#EVTUI (Visual event editing tool)

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jolly epoch
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are you the main person working on it btw?

faint plinth
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Yep!

jolly epoch
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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

jolly epoch
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definitely let me know when you get the renderer working, that'll be especially handy Sumi_Hug

faint plinth
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Cool. Let me know if you get any more crashes, whenever you get to it.

jolly epoch
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also

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just as a word of warning

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I am planning to use the tool for nefarious purposes

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hope you're okay with that

faint plinth
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LMAO, use it for whatever ends you will ๐Ÿ˜‡

balmy basaltBOT
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Soon....

[Reply to:](#1216244753239248976 message) definitely let me know when you get the renderer working, that'll be especially handy ...

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.

Jump

[Go to message!](#1216244753239248976 message)

jolly epoch
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nice

jolly epoch
jolly epoch
amber moth
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Yeah

jolly epoch
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that's what I assume, but I also know that the folder after CPK can be called whatever

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and I've been using that to separate the different types of modifications my mod makes (since some require multiple files in different folders)

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btw is the UI supposed to look like this? since it was said before that it has issues on windows

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just wondering if I'm missing any important details

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if this is how it's supposed to look I do have a suggestion though

faint plinth
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That's the look as of now, yes.

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Suggestions always welcome naothumbsup

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(How much I can apply any suggestions will vary, lol.)

jolly epoch
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that'd just make it simpler to reference it from the script and then find it in the timeline

faint plinth
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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?

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Is it displaying something different...?

jolly epoch
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and only tells me which message it is when I expand it

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like click on it

faint plinth
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Ah, I see...

jolly epoch
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having it also display the major ID before you expand it would be handy is what I mean

faint plinth
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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.

jolly epoch
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well that's why I'm only asking for the ID, and maybe not just for Msg_ but anything where it's applicable

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just a couple numbers underneath where it says Msg_ is what I'm thinking

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but idk how this UI code is written so idk how simple that would actually be

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like would something like this be possible?

faint plinth
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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.

amber moth
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That would be peak

jolly epoch
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btw how do I refresh the timeline after making edits to the script?

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I did the same change as before, but the timeline won't refresh

amber moth
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you have to hit the compile button at the top left of the scripts menu

jolly epoch
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oh the wrench

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I associate wrench with like "options" so I didn't realize that's what it was for

amber moth
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idk if you also have to save too but yeah you have to compile before you save no matter what.

faint plinth
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There's probably a more intuitive way for script stuff to work re: saving, but ๐Ÿคท

jolly epoch
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well it seems like the UI has troubles with TRV messages lol

amber moth
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TRV?

jolly epoch
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trivia

amber moth
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oh right

jolly epoch
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it gives me a bug whenever I try

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I think I got it to work though

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oh

amber moth
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whats the bug?

jolly epoch
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it crashed again

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some compiler issue

amber moth
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hmm

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can you send your log file?

jolly epoch
amber moth
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are you going to the bottom of the log?

rocky kelp
jolly epoch
amber moth
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I see

amber moth
jolly epoch
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it won't open the project file again

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at least I already managed to make the edits I was trying

faint plinth
jolly epoch
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it won't open at all

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just crashes

faint plinth
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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.

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That message is informative, though, so let me see....

faint plinth
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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
jolly epoch
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I did some editing to the .msg and deleted the .flow (since I'm not using it)

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after the crash

faint plinth
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The .msg would be useful for me to see, since that seems like the source of the issue.

jolly epoch
faint plinth
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Sweet, I'll let you know if I figure out a fix ๐Ÿ™

jolly epoch
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I just wanted to add small bits like this to a mod that's goofy on purpose

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that's why this is the edit I made

faint plinth
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I gotcha, I've been reading the main channels to hear about what you're working on ๐Ÿ˜„

jolly epoch
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lol

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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

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maybe like 10-15 total

jolly epoch
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but since I can edit it after

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maybe I'll have it be a system message or something and then edit it after

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I noticed that trivia messages weren't an option in the drop down

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so that might be part of the problem

faint plinth
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That may well be it, yeah.

balmy basaltBOT
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(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 naotothink )

you're gonna have to do a bitflag check like, everywhere

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

rocky kelp
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that'd be fucking sick

