "upgrade" to 11)
ironically speaking, if you're already used to programming on windows, then it's just way easier to stick with windows
even with win11
installing dotnet on linux 
it's not that hard... but dotnet 8 and 9 are the only ones supported on fedora
speaking of nobara I recommend just getting fedora
fedora also supports kde now so I'm all good
if you don't want base fedora and want shit pre-installed I'd recommend bazzite over nobara
there is also the downside that reloaded 2 is a bit annoying to deal with through proton
and sorry ryo, reloaded 2.5 is a bit extra buggy on proton
Probably on purpose 
i dont feel like expending more of my brainpower than i have just on deciding which fucking distro to even get so just assume literally any attempt at advice is gonna bounce off me
lmao fair
Ubuntu has worked well enough for me for over a decade so I've never bothered with anything else ๐คท but let this not become another Linux evangelism thread, lmao.
ubutuntu is good for people looking for a stable distro
fedora pushes updates every day. they go for cutting edge
Daily updates would annoy the hell out of me ๐
I may update once a year if I'm feeling spry....
if im getting walls of text thrown at me by everyone with an opinion at literally step 1 of the process then thats the opposite of helpful, its overwhelming and demotivating 
Alas, not happening. Just demographically speaking.
I would just say to people:
debian-based: stable
fedora-based: cutting edge
arch-based: bleeding edge
like either you completely ignore everyone anyway and just grab the first one that looks like it fits your needs or you shut down and just stay on windows
Someone make me a reaction image to the effect of "stop talking about different distros, you're scaring away the hoes"
actually I think Debian itself hasn't updated in like 2 years... at least Ubuntu is a little better than that
i think i remember a video of fucking linus in 2014 going off about how centralization has advantages actually
literally I was like "this looks good" and I was done lmao
rare Linus L
variety is good 
Gonna make my own post into a sticker and plop it into threads to put a stop to OS debates 
Linus highlights several pain points with regards to desktop Linux.
From DebConf 14 https://www.youtube.com/watch?v=5PmHRSeA2c8
0:00 Application distribution is a huge PITA
2:52 Distros break things and ignore backwards compat.
5:53 Distros waste too much effort on package management
8:26 Linus roasts his own package maintainer
8:50 Windows has...
I don't want to actually pin this, but a reminder to myself re: where to search for a solution to the crashes.
For future use:
I do think the actual answer here is that I'm gonna need to eat crow and undo some hubristic changes I made last year to add a bunch of async voids in place of Tasks because they looked cleaner and didn't break on my machine. Serves me right for laughing in the face of the async gods 
async void
oh you poor soul
where were using it though, task is basically the same i think in terms of code 
This is the PR I'm hypothesizing as the cause of my downfall: https://github.com/DarkPsydeOfTheMoon/EVTUI/commit/fbcbb8592efda12a74c8486aa39018c6db59f051
See ConfigurationPanel.axaml.cs and ConfigurationPanelViewModel.cs in particular. Not all void, but still. I got rid of a bunch of stuff because it was ugly and I didn't feel like maintaining it when I didn't notice a difference on my machine... and that was probably a bad idea....
Valve Mentioned
@ocean acorn @jolly epoch I have attempted a way to at least catch the errors instead of just crashing... are either or both of you able to try building from the branch psy/plug-config-holes?
I can try
sure, as soon as i remember how to clone branches lmao
same lol
You should be able to switch with git checkout psy/plug-config-holes... but IDK how all that works if you're using a VS plugin or whathaveyou ๐
random aside but i like your pfp
whose, Logic?
ye
is neat
i had no idea what yours was aandi just lciked on it omg lol
is building now
@faint plinth
i keep a stackoverflow tab open to remind myself every time i forget lmao
Hi Iโve helped out a few times in the past with the audio tooling ๐
ERROR CAUGHT, YESSSSS.
I have a lot of sumi emojis
I'm in like
three sumi servers
Nice to see you around again, however briefly ๐
same error
i need to rejoin the church of kasumi server
I'm not in that one
huh
I'm in one Sumi server and two shusumi servers
it showed the exception window but no crash
wasn't that what he was testing?
I pop in every now and then to check how things are going haha
i have a lot of sumi emotes just ont he principle in being in a lot of persona servers

lol
Yay, that's exactly what I wanted! Now I can actually try to fix this, lol.
