#EVTUI (Visual event editing tool)
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so
the field thing is indeed where the error occurs
but swapping the endianness actually does still let me read enough to see the actual value
Okay, hm....
m051_039
fldLayoutOfModel_major = 51
fldLayoutOfModel_minor = 39
fldLayoutOfModel_animNo = 0
fldLayoutOfModel_animLoop = 0
fldLayoutOfModel_animRandom = 0
fldLayoutOfModel_if_spring = 1
fldLayoutOfModel_if_summer = 1
fldLayoutOfModel_if_autumn = 1
fldLayoutOfModel_if_winter = 1
fldLayoutOfModel_if_fine = 1
fldLayoutOfModel_if_rain = 1
fldLayoutOfModel_if_cloud = 1
fldLayoutOfModel_if_snow = 1
fldLayoutOfModel_if_steadyrain = 1
fldLayoutOfModel_if_squall = 1
fldLayoutOfModel_if_typhoon = 1
fldLayoutOfModel_if_asa = 1
fldLayoutOfModel_if_gozen = 1
fldLayoutOfModel_if_hiruyasumi = 1
fldLayoutOfModel_if_gogo = 1
fldLayoutOfModel_if_houkago = 1
fldLayoutOfModel_if_yoru = 1
fldLayoutOfModel_if_shinya = 1
fldLayoutOfModel_if_preseason = 0
fldLayoutOfModel_resId = 23
fldLayoutOfModel_CullId = 2
with the regular bt file, these numbers are way inflated
but swapping the endianness fixed it
this is D151_004
which is a template I was experimenting with yesterday with .FEL
This is the node for the map object, I think. fldLayoutOfModel_resId = 23 in F051_040_00.GFS....
It half-fixes it. There is still an error in how it's read.
So, resID 23 -> 1623 somehow...? 
I don't knooooow ๐ญ
I meant fixes the major and minor id which is all I really wanted
if I want to make my own custom maps then I'll just copy from one that already works
still heavy WIP
but i'm getting there
OOOH are you gonna make them do their second awakenings themselves instead of rank 10?
no. this is too early for second awakening
then I remain confused lol
i hate cameras 
blender
just get the coords and rotation using blender

it's genuinely the easiest way to handle that stuff rn lol
until ajda finishes the renderer and potentially even after that
OK, does anyone have any idea how field object resource handles are actually defined?? Like we know how to use them in flow and EVT commands, and they get referenced in OBLs and such, but where is it actually determined that e.g. that map object has reshnd 1623?
The closest I can find is a node in the field GFS that says its resID is 23, and it points to the right model IDs and everything, but that's almost more confusing. Where is that handle defined, and how does it get 1623 from 23 ๐ญ
I may make a help thread at this point, because I'm completely baffled.
i think the help thread would be best
ryuji this is supposed to be an emotional moment can you not fly at mach speeds 
On his way to help at a pace never before seen.
after i finish this i still have to give hecate animations... that'll be fun 
oh and the event after this one 
btw, in the text editor i can't type characters that use alt like โ (em dash, alt + 0151 in the numpad). this is fine enough, i can just type anywhere else and copypaste. just wanted to let you know. when i spammed that command, i got uh... fwรwยฟยฟ7ยฟยฏoยฏ. the result also seems dependant on the character next to it when i do it. so weird
Weird... I wonder if it's related to this: https://github.com/AvaloniaUI/Avalonia/issues/15938
(It almost certainly is that, because the version EVTUI uses is in the affected range....)
just a bit more left... of the first draft 
goddammit i uploaded the 70mb version. oh well
at 2:22 you accidentally use the word "bed" twice
i will never recover
(thanks)
||shadow character fights
||
how I feel when people criticize my fanfics
:)
tbh people seem almost afraid to actually critique fanfics
and the ones who do don't generally have a good point
i think the cultural expectation is that its rude to concrit if the writer hasnt first indicated theyre open to concrit
Fanfic culture makes unsolicited critique taboo 
yeah but even in fanfic discords when I talk about how to please the audience I get a lot of responses like "All that matters is that you like it"
I don't write just for me though, I do want other people to enjoy it
oh yeah i get that one
"it doesnt have to be good!!" but i want it to be good!! the labor of making it good is half the fun for me!!
probably because of the aforementioned people who do actually critique usually not having a good point lol
the criticisms are as bad as the fanfics themselves on average
I'm glad that people seem to like my fanfics overall though, but I know I have a lot to learn
I found out just how much I had to learn when I started attempting something original
yeah. basically, its already hard enough to put your stuff out there, posting art is often a very personal thing, and for some people (i'm people) it's anxiety inducing (i love concrits tho). you should expect that to happen eventually, but most of the prople doing fanfics are there for multiple reasons, and its not always to get better at writing, so it can feel like punching down at times, yknow? even if your intent is to 'help' them
one of the most bizarre things I've seen whilst writing fanfiction are the people who come up with OCs and ask you to put said OCs in your story
if you're writing a rare pair, then honestly, just liking to write about it will be enough for the starving fans of the pair
well I wouldn't call shusumi a rare pair lol
but I get it
then you are against tough competition
some stuff I just write for fun, not intending it to be serious
(fanfics are not competition btw)
they're not? 
oh true you get a new car when you hit 100k kudos
are you talking about like LVCB and such?
i do not read shusushusuushushusmi so idk
and its for free too
oh
I thought you meant I'm up against tough competition because of some shusumi fics you'd read
i'd read the femc joker ones 
LVCB is a very long term fanfic that basically follows Sumi's journey after p5r
all the way from the third semester to once she marries Ren
i keep telling myself that ill write that yaldy ending ren corruption arc fic that exists in my head and then i dont
i have...the prologue and some scattered scenes
that's how writing works
you always get ideas for the part of your story that you aren't at yet
๐
once you write you end up not doing most of what you thought 
i dont even remember the last time i touched it is the thing lmao
I refactor a lot of things as the idea progresses, but I'm usually not dissatisfied by the results
my pace on fics in general went from slow to nonexistent around when i got into modding 
at least not with the idea itself, as I've gotten better at writing I don't really like my older works all that much lol
modding is just another way to show appreciation for media you enjoy
youre not wrong but i still want that fic to exist
i mod because i hate persoan 5 /||h||j
make it a p5 mod 
you hook the exe so i can have separate scheduler procedures for yaldy ending and the ability to have a jonklerless party then 
when I get better at assembly maybe
Once the event editor is done-ish my fanfic will take the form of Devil + Temperance confidant overhauls... trust......
ohya kawakami yuri????? (i joke but unironically i kinda want this now)
the confidants themselves aren't really that bad though imo
admittedly i do kinda want to do a devil overhaul but im not entirely sure what id do beyond reduce the fake dating thing to a one-off joke you can make
Temperance is so cringe I cannot physically make myself play it in vanilla ๐
i love ohya but you can't beat lala
cause of the maid thing?
