Coder Social home page Coder Social logo

fs17_rm_seasons_private's People

Contributors

akuenzi avatar anonymous-any avatar balebaron avatar blaggy-0 avatar demers94 avatar drewcz avatar dzi4d3k avatar farmer1602 avatar fcelsa avatar gonimy-vetrom avatar gorgona2 avatar ian898 avatar joshvzeyl avatar joskuijpers avatar kitt3000 avatar laxz avatar leifege640 avatar mayhem17 avatar mrbear avatar n0tr3ady avatar promgames avatar r87x avatar reallogger avatar stijnwop avatar theseb1979 avatar turbostar190 avatar tykonket avatar vanquish081 avatar wieselflinked avatar zed636 avatar

Watchers

 avatar  avatar  avatar  avatar  avatar

fs17_rm_seasons_private's Issues

Optimize swath reductions

If there is no swath to reduce, no need to check for empty heaps. Can check return value of the add parallelogram function to determine if the second call is needed.

Add offset on economy

We might want to shift each fill depending on the GEO.

In economy.xml, e.g.

<animal name="cow" shift="2">

will shift all installed values with 2.

When supplying new values, the shift is reset to 0. So if a GEO overwrites just the cows by copying the values and changing 1 value, it still needs to add the shift="2".

Shifts can be negative.

Sugarbeet growth

Potential issues with sugarbeet growth

potentially you can harvest sugarbeet earlier
than the calendar suggests as per reported (edited)
game extension says missing state 2 when sugarbeet is at growth state 5 (late summer) for sugarbeets; the game growth menu says tops can be removed

fsscreen_2017_12_06_11_13_38
fsscreen_2017_12_06_11_13_47
fsscreen_2017_12_06_11_14_36
fsscreen_2017_12_06_11_14_42
fsscreen_2017_12_06_11_15_03
fsscreen_2017_12_06_11_15_08
fsscreen_2017_12_06_11_15_35
fsscreen_2017_12_06_11_15_41
fsscreen_2017_12_06_11_16_07
fsscreen_2017_12_06_11_16_11
fsscreen_2017_12_06_11_16_38
fsscreen_2017_12_06_11_16_49
fsscreen_2017_12_06_11_17_12
fsscreen_2017_12_06_11_17_20
fsscreen_2017_12_06_11_17_42
fsscreen_2017_12_06_11_17_45

Admirers and other objects: filler needed

Currently, if a map uses the admirers to hide objects with a collision mask, they should use the seasons_filler.lua to disable this collision mask when seasons is not loaded, otherwise the collision mask is active on non-visible objects (say, an object that only shows when it snows).

There could be 2 ways to solve this:

  • Have the filler script in the game (if console), always if seasons not loaded
  • Fix the game (engine?) to disable collisions when objects are not visible. It is unknown if this is a bug. If it is not, something other might be needed.
  • Do not allow season admirers on console

Release notes v1.3

New features

  • Now available on console as well.
  • Walking and driving in snow produces sound.
  • Repairing is now done in the configure / sell dialog. You can only sell when the vehicle is repaired or when it is totalled.
  • NPCs now use the crop calendar for their planting and missions.

Fixes

  • Added missing Brazilian translations.
  • Daylight saving time has been fixed for the southern hemisphere.

Improvements

  • The calendar is now better accessible with scrolling and selections.
  • The animals overview now shows 'Health' instead of 'Productivity' to better reflect its meaning.
  • Animals sell for less when their health is below 80%, but for more when above 80%.
  • Show warning when trying to drive with a turned off engine.
  • Vast performance improvements on snow, growth and rotting.
  • Initial growth reset and snow is done during the loading of the game, not after starting.
  • Straw and hay heaps only rot when it rains now, not during a transition change.

Notes

  • All non-scripted GEO mods work on console too, once going through our and Giants QA.
  • Maps can add the snow mask, replacement textures and admirers to their console maps.

Repair might have issues

On a new GCV game, I set the oeprating hours of the pickup to 200 using gsSetOperatingTime. Then i went to the shop.

The f1 menu says maintenance required, is also cuts off and stuff. But I can't repair it (No repair required).

Load during savegame loading much too high during RV

When loading a savegame, the ssReplaceVisuals will find all objects that need visual replacing, by searching the whole scene for objectts with names that fit the textures.xml data.

This is done all on one :update, which means the loading screen hangs during it. This causes high CPU as well.
Walking the tree also means it is about 80% of the whole loadscreen time.

  • For the loading screen: maybe we can control this?

  • Spread the replacing among multiple update calls, maybe by doing just a couple of textures per :update, instead of all of them

  • Currently, for every replacement, all nodes are searched. As numNodes is much higher than num replacements, and with how deep the scene goes, it might be better to walk the scene once, but the replacements table multiple times. Then we don't go down the whole tree, recurvively, so many times.