I have a lot of shusumi ones too
so @faint plinth do you know why it's not allowed to access usercache?
it says it's being used by another program
Sounds like it's trying to open it twice for some reason. Dunno more than that yet.
ok
Or, well, it's supposed to be threadsafe. But clearly Windows is a little more finicky with that stuff, so I'll see what else needs doing to make it actually safe.
before you go work on this
how do I view animations in it?
opens the restored event project because successive load attempts work
oh right i forgor i moved the will seed project files
oh I found it
Animations are in MSD_, MAB_, and MAA_ commands. MAI_, too, but that's rarer.
Ah, nice!
Oh, MRot_ and MMD_ also have them.
Anyway, within relevant commands, in short.
btw is the program capable of creating entirely new events or do you have to reference from the cpk file?
RIP, race conditions to edit the file clearly being the cause of the crashes....
because adding some kinda preset EVT to use as a base could be nice
i think it's nice they have a command that just does the walking for you. you just set the coordinate and they walk there
true
not that I've done much event editing yet
not with the program anyway
the most I've done is insert getting an item
or inserting a trivia window that caused the program to crash lol
There's not an in-program way yet to create new events, but if you copy an existing EVT to a new path within your mod, it can be loaded.
๐
can it have a custom major and minor id and will still load?
im confused if joke because that was kinda a weird message to attach the reply to if serious lol
(the thing i was clowning on myself over isnt really related)
Oh, sorry, I meant re: successive attempts succeeding. Classic indicator of race conditions ๐
i meant that after the initial exception popup the behavior is the same as if i opened and closed a window without doing anything
Iirc yes you can
(Correct my if Iโm wrong)
cool
anybody know an event that doesn't have a lot going on that I can just use instead of editing the Hifumi one? I feel like that'd be easier to do in the end
to just start from almost scratch and build from there
something that's easy to just delete almost everything for
Oh, editing the Hifumi one will 100% be easier than starting from near-scratch.
not when I want to customize almost the entire thing anyway
my brain is in a weird place where I'd rather just build from near scratch
than bother with editing all these things
correction: if, after closing the exception popup, i try loading a project again without closing and reopening the load window, i get the same exception
i did not mention this before because the first time my brain somehow immediately made a false memory of the load project window closing on its own
it's simpler for me to process everything that way
adhd?
yes
same
making this cursed p5 mod is probably perfect for me
I get to do almost anything I feel like at the time
OK, pushed a possible fix to the branch. If you do a pull to get the latest version of the branch and build that, do you still see the error popup?
main branch or the new one?
it says it's already up to date
almost same exception but some of the lines in call stack are different
Hmmmm, the lock isn't working as expected... I see....
OK, I'll continue to debug tomorrow ๐ซก
see ya
btw I'm gonna edit it starting from the game over file since I doubt it has that much going on
should be easier to wipe clean
oh, i should try for making new project too, that probably also has a different call stack
huh, that worked completely without issue
(ofc the project folder i selected doesnt have the files in the normal subfolders because of config jank so i cant see any of my bmd edits, but thats a different unrelated matter)
...Just kidding, I pushed a different attempt at a fix now. Feel free to test it the same way, but I am actually going to bed now โ๏ธ
(The fix probably needs another fix now that I think about it--) OK, fixed that, too.
no exception popup 
HUGE IF TRUE....
lemme try
this happens every time
but the trick from before still works
where I set the CPK path
new error unlocked 
Lmao, RIP. I don't know why yours is mega threadlocked. I'll have to think on it 
I'm speshal
either way the fix ocean suggested works for now
so ngl please dedicate more time to working on that viewport
maybe it'll be done before my mod is :D
I have no idea how long my mod is gonna take since I'm kinda just packing as much in here as I can
but I do want to include a few custom events so it could take a while
btw
just to be sure
events are timed at thirty frames a second and pause during dialogue, right?
that was my guess from the little editing I've done of them before
knowing that will help me determine a lot more without constantly going into the game
I can probably set up the majority of the event before even loading it if I know that
It generally follows a 30FPS logic, but some types of commands can effectively pause the event flow.
