#🎛️ vic's Custom Match-inator

1 messages · Page 24 of 1

boreal ibex
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missing the 7 thousand OW!!! sfx

heady sand
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oh don't give me the idea to add sfx to mvlo maker

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fuck it's too late, i'm already implementing it

boreal ibex
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goated

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hey vickster trickster!!!!!

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can i do literally anything at all with fcmi 🥀

heady sand
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hellooooo foxy foxy

heady sand
boreal ibex
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im a master at 2.0 i could port it all in 1 day

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trust!

stray willow
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why does this have 23k replies

boreal ibex
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because this is THE mod

heady sand
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the branch is "vcmi-18-dev"

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:]

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actually wait the latest commit of that is broken af bc of an unfinished merge

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urggghhhh

boreal ibex
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grrr

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get to work

heady sand
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Just use a previous commit 😇

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Or use vcmi-20-dev which is what I'll use as a clean base to redo everything, but that's literally just vanilla bc I haven't started yet

naive escarp
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what happened to vcmi-18-dev?

heady sand
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Tried to merge some commits from vanilla, gone very wrong

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Mostly textures that won't load so all entities are invisible

naive escarp
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ouch

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So you have start over a second time

heady sand
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Yes I do, but not really BC I have already built the levels and written the code... So copying them over will be so much faster

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And I mean, it did allow me to learn the ins and outs of quantum before vanilla 2.0 got released so now I'm tactically ahead of every other modder and I won

vagrant surge
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did bro not push trolled

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or it it still accidentally -18-dev

heady sand
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Gu

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Why yes I did forget to pusho

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It's ok create the branch yourself 🤑

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Jk I dunno, do whatever you feel like

boreal ibex
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dont know how

heady sand
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Hello hi
– "New Branch" button

boreal ibex
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i cant do that..

heady sand
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Oh right perms and this is a fork so it won't work

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Crapopy

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Ok sorry, then I'll get to it super asap

boreal ibex
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k k

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so uh

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do you already have the levels then

boreal ibex
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bub

heady sand
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What levels you mean?

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The ported ones? Yeah, there's a fuckton of content in the 18-dev branch

boreal ibex
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-# so what exactly would i be doing

heady sand
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I mean that branch has vcmi content, not fcmi content

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Sob idk what I'm saying anymore

royal thistle
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Vic

heady sand
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Yes that is me

idle hornet
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nuh uh

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you're vic

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hi vic

heady sand
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Oh you know what's up

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Hello meddourk

quartz sun
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Will rebase off of v2.0.5

quartz sun
boreal ibex
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never call me master again

heady sand
boreal ibex
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hell was it supposed to mean

naive escarp
quartz sun
small vale
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chicken butt

covert abyss
boreal ibex
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why do i exist

heady sand
wise urchin
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megas!!!

boreal ibex
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gah damn that looks so fucking clean

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does this mean 1.7s menu only looked back because of it being 1.7s version

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because this looks tasty as shit

heady sand
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Thanks man I've spent the last 10 vcmi versions cleaning up the UI and I don't wanna leave it behind now

heady sand
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I'm not 100% done yet. I'd like to port the much needed dialog animations, and fiddle with the fonts a bit more...

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Btw this is nothing against 2.0's UI, it's just that I think it's funny if v20 looked almost exactly the same as v17 vcmi, but everything in the backend changed

heady sand
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so i'm porting what i had done in 1.8 to 2.0 and while 80-90% of assets and scenes are copy-paste, there's a small amount of things that didn't carry over
so i'm just stuck inputting the parameters of a fuckton of objects grinding like crazy

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there are SO many squishies

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i gotta lock in though i gotta stop screwing around and get this thing done

novel comet
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vcmi 2.0 tomorrow

empty ore
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vic are you okay

heady sand
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i've gone through worse in my years of modding

vagrant surge
# heady sand

im curious, what's the "individualsquishy" component?

spare swift
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these proabably

vagrant surge
heady sand
vagrant surge
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or do you mean it just sets the width/height based on those fields

heady sand
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The sprite and collision is resized automatically based on those params

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It's doesn't use tiles, so:

  • I don't have to place/re-place them whenever I want to change its shape
  • I don't need to have one whole grid per squishy instance (a level can have tens of them with unique mover paths)
  • allows for down to 1x1 tile sized squishy, including decimal sizes
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The most important point is the second one... Those darn tower levels...

heady sand
proven marten
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I use it all the time

heady sand
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I already have a picture in picture feature on my yt, no worries

raven zenith
heady sand
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Controls things that appear in the track and in the scoreboard. For example, to show how many coins others have, to show where a certain targeted player is on the map, to hide stars from the track, etc.

heady sand
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what the hell?

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who ate part of luigi's model?

novel comet
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sorry i was hungry

naive escarp
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Hypercat would have said its mipmaps

spare swift
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mipmaps aren’t gonna fix that me thinks

naive escarp
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I know

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Thats the joke

wise urchin
heady sand
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It was happening in normal resolution too

heady sand
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Oh hey happy 1st anniversary to the latest vcmi version (and its subsequent death)

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v20.0.1 is now publ nah I'm kidding it's not done yet

heady sand
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Time sure does fly. Simpler times back then, yes

vagrant surge
boreal ibex
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kill different aspect ratios

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play my way or suffer your fate

vagrant surge
heady sand
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if smn has an ultrawide monitor the menu will stay in the center of their vision instead of one button being far to the left, another far to the right... neck pain... so much mouse travel...

