#๐๏ธ MvLO Maker
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uh
uhhhhhhhhh
your suing for defamation is invalid because uhhh
uhhhhhhhhhhhhhhhhhhhhh
I'M TRYING
YOU'RE COOKING ME
somos schizo posting
true
true
NO I FUCK YOU
DONT MAKE ME TAKE THIS TO COURT
anyway could you not roleplay in the thread
YOU'RE MY LAWYER ๐ญ
i donโt think vic likes it
ah
true
I didn't think about it
sorry vic ๐ฅบ
It's ok
how do i use the warp pipe target?
theres no horizontal warp pipes yet
wdym "yet"
yet
Ain't no one ever adding horizontal warp pipes bo
Unfortunately warps are not available at the moment. It's just that I accidentally left that UI there
Maybe I should come back to this after I release the next vcmi version
https://cdn.discordapp.com/emojis/1295523574706081812.webp?size=32
hi vic
Hello rose
2.0?
you should help with the addon system instead :))
Ohh yeah ture
-# iirc hypercat did for wondermod 
Yeah, the diference is that you can't make your own levels and upload it for anyone else to play it
and it doesn't have wonder badges ofc
debatable
debatable
ah, alright. thanks
you guys didnt add a overworld brick with a coin? ๐ญ
nevr was a thing in vanilla cus itโs never used,,,
i was about to say its easy to make it yourself but this is MvLO Maker
shut up frosty you're not a mvol modder
E
mario vs online + luigi
Mario Vs. The World and Luigi is there too
why's there like 5 copies of the same map
because people keep uploading their WIP levels and not deleting the old versions afterwards
because a developer didnt add support for versioning /s
Mb
yo
How do I download levels from the browser as .vsm files? And can I self-host this?
Downloading other people's levels to file is not allowed atm. Also, the server's code is still private, sorry
bro put his private keys directly in the source 
In my defense I deleted them right after but you know how git history can be
All... historical
this project really cool. its like https://github.com/alesan99/mari0_ae but in hd
Fun fact: the script for the flume / clear pipe in that game has a variable called something along the lines of "suckspeed", and the comment on it is just "-- owo"
10/10 documentation
man, i seriously want this mod to get ported to 2.0
I would love it
Agggh why can I not work on smth for more than two days
I need to get that checked
Fair enough
hi vic
Me when Rosy wants to make Triple Power Addon map Maker but she needs permission from vic
Fuck I didn't want to ping, sorry Rose '-'
Try uninstalling the mod from the storage tab if you got it and then reinstall
i fixed it, smartscreen was preventing it
ill hop on ig
I wonder if quantum will play nicely with creating the stage terrain at runtime
Hope so. I just need to change the tilemap...
commands have a max size of like 24 or 32kb
and you cant use realtime events for it
Oh no dw about the sending the level to the players part, I meant moreso "building" the stage, as in placing the tiles mid simulation before the match starts
I'll probably simply use the same method I used with vcmi's "replace all terrain with bricks" toggle, but with the arbitrary level data. Since that works fine
There will be zero baked level data in the build
It's a bit more involved than just tiles though, it includes level boundaries and size, as well as enemies of course...
perfectly within range 
hm, perhaps it can be chunked to send n commands of, say, 1kb until all the level data is sent?
Late joining players would be a problem
They wouldn't have that state unless you also serialized it
agh, i always forget about them. it used to be a problem in the 1.7 version too
MvLO maker bugs? :p
Dev-modding
so sorry, i think that script is going entirely over my head
oh and replays, yeah let's just pretend those don't exist
aw man
If it works with late joiners it should work with replays
I don't know if I wish to store the entire level contents in each replay
I mean, how else would it work?
Unless you do it addon style
where you download and inject map assets *before8 starting the quantum simulation
Yeah, that's why I want to just not
ah.
you can make levels and play them right then and there!! you can also download other people's levels they have uploaded. very easy. so much variety
u can download this.
oh sick
ok, i think i'm starting to understand. so i could store the level contents in the Frame in their simplest form (just the json or whatever the server returns)... and then it's available to late joiners too. since we only need it once at the beginning of the match, we can deserialize it (dejsonify it) on demand
unless it's easier to store it in the frame already dejsonified. i have a "levelmodel" class that is the object form of this. however, i'm not sure how the Frame would serialize an object like it
for example, StageTileInstance is an object that is serialized in frame.user. but i'm not sure how it implements its Serialize() function
but now it hits me: i don't really want to have serveral kilobytes worth of data meandering in every single frame, do i? sounds like a lot
well when do you plan on sending the stage data in the command?
if you do it every time the game starts, you'd need to wait until the command arrives... but then you wouldn't need to store it anywhere.
if you do it once then you can play multiple times off that info, then you have to save it somewhere.
I need two "bursts" of data. First, when the level is selected and the name and description are shown. This happens in the lobby. Secondly, when the level contents are grabbed for building the stage when the match starts
i don't really want to have serveral kilobytes worth of data meandering in every single frame
how else would you do it tho?
This would be fairly simple with a command or two
Actually. There's a way to create asset objects
at runtime
Quantum assets are C# classes that will act as immutable data containers during runtime. A few rules define how these assets must be designed, impleme
Storing is not really mandatory because once the stage is created, the level model can be discarded (ignoring late joiners for now)
I think this is exactly what you want
Dynamic assets are not synced between peers. Instead, the code that creates new assets needs to be deterministic and ensure that each peer will generate an asset using the same values
via the command data
The only exception to the rule above is when there is a late-join - the new client will receive a snapshot of the DynamicAssetDB along with the latest frame data. Unlike serialization of the frame, serialization and deserialization of dynamic assets is delegated outside of the simulation, to IAssetSerializer interface. When run in Unity, QuantumUnityJsonSerializer is used by default: it is able to serialize/deserialize any Unity-serializable type.
Aha, I can turn my level model into one of those, after which it'll be easier to get into the simulation, yeah?
Sounds great, that was one big obstacle. I didn't want to send huge json strings around either
so you can get rid of it when the game ends and the host chooses a different map
working on a new level, need to know if changes are necessary, thankss!
Well, what's your plan with it? Because as a vs level it would be pretty bad, but I'm assuming you have another idea?
ye its supposed to be a singleplayer map, ive already uploaded a multiplayer version (note: ||the background deco is way worse there and its only a single room ^^`||). my main goal is to "implement" the SPM (super paper mario) pit of 100 trials (as in design, deco and map building) where you can search for one star in each room (current limit is 10 rooms) while defeating enemies on your way.
will 2.0 mvlo maker ever happen?
i think he is actually slowly working on it, even if he didn't clearly state it
remember? :)
I thought it was July 3rd 2026, and that it was the future, but you got it the other way around ๐
To be fair I'd rather wait more and have a bug free and finished release. Because for example the mushroom platform not working, and pipes being not enter-able was a big let down in map creation
Hopefully
Yeah lol
I got impatient 
