#Game Night Series
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Also, just realized the chatGPT cut off some cards - so I'm doing a print out test to compare
Gym Challenge: 132 Files
Gym Heroes: 132
Jungle: 64
Fossil: 62
Rocket: 83
Base2: 130
Base: 102
~~set: Base (total = 102) ~~
set: Jungle (total = 64)
set: Fossil (total = 57) + 5
set: Rocket (total = 81) +2
set: Base 2 (total = 130)
set: Gym Challenge (total = 84)
set: Gym Heroes (total = 133)
Gym Challenge some how manages to be a pain in the ass
Rocket dropped 2 cards with no pattern, found them - fossil was missing all it's trainers lol
Heroes had a blaine trainer in the list that wasn't meant to be there
Now to figure out what the hell happened to 48 cards in challenge lol
@cinder tide The glass beads look like a pita to both make and use apparently
Looks like they switched to chips, and dice?
What did the original series use for poison and burned markers?
Can't seem to find clear information - seems like nothing
yeah iirc there wasnt any, you just remembered what the counter corresponded to, the cards didnt have crazy high value hp or attack so the numbers were never really high
I'ma just add dice and counters
working on card issues
turns out deck sets used cards from across sets
I think those should be fixed
Haven't had a chance to set up dice art yet, I'm thinking a D10 with increments of 10
I added the status coin art, and script but haven't added it to the distribution cause I ran into the other issue
I was hoping to push this out earlier this week and just wait for tonight or tomorrow ๐ , but guess it's crunch for today.
Added damage dice, status coins, and such
damage dice and status coins only show up for found decks
should avoid having every starter set having markers and status coins
@cinder tide Am I missing anything?
I donโt think so
I think it's ready
Do you guys think this is worth doing? I can batch it so its just a matter of waiting around:
@cinder tide @short yew
It's a new photoshop AI filter to remove artifacts - cleans up images basically
It does lose some of the watercolor details though for example
Make it look more airbrushed
Yeah, I saw. Much funny millennial humor.
I might take shots at using AI to replace faces lol
can you use the filter selectively on certain areas? i think the text clarity is a great improvement but the smoothing dulls the colours and might be worth trying out another denoising filter for
AI upscaling always feels a little soulless to me
The print dots make it feel a lot closer to how they look irl
Just catching up on the project. Looking really good! Like the similar but definitely different name ๐
I think it should be safe from scrapers
The problem is the cards are not 1:1 in terms of placement - a few pixels here or there
i agree w/ this point--i'd keep it tbh. cards look a lil funky irl if you look too close--i doubt anyone is upset about how they may look ig
I wonder if this person would be less unhinged lol.
I think he already made the cards too.
what a chad lol
MTG got fully removed lol
Yeah didn't see it on my list of workshop items. Thought you removed it lol
Nah, it was just hidden for a bit - then I saw it was just missing.
@short yew @cinder tide @strong eagle I may just pre-emptively change the cards to Spiffos or Paws animals. Just to get away from all this copyright nonsense.
Not going into detail, but stalkers going to stalk.
Do you guys know a decent AI art generator for something like this?
Ugh, sorry if you're getting uncomfortable attention.
I have a workflow to generate a handful of ideas at a time using the Copilot mobile app (more options & quicker access than desktop) if you want to brute force it, but I'd be happy to generate some images locally on my computer if you had a specific theme or style you wanted to focus on
Ideally but probably unrealistic would be Spiffofied Pokemon
I think slightly off Pokemon ala Palworld would be meh overall
That being said, I wouldn't go full tilt into a project unless it does get pulled
I gotcha-- it would be relatively easy to find a SD model that handled pokemon style creatures. After getting a few of them "right" and "spiffofied", it could be neat to create a LoRA model, (or check out this InstantID I've heard so much about) and simplify the process for making more.
Either way, give a shout if you had any ideas you wanted me to try to generate as templates
I'm honestly out of my element on this front
I can draw up some examples, but basically take like a chamanders body and pop a Spiffo on it
Or like make a lizard in the style of Spiffo with a flaming tail
Which ever won't be a week or two of work lol
Then again, if you do feel motivated I wouldn't mind paying
Spitballing; something that evokes the nostalgia of 1993 pokemon, legally distinct yet correlatable enough that an informed fan would recognize it as a love letter to pokemon, but maybe applies a touch of the "spiffo cute-humor"?
Yeah
Could even borrow the idea of the Pokemon
I think they have descriptors like "the XYZ Pokemon"
Yeah, if someone's able to copyright the concept of "electric rat", I'll eat my hat or something.
Spiffomon
Could even just be Spiffo tbh
Rather than an abomination of Spiffo being a Lizard
The starters could literally be the professions
Firefighter Spiffo
Etc
That works really well with the current Spiffo theme-- the steam cards were what came to mind when I referenced "spiffo cute-humor"
(just imagine they're all filled in)
Yeah, there's a Spiffo cards mod too
The author never replied to inclusion
He mentioned wanting to make them playable.
I could write up some prompts for each of the cards
Colorless = Unemployed lol
Get Divorced Dads cards here: https://divorceddads.shop/
Timestamps:
00:00 intro
00:38 card types
00:45 beast cards
01:15 terrain cards
01:40 tool cards
02:29 the goal
02:39 how to start
02:50 game end
03:10 deck rules
03:17 how to play
03:23 play phase
03:32 attack phase
04:56 draw phase
05:09 game play
06:38 outro
@strong eagle @cinder tide @short yew
That first one is rough
Kind of prefer a1, b2, a3
had to rewrite the prompts to help the AI along
Geez, you catch on QUICK.
The first ones I got yesterday were way rougher lol
Chatgpt is helping me rewrite them lol
Whoa very nice looking. Are you using Stable Diffusion?
Yessr
I made art for MoM
They came out pretty nice
Wish there was a way to show online using github, but you can resync your github to download them
This was an accident, for living wall, but I liked it lol
Doesn't make sense to be a relic but oh well lol
Sometimes you gotta go with the Rule of Cool.
Maybe it's a relic like a core that gathers meat
Self replicating and healing golem
Just thought of a cool use case for fully custom cards. A lot of RP servers use a dice / turnbase systems for PVP because of desync issues with actual in-game combat
MoM cards with custom combat text could be an in game alternative to PVP
Like use a deck to determine outcomes?
Yeah, like as a way for players to "fight" outside of real time
It would require game design work for sure, but a lot of board games already have combat card systems
Still a ton of work to do though lol
Could be its own mod, a few combat roleplay mods exist I believe
They have rolls for different stats
On a different front, I've been thinking of a workaround for desync
Basically paging the server to move an item, and then the server sends back a command to let the client move an item.
