STEAM GROUP
Final Fantasy - Modding FF-Modding
STEAM GROUP
Final Fantasy - Modding FF-Modding
220
IN-GAME
2,108
ONLINE
Founded
26 July, 2015
Language
English
Location
United States 
Showing 111-120 of 265 entries
867
1
Memoria - Engine modifications
2) Calc the vertical scale by the old alg:
public void UpdateScale(Boolean updateAnchors = true) { if (this.mTrans != (UnityEngine.Object)null) { Single realHeight = (Single)this.activeHeight; if (realHeight > 0f) { Single scale = 2f / realHeight; Single verticalScale = scale; // =============================================== // A realy bad solution if (activeScaling == Scaling.Flexible) { Vector2 screenSize2 = NGUITools.screenSize; Single screenRatio = screenSize2.x / screenSize2.y; Single manualRatio = (Single)this.manualWidth / (Single)this.manualHeight; switch (constraint) { case UIRoot.Constraint.Fit: verticalScale = 2f / (Int32)((manualRatio <= screenRatio) ? this.manualHeight : Mathf.RoundToInt((Single)this.manualWidth / screenRatio)); break; case UIRoot.Constraint.Fill: verticalScale = 2f / (Int32)((manualRatio >= screenRatio) ? this.manualHeight : Mathf.RoundToInt((Single)this.manualWidth / screenRatio)); break; case UIRoot.Constraint.FitWidth: verticalScale = 2f / Mathf.RoundToInt((Single)this.manualWidth / screenRatio); break; default: verticalScale = 2f / this.manualHeight; break; } } // =============================================== Vector3 localScale = this.mTrans.localScale; if (Mathf.Abs(localScale.x - scale) > 1.401298E-45f || Mathf.Abs(localScale.y -/*DONT FORGET ABOUT: =>>>>*/ verticalScale) > 1.401298E-45f || Mathf.Abs(localScale.z - scale) > 1.401298E-45f) { this.mTrans.localScale = new Vector3(scale, /*DONT FORGET ABOUT: =>>>>*/ verticalScale, scale); if (updateAnchors) { base.BroadcastMessage("UpdateAnchors"); } } } } }
32
Hades Workshop
Since you use the full source code now, will you drop Memoria.dll and do the changes directly in the CSharp.dll ? That would be great for HW ^^
Yeah!

I won't drop the development of HW for coding Memoria. I guess you won't drop Memoria for HW either. I don't see how we could merge our projects, but if you have a solution, that would be wonderful.
Well we can make an universal interface to interaction with HW. I will try to use HW with Memoria and see - what is need to do.

I'm also inviting you in HW's github and I would gladly accept to be in Memoria's. Though I won't be coding there regularly, as said, I can always punctually help.
Thank you! I'm also inviting you.

In any case, we can exchange about how FF9 works. I saw that you attacked the enemies' datas ; I know them quite well so if you have a question, feel free to ask.
Yeah, want to move it from the game code to the external base (now CSV+Json) and move scripts to readable format. About how it makes HW. But now I will try to make friends HW and Memoria.

As for me, I decided I would rewrite the BGSCENE_DEF.cs to make 1 mesh per layer (overlay). They bothered me a lot with their tile system that are 36x36 but only 32x32 and a half... I think that'll be for the best. Did your method avoid creating seams and defects? If so, then congrats a lot ^^
About padding (2 + 32 + 2): http://answers.unity3d.com/questions/1025100/what-is-the-exact-size-of-texture-padding-required.html
Yes, we use an original tiled scene and restore padding (more then 2 for large textures).
I also want to change it - hundreds of objects lower performance. But there is a problem: tile's depth. If you make just one overlay with a constant depth it will cause problems on stairs.
Sample: https://i.imgur.com/awWgK9d.png
How do you plan to resolve it?
867
1
Memoria - Engine modifications
Showing 111-120 of 265 entries