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Messages - charlie_38

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1
Hi Tirlititi,

I've been saving on different files everytime, although I didn't do this from the very beginning of my project. Could this be the cause?
The previous version I've been able to recover was done in a moment when I did save on a different file, anyway, so I'm not sure if I will experience this issue again if I recontinue my project from this point, saving files this way.
It seems that some .hws can get corrupted in the future even if I could load them without crashing some time ago.

2
Hi Tirlititi,

I've been doing some tests in a new HW project, and when I re-loaded the main project in which I'm working HW keeps loading it but never ends, causing HW not responding. It's not the same issue as crashing, which happens randomly as you explained. In this case I never get to open it whenever I try to load it.
I've been able to load a previous version, but this is far in progress from the last version I saved. Does this mean I might have lost my project forever? I'm afraid of redoing it to the point it crashed and that it happens again in some time.
I've tried to change its location in some other folders and also to rename it, but I never get to open it.

Regards.

3
Hi Tirlititi,

I've managed to set the camera movements for my mod. At the bottom right corner of the script screen you have a blue dot that you can move through X,Y axes manually if you click on the "MoveCamera" function, and doing so you can see how the camera position in the screen changes, but these converted values for screen coordinates don't seem to work fine in the game. However, if I adjust X,Y values little by little in the function "MoveCamera" taking other fields values as a reference, I finally get to the camera shot I want.

I've also fixed the "static" field issue with the function "ReleaseCamera", that gets the camera back to its normal position after the movements, so that you control Zidane again with the normal scroll that follows him. This is better to do within a scene with disable move and menu functions, so that the camera movements and the turn to its normal behaviour happen without the possibility of moving Zidane through the screen (you can lose him for a while in the screen).

This is indeed complicated, but with (a lot of) patience you can get cool effects :)


4
Hi Tirlititi,

I'd like to add camera movements when you enter some fields. I've managed to do this in field 1866, adding functions like "MoveCamera( 160, 288, 1, 8 )". This field has no scroll following Zidane.
But if I try to do this in other fields in Alexandria, the movements don't execute, or I get a black screen with no field (the sound works fine). 
I've been able to modify a bit the camera when you enter the field, but it keeps "static" and the scroll won't work when you move Zidane.

I've checked Function Zidane_Init and his coordinates from the different field entrances, and I've tried to set similar coordinates X,Y in "MoveCamera" function, so that these movement take place from Zidane's position, but when I reopen the field script these coordinates are somehow "transformed" sometimes. For example, for a field entrance where Zidane's coordinates are:

    case 232:
        set VAR_GlobInt16_0 = 65477
        set VAR_GlobInt16_4 = 7000
        set VAR_GlobInt16_6 = 0
        set VAR_GlobInt16_2 = 65448


If I set "MoveCamera( 65477, 7000, 1, 8 )", HW turns this into "MoveCamera( -59, 7000, 1, 8 )". And then, in the game I get a black screen.

Do you know if there is a way of doing this? I don't know if the scroll that follows Zidane should be edited for this purpose, but I can't manage to identify this funcion in the scripts.

Thanks in advance!
Regards.

5
Hi Tirlititi,

That was indeed the problem, I've added "InitRegion" in function "Main_Init" and the entries have been initialized as "Region". Now the scripts worked in my mod.

Thanks a bunge!

6
Hi Tirlititi,

No problem about status indexing, once I figured it out I didn't have this issue anymore.

Now  I am struggled with something related to field scripts. Let's see if I can explain it:
I'm trying to set an area in the field where a bubble icon is displayed and then something happens when triggering it. Something similar to Memoria card game spots or Dagger song triggering in Madain Sari. I think I've set up the scripts needed:
-Region_Init: I've defined a polygonal region with four points (X,Y)
-Region_Range: the script with "Bubble(1)"
-Region_SpeakBTN: what happens when you press X on the Bubble.

When I define a new entry as a Region (type 1) in "Edit Entries", I can't manage to make it appear as a Region in the functions list, it will always appear as "Entry_X". When I want to make a character model appear I don't have this issue since once I define the model ID the script is automatically recognised as "Object" type when I parse it.
I've tried to play my mod with these scripts though, but no bubble spot is displayed when going on the polygonal area defined.

Maybe I need to do something else?

7
Hi Tirlititi,

I've come up again with a bug issue with my HW project. I started a new one in december, saving always in different files as you told me.
I've added a Regen spell to an enemy (it didn't have it in the original FF9), and when I try this battle the spell is bugged since it won't stop healing the enemy every second, displaying healing figures very quickly, instead of doing it at regular time intervals.
I've tried this with a new project and it works fine, so it's clearly related to my current HW project. So... isn't there anyway to fix this? I've tried to load previous files of my project, in order to spot the moment it began to get bugged, but it seems that it has applied to every single file I've been saving.
As you told, it's quite irritating since it could happen with future issues, even if this Regen spell gets fixed...
I've made sure of modifying scripts in the proper language, since they are language dependant as you explained. Maybe it is the export function in HW that gets bugged?

I don't know what to do now... :(

EDIT: I've fixed it! It turns out that the file "StatusData" in my mod was wrongly modifyed, with incorrect status id. I was setting the ids that appear in the file "StatusSet", and not the original ids of the game. With this file set correctly, the spell Regen is working fine now.

8
Hi Tirlititi,

Thanks for your quick response. I will then follow your advise to save as a new file everytime I save.
I've tried to reopen a project and yes, it indeed crashes randomly even after renaming it.

My situation now is that I finished modding disk 1 and 2, but that HW project went somehow bugged and crashed so I couldn't reopen it anymore. I started a new project to mod abilities (spells, SA, commands, stats...), and my idea is to redo now disk 1 and 2 (and then continue with 3 and 4) in this new project. I've not been saving in different files in this new one, so... Althought it hasn't crashed or bugged yet, do you still advise me to start over and be careful with saves so that it doesn't crash in the future?