Right now the client is setting the cooldown and movement
Which doesn't really fix anything
Excuse my ignorance, I just found out about the existence of this mod. I wanted to know if it already has the Pokรฉmon battle board. Or do you have to add it from somewhere else. And the issue of playing cards appearing as loot in the world and zombies? Or can they only be obtained with the admin? I'm confused๐

The items can only be found in appropriate locations. I also wrote it in such a way to not flood loot tables (like the other card mods do).
Stores, bedrooms, schools, etc.
It doesn't come with a battle board.
ouch. without board. well... is there any guide I can use to add a board? Or do you simply edit the original lua, maybe I haven't looked at it yet, it works using image URLs, right?
It uses files, PZ can't support image Urls
And I didn't think the board was needed
There's a Gameplay UI to view pieces/cards on the tile/square
but it is possible to change. Like, for example, the chess board with the image of a Pokรฉmon battle board?
I mean this..
And if it is more beautiful than just the cards suspended in the air๐
Yes it can be done
Ty
functional๐
๐ฎ
I designed the framework to be easy to add onto
If you know how to make a PR on GitHub you could contribute to the mod officially ๐
in encounter to change the scaling factor. The image looks very blurry. and it's a disconcerting 900x900?
model MonopolyBoard {
mesh = WorldItems/CheckerBoard, texture = Item_InPlayTextures/MonopolyBoard, scale = 1.00,
That will be the line for the scale factor?
If it wouldn't be a problem, let me solve the scale factor first so the image doesn't look blurry.
Could you give me the GitHub link? Is there any example to add and modify?
In the Lua file there's something to force the size, but the blurriness comes from the vanilla setting for max texture size.
ok
The setting can be found in the menu, to may need to restart your game. I forget the exact name of the setting, something like "max texture size".
Not getting good enough pokemon out of the AI stuff
Might try out Spiffo cards instead
?? / 151 didn't turn out well?
Any similarities in the characters that didn't translate well?
A few came out alright
I just didn't have time to keep rerunning it and pulling out good ones
The Spiffos took 2-3 runs, and they need some heavy editing
But there's only 22
only 22
What are you using as references?
For Spiffo? I'm using the yiffy+landscapes+objects checkpoint + Spiffo and painting loras
The prompts I have in a Google sheets, and I edit them as needed for adjustments if I see something is just not clicking
Sheet1
--prompt "grass and poison Pokรฉmon, small toad, blue-green skin, spots, plant bulb on back, forests, grassy areas."
--prompt "grass and poison Pokรฉmon, medium toad, blue-green skin, large flower bud on back, strong legs, forests, grassy areas.",sugimori ken (style), pokemon (creature)...
1 sheet is Pokemon the other Spiffo
Oh, you mean you've only completed 22
The Pokemon doesn't use yiffy is uses anyotherLora check point
There's 22 professions
That's what I was getting at, I gotcha
I might make Spiffo trading cards in the meantime
And rerun Pokemon/spot check for quality when I have more time
Looking at the google doc, I like the idea of expanding to traits as well
I'm finding it needs more details to work
The professions kind of work cause there's a stereotypical uniform. But traits probably need to be poses or implied stuff.
I'm at work, but if you wanna give it a shot ๐
I'm mostly happy with the profession ones, I stopped on the traits cause athletic was just a roided out Spiffo with nipples lol
๐
To continue from #general
There were several 86 editions in good condition that were smiling at me on Ebay
... I have not yet given in but if there are gonna be major problems I might need to invest in a copy
There's a few websites with scans of stuff
Also lately I've taken to using StableDiffusion to avoid potential DCMA shenanigans a certain stalker has threatened lol
Yeah I saw the MtG addon disappearing
They also threatened to contact all the parent companies of game night add-ons lol
I'd be surprised if anyone cared enough - as long as trademarks are avoided.
Time to prepare "Wordster" for immediate workshop release IG
As long as it's not the actual scrabble logo you should be fine
The rest of it can be considered transformative
I'm like 5% concerned anything will occur
If it does I'll mock up a legally distinct version
We'll see, until then business and fun as usual
An example of stable diffusion
Man it's really fighting the col mustard
Not half bad
The Spiffo cards i've been working on have been by far worse lol
its funny it just still can't get away from the walking stick / teacher pose
Honestly stable diffusion is a pretty smart approach, the Spiffo I used for the scrabble addon was an official variation that I'm actually kinda unsure where it's from
That is official actually
Ye I know it's official, just unsure where it was used
I'll have to look into how the Lora profiles are made -I'm curious how many spiffos are actually in there
Maybe tutorial?
Probably given the pose but doesn't matter much anyway
Added scrabble to the test server and rebooted
how does one join the test server? :)
Pinned info.
is there anyone who vcs sometimes?
To play test not really - I'd only ping testers if I needed something checked.
Setting up a player-base out of this server would be a workload and a half
dang! I want to play this with a group desperately ๐ญ
The main Project Zomboid server has #looking_for_group and # server_recruitment, whether you wanted to find an existing group, or create your own server for game night sessions?
I'll look into to, thank you!
Dumping these here so I have a spot to grab them from.
Bro this is turning out great
What if TIS wanted to print these? Maybe too much wishful thinking
Terraria got cards
It's not viable due to licensing I imagine
I'd need to double check exact licensing
But they could also have an artist redo the art
The design of the body is all I can kind of take credit for - but I'm not sure if it's fair use now that I edited it.
Dude, youโve really taken off with this! So cool to see ๐
Great work, Chuck!
Thanks!
Nice job on the art! I think you're the first to use the template lol
Tbf I think I'm the first to also do games as well. ๐ I should go through my collection and think of games that'd be reasonably easy to implement
I'd kinda love something like Epic Spell Wars, that fits really well in the sort of 80s/90s sludge-y metal aesthetics but that's basically 200+ cards that I'd have to source
POGs, Pokemon and Cyberpunk DnD were the others so far afaik
the idea of Talisman has been kicked around
that was '85-93
For the above mentioned projects I stepped in to help people along with the project
They sourced the scans
Ah, fair fair, I only saw your name and assumed you also did those
It was during the earlier stages of the API - where a few key mechanics were missing.
Speaking of which, if the guide needs more fleshing out lmk
Have you tohught of doing a lore friendly names submod? If not I'd be happy making one ๐ love the series so far either way
as well as Spiffo's Restaurants.
time to raid 'em all
To which?
D&D, Cyberpunk, Uno and Catan
I think those are all "lore friendly" to begin with, with the exception of Catan which came out in '95.
But as a community, we love Spiffo-fied anything.