It cheapens the whole game. Horrifically lame, bad writing.
I getcha, but it is relevant to her character conflict
It would be more interesting if kept tied to the school.
Like, overworked teacher plotline hardly needs the stupid maid shtick ๐คท
And Shujin desperately needs plot development itself. Like wtf even is this school ๐
So, two birds with one stone.
bad
prison
:)
gtg
Dunno what I'd replace the massages with exactly ๐คท I have never used them so idrc about then mechanically, lmao.
maybe its because ive been a weeb since middle school but meido shit doesnt even phase me lol, mostly its just funny
one problem def is that joker just solves her issue for her. like, there could've been ways to give kawakami agency i'm sure.
Leblanc coffee mechanic?
like if you make coffee you both get it for the metaverse and also get to go out during the night because caffeine boost
gtg though
Kawakami shows you how she makes super mega awake-for-days coffee in the teacher's lounge ๐
it involves drugs /j
i still am not super sure how kawakami fits temperance beyond her overworked arc, that is actually caused by forces outside of her control? idk
tbf that arguably applies to like half the confidants
I want the new confidant to culminate into her actually moving toward an admin position at the school after ||the old principal dies||....
yeah but temperance should've been about her gaining agency to decide for herself, it cheapens the thematic having it suddenly resolved. also, how did iwai's end? i dont remember if we just solve it for him or not
(stealing ideas)
you change the heart of one of his old yakuza buddies, but then another yakuza guy takes kaoru hostage and forces iwai to tell kaoru hes adopted, but then the guy whose heart you changed intervenes
at least iwai was there to confront his demons. can't say much of the rest
iwai peam 
peam 
idk about the radical change to one of the basic premises of the slink plot but tbh thats actually kinda fire
a chance for shujin to not be shit anymore
I will make it work ๐ ||because my wife will also help me write it lolll||
it kinda fits with the epilogue too actually lol
love how the school becomes useless after makoto's arc, aka level 20-30. it just vanishes mid-to-lategame
hey now thats not totally fair, the culture festival got akechi to eat an evil takoyaki 
i wish i had a wife to help me write 
i should springboard fic ideas with my partner actually, maybe thatll get my ass to actually write lol
Do iiit. It genuinely helps so much.
my single bitch ass
i think ive made that suggestion to myself before too but then forgor to act on it lol
Do it ๐ซต
im too lazy to continue animating hecate its good enough. time to go back to doing events 
you need to capitalize the letters after the ...'s
at 1:42 you have an extra space before without
oh sorry for being blunt... it was bothering me lmao
weird. must just be how the letters are displayed
no problem
i like having help on this stuff
talking about it... i should probably have a project thread about this mod im doing once i have enough of the mod to post a beta of
...damn, Kawakami ending up in the hospital because she ODs on the insane coffee she taught you to make kinda rules conceptually.... I can't stop thinking about it now....
she just like me fr 
Real....
holy shit you just gave me a great idea.
kawakami faints from exhaustion in one of the slinks, jonkler calls the closest doctor, takemi, and this is how tae and kawakami meet
plausible kawakemi yuri lets gooo 
(honest question, why this ship seems so popular? i mean, i like it too for some reason, but i dont think they ever interacted
)
id contradict you with "ive never seen it before in my life" but tbh i barely look at shit outside of mods lmao
popular as far as crackships go i mean
because yuri
yuri
i had to touch grass today instead of making events
my feet hurt 
anyway im close to finishing it at least
Touching grass is an essential step in the event editing process ๐โโ๏ธ
Touching grass is an essential step on your journey to becoming a Jedi
i have to touch grass again tomorrow 
@faint plinth i think you should probably cap the shrinkage amount, because for large enough nodes, well... it does this. (the first example is 60 frames, the second is 320)

LMAO, I was trying to pick a sticker and it picked a wild one.
That's built-in Avalonia behavior, and I don't know if the upcoming move away from the flyout editors will kind of just. Fix it.
But I agree that the long commands like that get pretty wild and annoying in general, and layout improvements should prioritize that.
Also annoying is how clicking on them makes things scroll around wildly.
Flyout behavior 
oh yeah i always forget to mention how the thing keeps snapping based on the last place you left clicked it looks like
Yeah... not much for that other than moving away from the flyouts.
Might need to use a camera reset command...?
flowscript or evt?
Follow your heart ๐
ok so femc jonkle/every girl and sae addon outside gb cough cough, shiho/ann, ann/makoto, makoto/haru...
nopers
Hmmmmmmmm 
ann you're a bit smeared sweetie
Did you have both options checked in the CAR_ command? I assume so, but....
Then I dunno 
Might be the same thing CG has noted a few times where it crashes on windows if an animation slot is empty, or something like that.
If not, I can try to load the models into an event myself and see what the error might be.
the thing is that it was not even loading animation 0, so maybe it's not detecting the anim file...?
oh okay it went when i set the base animations id to 0
it works!
i do have to figure out the DOF
is DOF even used that often?
