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Post by Kuroha Saenoki on Nov 8, 2016 20:17:36 GMT
No, because im playing the game and is fun unlock them one by one. So , ¿what I need to do to add in a separate slot Vegetto Blue mod ( or perhaps in a new costume slot)? You should read the previous replies to learn how to add the slots yourself but as for unlocking them as if they were in the legit game.. I'm guessing we'll have to wait 'til we figure out how to fully add PQs, then stick them as the unlock for it. (ofc, with the XV2Patcher we'd have to have the unlock_goodies set to false for this idea to work, but yeah, it'd cater to everyone that way.)
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Post by IvDraconis on Nov 8, 2016 20:41:53 GMT
No, because im playing the game and is fun unlock them one by one. So , ¿what I need to do to add in a separate slot Vegetto Blue mod ( or perhaps in a new costume slot)? You should read the previous replies to learn how to add the slots yourself but as for unlocking them as if they were in the legit game.. I'm guessing we'll have to wait 'til we figure out how to fully add PQs, then stick them as the unlock for it. (ofc, with the XV2Patcher we'd have to have the unlock_goodies set to false for this idea to work, but yeah, it'd cater to everyone that way.) Seems my slots arent working. But the patcher works, did I unlock every character just for test , even Demigra is there. but there s no signal of Bulma or any Oozaru. CMSEditor is not working how is supose to be.
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Post by Kuroha Saenoki on Nov 8, 2016 21:04:16 GMT
You should read the previous replies to learn how to add the slots yourself but as for unlocking them as if they were in the legit game.. I'm guessing we'll have to wait 'til we figure out how to fully add PQs, then stick them as the unlock for it. (ofc, with the XV2Patcher we'd have to have the unlock_goodies set to false for this idea to work, but yeah, it'd cater to everyone that way.) Seems my slots arent working. But the patcher works, did I unlock every character just for test , even Demigra is there. but there s no signal of Bulma or any Oozaru. CMSEditor is not working how is supose to be. Well, the patcher only unlocks the characters, doesn't add them to the roster. And since you only got Demigra there, I'm going to assume you got the quest folder from his mod that is unlocking him. If you added the other unused characters to your roster and they're not unlocked, then you either don't have the latest XV2Patcher, the ini isn't set up the way you want it, or your iggy is the problem. Having the quest file to unlock characters + using the XV2Patcher at the same time doesn't cause any conflicts. Also, why are you playing in the CMSEditor if you haven't gotten the unused characters loaded up yet? It seems like you just don't know what your doing.
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Post by IvDraconis on Nov 8, 2016 21:24:44 GMT
Well , you a have a point. I cant with The iggy. So Zamasu is not in the rooster. Even editing the Demigra´s one.
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Hero
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Post by Feraz on Nov 8, 2016 21:25:24 GMT
Kuroha, a question, when you told me how to add cms entries with the tools I saw a 160 id but the last is 135 so, are you preparing something?
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Post by IvDraconis on Nov 8, 2016 21:31:53 GMT
¿May ask you for something; show me how to add ten new slots? , please. So its the Iggy? , then it sounds like pretend to expand the Demigra´s mod. I need a clue or a tutorial ( yes , sadly) .
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Teenage Mutant Ninja Titan
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Post by The Mad Titan on Nov 8, 2016 21:38:42 GMT
The program will be written in C++, since I need to reuse the code of my "eternity_common framework" (the program will need to have access to cpk, for example, and the cpk parser is there along with other things and utilities, like the iggy parser, the program will integrate the iggy inject on its own). The gui code will use Qt. I will try to use a static Qt library like the one I used yesterday in YACE, to avoid the program from having a clutered install (like Eternity Audio Tool or SS Mods Installer). But if I find a QT feature that I need and that is not in this pre-built static qt, I will switch to the dynamic one. The compiler will be the 64 bits one of Microsoft, mainly because I don't want to waste my time compiling Qt for mingw64. so how are other modders tools will be integrated, especially mugen's since he uses c#
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Teenage Mutant Ninja Titan
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Post by The Mad Titan on Nov 8, 2016 21:41:00 GMT
No, because im playing the game and is fun unlock them one by one. So , ¿what I need to do to add in a separate slot Vegetto Blue mod ( or perhaps in a new costume slot)? You should read the previous replies to learn how to add the slots yourself but as for unlocking them as if they were in the legit game.. I'm guessing we'll have to wait 'til we figure out how to fully add PQs, then stick them as the unlock for it. (ofc, with the XV2Patcher we'd have to have the unlock_goodies set to false for this idea to work, but yeah, it'd cater to everyone that way.) well for that i have some thing interesting.... some research material for you ....xD xenoversemods.com/mods/new-pq-zamasus-zero-mortals-plan-dlc-unofficial/and yes it added pqs to the old game. with unlockable charactors animegamemods.freeforums.net/thread/55/quest-editing
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Post by IvDraconis on Nov 8, 2016 21:47:10 GMT
An impresive guest indeed , thanks Now I see ,it has been updated. ¿Is not working with the patcher? thats bad.