When I sasy lore friendly I don't mean in the sense that they don't fit the timeline, just in brand names being twisted / in-universe
NNN instead of CNN or FOX for example
And Spiffo, of course
Ah, renaming it from "Dungeons and Dragons" > "Walkers & Wastelands", "Cyberpunk" > "Zombiepunk", etc?
Or creating artwork to accompany the mods, like Spiffo the Barbarian / Mage / Fighter / Rogue?
I wouldn't want to make it zombie related tbf
I know that's a little on-the-nose, I just wasn't sure what sort of implementation they were suggesting and wanted to spitball an example.
Wasn't sure if they were suggesting to do overhauls of the other mods, similar to how you adapted MtG into MoM
Primarily for the first one but it wouldn't be to too hard to just swap out the names on most things I dont think
On character sheets and such
For the DnD twist I was thinking involving Ghouls or Vampires or something else that's sort of zed adjacent
(but like, not quite zombie ofc)
For the purpose of avoiding copyright infringement, or just to put a personal touch on the existing games?
Villains and Voodoo
Fuck copyright lol, that's Chuck's thing to worry about if they want to
I just have crippling ADHD and so if one brand is replaced with some fun in-universe alternative I want all of them to be ๐
I mean porque no los dos
I wouldn't be against it, I just have bigger ducks in my row
The largest workload would probably have to be Pokemon atm, the others would be fairly simple to adjust.
Now that I know how to make batch/generation for Photoshop I can generate UNO cards quickly
I just need to come up with 1 design and swap out the words/numbers/colors
The D&D one also needs the most love, as I didn't even add minis
That might be a fun project @bitter roost if you wanted to make pixel art set pieces
Could also just be named something as generic as D&D
Knights and Dragons
Yeah! I have some other projects I want to get a move on first, but I'll take a look at it soon and let you know if I come up with any designs.
I'd be fine releasing this as a submod but if you want I'd also be fine with you just straight including it as an optional file in the main mod itself ^^
up to you
I wouldn't mind incorporating it / changing the original
If you've ever used GitHub you can work in parallel with others
Yeah ofc, I run some other teams for other projects so I'm well acquainted ๐
as long as I'm credited and all (which i'm sure it would be) then that sounds like the best scenario. A submod would just be obscure and I doubt a ton of people would go too far out of their way to search for lore friendly board games, so having it straight in the download is easiest for the consumer and will probably be seen by a lot more of them anyway ๐
Indeed, thanks in advanced for any help. Also, would appreciate any advice in regards to the request section.
We've kind of spitballed things together and adjusted as needed. ๐
Sure! Where? ๐
I searched the readme and the Issues page on the Github but I might be dumb (I am)
For requests? It's the section here in the server. It's the commissions and requests.
You mentioned you worked with others, but never did commission(s) so it would be interesting to get your POV.
Ooooh duh, sorry lol, thought you meant for Game Night specifically!
heh
I'm gonna implement Hive and call it "Squads!" or something like that
exact same rules but it's cold war themed
Going well, all things considered!
Idk what this is, but it looks cool
It's basically a reskin for Hive, a sorta abstract chess-y kinda strategy about bugs
I went and looked at Vietnam photos and posterized/black-n-whited them to make my tokens
Worked surprisingly well
Adding some QoL so the UI doesn't need the inventory window.
Very nice! Really streamlines everything. Might be time to update the guide in the mod so people know all the features
Getting the itch to make a board game again lol
There were a few games were in the pipeline that's unfinished
But this SD stuff is also really, really interesting. I kinda want to explore it more and create a whole alternate universe of board games and stuff lol
I tried fucking around with ComfyUI and the recommend stuff for the LORA and all I get is Minor Nightmares
With the Spiffo LoRA?
Yeah
I'm away from home so I cant show the results but I think its an issue with the checkpoint, all I get is very blobby looking images
Currently tweaking the actions
Realized there was some issues with how items could get moved
Could explain the desync
If it doesn't work then I'll try the other idea of having the server give permission first.
You need to go to the Military Spiffo and check the stuff it used. The Yiffy CheckPoint, and config files, etc.
I'll try again when Im back homr
<@&1200064705109168258> I reworked the actions, and moved around where cooldowns are set, should be better for performance + avoid desync (maybe?)
If anyone wants to hop on to confirm.
IP: games.dzphosting.com
PORT: 38103
Just so happens I just launched PZ to push an update-- might as well survive the apocalypse while enjoying my morning roast
You'd need to unsub from game night ๐
Gotcha
Ahh, love that it's a collection on the Game Night page to quickly un/re sub to all of them โค๏ธ
I assume I should stay unsubbed because you have a beta collection on the server?
Only unsub from the base mod
I didn't feel like setting up a collection again - so I just used the same modID
Reloading the lua now, but wasn't sure what this was, if it matters in the slightest.
Mod got removed hmm
I wonder what that mod is
Game Night Scrabble
That mod is public though
๐คทโโ๏ธ
weird
Speaking of which, @mossy stag You can give cards a different placement sound - so it sounds like tiles. Check Pogs.
Oh you know what... maybe that's not a feature
Ooooh, dragging a card/pog from the search window and placing it into the play section doesn't cause a UI rave anymore ๐
Yeah I fixed that lol
Never actually seen it handled with another player live, kinda neat to see the cursor overlay
Okay, let me check if this pog bug still exists, the top pog never flipped after a slam
Try to flip the pieces I touch, let see if desync is better
Not sure if I'm helping flipping shit at random whever you mouse over it ๐ The timer delay seems to help prevent issues though
Died of neglect :\
Oh thought the heli got you
Oh, very well may have been!
I think I was standing in a pile of blood because I had refused to eat, drink, or go to the bathroom for multiple in-game days at a time
I still see the game mat screen, and could move pogs
attempted index: hideAndChildren of non-table: null function: get -- file: ISContextMenu.lua line # 1061 | Vanilla function: createMenu -- file: ISInventoryPaneContextMenu.lua line # 38 | Vanilla function: onContextSelection -- file: gameNight - window.lua line # 421 | MOD: Game Night function: onRightMouseDown -- file: gameNight - window.lua line # 305 | MOD: Game Night java.lang.RuntimeException: attempted index: hideAndChildren of non-table: null at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1689) at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:641) at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1980) at se.krka.kahlua.vm.KahluaThread.pcallBoolean(KahluaThread.java:1924) at se.krka.kahlua.integration.LuaCaller.protectedCallBoolean(LuaCaller.java:104) at zombie.ui.UIElement.onRightMouseDown(UIElement.java:1373) at zombie.ui.UIManager.update(UIManager.java:850) at zombie.GameWindow.logic(GameWindow.java:262) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.GameWindow.frameStep(GameWindow.java:765) at zombie.GameWindow.run_ez(GameWindow.java:667) at zombie.GameWindow.mainThread(GameWindow.java:495) at java.base/java.lang.Thread.run(Unknown Source)
weird
Want me to share the console.txt?