I can't remember a time it's used outside of 3d animated cutscenes
||also is the implication here that ann has fantasies about [REDACTED]ing shiho and is ashamed of it because shes a csa survivor with no kink ed and her abuser is also her crush's abuser||
because...respect if true
i no longer have to touch grass so i can finally go back to serious business
||idk death of the author
||
im in a sunk cost fallacy where i'm like "eh, the coordinates are close enough i can just eye the rest out", and no, i can't eye the rest, i'm constantly overshooting, but because i'm always "this time i just need a tiny nudge", i keep forgetting that it would just be quicker to grab the damn coords using modmenu's xyz debug print from using the teleport feature
holy fuck i can just get the yaw like that 
if you use blender to decide coords, don't worry about decimals
the scale of p5r stuff is pretty huge, so decimals are very insignificant
it's actually annoying how the p5r engine handles coordinates
because it makes it so hard to properly view maps in blender
now to find out how to make the 'shadow spawn' animation
An effect command, I'd guess.
@faint plinth audio stuff (also crash at the end for an obvious reason)
anyway how do i get sfxes in here?
You might have to close out of the command and come back... but also, does the SFX sound file for the event exist?
Sound commands are a bit out of date, much like Msg_ was. Some of the oldest implementations ๐ฅฒ
wait so there is no generic sfx? its all tied to the specific event?
its working now. i stole the sound files of another event
The SFX option specifically is per event, yeah.
There are Field and System sounds, but those aren't handled super well yet (the former because it took me a while to figure them out, and the latter because the System ACB is very large and I don't have a strategy for lazy loading it like with Singleword ๐ฅฒ)....
how do i open EVTUI? I already cloned it
i already have .NET
you use batch script and then build from source
this is to build the exe thingy
man do i have ways with words
yea I did the .\scripts\bootstrap_win.bat command
do you have specifically dotnet sdk
it should be a simple thing
why is this all pink and purple
i mean, i like it over blue everywhere
ourple
ourple nurple
no, myple
finally made progress 
i barely got anything else done because setting the stage was such a pain 
im gonna sleep now. 
This is siiiick. You have earned a rest ๐โโ๏ธ
Also, you are a madwoman and I think it's very likely you are doing the most detailed EVT work any modder has yet to do. Lol.
Trailblazing ๐ฅ๐ฅ๐ฅ
Any luck?
Currently not on my computer currently but Iโll try tomorrow
hey ajda could i have the evtui icon? i was thinking i'd make a pre-made desktop entry for linux users
that you can include in the release version
oh seriously ๐
OK, got in the Avalonia update that should in theory fix ALT symbol entry ๐ค I've been putting that off for months, even before this specific issue.... When I tried before, the newer version broke the Timeline in ways that were annoying and boring to debug. But I think I finally managed to fix everything and make the update seamless. Famous last words, though....
did you merge? i can go ahead and test it
oh looks liek you did
i got a few avalonia warnings while building
/run/media/raven/Josuke/Modding/EVTUI/src/gui/Utilities/MessageBox.axaml : Avalonia warning AVLN3001: XAML resource "avares://EVTUI/Utilities/MessageBox.axaml" won't be reachable via runtime loader, as no public constructor was found
/run/media/raven/Josuke/Modding/EVTUI/src/gui/Utilities/SafetyBox.axaml : Avalonia warning AVLN3001: XAML resource "avares://EVTUI/Utilities/SafetyBox.axaml" won't be reachable via runtime loader, as no public constructor was found```
Those have been there, yeah.
ah
aand i forgot to publish
i've been building too many configs
well uhhh....
the commands have escaped containment
Noooooo, it worked on my machine ๐ญ
RIP
Welp... I'll see if I can recreate it at all....
oh jeez
Are they always offset, or just when you scroll?
What do you mean, you can't edit them?
That's expected, yes.
these ones are to the right
(You couldn't actually edit those parts from the timeline before, so it was misleading.)
but it's not just when i scroll. they stay like that after i'm stationary
Inconsistent offsets, why ๐ญ You're killing me, Avalonia....
Well, sure, but when you open up the timeline, are they already borked?
let's see
when i open up, the ones i see look fine
but after i scroll over the ones i see next are fucked
but the first few stay the same
Okay, so the offset is funky... but not in a way that's consistent across platforms ๐ฐ
Or, wait, you're on Linux....
WHY....
this is true... idk if distros play a factor at all..
i don't think it would since this is meant to be a container, right?
They shouldn't factor in!
And yet....
I don't know if there might be any weirdness with Avalonia actually updating or not....
Oh dear, more weirdness when switching between tabs. Avalonia, why!!!
Well, I do think some of these issues are finally giving me hints at what Windows users have been seeing. Yay...?
OK, managed to fix this, but still no idea about the weird offsets. We'll see if anyone else gets them....
surely that's not true... right? (and tbf its only thanks to the gui)
I think you and spypigeon have some of the most impressive
someone made an event thats just bad apple but tbh yeah i cant think of many that do more than add like some dialogue and flow stuff
i still have to use flow
oh yeah i remember that. and it was made out of apples
okay thats epic
i will make those missing backstory events i swear on it
i just need to write the scripts and either make the models or get someone else to, which will probably involve concept arting up younger ruler designs, and then i have to make the game actually call them though to be frank thats the easy part
thanks cat
I wanna know how
of course it was made with a script but like....
evttool i think
from what I remember it's millions of commands long
biggest evt file known to man
i'll make them if only to add bosses p5strikers style to them, so i can make first-runs even harder 
it just seems like a proof of concept really
I mean we know evt's are really capable but like... 3 years after that evtui went into development. people were sleeping on it lmao
i came back to p5 modding at just the right time huh
there was so much i wanted to do back then but evts looked like a nightmare
bc they were
I wanted to make haru not look sad in my better haru rejection I opened some kind of old evt editor and decided it wasn't for me
it wasn't evttool.... it was some kind of rudimentary broken gui tool
i think there were two of those lol, i mainly remember the one shrinefox abandoned
ive wanted to do fully new events probably as long as p5r pc has existed but i didnt know how jsons worked at first and even once i did it seemed like...a lot lol (which it is)
I think that might've been it
it was white and had the commands on the side
it looked like something out of windows 7
right as I was about to go to bed the name flashed in my mind
it was called evteditor
yep it's real
I could never get it to work
woah that conditional index
looks like they're using a bitflag to represent a cond index
i would guess whatever flag this is tracks if youve gotten this event before
(which you never will, because its an unused doubt remnant)
uh anyone knows how do i get this field animation into an evt? 
characters have separate gaps for events, no?
this is def ann's confidant
oh i found the base animations 1 file, and there is a lot of empty space i can replace stuff in
hopefully this works 
why it refuses to play any rotation animation i set
(i really debated whether or not to share because this is quite the early draft even after many different iterations
)
if i'm being really generous i'm at best like 75% of the way there but holy shit i'm done for the time being 
i'll be in the battle scripting mines ig 
anyway, thanks ajda, this tool is very useful 
Thanks for being a power-user!! It's hugely helpful for development ๐
(And also just cool and humbling to see what you cook up!)