[Go to message!](#1216244753239248976 message)
Just Msg_ by default as far as I know (assuming the line in the script has the wait-for-input at the end).
I believe there's also an option you can check to make the timing logic pause until the end of any given command, but I don't actually know if that's based on the command duration or user input. I assume the former, but ๐คท
(This is the option I mean.)
There's probably a better way to name it, but I'm fighting for my life out here to translate Japanese UI labels without actually knowing Japanese ๐
maybe rename it to "Pause progression" or "Pause frame progression"
I'd want to get confirmation on how it works before changing the name too much, though, tbh.
with a little info thing that specifies it doesn't pause the game just the timeline progression of the event
you could ask someone to help out?
oh I thought you already knew how it worked
I don't 100% know that's how it works, lol. I'm only relatively sure. (Testing on that would be lovely!)
Mugikomachi has helped out stuff relating to the kasumi protag mod and similar. You could ask them to translate the labels?
Wouldn't be a bad idea, but translation is honestly less the issue than being sure of the effect. Like, some of it is specific Atlus-internal/UI jargon that would need context (i.e., confirming what it does) to be sure of the translation.
Simply kidnap an atlus engine developer.
True...
Though probably like 5 people at atlus would know since they're phasing out their old engine for unreal which is a shame.
it's because atlus devs found Unreal more convenient than their proprietary engine
but this does help with modding since UE5/4 games are much easier to mod than proprietary engine games
they said that when they made SMT V on it
so it's no surprise they're gonna use UE going forward
not that it matters much to me because imma continue modding p5r specifically lol
Well yeah, I just mean that most who have proprietary engines are moving to unreal which just feels like a loss to me in a way.
It'd be cool if they released the engine in some way so that it can at least be archived.
market was moving towards using engines specifically built for these purposes anyway, tbf. Game engines like Unreal and Unity are really why indie gaming is so big these days too
I will say that I wish modern devs understood the meaning of "optimal" though
so true
I noticed that p5 character models were really optimized for every ounce of space, which does make sense considering it was meant for the ps3. But you just don't really get that kind of care and attention nowadays.
p3r models in terms of quality are almost a direct upgrade
still optimal, but smoother taking advantage of modern hardware
They also reused a lot of the p5 minimalist models aswell for p3r.
btw, I don't think forced raytracing will continue to be a bad thing since the entire graphics market is moving towards even lower end cards having raytracing support. I think some publishers jumped the gun on it, but we'll see it matter less as time goes on I feel
I suspect p3r was a smaller team and they only did a remake at all because unreal was much faster than their own engine
faster for development
I'm more annoyed that p3r has that unreal engine lighting look to it. I hope that p4r fixes that.
unreal has a look?
it doesn't feel like any other ue games to me in terms of lighting
outside of the aspects that don't really need to be changed
like when I think of a typical UE game it's like... Super realistic at 11 fps lol
including the way the lighting works
idk specifically what it is. But it's to do with the illumination of the environment. Especially the city, it just looks very similar to most unreal games.
idk, it never struck me as specifically a UE thing tbh
Nah, I only really get that vibe from UE games specifically. Like they're using the same calculations for the lighting or something like that.
well I mean yeah
they're not gonna touch the calculations if they work, just the shaders
material shaders specifically
yeah
and idk, p3r's style is neat
it does look like they're using a different style for p4 though, which makes sense since tonally they're very different games
It's fine. But honestly i'm more of a fan of p5's.
p5's is great, idk how p4 is gonna look though
it's more optimistic than p3 in terms of tone but it's less flashy than p5
if the tone reflects the style, it'll be somewhere between p3r and p5
fingers crossed
@faint plinth as the resident EVT expert
how are .msg and .flow files loaded into the projects?
I prepared some blank ones but they aren't loading in for me to edit in the program
I'm using BF and BMD Emulator btw
so the ones in the p5ressentials part completely blank
should I just compile them and put them in the proper folders?
If you compile and save it'll make the required files in the correct spots.