There were a couple errors at the end when I was moving pieces while dead
Just so you are aware... someday I will be implementing Rage into Game Night... and there's nothing anyone can do to stop me. https://boardgamegeek.com/boardgame/2133/rage
That being said, the desync issue occured only once, so maybe it's better
July 1st - 7th
#1254451545760731177
lol I'll do my best...
I have ideas and rough implementations just never any time. ๐
Oh yeah will check that when I'm home
Added a section on batching photoshop
I may have messed up the last section, but I'll have to test it and create an example folder later.
While I'm glad I discovered that action issue, I think desync will still be a problem unless I make it server dictated.
What I hate is that the action still needs to be done on the client side to update he server ... So what I need to do is have clients send in requests to move it, and have the server basically determine who's moving it.
That should ideally prevent overlapping actions
But God it's awful lol
Makes you realize why people in specific tournaments lose their shit when the events start using the latest releases to help drive sales, instead of the GameCube version
Or the earlier street fighters or something that had better netcode
Rebooted @strong eagle
Sorry for the delay, had to move my car
@mossy stag Also, just noticed:
I'd recommend making them smaller + only the top face ๐
No worries, I'm just finished up mastering a song & I'll be in
I'll have to move it again in a bit
If you don't have time and don't mind, add me as a contributor and I can upload it. ๐
Bonus points if you have a GitHub ๐
Actually, heading out for some errands, but I'll see if you're still testing when I get back ๐
You got to move your car that often? ๐ Any works going on and you can't / don't want to park your car elsewhere?
Looking nice though!
It's cleaning day 2 times a week in NYC. ๐
Depending on the spot I find, it's either 9:30-11, or 11:30-1. I had parked at a 930 spot, so I moved it to a 11:30 one, then moved it again around 10:30 to a 9:30 spot and waited in my car until 11.
||Ah I see, you car's that trashy that you need to be in it and move it so it's not mistakenly cleaned up taken away.||
But yeah, so it's specific parking times on certain locations then I reckon, due to the cleaning. Explains a lot
Yes, hindsight, I acknowledge it's a mean bad joke and shouldn't necessarily be done. Apologies
Does current Game-Night offer a possibility of "snapping"? Was thinking potentially some puzzles'd be interesting as well.
Though might need snapping feature to easily enjoy it with some harder images, so it's definitely clear "This piece doesn't fit there, mate"...
I don't think it was that terribly mean... ๐คฃ
I like banter, I don't think I could deal with this world if I wasn't able to laugh, especially at myself.
Nope, never got around to that - I did add a lock feature for boards.
And no worries on the joke lol
Just got home, I'll open one and add you as a contributor to the workshop page
I feel like Chuck might be lying...
Nobody drives in NYC, because there's too much traffic.
It's honestly not any different than any other city, until there's a lane closure or something
and I only have a car cause I work out of the city
Another reason to get a remote IT job...
It's not China Hong-Kong where you only make progress when driving a motor-roller or motorcycle or smth!
Good you're not in Berlin - lane closures are very common here 24/7, wherever you just need to pass.
I'm sure being the one of the most densely populated cities in North America sets it a part to a degree, but I was just using an old joke.
That's really neat that you live in the Big Apple, I've always wanted to visit!
Fair enough, it's just the first thing people talk about lol
Oh fuck, I've become small-talk, the bane of my existence.
If you know anyone that needs a good Infrastructure Engineer, send them my way... I'm having such shit luck finding work these days... worst possible timing to start running out of money (and have business partners that piss off clients). ๐
If you're in the states try USJOBS lol
I am in the states! Not far from you, actually. Over in Michigan. lol
It's just weird lately, because I used to have no less than 10 recruiters a day in my inbox on LinkedIn. Now I'm lucky if there is even one or two... most days it's crickets...
There's alot of speculative stuff going on in IT right now
Don't I know it...
Big guys layoff people everyone else does too
Yep
It also doesn't help that it's an election year. Everyone is nervous around election years... ๐
ogey finally at home
@honest tinsel can you upload a mahjong tile you'd use? I'd love to get a feel for the ones you picked ๐
Gonna also upload what I mean with the checkpoint/LORA spitting out Minor Nightmares
Finally github repos will go up in a few once I dealt with the AI stuff; there's some things I also wanna take a look at
What you have is fine / just the issue of it appearing 3D
Ahh, I get ya
The system makes it 3D, you can also color the siding
So idea pieces you want to appear flat should be just the top face - also if you don't want tiles rotated you can set it to be un-rotatable
Got ya! The guy who did the tiles also did flat ones, probably will grab those and resize them
I think I can't adjust the depth cause they're technically cards; I tried adding the registerSpecial and it didn't seem to do anything
You used that for Catan, right? I seem to remember the village/town pieces having something to that effect
The cities/towns are no-rotation, while roads are flat 2D shapes with the 3D rendering, yes
The roads also feature coloring the sides ๐
Gotcha
Flat tiles are in now, the volumetric stuff doesn't seem to want to cooperate though
I'll set them to full white and if that doesn't work I'll just upload as-is honestly
What are you trying to do / what is not working?
essentially just modify the drawtexturecardface
gamePieceAndBoardHandler.registerSpecial("Base.MahjongTiles",
{ alternateStackRendering = {func="DrawTextureCardFace", rgb = {1, 1, 1} }, moveSound = "pieceMove" }
)```
The move sound works so it's not the registerspecial command
Modify it to what?
Maybe I'm being dumb but am I understanding correctly that modifying the RGB should change how the volumetric rendering is coloured?
Essentially I want to turn the sides of the stack to be white (or green or whichever, really, I haven't quite decided), but the command just does not appear to work; I just changed the lua to be full white (rgb = 1) and it's still the same as default
try changing the middle value to 0.37
Probably due to the texture in use
I'll set it to green and leave it, it's fine
I can add something to change the texture for the sides
That'd be cool, yeah
add an extra field there sideTexture = ""
and add a texture in modelTextures
media\textures\modelTextures
Once I update it, it will take effect - that way you don't have to wait
Mahjong updated on the workshop
Finally, to show what I meant with Minor Nightmares in regards to the Spiffo Lora, this is my output...
for this set up; prompts are basically copied from the military spiffo on the lora page and honestly it seems to be a yiffymix problem, cause I get similar images with basically any prompt I use for that specific checkpoint
I had this issue cause I didn't use the configs
And the VAE I think
Doing some more tests to check stability
hoping I don't have to redo the network stuff
@mossy stag Sorry, the mahjong side texture should be named something specific to mahjong, like mahjongSide
Makes sense, I'll push a small update
Rebooting with some significant changes to networking. Basically implemented the client -> server -> client action handler. <@&1200064705109168258>
Going to take a walk for a bit, server is currently rebooting
Damn... sorry you had to go that route man. ๐
IP: games.dzphosting.com
PORT: 38103
It is what it is, I wrote it in a pretty gnarly way to maintain compartmentalization, so when/if the serverside item handling is implemented officially I can rip this out.
