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Re: Wasteland 2: now with improved modding capabilities!

Posted: April 16th, 2020, 9:48 am
by davoker
I would at least like to know what program to use, because I wouldn't mind making some texture changes hehe

Re: Wasteland 2: now with improved modding capabilities!

Posted: April 16th, 2020, 10:25 am
by Executor_
0.9.4zg now available here

GENERAL CHANGES
  • Vulture's Cry will now have her equipment placed in her inventory if it is recovered from Harold
MODDING
  • the textures for the built-in UIAtlases (WL2_HUD, WL2_Equipment, etc.) can now be replaced
    • must be a PNG or JPG file
    • must be placed in the "Sprite" subfolder of your "Imports" directory
    • must be the same size as the original texture
    • must be the same name as one of the predefined UIAtlases:
      • WL2_Weapons
      • WL2_HUD
      • WL2_Icons
      • WL2_Dolls
      • WL2_Junk
      • WL2_Equipment
      • WL2_ItemSparkle
      • WL2_Tutorials
      • WL2_Tutorials2
      • WL2_Tutorials3



davoker wrote:
April 15th, 2020, 4:16 pm
PS: A question, the tutorial of initiation in modding, is off, do you know if there is some place where this tutorial can be seen? I would be interested to learn, I have some experience with modifying Starbound, it uses JSON files (which looks like MSON from what I see) and LUA, maybe with a tutorial I could learn a little better how it works and make my own modifications, by way of test and those things hehe
Only place I ever saw it was the inXile website. Maybe try contacting them, it could just have been accidentally deleted or moved to the wrong directory on the server.
lexo1000 wrote:
April 15th, 2020, 7:18 pm
Im trying to use a custom WL2_HUD. I pasted my PNG in Sprite folder but it is not take into account in-game. Please can you tell me if it is possible to do that?
Possible now. Ensure your PNG is named "WL2_HUD.png" and the same size as the original texture (4096x2048) and it should work.

Re: Wasteland 2: now with improved modding capabilities!

Posted: April 16th, 2020, 10:46 am
by Shadow Jack
Hi Executor, glad to see that you are still working on the framework. I have a question: is there any way to make Visual Studio(or any other IDE) to manipulate(read, write, map) mson files in similar way it can manipulate jsons?

Re: Wasteland 2: now with improved modding capabilities!

Posted: April 16th, 2020, 12:43 pm
by Executor_
Not sure. There's probably a way to specify the schema for a file format, similar to these instructions for Visual Studio Code.

Re: Wasteland 2: now with improved modding capabilities!

Posted: April 16th, 2020, 1:17 pm
by lexo1000
Executor_ wrote:
April 16th, 2020, 10:25 am

[*]the textures for the built-in UIAtlases (WL2_HUD, WL2_Equipment, etc.) can now be replaced
That's great! As you can see on this screen, I managed to improve character panel by reducing its size but now other element are not correctly aligned. Please can you try to change the life bar position in Csharp in order to display it higher?

Also, I edited print paper texture in WL2_HUD but weird enough this one is not taken into account by the game. Any idea?

You made an amazing job on this patch thank you!!

Image

Re: Wasteland 2: now with improved modding capabilities!

Posted: April 16th, 2020, 2:53 pm
by davoker
Thanks for the fix! playing with these fixes is great, thanks for still updating, for now 0 problems, everything seems to be going great *O*

Re: Wasteland 2: now with improved modding capabilities!

Posted: April 16th, 2020, 3:45 pm
by Executor_
lexo1000 wrote:
April 16th, 2020, 1:17 pm
That's great! As you can see on this screen, I managed to improve character panel by reducing its size but now other element are not correctly aligned. Please can you try to change the life bar position in Csharp in order to display it higher?

Also, I edited print paper texture in WL2_HUD but weird enough this one is not taken into account by the game. Any idea?
A texture has no influence on the location of UI elements and hence you shouldn't be editing WL2_HUD to try to reposition them. The proper way would be to edit the code to offset the position of MobInfoTooltip based on the width of the health bar so they don't overlap. However, I usually avoid fiddling with the UI code because it always ends up taking too much effort, as trying to fix it for one set of circumstances inevitably breaks it for others.

Re: Wasteland 2: now with improved modding capabilities!

Posted: April 16th, 2020, 3:54 pm
by davoker
I receibe this error:

Code: Select all

MSON files found in 'Import' folder: 95
	WARNING: unrecognized object type name 'az06_Damonta'; ignoring "Arizona/az06_Damonta/RickBaychowski_0dc777c6-b23b-45ef-bed5-22f34f981aac.mson"
	WARNING: unrecognized object type name 'az06_Damonta'; ignoring "Arizona/az06_Damonta/Rick_External_bc1d1f35-ff79-4db3-ba86-1c7e2d7e5623.mson"
93 of 95 MSON files are valid
I'm not sure what the error is, but those files are from files that I have modified to "change the portrait", however, the portraits are working properly, so I always ignore these errors.