I haven't done it with a blank flow file though
well the major and minor ID I intentionally made not match anything already in the game
so imma try compiling them with a bit of data and then putting them in folders in then loading them into the EVTUI
okay the project doesn't load at all if I try that
if they're phasing out gfd engine why did they make metaphor with it?
idk much about metaphor, but I do remember reading something about them enjoying working with Unreal more
after making SMTV
Can you share a zip of your mod directory so I can see what you mean, exactly?
then they made p3r on it so I assumed they were switching
oh
renaming the ones from the game over thing worked
I'll just use these
Also, I pushed more changes to the psy/plug-config-holes branch. I'd appreciate one more test of that -- and if that doesn't fix things, then I'll just go with a fallback solution.
oh wow
now it's actually reading the test files I made
well since it all works I'll save it then try
but then I've gotta go for a bit
how do I update from a specific branch again?
using git
it's different from cloning
Checkout + pull the branch.
if youre not doing any jank like adding a custom bf import directory through code/remix, it should read emulator imports fine
for msgs at least idk about flow lol
well it wouldn't do it when I just used blank ones
but it did when I took them directly from the game over event

it didn't even accept it when I added a couple of test functions like an init for the bf and one message for the bmd
i did a test on my machine just to make sure there wasnt any regression and oop there it is
LOL, okay. Fallback solution it is.
wait hol up
i tried loading a different project without backing out of the load window first and that worked fine

tbf
uhh
windows is stupid sometimes
i restarted evtui, tried to reproduce, and i got an exception both times instead
๐ซ
All of my beautiful semaphores for naught....
Welp. I do know a way forward. But that's annoying.
do I have to use checkout at a specific place in the directory
because it's not working from the place I cloned from
or maybe I'm doing it wrong
You do need to be inside of the repository folder.
But anywhere within it should be fine.
it says it's up to date?
I have the info I need from oceanstuck, though.
idk how
well my system produces slightly different results so imma check anyway
More data is always useful!
it keeps saying that it's up to date but idk if it's actually updating or not
since this is exactly the same as yesterday
what the fuck
i can consistently load a project without backing out of the window if i just keep trying enough times
but the more times i test the more attempts it takes
if it's taking longer I wonder if there's something kinda like a memory leak here?
doesn't C# make that hard to do though
Windows file locks are pretty, uh, zealous. So it's something to do with that. But I dunno! Fun stuff.................
the number of tries it takes to load seems to increase by 1 every 2ish times i restart evtui
somehow
it only locks it if something's attempting to write to it though
which should only be EVTUI
It's expected that EVTUI will try to write to the UserCache fairly often, but in this particular instance Windows is locking up about it when Linux is not. And also not all Windows machines are doing it.
So it seems to possibly be pretty specific to certain hardware/Windows-versions/something.
๐คท
Like I said, I have a solution (basically just move along instead of failing and it should proooobably be fine), but I don't like. Love it.
Something specific with how your machines are doing file locking ๐คท
idr what program normally lists out all your hardware lmao but it should be mostly stock rog strix except i downgraded to win10 from the stock 11 (๐คฎ) and uninstalled some nvidia audio driver that was fucking with my volume keys somehow
idek how useful this screencap is lol, im sure half of it is irrelevant crap
Pushed one last fix to the branch. I expect that should get rid of the exceptions, whether it actually ~fixes the underlying issue or not.
...oh wait, it might still throw an error, lol. Well, I'll fix that in a bit before merging.
well it doesnt crash and it doesnt throw an exception
for me
but also i cant seem to see bmd emu edits now??
wait...
i opened up a gay jonkler event that id previously exported .msg for through evtui and then stripped all the vanilla messages from, and it still looks how id expect
but if i look for my text edits for the doubt mod and she/her morg, it shows vanilla file in script tab
i think its either cpk directory momento or because the former has an exported evt while the latter do not
Hmmm. Share zip?
for every mod?
Eh, probably just the doubt one, if it's relatively small.
But also, is BMD emulation actually checked for that project?
You might have to find the UserCache to check.
Hm, hm, hm. Then yeah, can I see the zipped files for that one?
i was gonna just make a minimal test case but got lazy, any of the bmd edits should show the behavior
That works just as well ๐
oh right i remember why i stalled on the doubt mod, i wanted to be able to change request status for testing purposes but thought that would fit better in like mod menu so i forked mod menu, but then i realized arrays dont really work in flowscript so i have to convert an array to an awful-ass switch statement and my brain did not want to
i think i also want to move the doubt debug menu from a button toggle to an interactable since it seems easier than repeatedly pestering swine for a p5rlib update or trying to figure out what id need to do to do it myself, altho in exchange i might have to figure out how to place a completely new npc lol
i guess i could also just hook an existing interactable but itd need to be on a field you could access pretty much any day and timeslot youre not plot tunneled, so
...oh, I see, it's looking for the uppercase version of the msg name to match what's in the game files, which doesn't match the lowercase you've got.