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Post by eternity on Nov 8, 2016 22:12:04 GMT
The program will be written in C++, since I need to reuse the code of my "eternity_common framework" (the program will need to have access to cpk, for example, and the cpk parser is there along with other things and utilities, like the iggy parser, the program will integrate the iggy inject on its own). The gui code will use Qt. I will try to use a static Qt library like the one I used yesterday in YACE, to avoid the program from having a clutered install (like Eternity Audio Tool or SS Mods Installer). But if I find a QT feature that I need and that is not in this pre-built static qt, I will switch to the dynamic one. The compiler will be the 64 bits one of Microsoft, mainly because I don't want to waste my time compiling Qt for mingw64. so how are other modders tools will be integrated, especially mugen's since he uses c# My tool won't need modders/users to modify the cms or other files. They would instead fill a simple entry of the cms (and all needed extra data) in the creator tool, to create a package. The installer would calculate characters id at install time and add the data to cms and other files. These entries in the creator, would have the same fields than entries in the real files, except id's, which will be calculated at install time. I'm still thinking wether the tool should also calculate the 3 letters code of the character at install time or not (and do the apropiated file renaming, etc). Modders would create collisions with those codes, that's for granted, so I will be probably be generating that. It is a change of paradigma: the installer creates the data that is susceptible to cause collisions between different mods. Mugen tools can still be used later on the cms,etc after intall if someone needed to edit those after.
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Lord of Disruption
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Post by Val E Ryon on Nov 8, 2016 22:16:21 GMT
You know what's weird? Was talking about exactly this with komodoxeno earlier. We were trying to figure out soemthing similar.
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Post by Kuroha Saenoki on Nov 8, 2016 22:28:00 GMT
Kuroha, a question, when you told me how to add cms entries with the tools I saw a 160 id but the last is 135 so, are you preparing something? I just decided to start my new characters at A0, onwards. Not preparing anything. Yeah, I knew it was possible already. I just haven't looked into it yet as I haven't even finished the legit PQs yet. Though, I do have a buddy that has edited up some PQs for fun, will tell him to look here to add quests instead of replacing.
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Post by 無限 on Nov 8, 2016 22:30:55 GMT
eternity well, i do have 1 idea how to integrate my tools. i could have them output xml files with 1 entry of data that can be loaded into your program. after testing and ready to package modders can transfer the settings they have with a xml file. or i could output a 1 entry cms file that you can grab data from, also do this for the other files.
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Post by IvDraconis on Nov 8, 2016 23:06:56 GMT
Now ZAMASU’S ZERO MORTALS PLAN ... its working I just combine data2 with datap3 and the result is inside the folder data in steam (offline).
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Post by The Mad Titan on Nov 9, 2016 9:55:33 GMT
Now ZAMASU’S ZERO MORTALS PLAN ... its working I just combine data2 with datap3 and the result is inside the folder data in steam (offline). and whats your point?
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Post by The Mad Titan on Nov 9, 2016 9:57:23 GMT
Yeah, I knew it was possible already. I just haven't looked into it yet as I haven't even finished the legit PQs yet. Though, I do have a buddy that has edited up some PQs for fun, will tell him to look here to add quests instead of replacing. yeah i havent finished them all either
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Post by IvDraconis on Nov 9, 2016 16:10:01 GMT
Yeah, I knew it was possible already. I just haven't looked into it yet as I haven't even finished the legit PQs yet. Though, I do have a buddy that has edited up some PQs for fun, will tell him to look here to add quests instead of replacing. yeah i havent finished them all either Well. the mod said that I need unpack and repack However , just mixing data works fine. But this mod replaces some characters ,is like a trick. fortunatly, if I remove data folder or rename it ,I can play online mode. And as for DBXV2 the only necessary thing is remove a certain dll. replace Jaco or any ther chara is unnecesary now. Sounds good. but actually you cannot see any Super Android #13 mod for DBXV2, for example. I found a post with 60 new guest without raplace , for DBXV ... anyway.
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Post by Val E Ryon on Nov 9, 2016 19:01:14 GMT
I play a modded XV2 just fine online. As long as you don't go overboard nothing bad happens.
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Post by SK007 on Nov 9, 2016 19:06:52 GMT
I'll try to make a detailed tutorial later, for now I'll explain quickly. The code that populates the character selection screen is a long, long array, but let's look at the end of it: ...]]],[["TRF",0,0,0,false,[158,159]],["TRF",0,1,0,false,[158,159]]],[["GKB",0,0,0,false,[160,161]]],[["MRN",0,0,0,false,[-1,-1]]]]; I've picked the last 3 character slots in the script, including the one I added. Now, to add another slot, I first add another empty array to the list: ...]]],[["TRF",0,0,0,false,[158,159]],["TRF",0,1,0,false,[158,159]]],[["GKB",0,0,0,false,[160,161]]],[["MRN",0,0,0,false,[-1,-1]]],[empty]]; Then, inside that array, I create another empty array: ...]]],[["TRF",0,0,0,false,[158,159]],["TRF",0,1,0,false,[158,159]]],[["GKB",0,0,0,false,[160,161]]],[["MRN",0,0,0,false,[-1,-1]]],[[empty]]]; And then, inside THAT array, I add the character info: ...]]],[["TRF",0,0,0,false,[158,159]],["TRF",0,1,0,false,[158,159]]],[["GKB",0,0,0,false,[160,161]]],[["MRN",0,0,0,false,[-1,-1]]],[["ABC",0,0,0,false,[-1,-1]]]]; If ABC had more that 1 variation/costume: ...]]],[["TRF",0,0,0,false,[158,159]],["TRF",0,1,0,false,[158,159]]],[["GKB",0,0,0,false,[160,161]]],[["MRN",0,0,0,false,[-1,-1]]],[["ABC",0,0,0,false,[-1,-1]],["ABC",1,0,1,false,[-1,-1]]]]; I don't know why my iggy not make correct sequence but results are good in game But can you help me what I done wrong or miss steps or other can anyone help me plz & thanks dmnbt for your explaination!! I hope anyone can solve my problem!!!
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Post by SK007 on Nov 9, 2016 19:08:31 GMT
I play a modded XV2 just fine online. As long as you don't go overboard nothing bad happens. If we play online xv2 modded game then steam doesn't react with this Ex. If I use Mira(Final Boss) in online battles
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