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but nah yeah it is a copout bc i don't fuck with text and layouts auto size, it messes up my carefully crafted positioning

wise urchin
heady sand
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ack, sometimes i wish nsmb had more variety of songs... for example, a dedicated track for snow or mountain instead of always using "overworld" or "athletic"...

naive escarp
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i hate nintendo

hidden mason
heady sand
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recently i've noticed that i've implemented laps completely wrong. imagine the lap requirement is 3. whereas normal games like mario kart count laps starting at 1, and ending after you "complete the third lap", vcmi has you start with 0 laps and give you the win after completing the 2nd lap, as if you were "collecting" laps and the moment you passed the goal at the 3rd lap, you won. now: how do you all prefer it to be for the next version?
1: leave as is. starts at 0, "collect" goals
2: use the normal method. starts at 1, count the number of laps you've done

heady sand
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yeah it's quite literally that lol

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it's just that since i don't play mario kart i didn't know they didn't count laps like that and so i just assumed you "collected" goals. i mean it makes sense. you currently have zero laps. you reach the goal. you now have one lap

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but the standard apparently is "you're on your first lap", etc

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apparently the latter is rapidly winning lol what a blunder from my part

vagrant surge
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in uhhh

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in gamelogic.qtn i think there's a gamemode specific data union

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you can store the "completed lap count" in a variable there

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and then in the gamemode asset

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you can return + 1 by overriding GetObjectiveCount

heady sand
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also speaking of objective, i'm not making races a separate gamemode. laps are a property shared by both star chasers and coin runners and only active in campaign maps. this is because you can mix and match many of these so i don't want to lock things out

heady sand
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i was right in the middle of it and then it hit me

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oh but, how would i make players start at 1 lap? the default is 0, and i can't do "byte Laps = 1" in the qtn...

vagrant surge
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keep it at zero internally

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and just do +1 when displaying it

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literally no other changes needed

wise urchin
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vic what happened to the fast music?

heady sand
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it was removed

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it became irrelevant because winning conditions aren't as simple as "9/10 stars" anymore

heady sand
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(the audio is not an obs glitch)

spare swift
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cosmic clone-walker luigi

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you can’t fool me

vagrant surge
spare swift
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no actually yknow what that clip reminds me of

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it reminds me of those mkwii anti piracy videos

heady sand
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it's got it all
no music, ominous presence (luigi), distorted voice, minor key-esque jingles

junior tiger
heady sand
heady sand
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collecting rare errors

junior tiger
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the context behind this is this

heady sand
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cheeto dust fountain

spare swift
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is that the sm64ds star

heady sand
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yes...

junior tiger
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vcmi hurt my ears

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with stars and coins

heady sand
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vcmi soothes my soul

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with custom and matches

heady sand
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done i guess

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not much is left to add. just a week of polishing i guess?

naive escarp
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💤

craggy iris
heady sand
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10 ms extra ping in v20? :[

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although not that it affects gameplay in any way

junior tiger
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Damn bro fix your game

heady sand
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literally not my fault

junior tiger
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VCMI has too much vic spaghetti code

junior tiger
heady sand
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i need SCREENSHOTS of the new version for ITCH dot io

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the current ones are so ancient

junior tiger
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You wanna hop on in a bit

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Get some screenies

heady sand
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it would be nice if we were more than two but that's still better than one
shua let me send you: a new build

junior tiger
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Most of the mvlo screenies on itch.io are from yours truely

heady sand
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mvlo doesn't even have screenshots

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there

junior tiger
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Or your phone

junior tiger
heady sand
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wait whew why

junior tiger
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Ever since 2.0

heady sand
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this whole time i thought there was nothing because on desktop there indeed is nothing

junior tiger
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One of those screenies isn't from me

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But the rest are from moi

craggy iris
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wait vcmi playtest?

heady sand
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yes...

craggy iris
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may i partake in this

heady sand
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Aure

heady sand
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why can't things be easy

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and no errors after that. great. just, what

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(that 1 red is unrelated)

vagrant surge
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so your triggers probably got cleared and the UI couldn't handle it

#
// CommandChangeRules.cs

  if (rulesChanges.HasFlag(Rules.Gamemode)) {
      gamemodeChanged = rules.Gamemode != Gamemode;

      GameRules tempRules = default;
      f.FindAsset(Gamemode).DefaultRules.Materialize(f, ref tempRules);
      tempRules.Stage = rules.Stage; // Saves the stage

      rules = tempRules;
  }
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so do tempRules.Triggers = rules.Triggers; or whatever you named it

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it's kind of a bodge to avoid invalid rules... like if you had a timer off for star chasers, it HAS to be on for coin runners

heady sand
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hm, interesting. so why wouldn't the ui change in the first place? i do have an OnRulesChanged on that panel...

vagrant surge
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so its just resolving an invalid list

heady sand
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i mean when i change gamemodes and the list presumably clears, i don't know why the ui doesn't reflect that

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ok well, i removed the resetting of rules on gamemode change and it's all good now. at least that one bug is gone

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(since triggers can interact with rules i'll allow for previously invalid rules, like having stars enabled or timer disabled in coin runners, i think it makes sense)

vagrant surge
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so it now points to invalid memory, which happens to be filled with 0xF5 s from the look of it

heady sand
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0xf5 and 2275, which is the... length of the broken list... (if i "delete" an entry the number decreases by one)

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what a fun behaviour, feels like old videogames arbitrary code execution once again

heady sand
vagrant surge
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if not then it should be pointing at invalid memory (0)

heady sand
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hm, yes... i'm calling it in the OnInit of the match conditioner system

vagrant surge
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well there u go :)

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so it IS valid

heady sand
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i should probably be calling it from somewhere else, like when the room is created?

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or maybe not, bc the system gets started then anyway...

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it's just that the rule resetting was changing it up too much

vagrant surge
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just keep the old list when changing gamemodes

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tempRules.Triggers = rules.Triggers; or whatever in that CommandChangeRules

heady sand
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aight sounds good

vagrant surge
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same goes for conditions

heady sand
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thanks for the help. oh and if you have a second can you point me in the right direction for this thing? #mvl-development-and-modding message

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for enemies that don't fall off the ground, like red koopas and spinies. they seem to think the slopes are voids (?)

vagrant surge
heady sand
vagrant surge
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@heady sand speaking of slopes, whatd you do to get enemies to play nice with them?

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i should probably fix that for 2.1

heady sand
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i don't think i changed anything... they behave fine except from this one down slope bug

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you got any specific problems you were looking at?

vagrant surge
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ohh

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@heady sand nevermind xd

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i confused the respawning video for "fixing slopes" #mvl-development-and-modding message

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b/c some enemies used to not place nicely with slopes pre 2.0

heady sand
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oh yeah it does kinda look like i'm testing the slopes there lol. but naw it's just the back to home behaviour

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also ugh 1.7 enemy slope interaction was quite bad lol they'd be getting stuck all the time...