Mostly I've got things case-insensitive, but this is an edge case.
the she/her morg edit does match case though
Do you have a link to that?
it should just be release ver
event i looked at is e186_001
oh right, i forgot i did export evt for this event
my bad i was mistaken before
...hm, you're right, fixing the case doesn't work here. Maybe it's a custom CPK name issue again....
..................
custom CPK name?
btw I'm back from the thing I had to do so I can do more testing
I got it to update finally so let me actually test the changes
@faint plinth it worked
I didn't get any error this time
lemme restart and try again
it worked twice in a row
I think it's fixed for me
btw
can you make the pop up window for checking the animations adjustable? like movable
is it possible?
since when trying to check the animation window on the first frame, it's too close to the edge of the screen
As-is it can't be movable, no, but I am working on changing the way that works entirely.
The point will soon be moot, basically.
๐
OK, yeah, the issue with the doubt and she/her morg files are both custom CPK name stuff AND case sensitivity stuff. RIP, lmao. I'll see what I can do for that.
oh
I don't use those
well I use the she/her stuff when I play Rose & Violet, but I have a different mod set for testing
It should only affect oceanstuck at the moment, since they're the one working on those mods.
And it's just in the editor. They should work fine in-game, I think.
its not really about the specific mod but about the fact that the cpk folders arent named base.cpk and en.cpk
my mod doesn't do that since I was intending to separate files by what is being modified (since often times you have to go through several folders to modify one thing), but it created BASE.cpk anyway as a directory
I'll probably just merge the contents with some other folder when I'm done with all the events
either way
I'm getting the hang of this
I'm glad I decided to start from scratch
by the way
what does "Is subtitle" do in a normal event?
does it just appear in the same place as it does in 3d animated events?
I might be able to use it as like a narrator thing if so
It should do that, yeah.
You can have multiple events open at once if it helps to have another one open for reference, lol.
(You can also copy/paste commands across different open events.)
I just went to the EVT page on the wiki
"reference local data" I assume
and it indexes from 0?
since that's how it is in flowscript
...I think
Beware of over-relying on the wiki, because it uses EvtTool terminology that EVTUI does not necessarily use.
But yes.
welp
hey I have a question
so I found out that you can use blender coordinates for positioning
x matches up
y is z
z is flipped y
I'm wondering if there's a way to make the meshes stop disappearing though
I think the frustum culling is causing it because the origin is too far away
too far out of camera view
but to get accurate positions I need the mesh to be full size, I can't just change it like if I were editing level geometry
so do you use blender enough to know of a way to prevent it from culling at that scale?
It's definitely possible to adjust near/far clip for a camera, but I'm not 100% sure for the general preview in Blender.
distance is set to max when you load a GMD
and I set near to minimum
but it disappears entirely when the origin is too far out of the camera view
which makes it super awkward to work with
Beyond that, IDK.
sad
since that's not really what I'm asking
the sheer scale of GMD files sucks for blender lol
but it's the best way to get positions without a renderer
Well, I just merged the crash-fixing branch into main, so in theory all related to config crashes/errors should be fixed ๐ค Remember to switch back to main or reclone to keep getting updates rather than staying in the testing branch!
Thanks for helping me figure all that out 
will do
I actually just downloaded both branches separately lol
I'll pull the new update
btw
what does "pin for project" do?