~~I am powered by yuri
~~ thanks
(auto forget for ann)making the battle script and the event following it will be fun
i should prob make my own proj thread eventually tho
for some reaso nthis is an editable text box lol
huh, not for me
did you pull the recent update?
oh there was one 2 days ago.
It only looks editable, but it is not. I changed it so it can actually be scrolled/selected/copied, since it's the same popup for errors, lol.
See above that it should fix the ALT symbol issues... but raven has seen some layout issues with it that I can't reproduce ๐ฅ
(I've been meaning to make it scrollable/copyable for ages to help with debugging, and doing the Avalonia update in particular made it VERY annoying not to be able to do all that)
hmm i wonder if there's an event very early on i can edit to procrastinate from actually doing gameplay

there are only 384 counts in P5R, so you'd be overwriting info in the persona compendium
nooo
thanks
i have to change some other counts i've set then... oh well
man i cant find any unused counts. why is the value so low?
yeah lol i went with just trying to use custom save data framework for doubt mod since i dont even wanna try hunting down multiple counts that are basically untouched for nearly the whole game
nah, i dont think its worth it
>custom save data framework
hmm ill look into this
that reminds me i do have a flowutils addon for getting and setting custom save data in flowscript, but ive never tested it since fucking no one but me has tried custom save data in the first place
...maybe keep a backup save
that'd be very useful
inb4 there are counts specifically for doubt that are unused because doubt is unused
lmao
theres not existing counts related to crossword i assume?
this is not the literal crossword. just a dialogue gag
Models from original P5 (e.g., the beta builds) tend to look like that in the previews for some reason... guess his model hasn't been updated in a while ๐
๐คญ
looking back on the second event i've ever made with this tool, i'm quite proud of it actually 
https://youtu.be/PH_Bl_5dwOc
the mod is work in progress for now.
this... freedom to do what i want tastes good 
Trying to figure out a good set of data structures / general code organization to make all the rendering stuff work nicely
Grahhhh....
A true programmer would never fix tech debt
Actually getting things to show up as expected when the numbers are plugged in? Whatever. Making sure all the pipes connect to do this for, like, any given frame or command? Annoying....
Unfortunately if there isn't a good structure here, it's simply not going to happen, lol.
One of these days i'll get back to learning programming. Until then I believe in you ajda
The pain will be worth it trust๐
It will, it will 
Regardless you've done such a great job on all of this so far. Don't ever forget that.
Thanks โค๏ธ You're very sweet.
i cant make out what flag this is supposed to be though because. what
16778559 dec -> 0x100053F hex -> should be flag 1343 (0x53F) in section 1.
I'll have that in the UI eventually....
when I was gonna make the exepatch I just had ai calculate it for me ๐ญ
i had a feeling it was something like that but my brain froze up because it was ugly to look at
Understandable reaction to looking at some shit in decimal that really only looks good in hex ๐
I will say... I don't know why EVTs seem to have the flag section shifted from how BFs represent it (e.g., 0x1000000 vs. 0x10000000 for section 1)....
because reasons
What manner of horrible Cronenbergian monstrosity hath I wrought ๐ฐ
Looks perfectly normal to me
the sojiro

@faint plinth
I decided to pull the changes just in case you made any
and it won't build
btw if you're wondering why I didn't check this before, I was finishing up my HTML course and then I got lazy

How are you building?
This thread has a couple of possible fixes: https://stackoverflow.com/questions/68283730/error-nu1100-unable-to-resolve-microsoftofficecore-15-0-0-for-net5-0#68284740
Basically, it's a local config thing.
every time i go to look for the github i see this image
A good reminder ๐โโ๏ธ
same way the github page says to build unless you changed it
"dotnet publish --runtime win-x64"
with dotnet version 8.0
can't you shorten it to -r or is that a bash thing
I did not. I mean, where are you building? In VS, gitbash, etc.
The issue is local to your setup somehow.
lemme try the fixes in that link hold on
I'd follow the thread I linked and see if anything there does it, yeah.
yeah
clearing nuget stuff now
could be an issue there since I did download libraries for Reloaded II modding
we'll see
now it's getting even more errors
lol
time to try the other fix
love when there's MORE errors
I think that means you need to do a clean.
i think i got these errors when i didn't patch
dotnet clean?

๐
Now see if you get the same timeline weirdness that raven gets but I don't ๐ฅน
now
what event should I edit...