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atp i've just memorized all of the boys' uhr flags though lmao

frozen whale
faint plinth
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That would be extra work for me and possibly annoying to maintain, but mayhaps ๐Ÿค”

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If I get really bored I'll have a button to sync to the latest version of the page on Amicitia ๐Ÿคญ

frozen whale
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I was just thinking to automate it from that page. that would be a neat function though.

faint plinth
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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 naotoshrug

jolly epoch
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it probably has a lot more default crash conditions compared to linux

faint plinth
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Blahhh, I really need to get BMD emu support working properly. So ugly (and probably risking further errors ๐Ÿ’€) 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.

jolly epoch
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@faint plinth I can't load or delete the old project file

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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)

faint plinth
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What's happening, exactly?

jolly epoch
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this is the entire log

jolly epoch
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I can't load it or even delete it

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where's the metadata stored so I can delete it manually?

faint plinth
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I can't imagine deleting the metadata would help here, TBH -- it's just UserCache.yaml in the same place as the logs.

jolly epoch
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actually quick question

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do I have to run bootstrap again when I update the program?

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since I pulled your updates

faint plinth
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You shouldn't need to in this case.

jolly epoch
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then I rebuilt it

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okay then that's not the problem ig

faint plinth
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So, to clarify, you pulled the latest from the repo and rebuilt, and now this is happening?

jolly epoch
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I didn't attempt to load or delete the file after you updated the repo

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so it did let me delete it using the program two days ago, but crashes now

faint plinth
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Huh. Okay, that's weird ๐Ÿ™ƒ

jolly epoch
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or if it's some weird windows thing after I restarted my computer

faint plinth
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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.

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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.

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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.

jolly epoch
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well I deleted the cache and now it's letting me start on a new event

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so far it's working

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now here comes the question of what do I actually do with the event lol

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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

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actually before I get too far into this

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I'm gonna try something

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@faint plinth does the project save my progress?

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like before I compile anything

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or do I have to hit save and save all the files for that to work

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okay I hit save, then I closed the project and reloaded it

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and it didn't crash

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ugh

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so I tried closing the whole program

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and then reloading the project after opening it again

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and it crashed

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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)```
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always the same error message

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I think, anyway

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by the way

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does the program give you any warnings when you build it?

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maybe it's because I'm not using .NET 6.0

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I'm using 9.0

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but windows automatically uninstalls any other version of .NET when you install a new runtime

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ig I can try anyway

ocean acorn
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try opening either the create or load project windows, closing it without creating/loading a project, opening it again and then creating/loading project

jolly epoch
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I'm gonna try using .NET 6.0 and then building the project again

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is there a specific version of .NET this uses? like desktop or just the normal runtime

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wait it says I already have 6.0

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:/

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I don't remember installing 6.0 on this specific machine but okay

faint plinth
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EVTUI uses 8.0.

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I think the Windows logs are basically useless at the moment, unfortunately, because it seems to be dying without logging anything related ๐Ÿฅน

ocean acorn
jolly epoch
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I think I do because of visual studio (I installed a couple SDKs of .NET but idk)

faint plinth
jolly epoch
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I have 9.0 because of S&box at least

faint plinth
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Now, if I could recreate those crashes at all, that woud be great ๐Ÿฅฒ

jolly epoch
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lol

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or if you have a laptop or something

ocean acorn
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i was gonna say vm lol

jolly epoch
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lol

faint plinth
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Not all Windows users get this, tbf. So still no guarantee....

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But lmk if that resolves the crash. Because if so. I really gotta prioritize finding it.

