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Posted
1 hour ago, darkcatro said:

all the Aemeath mods are not working Anyone know how to fix them.

Same with F Rover, they probably changed the hash again.

Posted
47 minutes ago, Lenain said:

And interface mods are broken as well, hoping it's only hashes related ...

It's not just hashes, it's almost never just hashes for UI stuff, it's gonna take some time for me to fix shit, I have a whole long ass list to go through.

Posted (edited)
52 minutes ago, IncogACC said:

It's not just hashes, it's almost never just hashes for UI stuff, it's gonna take some time for me to fix shit, I have a whole long ass list to go through.

bummer, i had some new styles ready for this update for my portrait mod...guess it will take more time than just getting Hiyuki hash. Wish you luck with your fixings.

 

EDIT : In the portrait mod case it seems to be just hashes as I've just noticed that a few character survived.

Sans titre.jpg

Edited by Lenain
Posted (edited)
3 hours ago, Lenain said:

bummer, i had some new styles ready for this update for my portrait mod...guess it will take more time than just getting Hiyuki hash. Wish you luck with your fixings.

 

EDIT : In the portrait mod case it seems to be just hashes as I've just noticed that a few character survived.

Sans titre.jpg

I mean if you consider the current positioning to be fine then yeah, it is just shader and portrait hashes that changed, but if you don't consider the current position to be fine, then the mod needs a little more work.

 

image.thumb.png.6f15b79d95753ffe5e286d06892f1b2b.png

 

I've done a little writing in the shader to allow the default X, Y and Z(scale) values to be adjusted easily and made changes to have the portraits better fit with the new UI.

I think this positioning looks good, just need to do some resolution testing to make sure nothing was fucked up.

After that, it's just a matter of hunting all the new hashes for the characters/skins I own, maybe also adding an option to get rid of the background textures.

 

It's the sort of thing that seems simple enough on the surface, but needs to be tested fairly vigorously, hence why it's gonna take a bit before I'm 100% comfortable, I'll have it out in like an hour or 2 I hope.

 

Edit: FUNNY STORY... I had to do a lot of rewriting to get it to "sort of work" to a standard where I think 99% of users should be happy with it. Unfortunately I make up that last 1%, I can see the imperfections and they piss me off, but I'm also "responsible" for more than this single mod so for the time being, I'm gonna stop the dev work, hunt the hashes and get an update pushed. 

All of this time spent means that I'm probably not gonna have the rest of the UI mods done by the end of today, that's just unrealistic.

Edited by IncogACC
Posted

Yes, some splash mods no longer work.

And a few other minor bugs. Even the new fixer can't fix them.

Rover is missing a hash value.

Aemeath The launcher needs a fix because on the upper world it's displayed briefly, i.e., without a body XD.

Posted (edited)

First up, Loading screen and Portrait mods are functional again. I haven't gotten any of the new hashes for the loading screen yet, I have to do story to get to the new area first, and I'm missing new portrait hashes for all the characters/skins I don't own, nothing I can do about that.

 

As for the other UI mods... well things are kinda complicated 'cus a lot of the UI got redesigned and so things that did work simply don't exist anymore, or are different enough that those mods need to be remade. It's WELL beyond the scope of something I can do in a single day.

Dynamic Atlas' are also still a thing, so it does look like certain aspects of UI modding are probably dead for good.

 

Bottom line, have patience, I do have my own life as well so I can't just have everything done in 13 seconds on demand or whatever.

 

Edit: Yeah, there's gonna have to be a lot of recreating assets, fun, I'll see what I can do though.

Edit2: Turns out having a custom shader that can draw basically anything anywhere is REALLY useful, there's gonna be a lot of me recycling my portrait shader until I can find a better solution, the good news being that this should speed up the process by quite a bit AND it'll let me protect certain things from being lost. Silver lining yay.

Edited by IncogACC
Posted (edited)
9 hours ago, IncogACC said:

I mean if you consider the current positioning to be fine then yeah, it is just shader and portrait hashes that changed, but if you don't consider the current position to be fine, then the mod needs a little more work.
 

 

image.thumb.png.6f15b79d95753ffe5e286d06892f1b2b.png

 

I've done a little writing in the shader to allow the default X, Y and Z(scale) values to be adjusted easily and made changes to have the portraits better fit with the new UI.

I think this positioning looks good, just need to do some resolution testing to make sure nothing was fucked up.

After that, it's just a matter of hunting all the new hashes for the characters/skins I own, maybe also adding an option to get rid of the background textures.

 

It's the sort of thing that seems simple enough on the surface, but needs to be tested fairly vigorously, hence why it's gonna take a bit before I'm 100% comfortable, I'll have it out in like an hour or 2 I hope.

 

Edit: FUNNY STORY... I had to do a lot of rewriting to get it to "sort of work" to a standard where I think 99% of users should be happy with it. Unfortunately I make up that last 1%, I can see the imperfections and they piss me off, but I'm also "responsible" for more than this single mod so for the time being, I'm gonna stop the dev work, hunt the hashes and get an update pushed. 