The cooldown is still placed clientside, so it may not even work entirely
brb
I'm around if anyone wants to do a quick test
Seems like a few actions are not working the same - but overall it's fine
<@&1200064705109168258> Anyone free?
I wish I was...
Unfortunately not atm, sorry
I'm doing my own things rn, sorry.
Yeah, that's the pack stuff I was curious about
i can whats up?
All good for now, nearly there in fixing the desync. ๐
Updated again
Removed the inUse thing which was a stop gap to work alongside the cooldown
I ended up not even using it in the last test - and the drag drop was still only using inUse (not cooldown) which is probably why it broke.
Sorry I missed the call to armsโ as a side note, I donโt think I would recommend The Boy and the Heron.
Iโm free tomorrow if you need any help testing any peculiarities, desync, what-have-you ๐
Sims
if you notice i actually caught vanilla items doing the same thing (see batteries on top of the box. beer can by table.)
Yeah that's the 2d load in
So yeah pack won't matter
I'd need to include more icons for the smaller versions
Which is meh
@strong eagle lmk if/when you're around
Just sat down a few minutes ago-- coffee and haystack cookie in hand, I'm ready to kick the shit out of today.
Working sorry
@strong eagle Need to move car, brb
Yeah
Unfortunately ended up moving it on Tuesday to a Thursday spot
I try it stay on the same side cause it's Tuesday/Friday
Monday/Thursday
Overall I think the mechanics are better
Harder to cause desync, still the drag drop stuff seems to still be causing issues
Chucky, granny isnโt replying to me ๐
#grannys-rocking-chair
SON OF A BITCH
@violet fable can you help us find the cards we need?
I broke her by mentioning chocolate ๐
No, she just doesn't respond like that in general
Also she's only whitelisted in general and rocking chair
Working on some new back art + tweaks to existing art I think looks off
For MoM
Need to also redo Catan and Uno
Looks a bit too detailed? idk
I think it looks pretty dope.
Reworking the car frames too
Trying to find a design that fits well with half of it covered lol
@strong eagle
Oooh, watching them process in real time?
Ye
love it
The costs are rhombuses now too, oversized the numbers a bit
@cinder tide @strong eagle
embeded file linking ๐
works the same way all the way up to the template
If I change the symbols for example, al the following files should update
I swear itโs worth joining this server solely for watching you develop workflows.
Sorcery...
yeah chuck really went above and beyond with game night
did you get an email about them or just wanting to do something preemptively
Oh I just meant to make the cards bigger / more legible
I pushed another update for game night beta
While dragging if the piece you're dragging becomes busy it should 'let go' of the piece
There's probably still a short window where a desync can occur
Next step might be to make it not move if the location when picked up isn't the same
rebooting again, forgot to fix the search action
was what I thought
onPickUp wasn't running if you already had the cards
Ah, that search functionality has been fixed now?
Should be
lol, nah there's a lot of good stuff going on in the server
Also I found really nice scans of Catan stuff
Just finished learning new tricks for Uno
Wikipedia has a giant SVG of a sheet
Might have all the old games updated in time for the modjam
@strong eagle You may get a kick out of this lol
Using masking to recreate the border, and fix the scan's positioning
Some noticeable color differences, but overall not bad - won't probably be visible once sized down
God DAMNIT that's cool
Interesting... ๐ค๐ค๐ค
It is going to be compatible with the littering mod?
Should be since it counts as trash
Trash, dirt, blood etc
The mod is โLifestyleโ
Ahhh, so trash, dirt and blood does count too... that's very interesting.
Rebooted with the upgrades to UNO and Catan
Made the catan cards and stuff examine-context only, rather than hover-over too, and made their shift-action to examine
@long crescent Currently I have clients ping the server for permissions to continue with their action
If the item enter's a cooldown phase while being held it's meant to 'let go' of the item
I don't think that was working
Think to fully understand, I'd probably have to just check the code a tad ๐
But thinking of it, maybe, instead of just the delay thing, when letting go have a check if the item's still at said position with offsets before actually doing the moving action or similar?
This may alleviate the symptoms of this issue, unless, potentially, when doing all that more in sync ๐ค
So some kind of verification of it, or if it somehow changed
Though comes at the cost of some more work on actions
God damn that turned out great
Yeah, it was overdue with all the new features
Just rebooted with another attempt at catching desync
now when one begins to move a world item it carries a timestamp, if the timestamp doesn't match it stops it
placing items changes the time stamp
it should work
Maybe I should promote the Game Night Test server during the week of the jam
For people not participating
Need to iron out these issues though
Speaking of which - if anyone is around lmk
test should be like 3-5 minutes
Just woke up, but would be available if still required
Yep, just prettying up the bar
Join whenever / ping me here if I don't see you
Wish there was more tools to modify a building
Alright, am on!
Same test as before?
Btw, I didn't change the name of the variable for on drag cooldown checks
So it wasn't doing anything because it wasn't told to do anything
Got me confused, my thoughts were elsewhere xD
No problem, just read it and shook my head
If you're free to mess around for 3 minutes
Sure am, just joining again? Or gotta wait a bit for you to finish stuff?
Shift-Clicking to flip doesn't work anymore and it seems to cancel movement of cards when the card in question is being stacked with another - assuming sole person interacting with it.
When quick enough, still possible to flip however, resulting in one card ending up in inventory.
Some other parts currently:
- Shift clicking a dice doesn't roll it (makes the sound for it however)
- Shift dragging on poker chips stack won't take one off of it. (unsure if intentional?)
Sorry got distracted
all good
So enforcing the cooldown broke more stuff?
If that was all it was, yeah it seems so
I think I fixed the issues caused by cool down enforcement
heyo
๐
IP: games.dzphosting.com
PORT: 38103
launchin
trying anyway
oh cool it went thru
DLing the mods
almost there
hopefully i dont have to restart the client
Almost always occurs for me
Started a mod for the mod jam ๐
Don't think it's on the list. Been wanting to add Go for a while
Might also do Shogi and Chinese chess to make a pack of it
Ah, Go is on there. I'll add your name next to it.
I can also change the name of the backgammon pieces to black/white game piece
That'd mean you just need the game board - unless they're totally different
Have the board, still working on the pieces. With image scaling now supported, what's a good resolution for the board?