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much better now

vagrant surge
# heady sand much better now

In the KoopaSystem.cs i just changed the raycast to be at the entity origin rather than slightly forward and now slopes work fine

heady sand
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that'd be removing the + (Right * 0.05), yeah?

heady sand
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would you look at that, they can now go down slopes

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how beautiful

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also wow i realized i have to re-bake all the map datas if i want the new properties to actually get saved...

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i forgot to do it and i was wondering why the behaviour was only working in some levels (coincidentally, the ones i had opened in the editor)

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a nice memo to have...

vagrant surge
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the four font assets that update every time for no reason:

heady sand
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ikr

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it's even worse when it says there's no changes yet. there they are

heady sand
#

a poll for the people:
As you may or may not know, vcmi has an in-game emote feature in the form of little icons appearing on top of the characters. While making the new update, a question arises: what style of emoting would you prefer?

  1. keep as is. Small animated icons on top of each player's character
  2. ezmod style. Slightly larger sticker-like images that appear in the hud, anywhere you are
#

Usually when I make polls there's an unanimous winner so I'm curious lol glungus

spare swift
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hypothetically,

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mario wonder style pop up above player

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wasn’t the biggest fan of the little floating particles version from 1.7 vcmi

heady sand
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They are very similar though. What didn't you like abt them? Too small and too moving?

spare swift
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i think the mario wonder kind of way where it pops up and can be seen well would be a better version of that

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rather than small rotating and fading emoji

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plus you can spam it and have it and not take up much of the screen unlike the ezmod way

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ik it doesn’t take up that much but it is still kinda slow

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wouldn’t make sense to see an emote pop up without knowing the context either

heady sand
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Not a bad change

craggy iris
heady sand
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Not sure, depends on how many worthwhile things I can fix/add after yesterday's playtesting. Perhaps, the weekend...

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I don't wanna go too long before calling it and releasing the update anyway

junior tiger
snow oriole
#

yall gonna LOVE this update

spare swift
#

that’s just normal vic mod

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also another mod becomes victim to lusts color palette it seems

heady sand
#

victim is crazy

junior tiger
#

I asked very nicely

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plus it was already in the current latest version

heady sand
#

you insisted very rudely

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(joke)

junior tiger
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I didn't use the gun this time

spare swift
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then again i haven’t played vic mod in like a year

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maybe more

cinder lava
# junior tiger

the double cherry power up became a infinite cherry power up

heady sand
#

added some tooltip functionality for harder to learn features...

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just hover over things to learn more...

vagrant surge
heady sand
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This is tooootally not ShowOnHover.cs renamed to Tooltip.cs and changed to be text instead of just ping

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Although I did make it more similar to Windows tooltips where there's a slight delay after you stop moving your cursor for the tip to appear. Felt less intrusive considering I'm going to use these in many places

robust sequoia
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before i download
how many people are online on this version of the game

spare swift
#

not many

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if any

heady sand
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As is usual with all mods, unfortunately

heady sand
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Gamemode idea: you start with 10 (or whatever the limit is) stars, and to win you have to lose them all. First to 0 gets the crown

spare swift
#

that sound silly

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in a good way

naive escarp
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Star Avoiders 🔥

naive escarp
spare swift
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what if the ztars are in vic’s idea

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replacing the big stars

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you can get it as a way to lose a star

naive escarp
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I got vic's idea as in, you need to lose as much amount of stars as possible

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not avoid getting them in the first place

naive escarp
spare swift
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no i’m talking about instead of big stars spawning it spawns ztars

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they do the opposite of big stars

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which fits with needing to get to 0

naive escarp
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But thats basically the same thing but inverse

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You chase stars, except you lose which is still required to win

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Just a Star Chasers reskin

spare swift
#

well there are few ways to lose stars when everyone is avoiding being hit by each other

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they don’t need to spawn as frequently

spare swift
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or purposely trying to get under people

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so i think it’d add another option

spare swift
naive escarp
#

a

spare swift
#

being crushed would be a really quick way to win that tho

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i think that’s the thing with it

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get one strat and then always win

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not all maps can have you get crushed obvi but on fortress or certain maps it’s an insta win

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i think a health system gamemode would be sick
in terms of a set number not like damage from fireballs

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deathmatch but actually fun yay

heady sand
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Yeah we'd need an incentive for people to actually get on the move , throwing fireballs and stomping on people...

cosmic swan
robust sequoia
ashen igloo
#

where do I download

heady sand
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The link is in the pinned message

heady sand
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i should totally host a ruleset making contest

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winner gets the rights to vcmi

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and their gamemode added to the mod

empty ore
#

hi vic

heady sand
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hello rose

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you win

empty ore
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yay

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yall are losers lol lmao L

craggy iris
heady sand
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Good, fun, (even complex) gamemodes the likes of hide and seek or ice tag

heady sand
#

informamos que o proximo jogo sera vcmi gif

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wanna get rid of this update asap

naive escarp
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vcmi playtest trolled

heady sand
#

maybe

hoary vessel
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whats next

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vics stock match-inator?

spare swift
heavy mountain
#

compatible with Vanilla?

wise urchin
heady sand
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Locking in. Can vic fix the last few bugs encountered in the latest playtest and release the update before this week ends? find out more tomorrow

junior tiger
#

Locking in. Can Lust add more bugs in each playtester build and postpone the update before the week ends? Find out right now

heady sand
#

Lust I dare you I double dare you to grab the latest commit and find even more stuff to fix

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If you do I'll give you a prize (the prize is removing the lust palette)

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I'm tired boss

heavy mountain
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wtf??

junior tiger
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If you do that I'll quit my job playtesting vcmi professionally

heavy mountain
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ooh!! if lust quits can i have his playtester spot?!1!

naive escarp
heady sand
#

you can stay

naive escarp
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Vic its 2041 right?