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More than one case is enough of a pattern....

jolly epoch
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okay now let's try

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I forced it to use 8.0

faint plinth
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If using a different version fixes it I'll be surprised, but you never know....

ocean acorn
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ive brought this up elsewhere but im on win10 if it helps any

jolly epoch
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so that could be it

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it didn't work when trying to built it again but imma try a fresh clone of the program

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well I'm still getting warning logs about obsolete stuff

faint plinth
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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

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Most of the obsolete warnings should be coming from the AST dependency and wouldn't cause a crash.

faint plinth
ocean acorn
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if you set a cpk in the create project window and then back out, does that do it

jolly epoch
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oh my gosh

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that fixed it

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@faint plinth I'm guessing that's enough info for you?

faint plinth
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Yup, same error ocean hits....

jolly epoch
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my guess is for some reason it can't find the cpk when you try to load into the project?

faint plinth
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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.

jolly epoch
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fyi I have everything related to p5r modding on one drive so I doubt it has anything to do with that

ocean acorn
jolly epoch
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weird

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hang on let me try something

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yeah

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crashes unless I specifically load the cpk

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anyway

faint plinth
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๐Ÿซ 

jolly epoch
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I still need to figure out what the heck to do with the scene

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so I'll try to figure that out before I work on it more

rocky kelp
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the first time I've seen windows users having it worse than linux

faint plinth
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Avalonia works better on Linux for real naotoshrug

jolly epoch
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if you can't test for them properly

faint plinth
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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.

ocean acorn
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its ultimately a two second thing so not intolerable, but still noticeable as an inconvenience

jolly epoch
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I'm guessing that's why you don't have a release page and just have people build it on their own machines lol

jolly epoch
faint plinth
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Yeah, I really need to pin this one down because it's super annoying....

rocky kelp
jolly epoch
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the atlusscriptcompiler tools?

rocky kelp
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yes

faint plinth
jolly epoch
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I should really get the gui for that

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I never did

rocky kelp
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gfd studio also doesn't build natively

jolly epoch
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I just keep using the commandline

rocky kelp
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I like to drag and drop idk

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I'm not sure the command line would work on Linux natively either

jolly epoch
faint plinth
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I have to patch AST to get it to work as a dependency for EVTUI on Linux, lol.

rocky kelp
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...could I build your patched script tools and gfd studio

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wait I'll test that

faint plinth
jolly epoch
faint plinth
jolly epoch
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plus you could test for stuff more reliably

faint plinth
jolly epoch
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either way

rocky kelp
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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

jolly epoch
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good work so far

faint plinth
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Pherakki did the Windows testing when he was around more, but with just me, it's probably worth a VM or something, yeah.

ocean acorn
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i think i remember trying to build in debug at some point and it would just die on boot

jolly epoch
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through visual studio?

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I've noticed that debug and release have a lot of differences on there

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there's quite a few things that just don't work unless you're on release or debug

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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"

ocean acorn
jolly epoch
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gotcha

rocky kelp
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you should switch to Linux just for evtui adachi_true

jolly epoch
jolly epoch
rocky kelp
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wine adachi_true

jolly epoch
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also source modding in general kinda needs windows

jolly epoch
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I tried

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not even proton ge

faint plinth
jolly epoch
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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

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hammer editor does not work on linux at all

ocean acorn
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i think trying to attach debugger through cli also died though, ive only ever gotten it to build on release

rocky kelp
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I still see we're far from linux takeover

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I thought maybe windows 10 loss of support would encourage people

ocean acorn
rocky kelp
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my ssd is sitting on top of my powersupply

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lol

jolly epoch
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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

ocean acorn
jolly epoch
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ironically speaking, if you're already used to programming on windows, then it's just way easier to stick with windows

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even with win11

mellow gazelle
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installing dotnet on linux femcsigh

rocky kelp
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it's not that hard... but dotnet 8 and 9 are the only ones supported on fedora

rocky kelp
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fedora also supports kde now so I'm all good

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if you don't want base fedora and want shit pre-installed I'd recommend bazzite over nobara

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there is also the downside that reloaded 2 is a bit annoying to deal with through proton

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and sorry ryo, reloaded 2.5 is a bit extra buggy on proton

faint plinth
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Probably on purpose naotroll

ocean acorn
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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

rocky kelp
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lmao fair

faint plinth
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Ubuntu has worked well enough for me for over a decade so I've never bothered with anything else ๐Ÿคท but let this not become another Linux evangelism thread, lmao.

rocky kelp
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ubutuntu is good for people looking for a stable distro

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fedora pushes updates every day. they go for cutting edge

faint plinth
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Daily updates would annoy the hell out of me ๐Ÿ˜…

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I may update once a year if I'm feeling spry....