Could be something that's standardized
It can be whatever you want as long as it's smaller than the window
I usually make the boards 70-80% of the window so pieces can sit off
Anyone available to test some stuff briefly?
<@&1200064705109168258>
Ping me whenever.
Can hop on for a bit
ping me again once you're in
Loaded in
What table game are we going to play?
rebootin'
Once it's up we can test again
Also, the server is 24/7 if you want to test stuff out with friends
joining
Big thanks to @long crescent and others for hopping on for tests.
- Added item context menu interactions in search and examine windows.
- Removed "in-use" feature in favor of better cool-down handling.
- Reworked network handling of actions. (Comes with some network traffic overhead but overall better outcomes.)
- Improvements: Uno cards have updated SVG artwork thanks to Wikipedia.
- Improvements: Catan has upgraded artwork thanks to
https://github.com/BryantCabrera/Settlers-of-Catan.
Build 41
Framework
Misc
Multiplayer
Pop Culture
Silly/Fun
Item
29.977 MB
steam://url/CommunityFilePage/3058279917
Forgot I added this
Is there a way to make a gameboard flip? Or is that functionally only for cards?
I want to have two options for board sizes for Go, and flipping the board feels like a more elegant way to do it rather than having two boards
work on my carcassone spoof is certainly going
using this to teach myself inkscape so it's WIP and not fully consistent but it's fun as hell
All the functions are per card or per piece, pieces can be flipped - check out the checkers. ๐
Same way with me and AI image generation / batch processing in photoshop ๐
Sped up workflow to the point where I could take a day to crunch something out
That being said once you guys have screenshots feel free to share in #1254451545760731177 ๐ผ
Will do, I posted my v early stuff there first but I think I'll wait until I got something slightly more presentable ๐
I think there are 2-4 more people participating, no pressure for anyone either way. It's fun to see stuff getting made.
Is there a list of all the different actions available in the guide?
No, I probably should add something for that
All the different features - technically you can add your own actions
I actually forgot how detailed I got lol:
https://github.com/Chuckleberry-Finn/game-night/blob/main/README.md
I think I got the gist of it down. Not sure if there will be conflicts between a game piece being both "Locked" and "Flippable" but we'll see I guess
Of course I can never get the add-ons to work the first 10 tries. Every time there's an error ๐ฉ
I can look over it if you're having issues
I'm not one of the judges or participants
๐ผ
If you want to share some progress images #1254451545760731177 @short yew
Iโll share some shots there as soon as I manage to get it to run lol
If I canโt get it to work by tomorrow Iโll ask for your help ๐
Alright, still can't get it to work lol. Feel like it's just a small thing ๐ฉ
Guess I have to use the 'Ask Chuck' lifeline lol
https://github.com/oppolla/game-night-go
Just an error at start and a crash when I try to spawn in items. I feel like this happened every time I've tried an add-on, like I'm making the same mistake every time
Just changed it to public
Messed up the current version, it crashes on startup now
Is that done with this? gamePieceAndBoardHandler.registerTypes({ })
No, register types declares the item type for game night - for behaviors and functions you use register special
Ive been meaning to make them one
Check out poker chips
I may need to go back and merge those two functions to make it simpler
Eventually I'd like to merge cards and pieces, just haven't had time to rip it all down lol
Just had a chance to check out the repo
Register Special is meant to be used per item type
and you have base.Go_Board_Front but the item ID is just Base.GoBoard
@short yew Something is wrong in your scripts, I cleaned up what you have/had - but I still can't figure out what's broken with the box
Something related to models or scripts I think
Took a few more stabs but haven't solved it yet. Thought it might be related to the board being flippable but still getting errors...
Nah, I have fixes on a fork - it's something with the box and models - maybe cause they're all the same ID
I think that is what it was
item ITEMTYPE
model ITEMTYPE
going a test now
nope
Weird, flip was throwing errors, and now doesn't. ๐ค
Nope, back to throwing errors with the go board
Thanks for taking a look at the mess ๐
๐
Fixed the last issue, it was due to small typos mostly.
You still need artwork for the mod. ๐ + the box needs art.
Skill Recovery journal sounds like a nice addition
Thank you ๐ค, however, this post is about the Game Night Series/Collection. ๐
It's all in-game now (thanks Chuck). Now onto new problems ๐
... like why one texture is sharp and the other blurry when they are both the same resolution PNGs ๐ค
Also might be issues locking a flippable board so I might just make it not lockable
By default the stones all drop down individually onto the board. A bit of a handful to move if you misplace them, but I think player's should be able to get used to it
The stones should come as a stack
How exactly does the "sidetexture=" work? I end up with weird results when I use it like this purple edge:
Also the texture is still blurry for one side of the board. The PNGs are the same dimensions, they are both under 1MB
Not sure why it'd be blurry - what's your minimum texture size set to?
Also side texture stretches/skews the texture to fit into that purple side
The front board is textureSize = {740,800}, and is blurry.
The altState board texture size isn't defined and is sharp, so maybe could be related to that?
The board also doesn't have a sideTexture set - it should be using the color you give it. I can double check to see if the rgba values got mixed up somewhere.
As for the blurriness there's an option in vanilla called 'Max Texture Size' - I don't see the issue on my end, so maybe that's triggering the bluriness for you.
Currently working on getting pieces to behave better when rotated
Figured out how to handle the label's and mouse over - but bringing pieces to the edges is still causing issues
I'll try changing that setting. By default my max texture size was set to 256. The weird thing for me is it consistently renders the altState sharply, and the default state blurry. I know blurry texture is a common complaint. Could be a lead on the root cause
Will the side texture be fully projected onto the side with color and all that? Or should it be greyscale, and the set RGB is what tints it?
I played around with it this weekend but kept getting a glitchy sides
Like the texture only applied to 2 of the sides, and the other 2 sides became purple for some reason
You should only ever see 2 sides, unless you're refering to the rounded shapes. And the side is colored over using RGB, but PZ only has overlayed color. So if you want to color the texture you'd need to make the texture as close to white as possible (I think)
It's like this image above:#1154578721924194384 message
2 of the sides seem to show a color closer to what I want, and the other 2 a completely off
the purple side is the one that is off
Other than the board's coloring is there any other issues?
I think the poster art is still incomplete
Also, I'm doing tests with the mod, and the coloring is occurring do to the base mod doing something fishy - I'd ignore it. It doesn't even look at bad tbh.
I upstreamed your changes and the issue with an item script is back ๐
Probably related to the box/board changes
I was messing around with it so it's also likely I broke something. It's pretty close to being done I think. One of the changes I made over the weekend was to make the Go board itself the box when you unseal it. Not sure if that would cause any issues, maybe a typo?