All of this time spent means that I'm probably not gonna have the rest of the UI mods done by the end of today, that's just unrealistic.

I'll need to get the new hashes of more characters to test it out, if I'm satisfied with the position I'll keep using the old version of the mod you developped that i used until now.

EDIT : I ran the hash updater you published on GB, most of the portraits seem fine to me, so i guess I'll keep it like that and just update the hashes.
Thanks for your hard work as usual.

Edited by Lenain
Posted

@IncogACC

 

Thank you for all the hard work you're putting into this. I have a general question regarding Bunny + OG Mega Series. 

I really love your variations of these mods and use them almost exclusively for majority of characters, but there's one thing that always bothered me.

 

Is it possible to separate drawings & cum under body texture slider, which is usually assigned to ">"?

 

The way it is right now (or at least it seems to be, while there is always off-chance I'm retarded), you cannot have cum covered body without drawings, only the opposite is possible. Would be a great addition to be able to separate those textures and have them independantly customizable. Could still be left under one slider, but just have more variations.

 

 

 

 

Posted
6 hours ago, IncogACC said:

First up, Loading screen and Portrait mods are functional again. I haven't gotten any of the new hashes for the loading screen yet, I have to do story to get to the new area first, and I'm missing new portrait hashes for all the characters/skins I don't own, nothing I can do about that.

 

As for the other UI mods... well things are kinda complicated 'cus a lot of the UI got redesigned and so things that did work simply don't exist anymore, or are different enough that those mods need to be remade. It's WELL beyond the scope of something I can do in a single day.

Dynamic Atlas' are also still a thing, so it does look like certain aspects of UI modding are probably dead for good.

 

Bottom line, have patience, I do have my own life as well so I can't just have everything done in 13 seconds on demand or whatever.

 

Edit: Yeah, there's gonna have to be a lot of recreating assets, fun, I'll see what I can do though.

Edit2: Turns out having a custom shader that can draw basically anything anywhere is REALLY useful, there's gonna be a lot of me recycling my portrait shader until I can find a better solution, the good news being that this should speed up the process by quite a bit AND it'll let me protect certain things from being lost. Silver lining yay.

do you think the kimono aemeath skin is fixable ? I miss it so much already 

Posted
15 hours ago, bryen69 said:

有什么办法修复lynae mingchen mod的问题吗?

妆容完全不显色。 

Similarly, her eye makeup failed

Posted
8 hours ago, Earlypain said:

do you think the kimono aemeath skin is fixable ? I miss it so much already 

The one I modified? With the transparency? Moonholder fix usually fixes things, unless there's something specific to that mod which isn't being fixed. 

9 hours ago, Syndora said:

@IncogACC

 

Thank you for all the hard work you're putting into this. I have a general question regarding Bunny + OG Mega Series. 

I really love your variations of these mods and use them almost exclusively for majority of characters, but there's one thing that always bothered me.

 

Is it possible to separate drawings & cum under body texture slider, which is usually assigned to ">"?

 

The way it is right now (or at least it seems to be, while there is always off-chance I'm retarded), you cannot have cum covered body without drawings, only the opposite is possible. Would be a great addition to be able to separate those textures and have them independantly customizable. Could still be left under one slider, but just have more variations.

 

 

 

 

Unfortunately no, the body textures are handled linearly.

 image.thumb.png.9d2a81e40f93ae1d241bffdc7a4c3562.pngimage.thumb.png.45ef03560c1f6ca0c0bcdbcc2c309e12.pngimage.thumb.png.36d2fd65f6ac97e8edbec4f99fe27570.pngimage.thumb.png.58ede224df2b9105d11c0756a61a68c9.png

 

There are 8 textures per stocking type, they aren't broken down into individual modifiers like "texture with cum, texture with womb tattoos, texture with body writing" but rather are layered sequentially with each proceeding texture, so nothing > + tattoos > + body writing > + cum, and there's no way for me to separate the modifiers so they can be applied individually, at least at my level of photoshop capability anyway.

 

 

Unrelated note, I am making steady progress on the UI mod fixes, it's going better than I expected but dynamic atlas' are still a thing so I won't be able to restore them to the point of completeness that they were at before 3.2 broke them. Almost everything so far has required some pretty major work, so no promises that I'll have everything done today.

Posted (edited)

@IncogACC

 

If you want to get some hashes for characters you don't own, you can get access to some portraits in some permanent events like dreaming deep ( i played trhough a scenario and unlocked every character there to try portraits and save before last battle so i don't have to replay it everytime), you also can see some in cube cubic n cubie like Brant.

That may help you hunt for missing hashes faster than waiting for people to send them.

 

I've checked MRover on a friend account and the portrait wasn't broken so hash is still the same, i don't have the skin to check it though.

Edited by Lenain

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