rocky kelp
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oh I don't update every day

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I set the notification to be weekly

ocean acorn
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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 adachi_true

rocky kelp
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yeeah that's the problem with some Linux users

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I wish we were more inviting

faint plinth
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Alas, not happening. Just demographically speaking.

rocky kelp
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I would just say to people:
debian-based: stable
fedora-based: cutting edge
arch-based: bleeding edge

ocean acorn
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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

faint plinth
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Someone make me a reaction image to the effect of "stop talking about different distros, you're scaring away the hoes"

rocky kelp
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actually I think Debian itself hasn't updated in like 2 years... at least Ubuntu is a little better than that

ocean acorn
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i think i remember a video of fucking linus in 2014 going off about how centralization has advantages actually

rocky kelp
faint plinth
ocean acorn
faint plinth
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I don't want to actually pin this, but a reminder to myself re: where to search for a solution to the crashes.

faint plinth
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For future use:

faint plinth
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Being able to pin my own posts is too much power.

faint plinth
mellow gazelle
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async void
oh you poor soul femcsigh

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where were using it though, task is basically the same i think in terms of code MakotoThink

faint plinth
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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....

steel ruin
faint plinth
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@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?

jolly epoch
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I can try

ocean acorn
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sure, as soon as i remember how to clone branches lmao

jolly epoch
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same lol

faint plinth
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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 ๐Ÿ˜…

outer kraken
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I mean you could just git clone switch to branch then pull

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Oop beaten to the punch

rocky kelp
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random aside but i like your pfp

jolly epoch
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whose, Logic?

rocky kelp
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ye

jolly epoch
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is neat

rocky kelp
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i had no idea what yours was aandi just lciked on it omg lol

jolly epoch
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@faint plinth

ocean acorn
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i keep a stackoverflow tab open to remind myself every time i forget lmao

outer kraken
faint plinth
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ERROR CAUGHT, YESSSSS.

jolly epoch
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I have a lot of sumi emojis

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I'm in like

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three sumi servers

faint plinth
ocean acorn
rocky kelp
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i need to rejoin the church of kasumi server

jolly epoch
ocean acorn
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huh

jolly epoch
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I'm in one Sumi server and two shusumi servers

ocean acorn
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it showed the exception window but no crash

jolly epoch
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wasn't that what he was testing?

outer kraken
rocky kelp
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i have a lot of sumi emotes just ont he principle in being in a lot of persona servers

faint plinth
jolly epoch
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I have a lot of shusumi ones too

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so @faint plinth do you know why it's not allowed to access usercache?

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it says it's being used by another program

faint plinth
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Sounds like it's trying to open it twice for some reason. Dunno more than that yet.

jolly epoch
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ok

faint plinth
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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.

jolly epoch
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how do I view animations in it?

ocean acorn
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opens the restored event project because successive load attempts work
oh right i forgor i moved the will seed project files

jolly epoch
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oh I found it

faint plinth
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Ah, nice!

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Oh, MRot_ and MMD_ also have them.

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Anyway, within relevant commands, in short.

jolly epoch
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btw is the program capable of creating entirely new events or do you have to reference from the cpk file?

faint plinth
jolly epoch
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because adding some kinda preset EVT to use as a base could be nice

rocky kelp
jolly epoch
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not that I've done much event editing yet

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not with the program anyway

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the most I've done is insert getting an item

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or inserting a trivia window that caused the program to crash lol

rocky kelp
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it's a bit jank but i was very proud i managed to do this lmaooo

faint plinth
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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.

jolly epoch
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can it have a custom major and minor id and will still load?

ocean acorn
faint plinth
ocean acorn
#

i meant that after the initial exception popup the behavior is the same as if i opened and closed a window without doing anything

outer kraken
jolly epoch
#

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

faint plinth
#

Oh, editing the Hifumi one will 100% be easier than starting from near-scratch.

jolly epoch
#

my brain is in a weird place where I'd rather just build from near scratch

#

than bother with editing all these things

ocean acorn
jolly epoch
#

it's simpler for me to process everything that way

ocean acorn
#

yes

jolly epoch
#

same

rocky kelp
#

same

#

modders being neurodivergent, who'd have guessed

jolly epoch
#

I get to do almost anything I feel like at the time

faint plinth
#

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?

faint plinth
#

The new one!

