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unfyModerator
music…. is a bit… weird in NES.
I’ve been meaning to look at DOAE and see how it handles music (would be cool to put in ANY nes music, including adding more tracks for mods to use)… but haven’t had the free time ._.
unfyModeratorZWB and I had noted that, especially with DoaE mods – audio was a bit crackly. We tried for over an hour to fix it to no avail.
I’ve actually found a version of FCEU (no x!) that will play lu bu 3.0 (or seems to at least), and the audio seems stable:
Site:
http://cah4e3.shedevr.org.ru/fceultra.phpFile:
http://cah4e3.shedevr.org.ru/dumping/fceu.rarUnfy mirror:
http://www.unfy.org/pmwiki/uploads/Ramblings/fceu-doae.rarunfyModeratorBwahahahaha!
Watched most of his play through, can confirm the bugs seen.
He didn’t get he all out bug until Shu or so.
Honestly dunno how I feel about Zou Ci -> NA characters. One fit better with the story / time period, the other was a cute hint as to the next mod ya should play heh.
I will note, that yet again, there is no manual.txt!
What does AGI do ?
Where are the soldier count break points for damage ?
What does the steed do ?
How does EACH of the tactics work ? What factors into success/fail ?
I have this distinct feeling I’m gonna have to go through the different forum threads & posts and figure this out for myself and write it up :(
unfyModeratorwhite listed yay
yes, we’re still working on this. and it’ snot necessarily a mod of the nes/snes rom -it’s a rewrite from scratch and will run on windows, mac, linux, etc.
and, we do have a name… and there will be two semi-simultaneous releases when it’s ready.
i had a burglary in early february and have since been in the process of moving to new place….
edit: fix the horz line, and moderator too, woo.
- This reply was modified 10 years ago by unfy.
November 19, 2013 at 8:14 pm in reply to: DOAE Lowest Level Challenge, Greatest Difficulty Run #52714unfyModeratorWillbloodworth (on twitch) recently did a similar run.
Think he allowed buying only ressurects and gullwings (no armor/pp/etc). No extra-than-necessary fights (so no in town fights, no pang tong etc). Not sure if he allowed himself smoke pots or not.
The last five fights:
http://www.twitch.tv/willbloodworth/c/2987220
edit:
The run seemed enjoyable for the most part. If ya like resets and hoping for good RNG while going about the game casually as a time burner, seems like it’d be an alright way to pass time and add a feather in your cap.
- This reply was modified 10 years, 4 months ago by unfy.
unfyModeratorLYS,
Can’t argue with going with a host you know :). All the power to ya!
Burst.net is kind of similar to HG in regards to quality going down a bit over the years. However, BN’s quality has dropped like a rock in the last year it seems :(. HG does have a pretty rock solid history, so that’s good news for us visitors :)
unfyModerator$220 is way too steep unless you plan on making money with the server in some form.
There are plenty of dedicated servers in the $40-$70 a month range. Which, unfy.org VPS has been having issues and it’s provider aint being so great (they were up to this point after a couple years. Burst.net btw) … so I’ll prolly be taking a look at a cheap dedicated server again here soon :(.
Or if you want to spend a bit more money and get service beyond reproach and good hardware, I’d suggest:
I had an account through them for a year or so, and then convinced my work to get an account with them as well. They’re top notch in my books for “it has to work or else”.
http://www.esecuredata.com were fine folks too, although I never had to do a service ticket with them so can’t really speak on that part of their service.
unfyModeratorHave Internet at home yet again. Yay.
It’ll take a while to get settled in, but net at home will greatly help things progress.
Atma’s been working on data stuff, I’ve been mostly stagnant :(. I know what I have to do, I’ve just not done it heh.
October 28, 2013 at 4:49 pm in reply to: The elephant in the room: a massive DoaE change that *WILL* occur eventually. #52644unfyModeratorMoving beyond 255 / 256 officers aint gonna happen. Not unless there’s a bankswitch system to where data gets overwritten between chapters (thus 256 officers per chapter) … or some other trigger point (Yuan Shao and Wu Invasion ?).
The sheer amount of rewrite required for > 256 at any time is just silly.
If it’s possible to overwrite huge chunks of data or change which base address you’re using for lookups via chapter, then maybe. Otherwise, I aint seeing it happening.
Speaking of which, have we gotten to the point where we can add more spiked tiles / forced fight tiles ?
unfyModeratorIf you enable some query logging do something on the forum, disable, copy queries log somewhere… and repeat the process for a few different things (browsing threads or posting, etc), can ya look at the queries that are being generated and try to figure out what exactly is going on ?
From what I’ve seen, reading the forum seems to generally go okay (unless all of LYS is down). Posting tends to be rather slow. Post’s would undboutedly be INSERT’s into the database while viewing posts would be SELECT’s. INSERT’s going slowly are typically caused by the backend is having to go through and update a bunch of indexes (which might be quite large ?).
Anyhoo, the reason for my question concerning recording the queries is to get a copy of them and to run them manually to see where the slow down is. Is it just one particular table, or or or etc. If it’s not the DB, then is it apache/php doing it ?
I’m sure you guys know what you’re doing, but just trying to throw ideas out there. We all love us LYSDOTCOM! :)
unfyModeratorForum speed is hit or miss.
Can’t really try to offer an explanation as to when it’s slow. Doesn’t seem to be a lot of folks posting (unless it’s spam that gets nommed) – cause there’s not a lot of posts every day.
How much control over the database do you guys have ? Have ya looked at, say, my.cnf for optimization options etc ?
