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Messages - Akari

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1
Look at the version 0.14 and earlier https://github.com/q-gears/q-gears-reversing-data/tree/master/media/version_old. It uses SDL. It can play movie work with native scripts and so on. It uses PSX version of native data but youcan easily convert to PC version. Some of features support pretty lame but definetly worth looking at. Whole first mission with movie was playable.

2
Quote
Currently we are going to go with SDL: https://www.libsdl.org/
This is totally not starting from scratch, this is going to are going to reuse code from many different versions of Q-Gears to make something actually worth playing.

Look at the version 0.14 and earlier https://github.com/q-gears/q-gears-reversing-data/tree/master/media/version_old. It uses SDL. It can play movie work with native scripts and so on. It uses PSX version of native data but youcan easily convert to PC version. Some of features support pretty lame but definetly worth looking at.

3
Q-Gears / Re: QGears team needs more people!
« on: 2015-03-27 13:02:43 »
We're mostly more into Xenogears, but this engine seems to illustrate similar capacity for many classic PSX Square games.

The engine has few exported models from Q-Gears (you can see them in demo http://www.youtube.com/watch?v=YPnej8iKMPg). And now I'm working on things related to Xenogears: I want to export all Lahan related walkmeshes and make our walking algorythm work with it. Maybe add Jumping sliding and related things from Xeno.

5
Q-Gears / Re: Orge3d version change
« on: 2015-02-18 18:07:19 »
1) 2.0 still in RC version so it's too early to switch to it.

2) In v 2.0 legacy OpenGL RenderSystem works.

3) In v2.1 there will be GL3+ RenderSystem

6
I finished Dialog system and time down counter. This is more than enough for Bombing Mission. I didn't create usual counter, but It not used until later in game.
I tried to text it and find all bugs, but I failed and you find few of them when you will try to add new dialogs.

I used all source to implement all this features (based on 0.21). I'll try use new github source next time.
I don't know how to build all that stuff in repository now. I think it will be faster if I send my sources to you and you merge them yourself.

And I add new features to dat and font exporters. So they needs to be updated too.

7
Team Avalanche / Re: North Mako Reactor Bridge (Q-Gears)
« on: 2015-02-04 16:53:12 »
Another worthwhile challenge would be support for full (non tiled) background images

You can do it right now. I export it as tiles just because it's easier for me. I can export whole background as one image. Problem is that some tiles in ffvii has dynamic depth which is controlled from script. So I don't see any benifits from creating whole image. Better thing will be create an editor that allows set depth and tiles more naturally. Edit xml is pain in ass )

8
Team Avalanche / Re: North Mako Reactor Bridge (Q-Gears)
« on: 2015-02-03 16:13:52 »
The modelling approach for making directly-usable 3d scenes for Q-Gears would have to be different from the one used for rendering 2d backgrounds. Basically, for rendering 2d backgrounds, we can model without much care about poly counts/mesh optimization - real-time 3d scenes would be a different story. The other matter is about lighting and shading, since the renderer you would be using (Ogre) does not necessarily support the same shaders which a 3d-modelling software would. 

I know this things. But if we want - we could do it. It's still needs some work with camera though.

9
Team Avalanche / Re: North Mako Reactor Bridge (Q-Gears)
« on: 2015-02-03 09:47:34 »
By the way - it's possible to use 3d scenes directly in Q-Gears )

10
Akari:

Does this mean that opcode PC N will always become set_entity_to_character( "current_entity", "current_entity" )? What are the 2 parameters meaning here?


Look at file .\data\scripts\ffvii\field.lua - you find a lof of interesting in this file and directory.

Code: [Select]
set_entity_to_character = function( entity_name, character_name )
    if character_name == FFVII.Party[ 1 ] and entity_name ~= "" then
        if System.MapChanger.point_name ~= "" then
            local point = entity_manager:get_entity_point( System.MapChanger.point_name )
            if point ~= nil then
                local x, y, z = point:get_position()
                local rotation = point:get_rotation()
                local player = entity_manager:get_entity( entity_name )
                player:set_position( x, y, z )
                player:set_rotation( rotation )
                player:set_solid( true )
                player:set_visible( true )
            end
        end

        entity_manager:set_player_entity( entity_name )
    end
end

11
fixing small bug with clipping during dialog closing (image not clipped).

Done. Clipping fixed.

Now it's time for timer =)

12
Quote
Akari: Have you progressed with dialogue support?

Finish with button image exporting and inserting. Now fixing small bug with clipping during dialog closing (image not clipped).

Next target will be timer.

13
Akari how is dialog support coming along?

Working on inserting random image into text.

14
Text manager finished. Language changing finished. Now it's time for some variables in text (like names of characters)

Text includes finished. It include text in other text or dialog. Dialog is text with defined width and height of dialogbox. Because dialogs in different localization has different dialogbox size. This format used in xenogears and FFIX because it's more localization friendly.
Text includes can be used to include item names and character names in dialogs.

Example

Code: [Select]
    <text name="item_potion">Potion</text>
    <text name="item_potion">ポーション</text>

    <dialog name="receive_potion" width="138" height="25">Received “<include name="item_potion" />”!</dialog>
    <dialog name="receive_potion" width="164" height="25">『<include name="item_potion" />』を手にいれた!</dialog>

     message:show_dialog( 2 , "receive_potion", 200, 140 )

15
I implementing text manager to work with localized dialogs now. After that i hope to add counter and it's done. I will add texts for first 3 location to test how it's work )

Text manager finished. Language changing finished. Now it's time for some variables in text (like names of characters)

16
will you be commiting these changes to our github . if not where can we find them?