#

I'll merge it to the main one if this fixes it, lol.

jolly epoch
#

it says it's already up to date

ocean acorn
#

almost same exception but some of the lines in call stack are different

ocean acorn
faint plinth
#

Hmmmm, the lock isn't working as expected... I see....

#

OK, I'll continue to debug tomorrow ๐Ÿซก

jolly epoch
#

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

ocean acorn
#

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)

faint plinth
# ocean acorn

...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 โœŒ๏ธ

#

(The fix probably needs another fix now that I think about it--) OK, fixed that, too.

ocean acorn
#

no exception popup demistare

faint plinth
#

HUGE IF TRUE....

jolly epoch
#

lemme try

jolly epoch
#

this happens every time

#

but the trick from before still works

#

where I set the CPK path

outer kraken
#

new error unlocked femcsigh

faint plinth
# jolly epoch

Lmao, RIP. I don't know why yours is mega threadlocked. I'll have to think on it naohmm

jolly epoch
#

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

balmy basaltBOT
#

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

Jump

[Go to message!](#1216244753239248976 message)

jolly epoch
#

Fd?

faint plinth
#

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 ๐Ÿคท

faint plinth
#

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 ๐Ÿ˜…

jolly epoch
faint plinth
#

I'd want to get confirmation on how it works before changing the name too much, though, tbh.

jolly epoch
#

with a little info thing that specifies it doesn't pause the game just the timeline progression of the event

amber moth
jolly epoch
#

oh I thought you already knew how it worked

faint plinth
#

I don't 100% know that's how it works, lol. I'm only relatively sure. (Testing on that would be lovely!)

amber moth
#

Mugikomachi has helped out stuff relating to the kasumi protag mod and similar. You could ask them to translate the labels?

faint plinth
#

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.

amber moth
#

Simply kidnap an atlus engine developer.

faint plinth
#

True...

amber moth
#

Though probably like 5 people at atlus would know since they're phasing out their old engine for unreal which is a shame.

jolly epoch
#

but this does help with modding since UE5/4 games are much easier to mod than proprietary engine games

jolly epoch
#

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

amber moth
#

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.

jolly epoch
#

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

amber moth
#

so true

jolly epoch
#

atlus does at least, you can run p3r on a toaster

#

if RT is off

amber moth
#

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.

jolly epoch
#

still optimal, but smoother taking advantage of modern hardware

amber moth
#

They also reused a lot of the p5 minimalist models aswell for p3r.

jolly epoch
#

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

jolly epoch
#

faster for development

amber moth
#

I'm more annoyed that p3r has that unreal engine lighting look to it. I hope that p4r fixes that.

jolly epoch
#

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

amber moth
#

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.

jolly epoch
amber moth
#

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.

jolly epoch
#

well I mean yeah

#

they're not gonna touch the calculations if they work, just the shaders

#

material shaders specifically

amber moth
#

yeah

jolly epoch
#

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

amber moth
#

It's fine. But honestly i'm more of a fan of p5's.

jolly epoch
#

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

amber moth
#

fingers crossed

jolly epoch
#

@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?

amber moth
#

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

jolly epoch
#

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

rocky kelp
#

if they're phasing out gfd engine why did they make metaphor with it?

jolly epoch
#

after making SMTV

faint plinth
jolly epoch
#

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

faint plinth
#

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.

jolly epoch
#

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

faint plinth
#

Checkout + pull the branch.

ocean acorn
jolly epoch
#

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

ocean acorn
faint plinth
ocean acorn
#

wait hol up

#

i tried loading a different project without backing out of the load window first and that worked fine

faint plinth
jolly epoch
ocean acorn
#

uhh

jolly epoch
#

windows is stupid sometimes

ocean acorn
#

i restarted evtui, tried to reproduce, and i got an exception both times instead

faint plinth
#

๐Ÿซ 

#

All of my beautiful semaphores for naught....

#

Welp. I do know a way forward. But that's annoying.

jolly epoch
#

because it's not working from the place I cloned from

#

or maybe I'm doing it wrong

faint plinth
#

You do need to be inside of the repository folder.