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the version

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Or is it like 2.0.3 or 2.0.2

junior tiger
#

That thing cost me a liver

heady sand
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2.0.3.0-ish (had to check because I couldn't remember)

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Not as bad as I expected, so it is possible to bring over some of the vanilla updates once I finish w my stuff

junior tiger
#

2.0.3.0 best version change my mind

junior tiger
heady sand
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Commit history of when I started (up is more recent)

heady sand
junior tiger
#

Like atleasttt

wise urchin
naive escarp
#

thats why its GREAT

junior tiger
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No it's cuz of 20 players being on 2.0.3.0

naive escarp
#

a

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that shi never got 20 players this game fell off

junior tiger
#

Vcmi and 20 players are related??

naive escarp
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MAKE VCMI HAVE 20 PLAYERS MAXIMUM

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So the room will actually get 20 players when it releases trolled

junior tiger
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Absolutely not

heady sand
naive escarp
#

true vic

heady sand
#

h☹️mmer s☹️it

naive escarp
junior tiger
spare swift
#

3 is my lucky number

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so i agree with ur statement

junior tiger
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Okay I'm just that good

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That means I'm trusted to be a mmim playtester instead of windows

spare swift
#

no

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i didn’t even finish reading that i saw mmim and said no

naive escarp
#

lmaoo

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L

heady sand
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muscle memory

naive escarp
#

mmim

junior tiger
#

Ah who needs mmim when you got vcmi anyway

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Testing with matchinator too

heady sand
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hrm, if you disable the reserve and you grab a powerup of lower priority than what you have (which would've gone into the reserve), should it override your current powerup or should it be discarded?

heavy mountain
#

vic do you plan on porting it to 2.0?

spare swift
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that’s literally what he’s been doing

heady sand
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me with my mouse cursor on top of the build button:

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"no"

tulip quiver
heady sand
tulip quiver
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imo: mini mushroom overrides everything nothing, everything is overridden by mini mushroom, otherwise mushrooms always get discarded if you have a non-mushroom/non-mini powerup (and all non-mushroom/mini powerups also override others)

#

*i mean, mini mushroom overrides nothing, not everything. a mushroom would override a mini

naive escarp
#

oh okay lol

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that was scary

tulip quiver
#

it would be unfair to get stuck on mini until you die lol

tulip quiver
heady sand
#

nvm found more bugs

heavy mountain
#

rip

heady sand
#

i fixeded them at record pace

heavy mountain
#

nice

heady sand
#

Enough dilly dally. The newest vcmi ever is finally out.

And it's been entirely ported to 2.0, from scratch.

So many new things! Everything works so much better now! No host-only rules, no missed conditions, no desyncs! All the custom content is still here!

2.0

  • This version of vcmi is based on vanilla v2.0.3.0, as denoted by the jump from v17.0.11 to v20.0.1.
  • The update took long? Yeah, good observation. Turns out porting mods to 2.0 is tough! Plus, there was a ton of content to reimplement from scratch... Not to worry, it's finally here, and now future updates will bring even newer content, faster!
  • Of course, all the goodies vanilla has brought are present here too. Notably:
    • Better networking. Rules will not desync now, and will trigger accurately.
    • Accuracy improvements (visuals and physics).
    • Replays.
    • Better settings menu.
    • Coin runners, teams, hammer suit, swimming, etc.

What's still here?

I've kept all the important features you've been enjoying so far.

  • Triggers (16 conditions, 23 action rules), 9 special effects, all powerup chances.
  • 10 total characters.
  • Race maps with NSMB original stages, checkpoints, end goals, and laps.
  • Speedrun timer.
  • Stars and Coins for powerup can be disabled.
  • The UI is still fairly similar, to aid with familiarity.
  • Emotes in chat (Discord style) and in game (press a number to taunt).
  • A functional Android build with on-screen controls.
  • HQ dynamic songs in-game.
#

New things...

  • Super flexible "Triggers" system. It's now easiest than ever to create custom gamemodes!
    • Choose a condition (what will activate the trigger), and an action (what will happen). For example, if someone grabs a coin, make them lose a life!
    • You can now choose the target player for the triggers. For example, limit a rule's influence on a team only, for team-based gamemodes!
    • Many more parameters for certain rules. For example, the Give Powerup action can now be assigned an exact powerup, unlike in old versions where it was always random.
    • Rules can be edited in-place without needing to delete and readd them.
  • There are now 32 race maps, from various NSMB worlds.
  • A more fun character select screen, with real time previews.
  • The limit for Stars, Coins, Laps, Lives, and Timer has been increased to 1000.
  • You can now save your favourite rulesets and load them back in easily, or share them with others. All properties are taken into cosnideration.
  • Add or remove gizmos to the minimap. For example, hide players, hide stars, show a certain team, follow the host...
  • Tooltips: hold over certain rules to get a helpful explanation about them.
  • The web build now has music.
  • Enemies don't run off edges when offscreen, and return home when you get close to them.
  • Guys did i forget anything?

So yeah, now I can sleep in peace. What a weird feeling, it's been a year without an update so now I feel strange saying that it's... done. So many hiatuses, procrastination days, redoing ports. Now it's time to enjoy. Goodbye... forever.
Nah jk I'm still here. Ok, go play this mod, if you want. Thank you everyone for your time and support!