I assumed it'd put it at the top of the recent, but it doesn't appear to do that
It'll show up in the pinned section if you select that in the dropdown at the top of the event selection config page.
ok
Case-insensitivity stuff is so annoying fhdjskhfjsdahfjlasdf 
Imagine being able to just check if a file exists rather than doing a bunch of recursion and regex every time 
but that's the fun of it 
one of my friends who works with sourcemod for his tf2 server had to write a giant regex function to convert every single bit of code that determined weapon balancing in the server into what a new plugin uses since the old one was obsolete
and they literally rebalanced every single weapon in the game
163 (plus some of the reskins have different balancing in the server too)
ugh
@faint plinth every time I open the project it won't recognize the msg files I wrote anymore for some reason :(
Do they look how you expect when you open them outside of the tool?
yep
I decided to set a custom path and make sure it's case correct just in case
gonna reload it now
Well, I've got a new local branch trying to fix these kinds of BMD emu issues as we speak, so now's a good time for it ๐
custom arguments didn't help btw
Custom arguments...?
like custom directory
my brain isn't braining and keeps giving me unrelated words to use
that are only somewhat related
The CPK directory name needs to be EN.CPK + the entire path and filename needs to be in caps (except for any .msg extensions), for now.
I don't want it to be that limiting, but that's the issue of the moment.
that's how it is
it loads when the BMD/BF have information in them, but it erases those automatically since I use the emulators
and then the next time I open it nothing shows up
Hm. Send over the zipped mod files?
E700 for these (since it's a custom hawaii event I'm slowly working on
those ones are blank because of the emulators
but you can check if the directories are right, which they should be since it worked before
is it possible it's trying to grab them from E080 since that's the one I copied over?
lemme check the json file version of it to see if I can fix that
yep
json major and minor id are still set to 80 and 1
I couldn't remember if EVTs did that
let me fix this and then try
Hm, can you send over a version from one level up? So I can see the full structure of both the essentials and the femulator folders.
i should point out btw that since youre presumably messing with the event for choosing who to spend time with, your mod is gonna have compatibility issue with gay jonkler
well I would, but I kinda wanna keep a lot of these files private for now until I'm done with the changes. Let me try the change I made and see if it worked
Fair enough, but that does make it hard to debug if you want my help ๐คท
eventbmd and bf paths are set to null in the json too
is it supposed to be like that?
Files with dummy text are fine as long as the behavior is the same as whatever your issue is.
Yes, the paths can be set to null, but that may indeed be an issue if the IDs haven't been updated.
do you know what these fields with like 144 and 198 are for?
Uh, I think 144 is the header size (or the file size) and 198 is a marked frame?
is there anything else here that I can adjust to help it?
No.
I would recommend making a copy of the mod with dummy text in place of the text you don't want to share so you can just share the full structure for debugging, tbh.
Since file emu weirdness is a known issue and one for which examples are very helpful in fixing the tool.
Possibly should also make the major and minor IDs editable. I think right now they're viewable but read-only, iirc...?
I just removed all other features from the mod except for the two events I edited using the ui
for like the event itself?
they're set to what I set it to
rank a was just me fiddling with it, it was C before
Are they currently editable within the UI? At one point they weren't, but maybe I already changed that....
Huh. Guess I already did it ๐
The ECS file shouldn't have anything to do with it.
yeah I just wanted to make sure
have you been able to figure anything out from the file I sent?
nothing in the other folders is relevant
Lol, well I do see something wrong....
yeah
So that's a starting point, at least.
I mean, yeah, but I'll probably throw other things in here for debugging as needed ๐
Hm, hm... yeah, I think the way I'm handling the empty BMD files for emu stuff in general is a bit clumsy. It's got a number of holes in it.
makes it hard to do anything custom I assume?
at least a fully custom event
with its own ID and everything
Yeah, the more custom you get -- path naming, new events -- the wonkier things get right now, lol.
Yeah, your file structure seems fine as far as loading the mod into the actual game goes.
I might recommend trying this without BMD emulation for the time being, since it's pretty jank right now 
that's gonna be so annoying lol
is it not a quick fix?
No, it is not.
sadge
fine I'll compile them and disabled BMD and BF emulation on my project
the emulation mostly exists for editing existing stuff anyway, and this is custom
uh
can I not configure the project options?
ugh
do you know what causes this?
this happens whenever I use a custom compiled BF/BMD as opposed to a regular one
I'm using the right format, library, and encoding
V1 for BMD, V3BE for BF
Hm, looks like the parser is being weird about it being V1 and not V1BE. Can you share the file?
I already switched them but I can compile a fresh one
If it's just endianness I could probably recreate the issue myself, I suppose.
