fs17_rm_seasons_private's People
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.
Adjust build system to omit fake storeitems for console build
Vehicles might be uncontrollable in snow
Maybe a bit too slippery to be fun.
Add console specific code/config
- Add console profiles for GUI
- Add console input buttons
Things to make for the big release
- GCV mask
- SOS mask
- Espachio weather @reallogger
- Espachio growth @theSeb1979
- Espachio textures @joskuijpers
- Blossoming trees in spring only (Marc is looking into new textures)
- Reset
- Espachio daylight @joskuijpers
- Espachio economy (shifts?)
- Espachio animals
Repair at shop doesnt work on console
I need to do this at home with the PS4 GUI version of the game. That will be friday ~noon.
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.
Test current seasons on console
See if an XB1 can handle our hourly and daily updates
Sugarbeet growth
Update modDesc ver to 39
Test modmaps with snowmask, custom XML files, textures
- Snowmask
- Custom XML
- Textures
- Admirers
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
FJM is incorrect for Paraguay because planting is not in spring
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).
Make sure no resources are leaked when quitting
Economy list is layed out wrong on non-16:9 displays
Visual season at start not correct (with sa geo)
Make sure all versions are up to date on the visual seasons.
Analyse issues with vehicle autostart and vehicle maintenance
Preferably, autostart is allowed again (and? enabled by default), on consoles.
Find a way to calculate seasonal textures memory size without starting game twice
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
Daylight on paraguay still wrong
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)
Update GCV snowmask in 1.5.2
Admirers are not unset
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:
- in Overlay:delete, set overlayId=0 after deleting
- In Player:delete, first unset the tool, then delete the overlay
When dropping many layers of snow, player can't move
Not very important, but could become an issue on Snowy Lands if people play on an empty snow crossing map without any existing vehicles to switch to (does not seem likely)
Increase brightness of the darkest part of the night a tad
Consoles use TVs and TVs suck, so you can't see anything: on PC you can see a bit in front of you.
Look into the vanilla values.
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 =
?
- Why couldn't it be just
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
FJM, not console: harvest before withering
NPCs wait until the last day of the calendar to harvest even though it might wither soon.
Complicated by needing to check growth data to see if it will wither.
Nice square parallelogram regions overlap in corner
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?
Make DMS only use 64px squares, on every map type
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.
WOPSTR brand not registered early enough.
The store item is loaded before the wopstr brand is created. This means the device will use LIZARD branding.
Test GEO mods
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?
Find button bindings for Seasons input
It might be a good idea ( by @reallogger ) to use IMPLEMENT keys when doing things on foot, like repair vehicle, maybe also skip night.
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.
Recommend Projects
-
React
A declarative, efficient, and flexible JavaScript library for building user interfaces.
-
Vue.js
๐ Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
-
Typescript
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
-
TensorFlow
An Open Source Machine Learning Framework for Everyone
-
Django
The Web framework for perfectionists with deadlines.
-
Laravel
A PHP framework for web artisans
-
D3
Bring data to life with SVG, Canvas and HTML. ๐๐๐
-
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.
-
Visualization
Some thing interesting about visualization, use data art
-
Game
Some thing interesting about game, make everyone happy.
Recommend Org
-
Facebook
We are working to build community through open source technology. NB: members must have two-factor auth.
-
Microsoft
Open source projects and samples from Microsoft.
-
Google
Google โค๏ธ Open Source for everyone.
-
Alibaba
Alibaba Open Source for everyone
-
D3
Data-Driven Documents codes.
-
Tencent
China tencent open source team.