I'll take your idea into consideration later @faint plinth
that's a lot of warnings lmao
but not yet
they're unimportant
ajda said before it's due to some library
i usually get 7 or so
I think AST?
fresh builds get more
pov, you're a programmer:
which this basically ended up being
true
a lot of warnings are just in case anyway
just to let you know what might be an issue
you should avoid them if possible, but I don't think that was possible for EVTUI lol
essentially I have an idea to make it more entertaining
but it'd take time
Most of the warnings are from the dependencies, yeah, lol. I think like 4ish are from EVTUI itself? For the rest, not on me to fix AST's and GFDStudio's shit 
they're really good though
and honestly probably not stuff that needs fixing to begin with
I use them for a reason, true. But they are not, shall we say, the most portable codebases I've ever worked with ๐
lol
it's still magic that they were able to be figured out to begin with though
maybe one day I'll learn the sacred arts, but for now I am but a learner
plus I thought of a mod idea if I can figure out how to influence P5S with code injections to basically make Merciless actually fun
I wonder if there's a reason beyond it simply being less popular that modding for it is way behind p5r
koei tecmo 
does the game have anti-tamper measures or is it just a really messy engine
if it has anti-tamper I'm not gonna bother, but if not I should be able to figure out something with Inaba exe patcher
it has denuvo if that counts 
it'd take a while and will have to be done after my current mod
denuvo has a separate anti-tamper thing
koei tecmo is infamously anti-modding
the engine's design is deliberately hostile to modders
because people were making nsfw mods for dead or alive
steam 1.0.0 actually didnt iirc but it also consistently crashed during a required story cutscene for me soooooo
are custom assembly functions possible at least? those are harder to do in general but it's something I at least can do
p5s loves to kill itself on proton too for some reason
listerally only proton ge 8 works for me
which doesnt even make sense, isn't that game already hella skimpy?
let the players be horny dammit
they were selling modded discs werent they?
are you sure you aren't confusing DOA for Street Fighter? since capcom started being super anti-modding after a particular incident
with the nude mods
this is horny erasure
anyway
do they have anti-tamper measures?
since those would definitely restrict what I can do
okay then I'll try it eventually
i love hashed file names!!
yeah but anti-tamper isn't really that difficult to implement if you know assembly or typical reverse engineering methods. You can make things pretty darn hard
if they hate modding in general, would they prevent modders from disassembling the exe
disgusting
i mean you are playing a windows game on not-windows 
to Epic and EA this is a crime :)
which is still stupid but at least marginally less petty than for just porn mods existing at all
?
well maybe not ea, I can't remember if they've done intentionally anti-linux stuff, but Epic has
they're just publishers
kernel level anti cheat
that specifically restricts linux use
i know
just adding
i mean yeah, when the alternative is cheaters and players leaving like idk what people expect lol
if they find out you're using say lutris's ant-cheat patches they're smiting you
i've been using them on zzz. i've never heartd of linux users being banned from zzz though yet
I just don't play multiplayer games
usually
I play TF2 with friends but that's it
I use windows though so there's no need for me to worry
i don't either. zzz just happens to have multiplayer functions i do not use
I still think it's dumb when businesses intentionally make their stuff harder for linux. Like if that's the actual intent and not just a consequence
I'd say because of steam deck most are looking at proton compatability now
are they making it harder though, or just not putting in the extra resources to support linux? supporting another platform isn't as simple as just pressing the "build for linux" button :/
I could be misremembering, but doesn't easy anticheat work for linux? and some companies do turn it on for linux and it works fine?
maybe it's not a big deal now, but I was hearing a lot about stuff like that back when the steam deck first came out
anyway
now I'm looking at the p5s mod page and wow
there are like no mods for it
I don't see anything involving game logic either
so this isn't really a good measure of whether or not the changes I want to do are feasible
easy anticheat does work yeah
I'm looking through events to see what to change rn
and ngl
I'd actually rather see if I can at least somewhat change p5s's logic using Cheat Engine and then the EXE patcher
well it doesn't appear to have any specific anti-memory scanning stuff
in fact the function for modifying HP is relatively straightforward
I ended up crashing the game, but I don't think that's due to anti-tamper
well I can verify
the game doesn't use anything that would prevent an edit to the merciless difficulty from being possible
๐
I'm gonna throw the exe into ghidra
oh my gosh
it's even bigger than the p5r exe
:|
I'm gonna move talking about this to the regular modding chat, since it's more of a way to spend my evening
SOJIRO, NOOO... SPEAK TO ME......
...don't worry, he's fine. Let's All Float In The Void With Papa :)
"Wow this is working pretty w--WAAAAGH!!!"
...ok but seriously, it IS working well, I'm gonna cry (happily) ๐ฅน
Still a ways to go to get everything to react nicely and play out, but. Progress!!!
"Don't be scared -- it's just me, Lady Ann! The HRT is working wonders!"
holy poggers
This is amazing ajda
wow that's pretty good so far
im so hyped rn
so how much are you planning to do before it's available in the github repo btw?
good work so far btw
I definitely won't have things fully complete before I merge what I have, just for the sake of keeping the initial PR manageable (it is already massive ๐ฅฒ).
Not 100% decided on what the incremental stopping point will be, though. It may end up being pretty close to the screenshots above -- just a preview of initial model positions. So, limited utility, but that way I can get something in before working on the reactivity part.
a black void with the models is already insanely useful
just dont burn yourself out 
That's why it's best to do incrementally 
This first step just had no real increments, lol. A lot of plumbing that just kind of needed to be done all at once, for anything else to be possible.
Buuut there's definitely a much clearer way forward now. That first hurdle was just intimidating. Hopefully it'll be smoother from here ๐
i'll be thoroughly testing it the moment it drops
(~~im getting tired of working on the boss fight
~~)
Version 1 possibly won't be that fun to test, since right now it just grabs whatever the initial positions are when opening the event and doesn't update them no matter what you do (aside from closing and reopening the event) ๐
We'll see if I end up adding any basic reactivity before merging this inital stuff, but very possibly not -- again just to break things down into more manageable steps.