Get it using the Mod Loader or by visiting this link: https://github.com/vlcoo/VicMvsLO/releases/latest

GitHub

Enough dilly dally. The newest vcmi ever is finally out.
And it's been entirely ported to 2.0, from scratch.
So many new things! Everything works so much better now! No host-only rules, no miss...

empty ore
#

HES BACK CHAT!!!

gloomy socket
#

custom matchinator is super back

heady sand
#

🎛️ [updated!] vic's Custom Match-inator

heady sand
#

now what do i do with my life

tulip quiver
tulip quiver
tulip quiver
#

no why would he ever do that

heady sand
#

yeah i don't have paypal

tulip quiver
idle hornet
#

its a rock pit

#

click it and you'll [Fall, Fall.]]

tulip quiver
#

vic added it before ipod...

heady sand
idle hornet
heady sand
tulip quiver
#

is it just me or is the music lower pitch than normal

heady sand
heady sand
novel comet
#

HUHHH

spice schooner
#

Holy mole

novel comet
#

THERES AN ANDROID PORT I LOVE YOU VIC

idle hornet
#

[[WE.]] Love vic!!!!!

tulip quiver
idle hornet
#

never buy no coins from the gas station

spare swift
heady sand
#

ugh web build failed for the second time after 40 minutes

novel comet
#

ok some things i noticed

  • it runs at max 30 fps
  • the buttons are painfully small, the joystick is kinda ok tho
  • enemies look weird
idle hornet
heady sand
novel comet
#

weird ui shadow thing

heady sand
#

oh i forgot to align that up

#

happens on dekstop too but only for two of all the dialogs

novel comet
#

also i only selected the mega and when i collect coins no mega comes up

#

is that intentional

craggy iris
#

also vci wtf happened to the playtest

silver sigil
#

YOOO

#

Finally, we got em

heady sand
#

the behaviour is the same as in v17

novel comet
#

makes sense

heady sand
novel comet
#

anyway tweak the mobile controls and my life is yours

snow oriole
#

just buy a pc lmao

craggy iris
empty ore
snow oriole
#

why dont homeless people just buy homes

novel comet
#

thank you dude

craggy iris
#

can 4gb ram survive 2025

heady sand
craggy iris
#

suprisingly yes

novel comet
heady sand
#

big sobbing alien

craggy iris
#

also wait vcmi is on mobile

novel comet
#

yea

craggy iris
#

what the fuck man youre insane

idle hornet
#

we're insane

heady sand
#

it's been on there for so long guys you're getting excited for the wrong reasons sob

#

nah jk i'm happy you enjoy stuff be it old or new

gloomy socket
bright grove
spare swift
#

mitosis

snow oriole
gloomy socket
#

leave it in it’s a good Easter egg 🥹

heady sand
snow oriole
#

coin deathmatch rosy made it quickly its fun

0-1-99-15-3-0-0-11,,1,2,,4,0,,1,0,1,100.7,,1,1,,4,0,,1,0,1,100.7,1,1,1,,4,0,,1,0,1,100.7,2,1,1,,4,0,,1,0,1,100.0,,1,4,,4,0,,1,0,1,100.6,,1,1,,4,0,,1,0,1,100.0,,1,3,,4,0,,1,0,1,100.8,,1,1,,4,0,,1,0,1,100.9,,1,20,,4,0,,1,0,1,100.2,,1,21,,4,0,,1,0,1,100.2,,1,5,2,4,0,,1,0,1,100-0-0-0-0-0-0-0-1-0-0-1-1-1-1-1-1-1-1-0-1-0-0-0-A8

#

the gamemode rulesets look so weird now 👽

gloomy socket
#

why is there a random A there sob

fair seal
#

We got vcmi 2.0 before gta 6

proven marten
#

We got gta 7 before the mobile port updated...

fair seal
#

Fr

bright grove
proven marten
#

Wait, this is actually a better way to play MvL on android lol

tulip quiver
#

another bug (actually not sure if this is one, but there is no "got all stars" rule so probably): using the "give star" rule to reach the star cap will not cause the player to win, and cause the star count to go past the cap

(LOUD VIDEO)

#

(rules: 0-1-1000-0-0-0-0-6,,1,0,,4,0,,1,0,1,100.6,,1,5,1,4,0,,1,0,1,100.6,,1,3,,6,0,,1,0,1,100.6,,1,15,,4,0,,1,0,1,100-1-1-0-0-1-0-0-0-0-1-1-1-1-1-0-1-0-0-1-1-0-0-0-B3 (at least, those are the last ones i had saved)

heady sand
#

interesanting

bright grove
silver sigil
#

I see

#

Lag time!!

wet sun
#

LOL

bright grove
#

its beautiful...

heady sand
#

smiling shy guy never again

snow oriole
#

freeze tag
0-1-0-0-3-400-1-2,,18,5,3,4,0,,1,0,1,100.2,,18,17,3,4,0,,1,0,1,100.5,,19,12,,4,0,,1,0,1,100.6,,18,5,3,4,0,,1,0,1,100.3,,18,0,,19,0,,1,0,1,100.15,,19,9,,4,0,,1,0,1,100.9,,18,6,,4,0,,1,0,1,100-0-1-1-1-1-1-1-1-1-1-1-1-1-1-1-1-1-1-0-0-0-1-0-B4

#

i should put these in the vcmi discord later

stuck roost
#

so uh why do i have touchscreen on my screen

naive escarp
#

@empty ore Make room for me pls 🥺

silver sigil
empty ore
naive escarp
silver sigil
#

Bruh

naive escarp
#

in europe

#

but my internet doesn't want me there soo

empty ore
#

alr join rq

heady sand
snow oriole
#

luigi jail
0-999-0-10-3-500-1-2,,18,5,3,4,0,,1,0,1,100.2,,18,17,3,4,0,,1,0,1,100.5,,19,12,,4,0,,1,0,1,100.6,,18,5,3,4,0,,1,0,1,100.3,,18,0,,19,0,,1,0,1,100.15,,19,9,,4,0,,1,0,1,100.9,,18,6,,4,0,,1,0,1,100.11,,19,14,,4,0,,1,0,1,100-0-1-1-0-1-1-1-1-1-0-0-0-0-0-0-0-0-0-0-0-0-1-0-20

fair seal
#

Tower on android IS super laggy

viral verge
#

hum models are broken

snow oriole
#

@gloomy socket @gloomy socket @gloomy socket @gloomy socket @gloomy socket @gloomy socket @gloomy socket @gloomy socket @gloomy socket wake up gremlin

viral verge
#

With a blueshell im invisible when I slide with the hammer bro

heady sand
#

oh yeah i didn't adjust the blue shell, propeller, and hammer suits on the custom characters yet

dry rock
#

interesting

gloomy socket
#

wait I was so confused on what happened to that one luigi 😭

#

i picked them up and they POOFED

#

insane

stuck roost
heady sand
#

nope, Controls -> On Screen Controls [ ]

stuck roost
#

ohhh

#

I just found it

#

my bad

#

thank you

spare swift
heady sand
#

Tiny update:
windows 32 bit builds are now available

spare swift
#

vic it hurts me that the only hat is overalls palette is moddigi(?)