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I’ve gone about switching from loading the forum root page for recent topics listing like old layout to using bbpress’s RSS functionality (http://www.lordyuanshu.com/forums/rss).
unfyModeratorSomething semi-unconsidered…. and something I hate having to do.
I already had a bunch of button code written that’s fairly competent. It’s now gotta be either simply removed or adapted into “GUIConfig” life as ‘labels’ :(.
I *hate* having to do this kind of thing, it’s just irritating to have to adapt / rewrite perfectly working code heh.
unfyModeratorwxlancer:
Actually – there’s not really any reverse engineering going on at all really. For some things we might pull some information from what others have learned and posted, but most of what’s going on is just gathering insight from what folks have learned as they have played the different ROTK’s (with a focus on 2).
What I’m currently doing at the moment could be somewhat the same as writing a generic ROTK-style game engine that is highly configurable by anyone via text files. This means that making mods or tweaks is easy and doesn’t require folks to have a compiler or programming experience (although it does help to know some things about programming).
Generals, what kind of attributes they have (name, affiliation, int, war, str, cha, pol, cuteness, fuzziness, alcoholism, etc), and what those attributes actually are will all be configured by text files. Same goes with provinces (rice, gold, land, flood, etc).
And, while having attributes easily define-able by folks in a text file is handy – for these attributes to be handy, you also need to be able to control what / how the game displays things. This is where the text mode GUI configuration comes into play (which I am taking a small break from to write this reply heh). Anyhoo, this way you can say “display this province’s “rice” stat here” in a text file and it will do it. Add a “kitten orphanage” attribute to the province, don’t forget to update the gui config to display it too! And update the math formulas to make use of it!
Kind of like the old text adventure SCUMM engine games had a generic ‘engine’ that drove them all.
This text file configuration stuff does place some limits on what can be done, but opens up a world of opportunity for folks to work on the project without needing to buy a compiler license and stuff. It also means that if someone wanted to, they could design an entirely different game – provided they change out the graphics, sounds, math formulas, gui config, etc.
Atma and I have been working on a wide range of topics relating to the game, including things that are definitely not apart of “Vanilla” ROTK2. As such, there will undoubtedly be two simultaneous releases for this project – something that is more true to the original, as well as a slightly different game that is more complex.
There is still huge amounts of work to be done concerning AI, existing ‘vanilla’ features, new features, formulas for different things, etc. The very first thing that has to happen is I *HAVE* to get this text gui stuff written with some basic / beginning functionality put in. At that time, folks can look at the internals and get a feel for how things work and start fiddling. Hopefully many things will be able to be done without me getting involved too much, but undoubtedly there will be things that require me to write some special code etc.
And while writing this out, Atma and I have … made my life slightly more complicated yet slightly easier. We’ve been discussing an EventCauses and EventEffects language construct for the text / semi-scripting config stuff. The GUI system will actually fire off individual EventEffects as it’s action system. This way all the grammar and language of configuration again gets reduced to a single “language” as it were (events such as flooding, yuan shu declaring himself emperor, or giving 100 gold to a general, or improving your land values).
The good thing about the above paragraph: earlier in the thread we discussed if searching for people / generals should spawn random guys, or maybe cover a wider variety of provinces, etc. With the Event language, then modders can choose how it works without requiring me to write special code for every little thing :).
unfyModeratorHi wxlancer! :)
Primarily, I want to wrap up the following two things before starting to get a lot more input on things:
* “GUI Config” = gui configuration via text file, at the moment only caring about provincial stuff
* gui -> performs actions (so that it actually does things heh)The game is primarily split into two or three screens / concepts / whatever. Provincial stuff and battlescape stuff. Maybe also the ‘map of china’ stuff. I’ve been focusing nearly entirely on the Provincial stuff and the data table stuff as that’s where 90% of the game play occurs.
I’ve got the battlescape maps borrowed from the original and laid out. Nothing else, really. It was just a starting place for looking at things albeit not gonna really use or something.
The last bits of stuff I’ve been fiddling with has been removing a lot of the hard coded stuff from the game engine (such as the names of attributes for generals / provinces), as well as making the GUI semi-scriptable via config files as well. This way ourselves (or modders) can make huge changes to the game without needing to recompile it from source code etc.
If you’ve read through the 20 some pages of posts in this thread, you’ll note that the pattern is generally everyone throws out ideas (including myself), and then I go about vetoing a fair amount of them or reducing them in scope. Many ideas are simply wwwwaayyyyy too complicated to implement for first run / version of the game.
That said…
The AI will definitely get a boost (I hope at least). It should take into account how proficient folks are at war in addition to soldier count. Should also attempt to do better at figuring out how vulnerable it’s current province is too. Atma’s changes were relating to a ‘decisiveness’ stat / attribute – which vanilla rotk2 obviously uses for aggressiveness and stuff.
The battlescape fire stuff does need to do better indeed. Atma has thrown out that your location (prov 1 vs prov 34) should affect firestuff too. Also not sure if to keep the ‘once per batle guaranteed fire start’ thing or not.
unfyModeratorRan through and finalized a good bit of the string substitution stuff. This has uses in GUI related things as well as math processing. Basically any string in the game will be passed through the substitution stuff.
This solves some math formula substitution issues (or rather, the need to implement it) as well as any of the GUI string substitution stuffs (such as displaying general / province data etc). And since the math and regular strings use the same substitution code, less to worry about.
There is one small caveat I’ll have to finalize with substitutions, but now that the string basic framework is done, I can move on to actually implementing the GUI-text-file-config stuff. I could have done the GUI stuff before strings but whatever. Both have to be done.
Note: framework. I’ve not actually implemented everything yet, just the skeleton and a test case example that worked wonderfully (fetching current province population).
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