I just remembered
I was planning on making Ann and Ren talking use Shido's office
I should work on that
I just remembered
I was planning on making Ann and Shiho kiss
I should work on that eventually

why a dog? cat suits him better
because I saw a fic with that premise once
I didn't read it
but giving him a dog could be cute
therapy ouppy
wow
I didn't realize that Ren took Ann to freaking big bang burger lol
"This is a serious conversation, I should take her to McDonalds"
I can offset and change the rotation of the field
this'll take a few attempts since there's no renderer yet
but I should be able to position it just right so that they're in the right places
she's so radiant ๐
to be clear, are you moving the one breakdown scene into shido office field lol
yep
because funny
the sun being on is not helping
might be env shit idk
Looks like they're right up next to the skybox 
lemao
yeah but they shouldn't be
not based on the coordinates I'm looking at
on my youtube too lol
apropos of nothing im suddenly trying to remember every event that uses yongen field bc i kinda feel like putting a custom event there
the scene with shido
when they run out of leblanc during his speech
a lot of scenes during futaba's palace
The reusable post-rank phonecall outside of Leblanc + the thirdsem laundromat debrief come to mind.
the coords are just different
they stood outside of the sakura house during futab's palace
i think im picturing something in like the wide i guess road that passes by the grocery store and takemis clinic, although im not entirely sure why since the stray cats are usually in the smaller alley leading to leblanc
so close
so it turns out that the field offsets are inverted
also Ren is one with the desk
that angle actually reasonably obfuscates that its shidos office lmao
I don't want to change too much
although whatever is going on with the skybox helps
there's some model that's part of the event
I can remove it
this made my brain wander to the okumura will scenes where the reused field is like, really obvious lmfao
hold on
I turned off the star filter
but I wonder how it'll look if I turn it back on
oh
this moment is split between two events
should I make them both Shido's office or just inexplicably have the first one be Shido's office and the second one be Big Bang Burger again
this is how it looks with the filter on
well youre already doing the funni so id go with inexplicable field change
the persona 5 silly mod is real
or would it be more funny if he just levitated
either levitation or a really stupid-looking chair
make him sit on a plant
this would be for that manual morg confidant idea thats eating at my brain lately, btw, though idk if i want to make a project post yet when i only have ideas for like 2 of the 7ish scenes id need (im inclined to leave start and max where they are and have one of the okumura arc scenes still have a rankup)
Not even the plant?
I think ridiculous but not too ridiculous makes the most comedy
so having them be in Shido's office but nothing overtly looks amiss until the anime cutscene is funnier to me
He doesnโt have the Robert Roberson mindset
yknow what? i'll do that tomorrow, probably 
im burned out from dealing with janky model bs 
this sounds like a good break
"All right, looks like I got the common animations worki--uh, Ann???"
(It's the same issue girlkisser has been seeing with some of these older events -- the party members have references to animation files that don't exist. So there's clearly some kind of hardcoded logic to make this work, presumably after animation files got shuffled/consolidated during development....)
that sounds absolutely horrible 
which event is this?
I can check the strings to see if it's referenced at a specific location
oh
quite a few are referenced in the actual exe
I'm hoping it's just that it defaults to the 1-indexed GAP for the characters 
Makes sense -- those are mostly Velvet Room events, right...?
so which one is this one?
You can see it at the top of the screenshot 
But when I say "hardcoded" here, I just mean that the logic for looking up animation paths has some backoff logic if the file in question doesn't exist.
Similar to how it works if a character's outfit has a zero-ID -- that just means the game picks the season/time-of-day appropriate outfit for them.
Yeah, it's not a big deal. Just an interesting quirk of how events work, lol....
ig eventually they switched from whatever they did before to the new system where they just store most animations in 1 and have some other case for super specific animations
like Ren handing the flowers to his white day date
Not sure if related, but maybe 
idk
I'm not entirely sure how the flower handing animation or really any animations that involve two characters function
just that most of the standard animations are stored in the first animation file
If I had to guess, it's an event-specific ext animation file per character + a series of model attachment/detachment commands.
probably
I made a mod once that made Sumire use her blue dress model for valentine's day
but that wasn't the original idea
I was gonna do white day, but something about that specific animation of her receiving the flowers completely messed up her hair physics
so I just never ended up doing it

this is what happened btw
the sumi overhaul fixes whatever causes this, but idk what exactly since I never looked into it
tbf I feel like stuff like this is kinda expected from proprietary engines
they're not as obligated to clean it up as a licensed engine would
...huh, seems like at least for some of these, it's actually the provided GAP ID + 30...? What on earth....
I wonder if higher animation IDs just makes it default to a particular one? Might test that tomorrow.
kinda like the model thing you said before
I'm seeing this for animation IDs of 9 and 13 and whatnot, so not particularly high. And it's not consistent across characters in a given scene, or seemingly related to any unknown flags... so it seems to me that it's just like. If the file doesn't exist then look for the GAP ID + 30.
Weeeeird stuff.
smh atlus

OMG FIELD
sad
many such cases 
What happened when you ran the bootstrap script?
My guess is that it failed at some point, so you're going without the dependencies.
it downloaded all of the dependencies but after i do the dotnet install it just doesn't work
It downloaded, but did the patch succeed?
If you run the windows bootstrap script, what do the logs look like?
๐ญ
Wouldnโt be the first time I see a glitched Kamoshida
I emulated the PS3 version
well, editing in-engine cutscenes is def quite limited...
they really have it all be done through animations... including where the characters are apparently
True ๐
...and honestly, the full render will only help so much. Like, viewing it will be nice and all, but then the animations still need to be edited elsewhere....
yeah in that case its better to just 'downgrade' the cutscene or make a new one
Probably the most efficient (eventual) workflow for this would be to have the editor + Blender-or-whatever open simultaneously, and for the editor to have a Refresh Assets button so you can export and view model/animation changes across the two seamlessly enough 
that would be peak
I just use blender for coords
Sure, but I mean for specifically editing animations (especially in cinematic cutscenes) once the render view is in place.
Maybe
more than maybe
Well GMDs aren't easy to pose lol
ajda just means hot reloading assets. Whatever makes editing animations within blender easier would also benefit from this.
I mean, someone is going to want to edit animations, even if it's hard ๐
if that day ever comes, i'll be testing it to hell and back 
Most of the pre-rendered cutscenes are just mocapped anyways. Which means you can do the same (since mocap stuff has been getting easier to do).
it will be hard to not make edits stick out like a sore thumb without mocap
I wouldn't say that
Eventually you'll get to a point you get good enough to do edits to mocapped stufff and it'll look fine
i said it will be hard
the subtle movements that come from mocap are going to popout the moment one hand-animated bit misses them
depends on what it is
still, i dont mind really.
you could also just fix up the prerendered cutscenes eventually
i think it worked
but when i do dotnot it doesn't work
Hard for me to debug without knowing what the output/logs look like ๐คท
That many errors mean it's pretty likely the patching failed at some point.
rank and level...?