heady sand
#

I don no what other pallettes to add

#

They're kind of the same as vanilla'£

spare swift
#

no i mean like out of all of them

#

not even vanillas have it

#

like super show

#

i was mid match but i’m saying that the palettes that normally have it don’t have it

#

also i can hook you up with mmim palettes, or just make new ones

#

because i’m good at picking palettes

heady sand
#

Oh hm

#

Sure

spare swift
#

k cool i gotchu

#

fix super show tho when you can please thaaanks bup

heady sand
#

Oki

spare swift
#

i’m make you some palettes later

junior tiger
heady sand
#

I'll be honest I don't know who moddigi is

#

I thought I misread

naive escarp
#

@obsidian dune

#

i love when

wet sun
#

idk how to explain this

#

but you win when you collect enough coins to get a powerup

spare swift
wet sun
#

and stars slip off your hands

spare swift
#

usually if ur in then he’s also in

junior tiger
#

That's definitely the vcmi pallete

#

Atleast that's what mr trickster said

heady sand
spare swift
#

didn’t know that was a thing

heady sand
#

Yeah that's just the vcmi logo gradient

spare swift
#

man everyone’s palettes look so similar it’s hard to tell sometimes

#

it’s not like i’m colorblind or anything tho

#

thank god

obsidian dune
heady sand
#

Poor guy keeps getting pinged

spare swift
#

@heady sand

#

you can either take all of them or pick ur poison

#

i think they could work for the other characters too

#

at least most of them (broozer, shy guy, etc)

heady sand
#

Nice, thanks man

reef narwhal
#

especially that red/blue grey overalls and the top left one

spare swift
#

like i said
im good at picking palettes bdasher

stuck roost
#

@heady sand been thinking, is there an order of priority for the rules?

heady sand
#

There's no order to the triggers, it doesn't matter if you put one before another or the other way around. The moment the condition is met, they get activated right then

#

If two conditions happen on the same frame then the triggers get activated at the same time

tulip quiver
#

i don't think that's possible

heady sand
#

At the same time meaning, during the same frame

subtle bay
#

theres a issue where the mobile hud is on the screen when on pc for vics

naive escarp
#

My controls gets reset everytime i reboot vcmi

vagrant surge
#

the ordering of triggers on the same frame

#

"two collect star triggers, which runs first" type of thing

heady sand
heady sand
# vagrant surge the ordering of triggers on the same frame

Oh the order of things within one frame? I mean, I'd assume it's quite literally imperceptible because it's the smallest unit of time but. Inside there, the triggers do get read and activated in the order they are in the list, which I assume is top to bottom

#

But again, for all intents and purposes... I stand with what I said about them being basically at the same time

stuck roost
#

I have quite a lot of bugs to report and suggestions to make

heady sand
#

Sure, let me know

stuck roost
#

I will do that tommorow 👍
Just one thing, do you plan on adding the missing triggers and actions from 1.7?

heady sand
#

Not all of them, no

#

The least popular ones are getting out for the sake of simplicity. Other useful ones (like every X seconds condition) will come back though

vagrant surge
#

every X seconds would be easy

heady sand
#

Same with the special effects. In the current version only the most useful and popular ones (and easiest for me to implement) have made it in

heady sand
stuck roost
#

The time based ones are important yes
I was thinking about the triggers for directionnal inputs, and actions like random teleport, explode player

heady sand
#

Stuff like Random teleport, explode map, all map is bricks... are so funny that yeah I will try bringing them back too lol

#

Directional input conditions though idk, they are useful I guess... not sure how easy for me to implement though?

stuck roost
#

¯_(ツ)_/¯

#

Im not the dev here

heady sand
#

We'll see about that one

stuck roost
#

I will suggest a lot of things, and I clearly don't expect anything to be added, do what you think is best

heady sand
#

I'm actually excited to read them

#

Gets the creative juices flowing

stuck roost
#

Sharing this here btw, im gonna save rulesets in there

stuck roost
#

Least I can say is that I had fun tonight, so thank you

heady sand
#

I'm very glad

heady sand
naive escarp
#

oh shi i forgot its 2.0.3 lmao

naive escarp
#

vic, do you plan on bringing back "every X seconds" rules?

novel comet
#

bro cant scroll up

naive escarp
#

Just seemed like a normal discussion for me

naive escarp
reef narwhal
#

mvlo before the big bang:

naive escarp
#

Luigi existed before the marioverse did? 🤔

reef narwhal
#

yup

viral verge
heady sand
#

Agreed

heady sand
#

yummy, 1 fps and two seconds of ping

#

ik it's a development build, but the master build wouldn't even boot so

#

also i can't move

#

sigh

craggy iris
#

the fucking cockroach chains image

heady sand
#

That's how I've felt the entire process predating the update

craggy iris
#

oh yea btw will pipes 2 and autumn also be brought back

naive escarp
craggy iris
#

oh

#

didnt notice

#

dude i keep forgetting vanilla no longer has 10 maps but instead 12

#

what the heck

heavy mountain
#

where are Yoshi, Waluigi and Wario luigisad

heady sand
fair seal
#

where are the star coins?

naive escarp
#

Coin Chasers

fair seal
#

yeah but i mean

#

the normal ones

silver sigil
#

💔 😭

#

Crashed game brrr

heavy mountain
#

Windows 10 User?

silver sigil
#

Yupp

idle hornet
heavy mountain
#

:D

#

kind of?