Thanks for catching this
Very silly parsing error....
I'm glad to see lots of debugging lol
I hope to see more bmd emulation support too
bc rn I can't save an evt with a emulated msg bc it'll show the msg commands with vanilla dialogue as empty
Yeah, tbh, getting BMD emulation support to be reliable is just as important for release as model positioning stuff.
Like, the current level of jank there is untenable ๐ฅน
well idk about "as important"
EVT files can't be merged
afaik
so tbh it's not that big of a deal to just use regular bmd and bf compilation anyway
I wanted to see how it looked in game
And it keeps crashing :(
Do we know what CwP_ is for?
Is it in every file? Kinda worried it's an initializer or something
It's not. It's for adding crowd NPCs.
Do you have fade-in command?
Yeah
Hmmm.
Fds works right?
Needs to be Fd__.
what else is required?
@faint plinth I can't update the procedure index of Scr_
it's stuck at 0
I decided to copy the end function from Hifumi's hawaii date but Scr_ acts like there's only one procedure
which is init
even after compiling
Oh, lol. True. The Scr_ editor is basically a placeholder and has been sitting unfinished for ages. I think I added a fix in one of the PRs I have sitting around. I'll see about merging something for it tonight.
wow lol
I feel like Scr_ is one of the most important nodes though
btw you know how it shows the duration of specific nodes after you reload?
is it possible to move whatever's doing that to when the value is updated?
or when the EVT is saved?
or like copy it over I mean
darn
I manually edited the json to change it
but it still crashes
oh wait
I didn't save it properly let me try again
nope still crashes
:(
cinemascope animations is stuck on
it won't update
That's also in the PR I've been working on ๐
Weird, I'll take a look ๐ค
I'll turn it off
save the EVT
then reload and it's on again
also I don't think this is the fault of the EVTUI and more just the EVT I borrowed
but the endianness was set to little so I'm gonna try setting it to big
EVTUI should still be able to update it, though. If it's not, I'll fix that.
welp it still crashes lol
I'm assuming it's cinemascope but idk what field controls that
it's controlled by field 18
but that wasn't why it was crashing, rip
What all objects do you have defined, and what all commands are on the first few frames?
what are these fields for?
left is from what I copied, the right is from Hifumi's hawaii date
I plan to update the frame count when I get it working in the engine btw
Env, Field, Ren, Sumi
then I have basically all the same stuff initializing it as the hifumi date does
this is everything on frame 1
and the next actions aren't until the 30 mark
I just copied the crowd stuff from Hifumi's since the asset id for the field is the same
and I can't manually set them up
ngl
kinda just tempted to start editing other events
I'm a bit tired of trying to get this thing to work
I'd recommend that, tbh. Until we have a better idea of what the minimum requirements actually are, it's just easier.
I'm fine helping with figuring that out, just tired now
after all I want to be able to make them from scratch
I appreciate the help in uncovering all that ๐ซก
wait
the first fade in Hifumi's hawaii date
is a fade out
I have mine set as a fade in
no nevermind
it's also a fade in
hm
oh
in the json files those are reversed for some reason
...why isn't the cinemascope animation setting saving properly when all the other settings around there are 
I swear I'm just gonna find some obscure yet obvious thing
I might honestly be better off taking a working scene and stripping things from it until it doesn't work anymore
but at the same time
I could be so close to figuring it out
OH, dumb, it's saving the cinemascope enabling value instead of the animation enabling value.
Agreed ๐คท
like
I could be at a point where like one more change could fix it
I might work on it from the json since it has more info
If you added any new Msg_ commands that weren't copied from existing ones, I wouldn't be surprised if that breaks something. I implemented that ages ago and haven't updated it to have robust defaults.
OK, merged changes to make command frame + duration reactive, fix cinemascope animation saving, make the Scr_ editor actually work, and a bunch of other boring stuff under the hood that shouldn't visibly change anything but will hopefully make a reactive rendering panel possible within a few PRs, lol.
Now, fixing Msg_ and script/emu stuff generally... let's do this ๐ค
I can look over the json soon
I'll get some proper defaults + full visibility as I update the Msg_ editor, too.
if it has something to do with these values I can't really do anything about it btw
do these matter?
these are from a json directly from the game
Those are some of what I mean, yeah.
