kobold tinkerer Posted September 28 Posted September 28 i think this new look with dark silhouettes looks better than empty icons GuiColorSetForNextWidget(gui_gallery, 0, 0, 0, 1)
Platinphoenixx Posted September 28 Posted September 28 (edited) 4 hours ago, kobold tinkerer said: this. also i'm not sure i want to store gallery between runs, it gives me motivation to have sex with enemies to unlock it every run. maybe we can have both, i.e. the icons are persistent but greyed out until you fuck. Sure, that's a design choice. Although in most games i'd say it works like this. But sure, we could maybe just have this behavior in debug mode 4 hours ago, kobold tinkerer said: thanks, i didnt think of that. i was limitied in thinking in quotes when i thought about how json works, now i realize i can swap double quotes to basically any character, for example | Exactly! 3 hours ago, kobold tinkerer said: which exactly? Well, i don't want to go into too much details since it's rather niche, but i specifically research the effects of AI on Human beliefs in conspiracy theories. 3 hours ago, Ink_Ribbon said: Testing this out now. I'm a little leery of AI code, especially from someone with no coding experience themselves, and so far that's being borne out. I have coding experience. I've done it for years, before AI was a thing. Although, i am not a programmer, sure. 3 hours ago, Ink_Ribbon said: it wants a LOT more CPU Hmm, intereseting, it reported roundabout 3% performance impact for me, but i am on the go right now and have been while developing this, so i am running everything in a wine bottle on my Macbook Air right now XD. I'll take a look at some optimizations in the next few days when i actually get to try it on a PC. But i did only test before my latest update, will try it out later again. 3 hours ago, Ink_Ribbon said: Crash on first startup with the new mods I couldn't replicate that. Could you send me your logger.txt from the Noita folder after it happens? I can't reproduce it without that. 3 hours ago, Ink_Ribbon said: Picture-in-picture sometimes doesn't work at all for Slime Shroom, Damned Alchemist, Maggot Yeah, i didn't yet get to make them layered, must have missed those. The PiP as long as there are no custom animation only works with the new layer system. Edit: changed for the next update, it will work with the old sprites too. Also, i didn't include any Futas because i turned that off, just not my cup of tea but i will add proper layers since i am at it anyways. 3 hours ago, Ink_Ribbon said: Changing the kobold's scales color does not update the model immediately I don't really know why, but any changes in the character editor require a complete restart of the game, not just a new run. Could that be the problem? Edit: I think i found the issue and fixed it 3 hours ago, Ink_Ribbon said: I remember this female version also wasn't working in the mod before Yep, that's it. I'll add it to my fixes since it's an easy fix though. Let me also just add that i intentionally did not release anything polished, i thought people wanted to take a look, try new things out and then i'd see what sticks and what doesn't. The code should be properly commented though, so it's a lot easier to look through i hope. Edited September 28 by Platinphoenixx
Platinphoenixx Posted September 28 Posted September 28 4 hours ago, kobold tinkerer said: this. also i'm not sure i want to store gallery between runs, it gives me motivation to have sex with enemies to unlock it every run. maybe we can have both, i.e. the icons are persistent but greyed out until you fuck. Are you referring to the unlocks as in "Collector's spirit"? XD Or being able to click the icons and see the scene again?