I have no idea what those are for ngl
changing them doesn't seem to do anything
nothing visible
As far as I can tell, they're just dev labels that don't do anything. ...and probably got abandoned pretty early in development, because they don't change from the P5 beta builds ๐
I theorized they might have something to do with the weird GAP index mismatches, but they don't seem to....
event gacha?
Thats EVTUI already
that's why there's no Sumi hawaii event, we didn't gamble to get it
:)
the moment we get render i'll bother making the students on screen react (i took an already existing scene with like 20 of them an i cant bother to find the right ones
)
dont mind me just spreading the anngenda 
I lurk in here because Iโm dealing with life and not modding much.
But thank you. Iโm smiling and laughing so much.
Next I imagine her saying โYou Are Not Prepared!โ and then walking off like an office Illidari.
btw, any plans on adding a way to visualize bustup and cutins within the editor?
๐โโ๏ธ
Absolutely. Just lower priority than rendering stuff and other de-janking of message display.

adding frames to 120_001 and 116_201 is crashing to me for some reason ๐ค
clearing frames also crashes
also, looking at the image, right after using the setting to add more frames, it seems it's not updating them properly...?
well, i saved (still didnt update), then closed and opened again, and the counter is properly updating when you do that at least. the crashing issues remain tho...๐ค
Hmmmmm, I see, the ending frame in that menu isn't reacting to the change ๐ค
well, the biggest issue is that these events in specific are crashing when adding frames. so weird
Do you have a specific spot / number of frames where it crashed, so I can try to replicate? Or is it any adds or clears at all?

๐ซต YOU
(this is in E120_001, which is in fact MANY frames shorter than this)
The marked frame beyond the event duration is breaking shit and requires some additional indexing checks, I see....
me?!?!?
what marks these frames anyway?
There's a list of marked frames in the EVT header itself!
It's editor-only, as far as I can tell.
So like. Just a list of indices of frames to highlight.
does that mean that these events used to be longer or smth...?
Or were copypasta'd from longer events, and then shortened without removing the marked frames, lol.
Even Atlus builds events by copying other events 
imagine making stuff from scratch like a loser
this makes me wonder... what was the first ever event done...?
Granted, in this case, there are no other events with frame 1189 marked... so either the original event eventually removed the marker, or this event was in fact longer at some point!

I bet we could do some archeology on the events from the beta build to hazard a pretty good guess....
iirc, 120_001 was supposed to have a different camera angle.
Oooh....
I don't remember where I learned that from but I distinctly remember it. Let me look around
Can't seem to find it. Maybe it was in that beta 64 video or something
...uh, checking the beta version for E120_001, it looks like the event was shortened... but even at that point, it already had the extra marked frame outside of the event duration! So it's there but at an even higher frame number, lol.
...but even then, no other event has a marked frame that matches that. So still no clear source of copypasta.
Ah, well. Still kinda funny.
They just did it for the love of the game
@faint plinth how's the viewport coming along btw?
Okie-doke, these issues (and a few other misc ones that have been piling up) are fixed in the latest PR (which has indeed been merged) 
50 PRs! Wowee....
Haven't gotten to progress too much since last sharing, but I'm hoping to improve the model positioning implementation before merging, so I have something a little more solid to build on. Hopefully I'll have something minimally merge-able within the week....
I don't know why you and you alone are still getting that ๐

so far seems good
random unrelated question, ajda, do you do programming for your job?
Yeh ๐โโ๏ธ
wow... a professional
would programming be my job when i dont make money? ๐ค
studying is my job...
studying? whats that
i've got many greuling years of this to come
Godspeed....
The years get much less grueling after undergrad, tbh, unless you're doing med school. But basically any other grad school is nowhere near as bad as undergrad, lmao.
gotcha
i hope so...
Lmao, well, okay, the improvement I wanted to make just like. Worked on the first try. So, dope??? Props be upon ye ๐ช
creating peak before our eyes
(It is still dumb and loads the first position of everything and doesn't update it, but I think that's where I'll leave it for the next PR.)
well, it is still good to get coordinates anyway
even more useful in this hacky way
tag yourself. i'm floating coffee cup
im the autistic one
I'm the chairs cut off halfway by the white void.
I'm the

wait aint she autistic
idk probably
are you planning on having the editor be able to read the bin files that store the textures?
it'd probably be a lot more work, so I don't expect it to be soon
just wondering if it was in the plans
OH GOD AAAAA (I think the blocks are all just bounding boxes that are normally transparent lol)
lol
But yeah, fields in general have a ton of extra pieces they still need.
I think they are too
ah
lemao
actually wait why would this area have bounding boxes, you can't even walk around in there
how hard would it be actually for one to be able to toggle their visibility or have them appear as like a wireframe
maybe it's how their internal level editor worked
My rough plan is:
- Merge the current PR that lays the groundwork for further rendering work (but doesn't leave the renderer in a particularly useful state yet)
- Work on getting the scene to actually be responsive to changes and different timestamps within the event, even if it's still in a clunky way
- Work on fields generally, including but not limited to:
- Loading field objects in the render
- Using the texture bins so it's not Green And Pink Forever
- Loading Palace fields properly from their MAP files
As for wireframe display........... I don't know ๐
I disagree, it's pretty handy already
well
can the renderer do dialogue?
or messages, rather
what if we had a date on the bulky white cross... haha jk... unless ๐ ๐
Nope, no message display yet.
so how does the timeline for it work then?
It doesn't respond to the timeline at all yet, lolll.
That's what I meant by #2 in the list.
It is very dumb at the moment and just loads the first position / idle animation for every model.
Purely blocking, basically.
The rest will take some data structure work that I'd rather make into its own separate PR.
๐
sounds like a lot of work ngl
even with the already existing evt tool as a guide
EvtTool doesn't have any of this info, lmao. The beta build event editor helps, but it doesn't really tell me how to implement this sort of thing ๐คท So, gotta put my real engineering pants on.