#

i have Windows 11 with atlasos (it optimizes it, making it look like windows 10)

idle hornet
#

sooo you use win11...

silver sigil
#

I before installed windows11

craggy iris
#

what if we play the vcmi 2.0 game vic made sometime

heady sand
#

attention citizens

#

importante

heady sand
junior tiger
#

might be a super secret server

heady sand
#

vcmi discord server

tribal marlin
heady sand
#

The dpad has been replaced by a stick. The rest has stayed the same, although the buttons are admittedly quite small at the moment

tribal marlin
junior tiger
#

jeff mario

heady sand
#

See you next year 20.0.2

novel comet
#

yknow what fair enough

stuck roost
#

oh there's no trigger for losing a star?

heady sand
#

I don't think that's ever been a thing

#

Losing a star is tied to getting knocked back or hurt, which do exist

stuck roost
#

I was thinking of having a rule that triggers for every star that you lose, even stars that got removed by another rule

#

also i don't know if it's only me but i can't escape replays, the menu doesn't pop up

heady sand
#

that's odd. the pause menu should pop up with escape

#

oh, i see. if you pause the replay while in the middle of the popup animation, it can get stuck invisible

#

if you unpause the replay there's a chance the pause menu returns

#

try using esc to close the popup until the dim background disappears, and the mouse to press the buttons on top

heady sand
#

-# i see so many things

stuck roost
#

Oh yeah it worked but uh

#

wrong menu lol

heady sand
#

it's fine just that the "Return to room" button has the wrong text lol

#

if you click it, the replay ui toggles visibility as usual

stuck roost
#

just asking, where should bugs be reported, here or on the server

heady sand
#

anything works fine

#

the server's more inactive, but there's a dedicated channel for it. but in here, more people might see it

fair seal
#

vic there is a broken pipe on 2-A not very annoying but it kinda feels wrong

heady sand
silver sigil
#

Sprit name????

#

Why appears thatglungus

spare swift
heady sand
heady sand
spare swift
heady sand
#

i am amazed too. vcmi is cursed in a beautiful way

vagrant surge
heady sand
#

g-g-g-g-ghost!!!

heavy mountain
#

yoshi,wario and waluigi when

heady sand
#

wow it's even worserer in here

heavy mountain
#

HOLY CRAP

#

VR VCMi

heady sand
#

lui will haunt you forever

heavy mountain
idle hornet
heady sand
#

i'm doing ok thanks

spare swift
fair seal
idle hornet
#

new strat unlocked,,,

fair seal
idle hornet
fair seal
idle hornet
#

campin

fair seal
heady sand
wise urchin
tulip quiver
#

i hate that star model

spare swift
#

i like it more than the mk8 star model that windows uses

gloomy socket
#

tbh the model isn’t bad at all, it’s from 64ds
just that vic forgor how it looked like so it’s not shade smooth sob

heady sand
#

also i'm running out of space

#

where do i put the new score thing

#

unless i movethe start game button outside the box, like the back and options buttons are

#

nah i actually can't

#

hmmm time to cram everything even closer ig

cosmic swan
#

make room settings small like the red buttons? 🤔

heady sand
#

yeah but like the red buttons are the matchinator settings...

#

and room settings are unrelated options like player count and public/private toggle...

#

made it work, you can't even tell

#

no one suggest anything else, this time it'll really not fit

vagrant surge
heady sand
#

never 🤢 i've left that life behind

#

🎛️ vic's Custom Match-inator

naive escarp
#

Its still vcmi

heavy mountain
#

add more characers ppzlpz

junior tiger
#

holy new

spare swift
#

maybe at some point you could have like an arrow button that switches the options there

#

like pages

heady sand
naive escarp
#

Also vic

heady sand
#

channel name's long enough anyway

heady sand
junior tiger
#

just admit it already

heady sand
spare swift
#

yeah that’s fair

naive escarp
#

whats your favorite nsmb enemy to play as

spare swift
#

boo

#

one day…

heady sand
heady sand
naive escarp
spare swift
#

animations included

heady sand
#

oh well that would be wonderful

#

i appreciate contributions a lot

#

plus boo is a minion and he's a cool guy so he fits in the rooster

spare swift
#

maybe after mmim comes out and i have my new computer i’ll get into it

heady sand
#

oh but boos alr exist as enemies

spare swift
#

it’s in one map i think it’s fine

#

plus he can have an alt for the bomb boo

heady sand
#

suppose we can make an exception

bright grove
#

notoss caught secretly playing vcmi

heavy mountain
#

ermmm the image is..

heavy mountain
#

also why no coloured names'

heady sand
#

I'm leaving those for later

heavy mountain
stuck roost
#

It seems having a starman makes you appear above the background even with "Player is behind terrain" setting

heady sand
#

add a description to your rooms... no more explaining your complex gamemodes...

novel comet
#

ipod gotta add this omg this is so peak

heady sand
#

but in vanilla you can't create custom stuff

#

so it wouldn't have a use...

tulip quiver
#

counterpoint: custom lobby rules

#

like "use luigi or you will get banned"

novel comet
#

more like idk

#

"no pro people allowed"

#

or

#

"im pro if youre noob imma beat your ass"

heady sand
#

Oh

#

Ya fair enough

#

room motd

naive escarp
#

Luigi only rooms will finally be real

empty ore
heady sand
#

Yes

empty ore
#

peak.

junior tiger
#

Why As when you can do Bs or Cs

#

Or even better: ||fill the box with a bunch of 3s||

heady sand
#

Or do ASCII art of your favourite thing

#

Grande dad

junior tiger
#

Flinte Stones

heady sand
#

person.

naive escarp
#

bruhh

#

How did you do that lol

heady sand
#

I found an exploit to allow for rich text tags in chat sob

#

And then typed "O-K" with the rotated 90° tag

#

Technically this is a bug and I should patch it. However, i will allow it for the funsies

gloomy socket
#

text rotation tags wattttt,,,,

heavy mountain
#

vic does vcmi have colored names + fixed propeller mushroom image?

empty ore
heady sand
craggy iris
stuck roost
#

Sees a bug: "Intentional."

heady sand
#

the propeller sprite is taller than every other powerup, so it would'nt fit

#

just like the mega

#

you can now have your triggers activate only while something else is true about players or the match

stuck roost
heady sand
#

It's not a bug. I purposefully cut it so it wouldn't be a different scale

#

Just like the mega lol

stuck roost
#

alright you win glungus

stuck roost
#

Amazing

craggy iris
viral verge
stuck roost
#

I already have ideas, I'm simply patiently waiting bdasher

heady sand
#

A tip I like to tell others for coming up with ideas is not to try creating gamemodes from looking at the settings. instead, think of a gamemode from another game, then try dividing it into rules to "port" it to vcmi. Kinda like programming!

