Home › Forums › Destiny of an Emperor › Destiny of an Editor (permanent beta test mode active)
Tagged: Destiny of an Editor, Destiny of an Emperor, Huo Hu, Niahak, ROM Hacking, Xian Zhu Xuande, Zhuge Liang
- This topic has 1,129 replies, 26 voices, and was last updated 10 years, 12 months ago by
MiDKnighT.
-
AuthorPosts
-
April 28, 2012 at 4:02 pm #27235
Lord Yuan Shu
KeymasterAh I see, cool.
So how was the porting done? I don't think we're ever 'ported' to a new area in the normal Destiny of an Emperor unless we go there ourselves.
Welcome to Lord Yuan Shu Walkthrough Guides ·
Huo Hu's Adventure started Destiny of an Emperor hackingApril 28, 2012 at 4:59 pm #27236sonic.penguin
ModeratorFor gullwings, I believe it is entrance dependant. Like when you enter a town for the first time is when it flags the gullwing location as re-visitable. I guess that is better than being battle-dependant. Although for some reason I'm thinking Ru Nan was different and THAT one was only gullwingable upon defeating Sima Yi for the first time.
May 1, 2012 at 2:22 pm #27237sonic.penguin
ModeratorI have windows 7 64 bit and for some reason, DOAEditor doesnt display properly. It cuts off the text @ "Soldier as" w/out the word enemy or ally. Also, the map coordinate Tiles that display X,Y for location and region do not show up.
May 1, 2012 at 7:39 pm #27238Lord Yuan Shu
KeymasterI have a Windows 7 64 bit Acer that had the same problem. Forget what we did to fix it but it wasn't much.
Welcome to Lord Yuan Shu Walkthrough Guides ·
Huo Hu's Adventure started Destiny of an Emperor hackingMay 1, 2012 at 11:16 pm #27239Niahak
ModeratorSorry about the Win7/64 bit issue. It's probably due to Win7's Aero theming… although I'm not seeing it show up on my version (also Win7/64).
All of my layouts were, unfortunately, done manually which anyone with significant UI or localization experience will tell you is a terrible idea.
You might try one of the Compatibility options, if you right-click and go to Properties then choose the Compatibility tab… picking Disable Visual Themes would be my first recommendation.
If you could grab a screenshot assuming that doesn't work out, I can release a fix for it.
May 1, 2012 at 11:35 pm #27240sonic.penguin
ModeratorMay 2, 2012 at 2:45 am #27241Niahak
ModeratorHmm, it looks like it could be a font issue.
If you go to control panel -> display, I assume things are at 100% and DPI ("custom text size" is also at 100%?
I'm not sure what else to ask. If these're a dead end, I can cut a custom release to get things fitting properly for you tomorrow.
May 2, 2012 at 11:32 am #27242sonic.penguin
ModeratorI'll check it out when I get home. I believe my settings are @1080* which makes things pretty small … Might be
May 3, 2012 at 9:32 pm #27243sonic.penguin
Moderatorokay, so the problem had to do with the option that enhances text size. Apparently it did it to doaeditor as well. Its fixed now, just had to reduce the text size to (default) small.
May 4, 2012 at 5:36 pm #27244sonic.penguin
ModeratorJust found the solution to the disappearing people bug! Here is how it works. Whenever you check the "encounter" option in DOAEditor, whatever that bit-set is, it disables officers from appearing in towns such as Yuan Shao in Luo Yang, recruitable officers @ Si Shui gate, Luo Yang, etc. I discovered this when I had disappearing people in towns.
It also works on the disappearing Guo Si. If the "encounter" box is checked, he will not appear as a sprite if you try and place him as a towns person.
May 4, 2012 at 7:51 pm #27245Niahak
ModeratorHuh. That's interesting. So if you can find someone in random encounters, they CANNOT appear in towns.
I guess that makes sense, but it's not really intuitive. Maybe I should rename the field.
May 4, 2012 at 9:25 pm #27246sonic.penguin
Moderatoractually, they appear in random encounters even if the box is not checked…
May 5, 2012 at 9:15 pm #27247MiDKnighT
ModeratorHi Niahak,
I was talking to sonic about the crazy amount of time he spent on the Rise of Ieyasu mod and I was thinking maybe there are still ways that DoaEditor can help make modding more efficient. Here is where he spent his modding time:
1. Modifying officer stats/battle balance/officer flow & progression by playtesting battles multiple times/bug testing 50%
2. Modifying text/grammatical Errors 25%
3. Portraits 13%
4. Having to restart work b/c the mod got corrupted due to coding errors and not making frequent enough backups 5%
5. Editing Maps/Warps 3%
6. Modifying tactics/tactic names/weapons/Weapon names 2%
7. Graphics of sprites/towns (color selection/sprite to match) 1%
8. Story alignment w/ history/generals research 1%
9. Modifying opening biographies/credits 1%
#1 – Is not something DoaEditor can do. That just requires game testing.
#2 – Perhaps the text editor can be more robust somehow? Not sure…do you have any ideas? Like perhaps editing multiple text statements at once?
#3 – I'm sure a lot of that time was on unique portraits but I noticed when doing portraits for the Yuan Shao mod it was a pain to find and pick out all the slices. Especially with all the new portrait banks. Would be cool if there was an option to pick a face with something like the "select from map/region selector" thing from the maps. Then instead of picking each slice, just pick a face from the selector.
Then we have a couple things that had been discussed before like:
-Update the references to "recovery towns" (e.g. where you return after you die in each chapter).
-Update gull wing locations
And:
– Making the map edit area bigger (like 4 regions at once?) or at least being able to see the border of the surrounding regions. That makes continuing things like rivers and walls across regions easier.
If there's anything I can do to assist let me know.
May 5, 2012 at 10:22 pm #27248Niahak
ModeratorYeah, I saw the post about how much time sonic spent on Ieyasu and was thinking the same things.
#2 – One thing that would actually be fairly easy to implement, and may save time, would be a search option for lines in the text editor. I'd like to do something like automatically insert line breaks, but that may require some "fuzzy logic" regarding when the text banks go over the limit.
#3 – This may actually not be that bad, although I'd have to brainstorm some interfaces for it.
Recovery towns – Was this actually found in the ROM? It would be easy enough to create a new tab for it.
Gullwing locations – Ditto, I don't recall whether this is in the ROM hacking guide (I think it is, but it's kind of vague where they start/end). How are they tied to town names?
#5 (map editing) – This may be pretty high-cost since right now there isn't really any glue to tie regions together. I could do something like I did for the map selector, though.
I've also thought about tossing the DoaEditor code up on Github or on an SVN so others can contribute during my dry spells. I realize most people here wouldn't have much dev experience, but I swear to you that it is easier to learn C# than assembly :)
Eventually, I'd like to do some refactoring of DoaEditor as well, since its, er, "architecture" (haha) was never really designed to handle all these widgets and stuff. At the least it seems like some unit testing may help out with the occasional bugs people have seen.
May 6, 2012 at 1:06 am #27249Zhuge Liang
ParticipantQuote:I realize most people here wouldn't have much dev experience, but I swear to you that it is easier to learn C# than assemblyHey Niahak the great, I've always admired you for this. It's truly amazing to know that only with C# you could handle so much hacking. Was assembly not required at all to make DoaEditor? It comes to assembly when we talk about hacking but is C# actually that much help ? I'll be glad to know.
DoaE gave birth to Huo Hu.
-
AuthorPosts
- You must be logged in to reply to this topic.