kobold tinkerer Posted September 28 Posted September 28 17 minutes ago, Platinphoenixx said: Collector's spirit this 17 minutes ago, Platinphoenixx said: being able to click the icons and see the scene again i dont have that in my version, i am still polishing gallery view. but if we go persistent unlock route, this should be persistently available, otherwise whats the point
Platinphoenixx Posted September 28 Posted September 28 (edited) 3 hours ago, kobold tinkerer said: does anyone have any idea how to do custom looking tooltip with formatting and images? and also how to animate icon highlight when its new unlocked something. i have a suspiction there is no way to do so since its hardcoded. no mention of this in data.wak I was looking into something similar for other reasons. I think you can draw your own when the icon is hovered. We do the hover check and the nine-piece box in LNR already, the rest is from the API docs, so treat it as a sketch: GuiImageButton(gui, id, x, y, "", icon) local _, _, hovered, wx, wy, ww = GuiGetPreviousWidgetInfo(gui) if hovered then local title, desc = "MAGIC ARROW", "A handy magical arrow" local w1, h1 = GuiGetTextDimensions(gui, title) local w2 = GuiGetTextDimensions(gui, desc) local tx, ty = wx + ww + 8, wy local w, h = math.max(w1, w2, 90), h1 + 32 GuiZSetForNextWidget(gui, -99) GuiImageNinePiece(gui, id + 1, tx - 4, ty - 4, w + 8, h + 8) GuiZSetForNextWidget(gui, -100) GuiText(gui, tx, ty, title) GuiZSetForNextWidget(gui, -100) GuiColorSetForNextWidget(gui, 0.7, 0.7, 0.7, 1) GuiText(gui, tx, ty + 12, desc) GuiZSetForNextWidget(gui, -100) GuiImage(gui, id + 2, tx, ty + 26, "data/ui_gfx/inventory/icon_damage_projectile.png", 1, 1, 0, 0, GUI_RECT_ANIMATION_PLAYBACK.PlayToEndAndPause) GuiZSetForNextWidget(gui, -100) GuiText(gui, tx + 12, ty + 26, "Damage 10") end Important: the playback type at the end of GuiImage. Without it the PNG didn't show up at all. GuiText also takes a scale and a font, e.g. GuiText(gui, tx, ty, title, 1, "data/fonts/font_pixel_big.xml"), that's the one from the spell tooltips. GuiBeginAutoBox / GuiEndAutoBoxNinePiece works too if you don't want to size the box yourself. Highlight: simplest is pulsing the alpha, GuiImage(gui, id, x, y, frame, 0.5 + 0.5 * math.sin(GameGetFrameNum() * 0.1), 1, 0, 0, GUI_RECT_ANIMATION_PLAYBACK.Loop). GuiAnimateAlphaFadeIn / GuiAnimateScaleIn for a pop-in work as well. Remembering what's "new" is up to you, e.g. a mod setting with what the player has already seen. EDITED FOR NEW FINDINGS Edited September 28 by Platinphoenixx
Platinphoenixx Posted September 28 Posted September 28 Just now, kobold tinkerer said: i dont have that in my version, i am still polishing gallery view. but if we go persistent unlock route, this should be persistently available, otherwise whats the point Yeah no i agree XD 1 minute ago, kobold tinkerer said: this I agree. Maybe it could be made a setting? I think people would appreciate having a general unlock visible, but maybe we could do something fancy if you unlock X amount in one run? idk
kobold tinkerer Posted September 28 Posted September 28 37 minutes ago, Platinphoenixx said: wine does noita_dev run like shit for you in wine? i have a suspicion it is only slow as fuck on linux via proton, since windows users never reported that problem in this thread
Platinphoenixx Posted September 28 Posted September 28 Just now, kobold tinkerer said: does noita_dev run like shit for you in wine? i have a suspicion it is only slow as fuck on linux via proton, since windows users never reported that problem in this thread It runs like unimaginable ass, yes. I thought that was just me XD
Platinphoenixx Posted September 28 Posted September 28 @kobold tinkerer I made a little test mod for the tooltip-thing- Things I found out: The AutoBox sizes itself around everything in between. Drawing the box yourself with GuiImageNinePiece and GuiGetTextDimensions works too. GuiText takes a scale and a font, font_pixel_big.xml is the one from the spell tooltips. The stat icons are in data/ui_gfx/inventory/icon_*.png. Buuuuut: PNGs drawn with GuiImage without a playback type didn't show up at all for me. With GUI_RECT_ANIMATION_PLAYBACK.PlayToEndAndPause (or .Loop) they do. Inside a scroll container the tooltip gets clipped and the container grows a scrollbar. So remember the hovered icon and draw the tooltip after GuiEndScrollContainer, the coordinates from GuiGetPreviousWidgetInfo are still right there. For the highlight all three worked: pulsing alpha: GuiImage(gui, id, x, y, frame, 0.5 + 0.5 * math.sin(GameGetFrameNum() * 0.1), 1, 0, 0, GUI_RECT_ANIMATION_PLAYBACK.Loop) pop-in: GuiAnimateBegin → GuiAnimateAlphaFadeIn(gui, anim_id, 0.08, 0.1, reset) / GuiAnimateScaleIn(gui, anim_id, 0.08, reset) → image → GuiAnimateEnd. reset = true restarts it a sprite XML with a looping RectAnimation as the frame, drawn with GUI_RECT_ANIMATION_PLAYBACK.Loop and the animation name Which icons are "new" you'd have to remember yourself, e.g. a mod setting with what the player has already seen. Wanna have the mini-test mod?