#

Yes what do you code in?

mario,

wise urchin
#

You must fix bowser's minions when you get a hammer

spare swift
#

or uh timers per person

#

so i could make a knockout mode like mkwii

#

i think timers per person would be cool overall

heady sand
#

well, we will have but ya

spare swift
#

or remove time

#

like got star -> +5 seconds
took damage -> -5 seconds

#

if you run out of time on your timer then you could make smth happen like disqualification or smth

#

or certain things are enabled after your timer reaches a certain value

heady sand
#

that can be achieved with the new "score" rule that snayp suggested and that i'll be adding. it's basically another number that serves no purpose initially, but that you can control and check for using triggers. each player has their own score, just like star count and coin count

#

so you can enable the "score", then have a trigger that says "every 1 second, substract 1 from score". and you've got a timer

vagrant surge
stuck roost
#

So the score is personal ?

heady sand
#

Yes

heady sand
#

hm, what else to add for the next update, what else to add...

stuck roost
#

need ideas? glungus

heady sand
#

i alr have stuff in the backlog but i need to think and see what will be for now, and what for later...

stuck roost
heady sand
#

well that's a tough question to answer

#

i'd say "no, i haven't" but i need to draw the line somewhere for this next update

stuck roost
#

so you're looking for small things to add you mean?

craggy iris
#

vci add portable mario forever :rhumbs_hp: 👍 👍 :thymbs_up: 👍

heady sand
#

Hp thumb

wise urchin
spare swift
#

buzzy beetle leak

robust sequoia
craggy iris
#

greece jumpscare

heady sand
#

Don't tempt me

vagrant surge
#

@heady sand ive thought about lua but youd need to change the base implementation to use FPs over floats

#

it's probably easy to serialize the state tho since lua is made for this kind of thing

heady sand
#

Yeah, I've seen your worries about how lua is not deterministic...

vagrant surge
#

it's a deterministic netcode as well, just delay-based lockstep instead of rollback/prediction

heavy mountain
junior tiger
#

bro is obsessed with coloured names

idle hornet
heavy mountain
#

they are cool

#

feudalism mechanic

#

lmao

heady sand
#

I'm not just going to give out coloured names to anyone

junior tiger
#

Am I going to get coloured names?

#

Asking for a friend that is asking for me

#

trust

heady sand
#

I'll keep the same functionality as in previous versions, where contributors and playtesters get the special role

heady sand
#

No, overused as hell

heavy mountain
#

NOOOOOOOOOOO

#

MEANIE >:3

idle hornet
#

hello vic!!!!

#

how are ya

heady sand
#

Sorry

junior tiger
#

Shit

heady sand
#

Hello meddourk hi I'm ok I'm doing fine thanks

junior tiger
#

now I have to look gay in game now

idle hornet
heady sand
#

You're going to get that bi name and you'll like it

junior tiger
#

ukraine colour pallete and bi name colour

#

what a combo

heavy mountain
#

if he doesnt want it ill take it 😎

junior tiger
#

if I don't want it for whatever reason I'll click on a button

#

Am I right lads or am I right lads

idle hornet
#

this human beign is obsessed with a couple pixles in his player name

heavy mountain
#

im a kitty not a human

#

at least its what i believe online

#

ok time to listen to anime bangers bye

spare swift
heady sand
#

Yes I do, but I don't feel like adding characters that many other mods already have

#

I like representing little guys like an enemy from that one game that Nintendo never used again, for example

heavy mountain
#

aw :c

#

what if birdo was a playable character with Yoshi as a color palette? trolled

#

or some kind of style?

tulip quiver
#

it is possible to write scripts that intentionally (or accidentally) desync, though the game will try resynching in this scenario

vagrant surge
heavy mountain
#

intense nerd talk about coding and sh#t

heavy mountain
vagrant surge
#

it's a nitro boost thing and the server doesn't have enough

heavy mountain
#

ILL BOOST IT THIS WEEKEND LOWK

#

THE TAG IS NOT GOING DOWN ON MY WATCH!!!!

tulip quiver
vagrant surge
#

i'd want to strip out everything that could desync, make it safe for modders.

vagrant surge
#

quantum also makes serialization way more difficult due to the prediction/rollback loop

#

Well... kind of.

#

You'd need just two methods for the entire lua state, a serialize and a deep copy.

heady sand
#

It's not something modders would be able to work around, really

vagrant surge
#

in the miniscript addon test I was able to replace all instance of double with FP and it worked fine since it's a C# based interpreted lang

#

@heavy mountain please, you're making in very hard to talk lol

heady sand
#

I do wonder how srb2k lua support handles that. Just tell the modders to never use floats? Or perhaps it's not an issue for them

vagrant surge
#

everything's an int

#

and then they require you to use FRACUNIT = 65536

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for a Q16.16 fixed point (same as quantum's FP (well technically quantum's is Q48.16 but its recommended to stay within 16.16 for multiplication reasons))

#

so for a "1.5" literal, you'd have to do 1 * FRACUNIT + (FRACUNIT / 2)

heady sand
#

Rough...

vagrant surge
heady sand
#

But technically one would never need floats if the scale of all units is changed. For example, Mario's speed could be 15 instead of 1.5

heady sand
vagrant surge
#

but since its an interpreted language, you could just replace the backing functionality / variables like I did with miniscript

#

and suddenly everything just works

#

x = 1.5 + 2.111 would be all FPs, not floats, no desync.

#

hell, that's better syntax than what we have to do in c# lmao

heady sand
#

Sounds really nice

heavy mountain
idle hornet
#

im TRYING to read what they're sayin

heavy mountain
#

im just bored

#

also i just added a final message, i deleted the messages in the conversation

#

no sh*t :D

#

gonna go outside now

novel comet
#

this guy

heavy mountain
#

RIGHT

idle hornet