It is just curiosity, to know if this could be normal or not, I have many changed portraits and these 2 files are the only ones that give error.

Re: Wasteland 2: now with improved modding capabilities!

Posted: April 16th, 2020, 4:15 pm
by Executor_
That error occurs if you place a file in the wrong subfolder. You need to make sure you always copy the directory layout from the "Export" folder exactly. In this instance, creating a "Spawner" folder beneath "az06_Damonta" and moving the files inside should fix it.

Re: Wasteland 2: now with improved modding capabilities!

Posted: April 16th, 2020, 4:36 pm
by davoker
Executor_ wrote:
April 16th, 2020, 4:15 pm
That error occurs if you place a file in the wrong subfolder. You need to make sure you always copy the directory layout from the "Export" folder exactly. In this instance, creating a "Spawner" folder beneath "az06_Damonta" and moving the files inside should fix it.
Oops xD I should have moved them, all the others are correct, as I modified many files for the portraits I would forget to put them in their place hehe

Thank you!

Re: Wasteland 2: now with improved modding capabilities!

Posted: April 17th, 2020, 1:02 pm
by Olive Branch
I can't thank you enough for continuing to update the game when Inxile is busy with Wasteland 3, Executor_! The devs really should hire you for the team, you seem to be more in the weeds with the code than they are! :D

Re: Wasteland 2: now with improved modding capabilities!

Posted: April 18th, 2020, 2:31 pm
by davoker
One question, is it possible to make the NPCs you recruit, can use equipment like the rangers created by you? to change their clothes, would there be a way to activate an option like this? you could put that option in the mod menu that adds this modification.

Edit:
Executor_ wrote:
April 16th, 2020, 4:15 pm
...
There is a small problem that comes from the original game, it is not caused by the mod, this problem has happened to me 9 out of 10 times, in the titan cannon, when you manipulate the missile launcher for Diamondback militia, when leaving the underground, the militia attacks all the monks, ok so far so good.

The problem is that "the monk seller", the one who sells weapons, armor, etc., his "loot" is not accessible, you can see that the loot is there, because you see the brightness it emits, the bodies with loot emit that brightness, but the loot seems to be underground or hidden, it is not accessible.

This problem "sometimes" can be solved saving game right there, and loading game again, "sometimes" the loot becomes visible and accessible, but it does not always work, this seems to be a problem of the game, it always happens to me.

New edit xD:

Do you know if something happens with this? Is it something they left half-done? Can you see something in the files, in the code, that indicates if that body has any function? -> viewtopic.php?f=10&t=20631

Re: Wasteland 2: now with improved modding capabilities!

Posted: April 19th, 2020, 12:57 pm
by Executor_
Olive Branch wrote:
April 17th, 2020, 1:02 pm
I can't thank you enough for continuing to update the game when Inxile is busy with Wasteland 3, Executor_! The devs really should hire you for the team, you seem to be more in the weeds with the code than they are! :D
I might've gone a bit overboard for 0.9.5 though. It feels like I've rewritten half the game.
Some of the classes that have been completely overhauled:
  • Mob
    • most of PC now inside Mob class
    • spawn code entirely revised
    • the MobTemplate classes also redone
    • I rewrote MobStats twice more in 0.9.5
    • PCInventory -> MobRepository, now handles items and character models for both PCs and NPCs
  • Game
  • CombatAStar
  • FOWSystem
  • EventManager
  • saving/loading, InventoryLocker
  • Drama, PropObjects
  • INV_PartyList, PopupInventoryMenu
  • Trait
  • items, particularly wearable and ammo
Some needed to be changed for implementing new features. Others because I don't like to duplicate changes across multiple nearly identical methods. For example, the RefreshWeapons and RefreshWearables methods that existed in both the NPC and PCInventory classes before are now merged into one of each in the MobRepository class.

But most were rewritten simply to improve performance, like the FOWSystem, EventManager, CombatAStar, Drama, PropObjects, and the save system.