#

But anywhere within it should be fine.

jolly epoch
#

it says it's up to date?

faint plinth
#

I have the info I need from oceanstuck, though.

jolly epoch
#

idk how

jolly epoch
faint plinth
#

More data is always useful!

jolly epoch
#

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

ocean acorn
#

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

jolly epoch
#

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

faint plinth
#

Windows file locks are pretty, uh, zealous. So it's something to do with that. But I dunno! Fun stuff.................

ocean acorn
#

the number of tries it takes to load seems to increase by 1 every 2ish times i restart evtui

#

somehow

jolly epoch
#

which should only be EVTUI

faint plinth
#

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.

#

๐Ÿคท

#

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.

jolly epoch
#

idk how much hardware would impact it

#

it's in a SATA SSD

faint plinth
#

Something specific with how your machines are doing file locking ๐Ÿคท

ocean acorn
#

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 (๐Ÿคฎ) 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

faint plinth
#

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.

ocean acorn
#

well it doesnt crash and it doesnt throw an exception

for me

but also i cant seem to see bmd emu edits now??

faint plinth
#

๐Ÿค”

#

I'll test that on my end.

ocean acorn
#

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

faint plinth
#

Hmmm. Share zip?

ocean acorn
#

for every mod?

faint plinth
#

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.

ocean acorn
#

it should be

faint plinth
#

Hm, hm, hm. Then yeah, can I see the zipped files for that one?

ocean acorn
#

i was gonna just make a minimal test case but got lazy, any of the bmd edits should show the behavior

faint plinth
#

That works just as well ๐Ÿ‘

ocean acorn
#

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

faint plinth
#

...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.

ocean acorn
#

the she/her morg edit does match case though

faint plinth
#

Do you have a link to that?

ocean acorn
#

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

faint plinth
#

...hm, you're right, fixing the case doesn't work here. Maybe it's a custom CPK name issue again....

#

..................naohmm

jolly epoch
#

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

faint plinth
#

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.

jolly epoch
#

๐Ÿ‘

faint plinth
#

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.

jolly epoch
#

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

faint plinth
#

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.

ocean acorn
jolly epoch
#

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

faint plinth
#

It should do that, yeah.

jolly epoch
#

cool

#

okay now I need to remember how to change dialogue based on selection lol

faint plinth
#

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.)

jolly epoch
#

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

faint plinth
#

Beware of over-relying on the wiki, because it uses EvtTool terminology that EVTUI does not necessarily use.

#

But yes.

jolly epoch
#

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?

faint plinth
#

It's definitely possible to adjust near/far clip for a camera, but I'm not 100% sure for the general preview in Blender.

jolly epoch
#

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

faint plinth
#

Beyond that, IDK.

jolly epoch
#

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

faint plinth
#

Well, I just merged the crash-fixing branch into main, so in theory all related to config crashes/errors should be fixed ๐Ÿคž 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 femchappy

jolly epoch
#

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

faint plinth
#

It'll show up in the pinned section if you select that in the dropdown at the top of the event selection config page.

jolly epoch
#

ok

faint plinth
#

Case-insensitivity stuff is so annoying fhdjskhfjsdahfjlasdf naodead

#

Imagine being able to just check if a file exists rather than doing a bunch of recursion and regex every time naosmiley

jolly epoch
#

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 :(

faint plinth
#

Do they look how you expect when you open them outside of the tool?

jolly epoch
#

yep

#

I decided to set a custom path and make sure it's case correct just in case

#

gonna reload it now

faint plinth
#

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 ๐Ÿ˜…

jolly epoch
#

custom arguments didn't help btw

faint plinth
#

Custom arguments...?

jolly epoch
#

like custom directory

#

my brain isn't braining and keeps giving me unrelated words to use

#

that are only somewhat related

faint plinth
#

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.

jolly epoch
#

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

faint plinth
#

Hm. Send over the zipped mod files?

jolly epoch
#

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

faint plinth
#

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.

ocean acorn
#

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

jolly epoch
faint plinth
#

Fair enough, but that does make it hard to debug if you want my help ๐Ÿคท

jolly epoch
#

is it supposed to be like that?