I also don't know what they do, lol. But probably them all being zero does not help matters.
There are a few other things the current version will just leave as zero and probably break something or other, too. And the size thing, yeah.
okay Field04 definitely matters
it's always set to 2 for messages
be funny if it works after I fix this
nah still crashes
hm
That's the command version.
I'd recommend removing any Msg_s and copypasting working ones from another event + changing the IDs to match the messages you actually want after that.
I'll try that
but with the UI because I'm tired of looking at this json
I'll just open both events
msg wasn't the issue
I just used copy paste and it still crashes
Booooo ๐
all of these initial calls were created using "new" are any of them in the same boat as msg?
I'd expect those to be fine, tbh.
Should also be fine.
okay I have no idea then
the only other thing is an Scr_ but I copied that one over since I couldn't select the script procedure otherwise lol
That should be fixed now, btw.
yeah I pulled the update, I just know that it should work since I copied it from earlier
also idk if msg was even an issue since I think I used new when I was editing the akechi event to add the trivia window before
hmm
I just took the game over screen since I knew it wouldn't have much going on, but maybe it'd be more fruitful to take a regular event that's just super short and redo all of this using that
since at this point I think it's some of the initializer values that could be wrong
...well, one thing I notice looking at the version of the EVT you sent earlier in the zip is that the first CSD_ command is being force-skipped ๐
Possibly you've since fixed that, though.
that could have been it
but now I've already deleted that version of the event :|
I didn't realize it was wrong because that was like the one thing I left over from the game over screen
I have the dummy versions you sent, if that's any help. But yeah, it could be related to that.
A short event I often work with for convenience is E726_082 or even E726_083. It's the before-and-after-battle scenes of Akechi's rank 8, so they're very simple two-actor scenes. The latter is fewer than 200 frames.
๐
btw
as the EVT expert, does the .TXT actually do anything?
it's always there but it's not supported by evttool and is encrypted so idk what it's for
As far as I know, it doesn't do anything.
It's just a list of the related files. Probably an artifact of when EVT files were un-PAK'd, honestly.
I think it's usually just the EVT, ECS, BMD, and BF...? And I've never known it to have any in-game effect.
we're finally getting somewhere
it's also possible that a sound stop is required at the end of an event
since I didn't modify that
Ooh, quite possibly.
Aha... no ๐
I'll just copy paste then
You can do a cut/paste, yeah.
It's not 100% clear when Fd__ is needed... because it seems like sometimes it is?
But not always...
๐คท
nah it still loaded
so sound stop isn't required ig
I'm still leaving it in though
Fade-in and fade-out stuff break the game a lot if they're done wrong, but it's often related to battle transitions and such.
although I might adjust where it is
anyway
I'll work on that event more tomorrow
I might also copy how it is currently as a blank template
I feel like if I were to do youtube videos about any mods I make, using the p5r event tools to present it would be rather novel as a way to do so
the main reason I wanted to make them from scratch though is so I could get familiar with them
enough that I could throw people for a loop :)
She deserves it 
you can't romance her until third semester
I'm having it so you can only activate it if you don't romance anyone else
And Hifumi, since you can go on a date with her regardless of romance
She's usually who I pick
If you don't reach rank 9 you can
I think it has to be between 5 and 9 or something
But yeah you can go with her even if you haven't romanced her
next christmas...
Sumi has the world's most obvious crush though so she's available as long as no romance flags are on, at least in this mod
That's the plan, anyway
I'm doing the event first
Yes
nvm then
oh yeah
(it shouldn't have been automatic... so we can hang out with her more than 4 times)
the festival
She already has a festival event lol
i'll use this when i get to me fem jonkler playthrough. shusumi yuri
that's after? before?
the dance one
i'm referring to the one where you embarrass the person
i would kill to see sumi's reaction to "i've always loved you!"
though idk if she has blushing ponytail portraits
She'd die
There is
For her gym outfit
it could be a quick edit
for the profuesly blushing portraits lol
Since she doesn't have any
you'll need to make new bustups though and edit bustupparam.dat
That's fine, nothing new for me
I'll probably only do three or four of them
By the way
oh nvm i was gonna romance ryuji in my fem jonkler playthrough