  • Find a faster way to find the nodes based on their name.

Alphablending not allowed on consoles

Currently, seasons textures.xml often have alphablending in their materials.

  • Find a way to disable alpha blending before loading these materials, without changing the XML files in mods. Otherwise even more versions of everything is needed.
  • Improve textures to look nice with alpha hitting
  • Remove all alphablending

Complete all translations

Needed from community:

  • Missing translations
  • Update of 11_02, half year -> full year
  • Update ss_helpText_08_03 (de and fr too)

Find a way to assign memory/vram usage to mods

Seasons uses about 32MB (currently, depends on texture changes in the data) of VRAM. This is not loaded using some vehicle/map/object xml, so that information should ideally be put inside the modDesc.xml

The same is true for any GEO/STM mod that supplies textures, like the Paraguay GEO.

When quitting with the handtool in hand, an error throws

onDeactivate is called after the player pickup overlay is deleted. onDeactivate tries setting this icon to white again. There is no way to know it has been deleted.

Two possible solutions:

  1. in Overlay:delete, set overlayId=0 after deleting
  2. In Player:delete, first unset the tool, then delete the overlay

Register and remove WOPSTR brand

On PC i can register a new brand during load time, but this is too late after making the loading changes for console. (Now the brand is created just before Mission00:load instead of at mod-source time).
I also can't easily remove the brand, because subtracting 1 from the num items might break the BrandUtil.

How does the platinum DLC do this? @stegei

Analysis needed

  • Is the environment re-created at savegame load?

    • If not, requires re-setting all values we change, like the curves
  • Is the whole scene deleted gracefully?

    • We link a lot of textures and materials and new nodes. Is this handled gracefully?
  • Code is never reloaded

    • This means that any code outside methods will never be updated
    • So put values that change in :preLoad
  • in MotorFailure, motorStart and motorStop are overwritten without superFuncs. This has reasons for LightAddon and other mods. These mods a not on console though.

    • Why couldn't it be just self.motorStart = ?

Introductionary

Branching:

  • master: released, like on PC version
  • develop: working, like on PC version
  • console: console version. Not in develop so we can merge fixes from pc into console

Quick todo list

Separate issues have to be made later, when we know consoles can run Seasons at all:

  • Add removeModEventListener
  • Add ssUtil.overwrittenFunction(target, key, new) and family
  • Add ssUtil.overwrittenValue(target, key, new)
  • Verify :deleteMap is called on all mod classes
  • Un-set all values overwritten with the utils on delete.
  • Use the new functions all over (not in specs)
  • Remove the no-snow border, as it is fixed in 1.5
  • Unload i3d material holders
  • Fix loading of Events: should be done in loader as well, because they can only be initialized at source time
  • Is the Wopstr storeitem loaded again, when starting a second game? (It seems the fake items never re-appeared)

Discuss:

  • Features that will not be available on console
    • Skip night?

FJM does not adhere to calendar

Is this something we want to fix for the console? It is not easy but can possibly be done. It all depends on how important it is.

Currently this can happen:

  • A player goes to a cultivated field, and asks for a mission.
  • It gives a corn mission, but it is outside the corn planting calendar
  • The corn dies the next day.

Reload with Platinum

The platinum DLC also changes elements of the game and undoes then when unloading. This needs testing in combination with Seasons.

Have not found any issues so far.

Add console buttons and GUI configuration

Just like the vanilla game, there are some things required to get the menus to work optimally on console. I suspect this is for adding the input button next to the button text.

  • Look at what vanilla does

How to test this, verify?

Finish modDesc for Seasons and Paraguay

Paraguay:

  • Verify memory usage on console?

Seasons

  • Mem size
    • Wopstr handtool
    • Seasons textures
  • Description texts to 130 version. Show link, not just 'here'.
  • Verify description is completely visible ingame.

If there is some program to calculate the memory usage, is it possible I could get insight of that to see how we could calculate it for seasons-related?

Measurement UI is not scrollable

Can't move focus in the UI. Initial focus incorrect?

Very annoying to test without console gui version, so must try to do it on a pc.

DMS leaves patches of snow on 4x maps

Tested on Rattlesnake Valley (4x). Added several layers of snow. Waited for hourChange for DMS to remove snow. On Rattlesnake Valley patches of snow was left after DMS was finished. Irregular shaped when using ffwd past hourChange, but regular when using 120x speed. Snow was completely removed on fields as the DMS returned field state from harvested to cultivated, but this did not happen elsewhere.

Tested also on GCV and found no issues.

fsscreen_2017_11_20_22_37_03
fsscreen_2017_11_20_22_38_30
fsscreen_2017_11_20_23_30_15

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.