faint plinth
#

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.

jolly epoch
#

do you know what these fields with like 144 and 198 are for?

faint plinth
#

Uh, I think 144 is the header size (or the file size) and 198 is a marked frame?

jolly epoch
#

is there anything else here that I can adjust to help it?

faint plinth
#

No.

jolly epoch
#

okay

#

I'm gonna try to compile it again

faint plinth
#

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...?

jolly epoch
#

I just removed all other features from the mod except for the two events I edited using the ui

jolly epoch
#

they're set to what I set it to

#

rank a was just me fiddling with it, it was C before

faint plinth
#

Are they currently editable within the UI? At one point they weren't, but maybe I already changed that....

jolly epoch
#

it says they are

#

let me actually check the ECS file just in case

faint plinth
#

Huh. Guess I already did it ๐Ÿ˜…

jolly epoch
#

oh ECS is blank anyway

#

almost anyway

#

it has some initializer stuff and that's it

faint plinth
#

The ECS file shouldn't have anything to do with it.

jolly epoch
#

yeah I just wanted to make sure

jolly epoch
#

nothing in the other folders is relevant

faint plinth
#

Lol, well I do see something wrong....

jolly epoch
#

yeah

faint plinth
#

So that's a starting point, at least.

jolly epoch
#

"spypigeon's sumi mod"

#

this is just one event lol

faint plinth
#

I mean, yeah, but I'll probably throw other things in here for debugging as needed ๐Ÿ˜„

#

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.

jolly epoch
#

makes it hard to do anything custom I assume?

#

at least a fully custom event

#

with its own ID and everything

faint plinth
#

Yeah, the more custom you get -- path naming, new events -- the wonkier things get right now, lol.

jolly epoch
#

lemme know when you do the patch

#

since everything I did should have worked afaik

faint plinth
#

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 naodead

jolly epoch
#

is it not a quick fix?

faint plinth
#

No, it is not.

jolly epoch
#

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

faint plinth
#

Hm, looks like the parser is being weird about it being V1 and not V1BE. Can you share the file?

jolly epoch
#

I already switched them but I can compile a fresh one

faint plinth
#

If it's just endianness I could probably recreate the issue myself, I suppose.

jolly epoch
#

don't worry I corrected the extensions before

faint plinth
#

Thanks for catching this Naofacepalm Very silly parsing error....

rocky kelp
#

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

faint plinth
#

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 ๐Ÿฅน

jolly epoch
#

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

jolly epoch
#

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

faint plinth
#

It's not. It's for adding crowd NPCs.

jolly epoch
#

Oh

#

It doesn't have any info on amicitia

faint plinth
#

Do you have fade-in command?

jolly epoch
#

Yeah

faint plinth
#

Hmmm.

jolly epoch
#

Fds works right?

faint plinth
#

Needs to be Fd__.

jolly epoch
#

Ah

#

Will try that soon

jolly epoch
#

@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

faint plinth
#

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.

jolly epoch
#

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

faint plinth
faint plinth
jolly epoch
#

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

faint plinth
#

EVTUI should still be able to update it, though. If it's not, I'll fix that.

jolly epoch
#

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

faint plinth
#

What all objects do you have defined, and what all commands are on the first few frames?

jolly epoch
#

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

jolly epoch
#

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

jolly epoch
#

ngl

#

kinda just tempted to start editing other events

#

I'm a bit tired of trying to get this thing to work

faint plinth
#

I'd recommend that, tbh. Until we have a better idea of what the minimum requirements actually are, it's just easier.

jolly epoch
#

after all I want to be able to make them from scratch

faint plinth
#

I appreciate the help in uncovering all that ๐Ÿซก

jolly epoch
#

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

jolly epoch
#

I am so lost

#

I decided to look back at it

#

and I just have no idea what's wrong

faint plinth
#

...why isn't the cinemascope animation setting saving properly when all the other settings around there are naohmm

jolly epoch
#

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

faint plinth
jolly epoch
#

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

faint plinth
#

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.

faint plinth
#

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 ๐Ÿ˜ค

faint plinth
#

I'll get some proper defaults + full visibility as I update the Msg_ editor, too.