Beta build event editor also doesn't include any stuff about fields (at least not in the patched version I use because I didn't feel like getting fields working....)
well I figured that the way evt tool parses the information would be handy
I have long gotten all the info I can out of EvtTool, sadly.
how the engineering pants look like
I was thinking of adding some extra events to my mod that kinda go over information that should be directly communicated to you but for some reason isn't
Baggy sweatpants 
why the pants sweat, are they stupid?
yes
but like idk whether it'd be funny or not for my mod to do this despite supposedly being a cursed mod
Depends on how you present it, I suppose.
it would just be a bit funny to me personally to have features that don't quite match the description of the mod and people have no idea which mod they're using added them in or if they're just part of the main game
only small things ofc
another thing I was thinking of doing is giving a buff if you romance someone and a penalty if you romance multiple people
but It'd only check for vanilla romances
basically have romance have some impact on gameplay beyond access to some special events
Well, it ain't 100% there, but that wasn't actually too hard....
ryujis leg broked again 
Hitboxes are OUTTA HERE 
it looks so weird with neutral lighting ๐ญ
Lmao, yeah. For actually showing the env settings in the render.......... I have absolutely no idea how that's going to work 
niiiiiiiiiiiiiice
uh... so... is... is there really no way to check for multiple variables? i mean, i can frj_, but this seems so hacky. i guess there is always flowscript for the more complex cases, but checking 2 different variables at once shouldn't be complex 
dangit atlus
if you mean like the global variable thing in the condition section of commands, no but you could use a flow procedure to set local data based on the value of a flag, count, etc
they use it for like dates to check for both romance route and rank 10
I'm afraid that setting local variables in flowscript and/or using FrJ_ really is the only way ๐
Stuff that's more complicated than that is sort of anathema to the linear timeline inherent to EVTs, so it mostly gets done in pure flowscript ๐คท
It's kinda wild how differently Royal-exclusive fields are modeled than vanilla fields, specifically in terms of how much they rely on field objects outside of the main GFS. Like, Jazz Jin and Penguin Sniper look basically complete without any objects loaded... meanwhile Leblanc looks complely gutted, not even the bar or anything....
I guess the old way was for the sake of some optimization for the PS3, but aside from individual file size, I can't think if what the benefit would be.
Props are typically separated from regular map geometry, I was surprised to see any
Not props -- field objects.
Different things! Field objects are more or less inherently part of the field, with nodes for their attachment built in.
But yeah, Royal fields... not many of those at all!
Leblanc is just a wooden slab with zero furniture aside from the chairs loaded by the event, RIP....
Like, when would you ever see Leblanc without the literal bar....
sojiro went broke 
The bar's hitbox is in there but the model of the bar is not..... why........
The only thing I can think of would be that they did it due to a limitation back when they made it and/or it was easier to do.
For sure. I just don't know what that limitation would be, other than individual file size.
I mean the newer p5r assets are actually less optimized and are a bit more rough. Like maruki and sumi's texture maps not being cleaned up.
True....
maruki feet jumpscare
the tie especially they didn't really clean up
when LeBlanc is all trashed??
Even the bar and booths and everything???
idk
sojiro'll have to buy a new countertop
I'm talking in general
In source any object that isn't an entity or map geometry is considered a prop
Kamoshida's intimidation tactics are truly sickening....
OK, if anyone wants to try out the branch psy/asset-management, it's up + unmerged. I still need to do some cleanup, but some basic Windows testing would be nice ๐
What to expect:
- The bootstrap script needing to be re-run first!
- Events may take a few moments longer to load than before (for obvious reasons)
- The rendering tab will show some very basic blocking of the field and initial model positions + animations
- Assuming you're on P5R, fields should show up with their textures (but my initial tests of the P5 beta suggest field textures aren't working there just yet)
What not to expect (yet):
- Any responsiveness of the render to changes you make (without reloading, at least)
- Palace fields to show up at all, lol (black void be upon ye)
- Fields to look complete, because field objects aren't working yet
- Crashes... ideally. But this hasn't run on Windows yet, so it'd be nice to confirm that ๐
I'll take a look at it in a bit
It's just you, me, and this beautiful jpeg floating in the void....
omg gay joker mention
I'm just opening up a bunch of different events I have floating around to test the changes, haha.
homosexual jonkle
As far as I'm concerned, all jonkle is homosexual 
tbf the jpeg is beautiful
bootstrap script aint working 
looks like it works on windows
are you still on windows 10?
yes
uhh theres 10 morbillion of them and i cant seem to copy-paste cmd log
what about at the very end?
oh you're using vscode
its just an endless wall of error: patch failed: above this
I haven't used vscode to build EVTUI so i'm not sure what it could be
i tried just double clicking the batch script from file explorer but that also failed to build
VSCode does some weird shit for some reason....
vs
still failed to beat git bash so skill issue
i checked out branch and then immediately double clicked the script from file explorer so yea
But did you remove the old EVTUI before doing that?
Yeah, I dunno how to make it VS-friendly
Sure would save a lot of trouble, but I don't even know if it would help anything for me to set that up from Linux.
thus far ive just been building by opening command prompt in vs and copypasting the build command in the readme into it
lmao
it worked for me
no one said anything about deleting the whole-ass thing so no
Usually I just do that every time for posterity.
Might be worth a try to delete the old version. Your data is stored elsewhere, so assuming you can get it working again (lol), it shouldn't hinder anything.
Or just to make a fresh copy in another location.
i got errors running the script too
Oh, hm, it looks like the Windows bootstrap script doesn't reset the dependencies, which may be the issue....
yeah that did it
OK, cool. I should figure out a way to get the Windows script to clear out the dependencies before trying to update them, since that seems to be the issue.
tried with sudo didn't do anything different
LOL, whoops.
it happens
Let me push a quick change to the Windows script to see if that makes it a little friendlier to rebuild....
sanity check lemme run main's script
POGGERS
oh yeah right anns mask does do that