My pride and joy, however, is the new Debug Console. Games that have a console generally limit the available methods that can be called to a select list. I considered that option, but I decided to go a more flexible route: a fully Reflection-based C# interpreter. Now I can call any method or function, or change any field or property with a few keystrokes. It's not too useful for actually playing the game, but it definitely speeds up my work.
https://imgur.com/rTIMCxv
https://imgur.com/ZwHZ245
https://imgur.com/g1xhuli
davoker wrote:
April 18th, 2020, 2:31 pm
One question, is it possible to make the NPCs you recruit, can use equipment like the rangers created by you? to change their clothes, would there be a way to activate an option like this? you could put that option in the mod menu that adds this modification.
Should be doable without too much effort. Would obscure the Dismiss button though.
davoker wrote:
April 18th, 2020, 2:31 pm
There is a small problem that comes from the original game, it is not caused by the mod, this problem has happened to me 9 out of 10 times, in the titan cannon, when you manipulate the missile launcher for Diamondback militia, when leaving the underground, the militia attacks all the monks, ok so far so good.

The problem is that "the monk seller", the one who sells weapons, armor, etc., his "loot" is not accessible, you can see that the loot is there, because you see the brightness it emits, the bodies with loot emit that brightness, but the loot seems to be underground or hidden, it is not accessible.

This problem "sometimes" can be solved saving game right there, and loading game again, "sometimes" the loot becomes visible and accessible, but it does not always work, this seems to be a problem of the game, it always happens to me.
There's two maps that share the "Canyon of Titan" title and two more with "Temple of Titan", most with tons of NPCs. Please provide a save, or the map name along with either a screenshot or the name of the NPC. You can get the scene name by opening up the debug.txt file in your "Mods" folder and scrolling up from the bottom looking for a "Loading map:" line.
davoker wrote:
April 18th, 2020, 2:31 pm
Do you know if something happens with this? Is it something they left half-done? Can you see something in the files, in the code, that indicates if that body has any function? -> viewtopic.php?f=10&t=20631
Nope, nothing there aside for a dead body. Game code doesn't have anything either.
https://imgur.com/1cIDGkd

Re: Wasteland 2: now with improved modding capabilities!

Posted: April 19th, 2020, 2:39 pm
by davoker
Executor_ wrote:
April 19th, 2020, 12:57 pm
davoker wrote:
April 18th, 2020, 2:31 pm
There is a small problem that comes from the original game, it is not caused by the mod, this problem has happened to me 9 out of 10 times, in the titan cannon, when you manipulate the missile launcher for Diamondback militia, when leaving the underground, the militia attacks all the monks, ok so far so good.

The problem is that "the monk seller", the one who sells weapons, armor, etc., his "loot" is not accessible, you can see that the loot is there, because you see the brightness it emits, the bodies with loot emit that brightness, but the loot seems to be underground or hidden, it is not accessible.

This problem "sometimes" can be solved saving game right there, and loading game again, "sometimes" the loot becomes visible and accessible, but it does not always work, this seems to be a problem of the game, it always happens to me.
There's two maps that share the "Canyon of Titan" title and two more with "Temple of Titan", most with tons of NPCs. Please provide a save, or the map name along with either a screenshot or the name of the NPC. You can get the scene name by opening up the debug.txt file in your "Mods" folder and scrolling up from the bottom looking for a "Loading map:" line.
Sorry, temple of titan, specifically the only seller on the map:
https://wasteland.gamepedia.com/Temple_of_Titan
https://wasteland.gamepedia.com/Monk_lobber_(trader)

When you enter the temple, "to the underground", if you work for the Diamonbacks and do what they ask, when you leave the underground to that map, the vendor "is not in his place", he seems to be dead "elsewhere on the map" , but the loot remains on its sale site, only it is not accessible, you can see the brightness of the loot, but it is hidden or underground, I don't know exactly what happens.

Saving game and reloading seems to solve the problem, but not always, when loading game, suddenly you see a bag with the loot.

PS: I do not have the saving of that point, I have the ugly habit of going overwriting the 2 or 3 saved that I use, :? I hope that those data are worth to you.

And thanks for the other answers hehe

Re: Wasteland 2: now with improved modding capabilities!

Posted: April 21st, 2020, 4:38 pm
by Executor_
0.9.4zh now available here

GENERAL CHANGES
  • can now allow modifying the clothes worn by CNPCs by going into Options --> Modding tab; turn this off if you want to dismiss them as that option is obscured while this is active

____________________________________________________________________________________

davoker wrote:
April 19th, 2020, 2:39 pm
When you enter the temple, "to the underground", if you work for the Diamonbacks and do what they ask, when you leave the underground to that map, the vendor "is not in his place", he seems to be dead "elsewhere on the map" , but the loot remains on its sale site, only it is not accessible, you can see the brightness of the loot, but it is hidden or underground, I don't know exactly what happens.

Saving game and reloading seems to solve the problem, but not always, when loading game, suddenly you see a bag with the loot.
The thing is, the code merely hides him, he's never supposed to die. The game reports him as still alive after you interact with the computer. Still alive (just hidden) if you save and reload. So not sure how you ever managed to loot him. The only thing I can think of is maybe a DBM guy kills him before the Drama code hides him during the map loading process.