I'm glad that my explanation concerning the texts bug can help you. Should you require a little more detail about it, just let me know.

Regards!

9
Hi Tirlititi,

I've detected a couple of bugs in this HW version that maybe you want to have a look (if they have already been spotted in this topic, sorry!).

-If you want to change spells for Sword Magic (Steiner) in "Party / Special", the corresponding "MagicSwordSets.csv" file is exported correctly. However, if you save and close your HW project, when you reopen it these changes are not saved, and Sword Magic appears with default spells.
This is not something very annoying since you can export it once and it will work for your mod.

-This other one is a bit hard to explain, I'll try! If you want to add a new dialog text for a localization, for example "Environment / Texts / Fossil Roo", it will be created at the bottom of the list, in my case "PRUEBA ESPAÑOL":

https://drive.google.com/file/d/1KULPIAfKlQNecY2XB-cl_rRUYA8XVqiD/view?usp=drive_link

If you save and close your HW project and you reopen it, this new text is still at the bottom of the list but its "preview" (the text in the language you have set in HW preferences) is gone. Instead, you will find the "preview" of your new text replacing the "preview" of the first original game's text in the list which had an empty "preview". So, in my example, you can see that the preview text "PRUEBA ESPAÑOL" has replaced the text that goes after "Stilzkin─En Cleyra he pasado las de Caín...":

https://drive.google.com/file/d/1C704jDKsxRWa6aYBoBqfwVYII-4xJvob/view?usp=drive_link

However, when you open the last text of the list, which has no "preview" now, is indeed your new text with the content you set for each language:

https://drive.google.com/file/d/1B8AVwQvtP_uaeIziu7M2xwC0aer-jKHJ/view?usp=drive_link

This issue can be fixed if you delete the "preview" which is replacing the original game's text and then rewrite it for your new text. Next new texts you add won't have this bug.

I've also noticed that adding texts can cause HW project to crash when you want to reopen it. Apparently you can rename your project and it will normally reopen.


Regards!

10
Hi Tirlititi,

I had already updated Memoria (v2023.06.11), and I started to use this new version of HW afterwards. I've just re-updated Memoria though, to check again.
The curious thing about this is that it seems to work fine with a new project: it only exports the changes you make, and then in game everything works correctly. But if I load my HW project and export, the CSV files are exported in the way I explained. That's why I thought it might have something to do with the version of my project: it will only work fine in game if I have the CSV files with all items.

Regarding the note in the Help windows, I had not read the top of that section: it clearly says that all those issues only apply for the PSX version. Sorry for not reading it from the beginning, LOL.


11
Hi Charlie_38.
There's no problem. Me and other people have done it without noticing any bug and there shouldn't be any. There would be issues if you tried to load a HWS that was created with HW v0.50b into the older version of HW v0.43, but the other way around is designed to work fine.

Hi Tirlititi,

I've noticed that this new version exports csv files that don't have all items, in StreamingAssets\Data\Items folder.
For example, "Weapons.csv" file, when exported from HW, contains the weapons I've modded and some of the rest of non-modded weapons, but not all of them.
I also have an issue with "Items.csv" and "ItemEffects.csv" files, since they don't contain all items ids. Then, when playing game, some attacks or actions don't work fine, like for example giving an elixir or a phoenix down to a party member.
I've modded some armours and none of them appear in "Armours.csv" file when exported. Only five items appear, and they are all non-modded.

However, text files in FF9_Data\embeddedasset\text folder contain only the modded stuff and they work fine. I guess it is because the tag "[TXID=X]" that must mean something like "mantain the name of the non-modded items until the item X that is modded".

Is this caused because my project was started with a previous HW version? Should I configure something else in HW?

Apart from this issue, in the Help window of HW, it says:

"[Scripts]
You can't edit the World Maps' scripts in the Japanese version of the game."

Does this still happen if you change language setting in HW to Japanese, and edit worldmaps' scripts?

Regards!

12
Thanks Tirlititi, I installed the latest version and I could load my project from the previous version.
By doing this I tought I could fix an issue I have when following Incinerator steps about adding a cutscene:

Quote
I. Getting Started

In field: Alexandria/Dock (Field ID: 2458), we need to firstly initiate some character that will pose as our scene starter (in this case, it will be Steiner):

1. In Hades Workshop, navigate to the Fields Tab and scroll down to Field Alexandria/Dock (Field ID: 2458)
1a. Select "Edit Entries"
1b. In the Entries Menu, scroll down and select "Steiner" and "Freya". *Because this field does not natively have Steiner or Freya initiated (par vanilla), we need to add them in manually)
1c. Select "Edit Script"
1d. In the Edit Script Window, under the "Functions" section, right-click and select "Add"
1e. In the Properties Menu, for "Entry" select "Steiner"
1f. For Entry Type, set the value "2". "2" means "object with model", standard for all 3D models initiated
1g. For "Function Type" set the value "0". "0" means "main function". Every 3d model has an _Init function, which is used to create the 3D model in scene
1h. Select "Parse", then "Ok".


In Edit Entries I already see Steiner in the list and I can't add or delete anything. Then, in Edit Script I try to add a function and in Entry I don't see Steiner but "Entry21" instead. The Entry Type is not available in order to set the value 2.
What am I doing wrong?

Thanks in advance.
Regards!

Carlos

13
Hi Tirlititi,

Maybe this is a stupid question, but I'd like to ask you if there are any issues when loading a project designed on a previous HW version (0.43 in my case) on the latest one. Just to make sure I don't have to edit anything when loading the project on the new version.

Thanks!

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