kobold tinkerer Posted September 28 Posted September 28 (edited) 18 minutes ago, Platinphoenixx said: maybe we could do something fancy if you unlock X amount in one run play this sound and do a little dance https://www.youtube.com/watch?v=SvAlkyGul6Q Edited September 28 by kobold tinkerer
kobold tinkerer Posted September 28 Posted September 28 8 minutes ago, Platinphoenixx said: It runs like unimaginable ass, yes. I thought that was just me XD do you have windows anywhere? i want to know for sure
Platinphoenixx Posted September 28 Posted September 28 Just now, kobold tinkerer said: do you have windows anywhere? i want to know for sure Yeah sure i can just remote into my main PC. What exactly should i test?
kobold tinkerer Posted September 28 Posted September 28 22 minutes ago, Platinphoenixx said: math.sin how do you get to intuitively understanding where math stuff like this might help? sin, cosin, sqrt etc
kobold tinkerer Posted September 28 Posted September 28 1 minute ago, Platinphoenixx said: What exactly should i test just run noita_dev on windows and see if it lags as much 9 minutes ago, Platinphoenixx said: Wanna have the mini-test mod? no, i will write it myself, thanks
Platinphoenixx Posted September 28 Posted September 28 13 minutes ago, kobold tinkerer said: how do you get to intuitively understanding where math stuff like this might help? sin, cosin, sqrt etc By hating math a lot, but having had to study it for very long XD
Platinphoenixx Posted September 28 Posted September 28 @Ink_Ribbon As for performance with the mod and my changes: I measured it with Noita's dev profiler: same seed, same particle spray, three runs. The pack (with and without Summoner's Bonanza) against plain LNR 1.4.1. Frame times came out the same within noise (about 26 ms per update on my machine in all three), and the pack's own scripts don't even show up among the expensive ones. So the in-game load comes from LNR/Noita itself, not the pack. The extra CPU at the start of a new game is real though: the character editor rebuilds your character into all the scenes at every start. That's faster in the next version. But in game and particularily with lots of particles, i can see absolutely no change. I don't know what could have caused a significant performance loss.
Platinphoenixx Posted September 28 Posted September 28 26 minutes ago, kobold tinkerer said: just run noita_dev on windows and see if it lags as much You were right, it runs perfectly on windows.
kobold tinkerer Posted September 28 Posted September 28 8 minutes ago, Platinphoenixx said: You were right, it runs perfectly on windows. this is outrageous. its unfair
Platinphoenixx Posted September 28 Posted September 28 4 minutes ago, kobold tinkerer said: this is outrageous. its unfair I gotta be honest, i usually only ever play games on windows, i just set up wine after seing this mod because i thought my macbook could handle it probably i never expected good performance. Non-dev mode does run fine at least.
Platinphoenixx Posted September 28 Posted September 28 (edited) Platinphoenixx Add-Ons v1.3 for LNR 1.4.1 Update with fixes for the bugs @Ink_Ribbon reported, thanks for that! All downloads are in this post again, complete packages, so you don't need anything from the older posts. Downloads LNR_Platinphoenixx_AddOns_v1.3_for_1.4.1.zip – copy lewd_noita_redux/ over mods/lewd_noita_redux, restart, new run LNR_1.4.1_Platinphoenixx_Complete_Pack_v1.3.zip – LNR 1.4.1 + community patches + add-ons + Summoner's Bonanza LNR_1.4.1_fixes_v1.3.zip – same fixes as before Fixes The kobold's scale and belly colour now also show outside of scenes (before only the dress changed) Scene close-up works in every scene now, not just the layered ones The futa scenes have layers now, so your character's look carries over there too. Same for the kobold in the maggot, slimeshooter and lurker scenes The female Lancer Guard had no scene in 1.4.1 and just ignored you. She uses the normal Lancer Guard scene now Starting a new game with a customised kobold is faster New X-Ray (WIP): for the slime and ghost girl you can see the enemy's dick inside, plus a cum spot at the climax and a milky belly when full. Can be switched on for everyone or off in the settings / CHARACTER editor. It's found automatically and only works in 26 scenes so far, so expect some odd frames. The Hiisi chef and the big robot guard had no scenes, they now use the Hiisi / robot guard scene in their own colours Tested in game: the kobold colours. Everything else I only checked outside the game so far, so please tell me if something's off. Full list in CHANGELOG.md in the zips. EDIT: Files moved to the newest release. Edited September 28 by Platinphoenixx