Other than that, there's still the crash when I try to lock the board which I think it related to the board being flippable, but I can just remove the ability to lock the board which shouldn't make too much of a difference
Also have to re-test with the higher texture size in my game settings, but it is strange to me that one side is consistantly sharp across the iterations, and one side consistantly blurry
The item script error was from vestiges of the box
I fixed it by removing it - but now there's some issue with the sealed board not spawning full stacked items - looking into it
The locking board issue should have been fixed with one of the recent changes to GameNight
- Added 'gameNight_boxEnough' as a item param for non-boxes to feel like boxes.
Pushed changes to you
I'll hold off on updating game night again until you're going to upload it
Someone else might run into a needed change
So for the time being your board will not spawn with full stacks - just a heads up - but it works with the future version of game night
Chuck Chuck? When was the event ending again? I donโt want to miss seeing peoples work!
14th
Was there a way to rotate cards?
I've made all the tiles for the carcassone reskin into cards for now so they can stack and shuffle but I don't seem to be able to rotate them
You can rotate them by scrolling, or giving them a rotate action
If you provide a repo I can help
Lemme check
I completely blanked that scrolling works, thanks
I'll put it in the description
I'll definitely get done today, but will probably do a second art pass
The cards look neat but some of the details are lost because I need to scale them down substantially
There's a preview mechanic
Check the MoM mod
Actually the template has Occult cards
Should have the examine feature there
I forgot to ping you, but I don't see the mod yet - probably need to be added as a contributor (?)
Also do you have a GitHub / repo?
Oh I see the invite now
yeah I went to bed after I added you
Not yet, will set it up later tonight or tomorrow depending on time allowing
I'll poke around
gamePieceAndBoardHandler.registerSpecial("Base.AmericanaTiles",
{ moveSound = "pieceMove", actions = {examine=true}, examineScale = 1, textureSize = {90,90} }
)
gamePieceAndBoardHandler.registerSpecial("Base.AmericanaStarter",
{ moveSound = "pieceMove", actions = {examine=true}, examineScale = 1, textureSize = {90,90} }
)
Only change needed โ๏ธ
excluding examineScale means hover over is disabled
including examine=true as an action gives the right click to examine option
Gracias, I'll get to it tomorrow
If you set the mod to 'unlisted' instead of hidden I can test it live
Done
Extrapolating on the idea to change the catan board that someone posted on the workship item; how difficult would snapping be to implement?
Doable I guess
Howdy! So... Weird issue, my friend can't seem to play with the Playing cards, whenever he tries to interact with them in the 'Play Game' menu, he gets a white padlock like this:
I've picked the cards up and set them down
he's picked them
and apparently he has several interactions missing and some that don't work... Could it be the item itself? (it was a regular card pack without any interactability before the mod was installed)
Can the deck building system work with game pieces when unsealing a box? Doing a quick Snakes and Ladders add-on. I have a 17 different game boards with different layouts. What I want is for 1 of those 17 to be randomly drawn whenever a player unseals a box
But I dont have anyone to play these with
Yes, takes a bit a poking with Lua to get it to work, I do something similar with TCGs
The padlock means it's on cooldown - but for it to be this bad I have to assume your friend has alot of lag?
K I'll take a look at Pogs and MTG (RIP)
MoM now โค๏ธ
not really- Like 30-90 ms?
Can you clarify what interactions he's missing?
@mossy stag
Btw, you can provide lists for card names - I can show you how, but if you're busy I can setup the repo. If you ever used github before?
Also I believe a scoreboard is needed?
Basically, right-clicking doesn't bring up anything when inside or outside the play menu
He can right click and press play, but whenever he has to interact with any cards or anything in the menu, it will just show the padlock and right clicking doesn't bring anything
It won't show anything, no draw cards, no split, no nothing-
I'm not sure why the padlock would show up if no one is interacting with the item
I have, just been dealing with a lot of real life shit
I'll do the Scoreboard tonight and update for proper release
HELLA NICE
Oh also the little score tiles
What exactly do you need for the card list? Just names?
So in add card, you can provide a list with keys equal to the IDs, and names for the cards
So they don't need to be named FFFR etc
You could name them all American Tile
I'll write it up and share it here
Ohhh I see
-# Alright, so based on the two images, it seems the professor would like to claim that the spiffo holding the newspaper's tail pierced the body of the other one! ๐ค
-# We now know whodunit.
Looking great! 
@mossy stag
I simplified the for loop stuff
Or well, streamlined it, idk if it's simpler lol
Going to test it and let you know if it's messed up
Just double check I didn't nuke tiles off the list tho lol
Will do
If you prefer I can make a github repo, put the changes on there and upload it to the workshop
All you'd need to do is update your local files
Had a quick question: Any potential issues with doing the game piece randomization in the Distrubution.lua?
Unsealed boxes spawn everything regardless of chance (I think)
So making the chances not 9999 would produce normal loot spawn in opened boxes found in the world
You could replace the recipe's function for opening to match the distro - or I could change it to match the chance
Depends what game you're thinking tbh
Mainly asking because I'm having a hard time deciphering the deck building in MoM and Pog lol
rolls = 1,
items = {
"Base.Snakes_and_Ladders_Board_17", 9999,
"Base.Button08", 9999,
},
junk = { rolls = 1, items = {} }, fillRand = 0,
}```
was thinking something that randomly selects from a table and plugs into the items =
Are snakes and ladders not a standard board game?
With a set of pieces and cards?
In MoM/Pokemon/Pogs they don't really have boxes like the other games do - they have their own deck opening mechanic that's fired when the item is first found, or created.
It is, but since it's a game of chance, and there isn't a "canonical" board, I wanted to include a variety. Basically each box contains 1 of the 17 boards, and maybe 4 random buttons, and dice
Still figuring out some errors, but would something like this work for box randomization?
https://github.com/oppolla/game-night-snakes-and-ladders/blob/main/Contents/mods/game-night-snakes-and-ladders/media/lua/server/gameNight - DistributionsGo.lua
Not quite
Part of the game night API has an applyFunction when the 'gamenight goodness' is applied
I can write it up for you later
This is how MTG does it's decks
What you'd be doing is RNGing a modData value to the boxes sealed or otherwise
Yeah it seemed too simple to be true lol
I looked at the other add-ons that did that but they were for decks. Wasn't sure how game pieces were different
hid americana for now, I am simply not finding the time to actually work on it whatsoever
It was already unlisted - setting it to hidden entirely would cause problems for servers/people using it
I can spruce up the art / make a scorecard if you don't mind
If you don't have a repo I can set one up as well
@mossy stag Hope you don't mind:
Yeah that's much better tbh
I just don't really have time or energy to work on it, if you want I can turn over the files to you
I'd rather someone who has either of that works on it than the project rotting on my drive
I made a github repo
Lmk if you use github I can add you as a contributor
I added an 'images folder outside of contents - if you put stuff outside of contents it doesn't get included into the steam upload ๐
I think I finished the changes
Redid poster art, box art, added outlines to the meeple, added score card
Uploaded to github and workshop ๐
๐ซก Thank you for your hard-work, hope things go smoothly for you
I can't stop getting errors even when making simple add-ons 
I'm blind to typos I think
Need help?