jolly epoch
#

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

faint plinth
#

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.

jolly epoch
#

data size seems to be set wrong assuming all Msg_ calls are the same size

faint plinth
#

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.

jolly epoch
#

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

faint plinth
#

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.

jolly epoch
#

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

faint plinth
#

Booooo ๐Ÿ˜”

jolly epoch
#

all of these initial calls were created using "new" are any of them in the same boat as msg?

faint plinth
#

I'd expect those to be fine, tbh.

jolly epoch
#

hm

#

what about MMD?

faint plinth
#

Should also be fine.

jolly epoch
#

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

faint plinth
#

That should be fixed now, btw.

jolly epoch
#

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

faint plinth
#

Hm, good point.

#

Seems like it's missing something mysterious but necessary ๐Ÿคท

jolly epoch
#

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

faint plinth
#

...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 ๐Ÿ˜…

#

Possibly you've since fixed that, though.

jolly epoch
#

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

faint plinth
#

I have the dummy versions you sent, if that's any help. But yeah, it could be related to that.

jolly epoch
#

nah I didn't full delete it yet

#

nope that didn't fix anything

faint plinth
#

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.

jolly epoch
#

๐Ÿ‘

#

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

faint plinth
#

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.

jolly epoch
#

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

faint plinth
#

Ooh, quite possibly.

jolly epoch
#

I could remove it and check real quick

#

does EVTUI support ctrl + z?

faint plinth
#

Aha... no ๐Ÿ˜…

jolly epoch
#

I'll just copy paste then

faint plinth
#

You can do a cut/paste, yeah.

jolly epoch
#

fyi

#

simple fade works for event beginnings

#

since this one uses it

faint plinth
#

It's not 100% clear when Fd__ is needed... because it seems like sometimes it is?

#

But not always...

#

๐Ÿคท

jolly epoch
#

nah it still loaded

#

so sound stop isn't required ig

#

I'm still leaving it in though

faint plinth
#

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.

jolly epoch
#

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 :)

rocky kelp
#

omg peak

#

how is that going to work though...

jolly epoch
rocky kelp
#

you can't romance her until third semester

jolly epoch
rocky kelp
#

i see

#

you choose between the boys and sumi?

jolly epoch
#

And Hifumi, since you can go on a date with her regardless of romance

#

She's usually who I pick

rocky kelp
#

wait yo can?

#

lol that never happened to me... but i never maxed her before hawaii

jolly epoch
#

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

rocky kelp
#

next christmas...

jolly epoch
#

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

rocky kelp
#

you should make it so she's at leat rank 1 imo

#

is rank 1 automatic?

jolly epoch
#

Yes

rocky kelp
#

nvm then

jolly epoch
#

Lol

#

Rank 1 is the clean up

rocky kelp
#

oh yeah

#

(it shouldn't have been automatic... so we can hang out with her more than 4 times)

jolly epoch
#

I'll add christmas to this mod too

#

And maybe a couple others

rocky kelp
#

the festival

jolly epoch
#

She already has a festival event lol

rocky kelp
#

i'll use this when i get to me fem jonkler playthrough. shusumi yuri

rocky kelp
#

the dance one

#

i'm referring to the one where you embarrass the person

jolly epoch
#

Oh

#

Well she grabs you right after that so

rocky kelp
#

i would kill to see sumi's reaction to "i've always loved you!"

#

though idk if she has blushing ponytail portraits

jolly epoch
#

For her gym outfit

rocky kelp
#

it could be a quick edit

jolly epoch
#

Yeh

#

Honestly doing swimsuit bustups'll take longer

rocky kelp
#

for the profuesly blushing portraits lol

jolly epoch
#

Since she doesn't have any

rocky kelp
#

you'll need to make new bustups though and edit bustupparam.dat

jolly epoch
#

That's fine, nothing new for me

#

I'll probably only do three or four of them

#

By the way

rocky kelp
jolly epoch
#

Idk how compatible my mod will be with the femc or kasumi protag mods

#

It'll be very scuffed since I'm designing it standalone

#

Outside of a couple dependencies

#

There's already a hawaii sumi event mod though, but it's built on Hifumi's