WhateverMan124 Posted September 28 Posted September 28 (edited) Small Question about this new tool. Would it be possible in a future to make it allow for male characters? I've been working over the last month on a custom character with a male + female version. Only 15-20 animations left so I'll probably finish it by hand. But maybe it could be useful for future characters? Example: Edited September 28 by WhateverMan124 bigger image + text 2
kobold tinkerer Posted September 28 Posted September 28 19 minutes ago, Platinphoenixx said: Platinphoenixx Add-Ons v1.3 for LNR 1.4.1 Update with fixes for the bugs @Ink_Ribbon reported, thanks for that! All downloads are in this post again, complete packages, so you don't need anything from the older posts. Downloads LNR_Platinphoenixx_AddOns_v1.3_for_1.4.1.zip – copy lewd_noita_redux/ over mods/lewd_noita_redux, restart, new run LNR_1.4.1_Platinphoenixx_Complete_Pack_v1.3.zip – LNR 1.4.1 + community patches + add-ons + Summoner's Bonanza LNR_1.4.1_fixes_v1.3.zip – same fixes as before Fixes The kobold's scale and belly colour now also show outside of scenes (before only the dress changed) Scene close-up works in every scene now, not just the layered ones The futa scenes have layers now, so your character's look carries over there too. Same for the kobold in the maggot, slimeshooter and lurker scenes The female Lancer Guard had no scene in 1.4.1 and just ignored you. She uses the normal Lancer Guard scene now Starting a new game with a customised kobold is faster New X-Ray (WIP): for the slime and ghost girl you can see the enemy's dick inside, plus a cum spot at the climax and a milky belly when full. Can be switched on for everyone or off in the settings / CHARACTER editor. It's found automatically and only works in 26 scenes so far, so expect some odd frames. The Hiisi chef and the big robot guard had no scenes, they now use the Hiisi / robot guard scene in their own colours Tested in game: the kobold colours. Everything else I only checked outside the game so far, so please tell me if something's off. Full list in CHANGELOG.md in the zips. LNR_1.4.1_fixes_v1.3.zip 99.72 kB · 0 downloads LNR_1.4.1_Platinphoenixx_Complete_Pack_v1.3.zip 24.52 MB · 0 downloads LNR_Platinphoenixx_AddOns_v1.3_for_1.4.1.zip 7.19 MB · 0 downloads frankt.webm
Platinphoenixx Posted September 28 Posted September 28 4 minutes ago, WhateverMan124 said: Small Question about this new tool. Would it be possible in a future to make it allow for male characters? I've been working over the last month on a custom character with a male + female version. Only 15-20 animations left so I'll probably finish it by hand. But maybe it could be useful for a future? Example: Honestly not automatically, everything in the tool is built on Mina's sprites (recolours, body shapes, add-on parts), and a male body is a different body in every frame, not a variant. Same for the scenes, they're drawn around a female bottom. What it can already do for your last animations: open your own sheet in the "Own sprite" tab, onion skin, compare frames, pixel editor, and the skeleton points show where hands and feet sit in Mina's frames. What I could see happening: if your walking sheet uses the same layout as the player sheet, the character editor could load it as its own character (you do the pixels, the mod does the rest). Scenes would stay as they are unless someone draws those too. Would that help you? If you're painting him into the animations yourself anyway, that's the best case. The tool can't generate a male body from Mina's sprites, but it can take finished sheets. If your sheets use the same frame layout as LNR's (walking sheet like player.png, scene sheets like the ones in sex_gfx), the mod can load him as his own character in the CHARACTER editor. The scene sheets get split into layers automatically, so the belly, close-up, gallery etc. work for him too, male or female. For the animations you still have left: the workshop can open your own sheets ("Own files" tab), show Mina's frame next to yours, onion skin, and the skeleton points show where hands and feet sit. Which layout are your sheets in? If they match, send me one scene sheet when it's done and I'll try it.
kobold tinkerer Posted September 28 Posted September 28 24 minutes ago, WhateverMan124 said: Small Question about this new tool. Would it be possible in a future to make it allow for male characters? I've been working over the last month on a custom character with a male + female version. Only 15-20 animations left so I'll probably finish it by hand. But maybe it could be useful for future characters? Example: ur a fox! 1
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