Think I do. Can't see what's wrong lol
These were built off Go. These were the other games I wanted to do as part of that set
It adds 4 more. Janggi, Shogi, Xianqi, and Jungle
Maybe what I did wrong could be added to a common troubleshooting section of something
That folder is just the working files
This needs to match the item type
Did some renaming guess I missed that one. And a bunch of others
Even the icons have to be like that?
By default they have to match the itemType like the inplay textures
Oh didnโt know that. Had the ico suffix so the files could be read easier when making them. Should be an easy fix then
I recently added the script's icon to it
But I'm not sure if that'd break the inplay texture
I haven't booted it up, just skimming around, what issues did you see?
Ah I see the issue
Was getting errors activating them on menu lol
If you wanted to set up your own state you'd need to leave off the directory
damn, that's on me lol
So leaving out OutOfPlayTextures/ would resolve it?
No that'd cause other issues - it is my bad as it was trying to fetch OutOfPlayTextures/OutOfPlayTextures/ basically
I would just leave off _ico
Actually, it's been a while since I updated game night
I'll do a quick test
Ok the boards seem fine
Jungle board has no pieces but contains another of itself
Same for shogi:
- the icon
Also same for:
Xian seems fine:
But none of these pieces are registered as gameNight pieces
I wasn't fully sure how to do the pieces for these games since they have multiples of each. Some have wrong names for icons I think
That one is related to the example you posted above, should be elephant but the name is the old Bishop
easy fix
Yes but, something is going on with the registering
doesn't seem to be working
ERROR: General , 1722979472228> ExceptionLogger.logException> Exception thrown se.krka.kahlua.vm.KahluaException: gameNight - implementXianqi.lua:9: ambiguous syntax (function call x new statement) near ( at LexState.lexerror line:278.
ERROR: General , 1722979472228> DebugLogStream.printException> Stack trace:
se.krka.kahlua.vm.KahluaException: gameNight - implementXianqi.lua:9: ambiguous syntax (function call x new statement) near (
I think it's cause of not having the ( next to the function lol
Ah okay lol. Made it that way to be easier to read
That seems to have resolved everything, thanks ๐
Gonna refine it for another day or two, then finish up Snakes and Ladders too
๐ Thanks for making the add-ons.
@indigo apex has been giving me pointers on MTG, and we got an expansion system for MoM in place
Thatโs awesome, looking forward to see what you come up with
Not sure what's wrong with those other boxes but can't figure out why they're not spawning pieces when unsealed ๐ตโ๐ซ
They need distribution lists to read from
Are you sure the lists are all set up?
Push your changes and Ill take a peek
Github is up to date with latest changes. 1 of the 4 works for a reason I don't understand lol
Which one works?
Xianqi
gamePieceAndBoardHandler.registerTypes({
"Base.ShogiBoard",
That's the only difference, but it shouldn't be impacting things
I've looked it over a dozen times and can't see anything that could be messing up the other games
Could the container be too small or something?
That is an issue at times
Pieces can be given weight in registerSpecial or in their item script
I saw in Go you had weight for both the item script and the registerSpecial. Does one overwrite the other? I removed the ones registerSpecial because they seemed redundant.
Shouldn't matter - but I'm not sure tbh
the stack stuff should grab the script value
@short yew Sitting down with this - your item list is broken again due to an item trying to use a texture that doesn't exsist lol
Btw, for the most part you don't need both in/out-of play textures
It will just use whatever is used for inplay as it's default texture
The exception to this rule is stuff like boards, which looks alot nicer being slightly turned and whatnot
Lmao sounds like me. Iโm literally unable to spot details like that which is why I canโt code well
It's all good
4 add-ons at a time is alot even for me
Looks like 1 of the board games also had pieces only in in-play (?)
I usually make the icons a pixel-ized versions for icons to keep it in line with vanilla
It's fine to want to do that, but they get shrunken down anyway ๐คท๐ปโโ๏ธ
I can readd them back in, if you prefer
I wish the game would tell you which item is breaking sort
Maybe I can patch in a fix for that
Seems like a really easy mistake to make which breaks a key part of the game lol'
Callframe at: sort
function: items -- file: ISItemsListTable.lua line # 232 | Vanilla
function: @stdlib.lua -- file: null line # 52
function: @stdlib.lua -- file: null line # 63
function: initList -- file: ISItemsListTable.lua line # 232 | Vanilla
function: initList -- file: ISItemsListViewer.lua line # 85 | Vanilla
function: initialise -- file: ISItemsListViewer.lua line # 46 | Vanilla
function: OnOpen -- file: vanillaOpenPanels.lua line # 42 | MOD: Community Modding: Debug Tools
function: openOnStart -- file: vanillaOpenPanels.lua line # 105 | MOD: Community Modding: Debug Tools
java.lang.RuntimeException: missing argument #1 to 'sort'
Yeah itโs a lot to keep track of lol, especially for games with a lots of pieces, the list in the implement lua, the item script, and in/out texture files, and then distribution ๐ตโ๐ซ๐ตโ๐ซ๐ตโ๐ซ
Added an error check to community tools:
ERROR: sorting failed: table 0x1589396095 , Item{Module: Base, Name:ShogiBoard, Type:Container} , nil
Seems like it's not picking up a display name
That board was another thing I was stumped on lol. The texure wasn't showing up in game
Weird though, the script has a display name
Could the Translate file affect it in any way?
Testing it now
I need to re-worked Shogi pieces too since they're an odd shape
Seems like scripts failing to get a display name break a bunch of stuff lol
The commas don't seem to have been the issue btw
Added the error print to the Patch
If you want to enable that along with the tools
It would atleast not break the item viewer and you can tell which items are causing issues
Still stuck on this, it's weird
@short yew Figured it out and pushed
Capacity can't be non-whole it seems
I pushed everything but removing the in-play textures
I leave that up to you
Was that it? I did that to see if it was because the container was too small was the problem and caused another problem ๐คฆโโ๏ธ
Thanks for figuring it out. Should be able to finish it up this weekend now. Hopefully lol
Looking atthis site: https://ygoprodeck.com/card-database/?format=goat&sortorder=asc&num=100&offset=0
Don't really see a clean way to go about getting the images