Re: Wasteland 2: now with improved modding capabilities!

Posted: April 22nd, 2020, 1:30 pm
by davoker
Executor_ wrote:
April 21st, 2020, 4:38 pm
0.9.4zh now available here

GENERAL CHANGES
  • can now allow modifying the clothes worn by CNPCs by going into Options --> Modding tab; turn this off if you want to dismiss them as that option is obscured while this is active

____________________________________________________________________________________

davoker wrote:
April 19th, 2020, 2:39 pm
When you enter the temple, "to the underground", if you work for the Diamonbacks and do what they ask, when you leave the underground to that map, the vendor "is not in his place", he seems to be dead "elsewhere on the map" , but the loot remains on its sale site, only it is not accessible, you can see the brightness of the loot, but it is hidden or underground, I don't know exactly what happens.

Saving game and reloading seems to solve the problem, but not always, when loading game, suddenly you see a bag with the loot.
The thing is, the code merely hides him, he's never supposed to die. The game reports him as still alive after you interact with the computer. Still alive (just hidden) if you save and reload. So not sure how you ever managed to loot him. The only thing I can think of is maybe a DBM guy kills him before the Drama code hides him during the map loading process.
Omg thank you very much for putting the option to change the clothes to the recruitable NPCs, wonderful, out of curiosity, can not be ruled out if the option is activated? why is this happening? It is just out of curiosity (I suppose if you discard it with the option activated, the game will crash or something like that because in practice you shouldn't be able to change the clothes to the NPCs).

On the temple of titan NPC, as I have already told you, saving and loading the game does not always show the loot, but most of the time it does, I do not understand very well why the code says that, it is supposed that in that event all monks die, DBM kills everyone on that map, vendor shouldn't be alive.

If I understood correctly, it seems that the NPC dies, but instead of killing it, does the game "hide" it? as if he were dead? you can see the shine of the loot where he should be, that is indicative that he is a dead NPC, but his body is not.

Re: Wasteland 2: now with improved modding capabilities!

Posted: April 23rd, 2020, 4:34 am
by Executor_
davoker wrote:
April 22nd, 2020, 1:30 pm
Omg thank you very much for putting the option to change the clothes to the recruitable NPCs, wonderful, out of curiosity, can not be ruled out if the option is activated? why is this happening? It is just out of curiosity (I suppose if you discard it with the option activated, the game will crash or something like that because in practice you shouldn't be able to change the clothes to the NPCs).
The clothes slots and the Dismiss button are located on the same part of the screen, so only one can be shown at a time. I guess I could've tried to relocate the Dismiss button, but it's not like there's a lot of space elsewhere for it.
davoker wrote:
April 22nd, 2020, 1:30 pm
If I understood correctly, it seems that the NPC dies, but instead of killing it, does the game "hide" it? as if he were dead? you can see the shine of the loot where he should be, that is indicative that he is a dead NPC, but his body is not.
The vendor is never supposed to die, just disappear off the map; you ever being able to loot him is a bug. I'm still not sure what causes him to be killed.

Re: Wasteland 2: now with improved modding capabilities!

Posted: April 23rd, 2020, 6:13 am
by davoker
Executor_ wrote:
April 23rd, 2020, 4:34 am
The vendor is never supposed to die, just disappear off the map; you ever being able to loot him is a bug. I'm still not sure what causes him to be killed.
Oh I understand, then it is an error of the original game, this can be reproduced (if you have not already tried it) easily, doing the work for the DBM inside the silo, when leaving the DBM it kills the monks, at that moment it goes to the place where it was the vendor saves the game and reloads it, the loot bag will be in the monk's place, even before loading the game you can see the characteristic "shine" left by the loot or loot body of an NPC.

Well, it is not a serious mistake and it is likely that most people will never know it, I am a person who pays a lot of attention to things and I realized the detail of the brightness and thought: "Here should be the selling monk because they are all dead, but I don't see it ", until I found the solution to get the loot xD

Re: Wasteland 2: now with improved modding capabilities!

Posted: May 1st, 2020, 5:44 am
by uac4000
Good day! Is it possible to fix the clumsy character animation? Weapons in the hands of not correctly lies.

viewtopic.php?f=34&t=20347

Re: Wasteland 2: now with improved modding capabilities!

Posted: May 2nd, 2020, 3:26 pm
by Executor_
Maybe one day. I'd have to check each weapon on both the male and female character models, and there's a LOT of weapon models. I tried adjusting a rocket launcher that was clipping through the character model a while back, but gave up because fixing it for one animation pose just caused more issues in other poses. If I just stuck to the unholstered standing and crouching poses, though, it might not be too bad.