I will commit when everything will be finished and tested.

17
I implementing text manager to work with localized dialogs now. After that i hope to add counter and it's done. I will add texts for first 3 location to test how it's work )

18
Where is this? Did you put it in the obsolete version of the code? :)

The latest version is here:

https://github.com/q-gears/q-gears

If you fork from this and push changes to your fork you can open a pull request. This then uses Travis-CI to check your changes build etc. This also has Ubuntu PPA that gets built daily too.

The old repos are way different than newest source, I fear it could much extra work to take your changes to the new code base if you're still using the old one?



I work with my old version without changes I don't like. You can merge it later. It's just few core files.

19
2014-12-09
----------
+ [Input] Add "bind_game_event" input command to create ingame command bindings. [Akari]
* [Entity] Entity now uses ingame bindings instead of button hardcode. [Akari]

2014-12-05
----------
+ [Dialogs] Add "hide" method to messages. [Akari]
+ [Dialogs] Add variables to text via "set_variable" method. [Akari]
+ [UI] Add variable support to textarea element. [Akari]
+ [UI] Add pause_ok and time pause to textarea. [Akari]

2014-12-02
----------
+ [UI] Add posibility to set animation keyframe time in percent. [Akari]

2014-12-01
----------
+ [Dialogs] Add base window with text. [Akari]
+ [UI] Add overflow, next page and related states. [Akari]
+ [UI] Add feature of printing text in textarea element. [Akari]
* [UI] Change widget "scissor" parameter to "scissor_area". Add this parameter as animatable. [Akari]



Current ingame bindings in config.cfg
Code: [Select]
bind_game_event Space "message_ok"
bind_game_event Up "message_up"
bind_game_event Down "message_down"

bind_game_event Space "interact"
bind_game_event LCtrl "run"
bind_game_event Up "walk_up"
bind_game_event Right "walk_right"
bind_game_event Down "walk_down"
bind_game_event Left "walk_left"


Test dialog

20
The last part of the bombing mission is the countdown clock with the purple digits :D
I finished nmkin_2 and now working on nmkin_3 and ladders.  I have the original field command documentation but its a bit outdated, what would the equivalent of climb_to_position(const float x, const float y, const float z, const int triangle_id, const ClimbMovement climb_movement) be in 0.22 qgears.  I don't see that command in the ScriptManagerBinds file.

Code: [Select]
                -- move to up platform 1
                player:set_rotation( 180 )
                player:linear_to_position( -2, 3.5, 3, Entity.DOWN_TO_UP, "Climb" )
                player:linear_sync()

You can  look at the text_2.lua. This is testing ground for all ffvii movements.

Reverse FFVII dialogs render a bit and found few errors I didn't fix earlier about opening and closing dialog windows.

21
Add basic dialog support for simple text dialogs (no styling or questions). Few more days to support all FFVII dialog features. It will work like in v0.17 with minimal changes. You can look syntaxis there. Stay tuned =)

Next I add ingame bindings (normal bindings works already for long time).

Do you need something ekse like fade to make all bombing mission work?

22
Dialogue support would be pretty amazing, for some reason I thought most of that was already implemented in field

It was implemented in 0.17 but after second complete rewritting of engine it is gone. I add it to current version as soon as i can.

By the way i believe current version should be 0.22. Last one I release was 0.21 and i see no release since then

23
I add support for "on_interact" callback for entity-s and line triggers.
Could you compile changes and send me back? I don't have compiler here to do it myself. I can add dialog support but it will take a while.

http://vk.com/doc7350946_343148641

24
Also, does field:lock_walkmesh( 37, true ); exist? It doesnt seem to work

Sadly this function not exported to Lua.


Add this to ScriptManagerCommands.h

Code: [Select]
    // walkmesh access
    luabind::module( m_LuaState )
    [
        luabind::class_< Walkmesh >( "Walkmesh" )
            .def( "lock_walkmesh", ( void( Walkmesh ::* )( unsigned int, bool ) ) &Walkmesh ::LockWalkmesh)
            .def( "is_locked", ( bool( Walkmesh ::* )( unsigned int ) ) &Walkmesh ::IsLocked)
    ];





    luabind::globals( m_LuaState )[ "walkmesh" ] = boost::ref( *( EntityManager::getSingletonPtr()->GetWalkmesh() ) );



Quote
Also, how do I set variables?  Like for storing the position of the elevator or for the activation of certain scripts?

You need to store it anywhere in lua where you want )
Luastate is not reloaded after map load. Only entity container reloaded. I created file output\data\scripts\ffvii\data.lua for all this variables.
You can store there like this FFVII.Data.progress_game = 7

25
Thanks, the elevator scene now works properly.  However since I upgraded to the newest Q-Gears I can no longer make shortcuts on the main menu that take me to fields, whenever I skip the opening scene I am unable to move in the fields. My coordinates are setup right
I have added these in the begin_menu and changed the corresponding files and all worked fine in 0.21 but in 0.23 it teleports me to the field but I am unable to move.  I get no walkmesh errors in the console and the player isn't locked, what could be causing this?
Code: [Select]
                elseif self.position == 6 then
                    load_field_map_request( "ffvii_nmkin_1", "" )
                    console( "camera_free false" )
                    console( "debug_walkmesh false" )
                    script:request_end_sync( Script.UI, "BeginMenu", "hide", 0 )
                    FFVII.MenuSettings.pause_available = true

What is version 0.23? Where can I find it?

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