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License: MIT License
An REFramework plugin that adds Direct2D scripting APIs
License: MIT License
Got reframework working but can't find a way to make reframework d2d work, I'm using Proton Experimental and dinput8 override, manually installed vcrun 2017 and dotnet 4.8 in case any of those made a difference, don't know how to generate log files but I'm glad to help with everything I can, that is if you want to support linux
Is your feature request related to a problem? Please describe.
Since the last D2D release v0.4.0 a bunch of new functions have been added to default REF draw API like:
draw.outline_circle(x, y, radius, color, num_segments)
draw.filled_circle(x, y, radius, color, num_segments)
draw.outline_quad(x1, y1, x2, y2, x3, y3, x4, y4, color)
draw.filled_quad(x1, y1, x2, y2, x3, y3, x4, y4, color)
and some others.
Describe the solution you'd like
Any chances of updating D2D and adding those functions?
Problem:
Alpha Blending (aka transparent colors) behave differently from imgui and photoshop. Lower opacity adds dirtiness (blackness) to the color.
Possible reason:
RGB channels are multiplied by alpha twice.
Possible solution:
This is an issue on the REFramework github also, but i thought i'd post it here also as i'm unsure which piece is at fault.
Effectively anytime when the game is closed it won't close out normally and the Monster Hunter Rise.exe gets stuck and has to be manually killed in the task manager.
The odd part for me is i've tested the following:
Now i need to add it also did this when i was using the .lua script included in the mod on the nexus. The release.zip here doesn't seem to have that .lua and a friend of mine is running the coavins dps and MHR tweaks mod with the d2d.dll/lib files but not the .lua in the autorun.
So i'm uncertain if the issue is with REFramework itself, or if d2d is causing the issue when a .lua script calls on it.
Hello, my game doesn't close down properly when I use this plugin with the scripts "village reminders" or "coavins dps". I guess that happes with any script that uses this pugin. The game closes its window, but MonsterhunterRise.exe never closes down and hangs there indefinitly. The only way to close it is via TaskManager and then all settings made in REframwork are not saved automatically (E. g. Overkill Mode settings from UI Scaler script).
Oh and it doesn't happen if the plugin is installed, but no script is using it.
my ram usage with this mod in increases exponentially vs not using it
Problem:
The precision of positioning when using d2d.*
is lower than when using draw.*
. On videos below the health bar is drawn using draw.world_to_screen(monster.position)
. Using those coordinates in d2d.fill_rect
gives pretty shaky results while draw.filled_rect
is drawn smoothly.
The quality of text is also seems lower.
(Also maybe rename fill_rect to filled_rect to match one from imgui?)
Videos:
Using d2d: https://mega.nz/file/PXpmlYKZ#df7uouat9Y28nzCKqlW6FnvpFJ-Rq_kzUH39URPZLNM
Using imgui: https://mega.nz/file/6S42AK7L#0De71chimYuJ1y7VWPJE60x0f8EhKF0zrGGaiYMQBrE
Problem:
If something goes wrong in re.on_frame
it shows an error or just returns from the function. When using d2d.register(init_fn, draw_fn)
if something goes wrong in draw_fn
the game gets completely frozen and we have to restart the game.
Desired behavior:
Show an error or/and return from the function so the game could continue running.
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