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EmoTracker
Support / customization-support
JSON schemas for many types are available. https://emotracker.net/developers/schemas/items.json https://emotracker.net/developers/schemas/layouts.json https://emotracker.net/developers/schemas/locations.json There is also a composite schema available at https://emotracker.net/developers/schemas/all.json but it requires a certain amount of context to exist in the file before it can reliably determine which type of data you are editing. Please refer to the schemas before asking questions about available attributes. Additional supporting files and examples can be found at https://emotracker.net/developers/sdk/emotracker_sdk.zip
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JRJathome 2018-10-27 18:50
Oops. The code I gave above has the line "disabled_img_mods": "overlay|images/40.png", for the last stage. That should be "disabled_img_mods": "overlay|images/green40.png", so the number stays green.
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Alice 2018-10-27 18:50
yeah i fixed that already.
18:51
But what about Oh and does the text for capacity show up on your end when the deku nut/stick icon is active? because for me it doesnt for some reason
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JRJathome 2018-10-27 18:53
Yeah, it's working for me.
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Alice 2018-10-27 18:54
thats odd. Because looking at the code it makes sense and should display
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JRJathome 2018-10-27 18:56
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Alice 2018-10-27 18:57
oh
18:57
replacing nut.png with nut*.png on "img_mods" fixed it for me
18:58
Well, thats everything I wanted to add, cosmetics and functionality. Thanks a lot for all the help!
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JRJathome 2018-10-27 18:58
πŸ‘
18:58
You're welcome
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Alice 2018-10-27 20:49
For those interested, this is the as far as I am concerned the final version. Should I make this public?
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JRJathome 2018-10-27 20:52
If you're interested, Emo could get you set up so your pack appears in EmoTracker's download manager.
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Alice 2018-10-27 20:53
That'd actually be pretty cool. I don't wanna @ him tho
20:55
before that I would want to fix 2 very minor things though. 1. I tried to make the kokiri tunic active by default, and then you can dim it with a click. But my code requires a double click 2. How do I make it show as Ocarina of Time as the game name? I set it to Ocarina of Time but it displays as "Other"
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EmoSaru 2018-10-27 20:59
The other option, given how much it shares with existing packs, would be for one to offer it as a variant l
20:59
Which might keep things a bit saner
21:00
Up to y’all though
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Alice 2018-10-27 21:00
I don't really mind either option. Would be an honor either way
21:02
{ "name": "Kokiri Tunic", "type": "progressive", "codes": "greentunic", "disabled_img_mods": "", "loop": true, "stages": [ { "img": "images/greentunic.png", "codes": "greentunic" }, { "img": "images/greentunic.png", "img_mods": "@disabled", "codes": "greentunic" }, ] },
code btw
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JRJathome 2018-10-27 21:04
Does it work that way?
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Alice 2018-10-27 21:04
With 2 clicks, but yes.
21:05
However, double defense has the same issue but its inverse. aka it goes: 1. greyed out image, dimmed 2. greyed out image, active 3. actual double defense image
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JRJathome 2018-10-27 21:05
That's odd. I'd say get rid of the "disabled_img_mods": "", and replace it with "allow_disabled": false,. I think that should fix it.
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Alice 2018-10-27 21:06
oh yeah that fixes it, cheers!
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JRJathome 2018-10-27 21:07
For your second question, Emo has categories set within the program for certain games. The category for Ocarina of Time is actually Ocarina of Time Randomizer. I'm guessing you got rid of the Randomizer part since you're making a tracker for vanilla.
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Alice 2018-10-27 21:08
Ah that makes sense why it doesnt work
21:10
as for double defense, this works, but I don't want the icon to be undimmed until it is clicked. So i want to cut out the 2nd step of what I wrote above
{ "name": "Double Defense", "type": "progressive", "allow_disabled": "false", "codes": "defense", "stages": [ { "img": "images/defense_grey.png", "codes": "defense" }, { "img": "images/defense.png", "codes": "defense" }, ] },
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JRJathome 2018-10-27 21:12
So you want it grey and dim, then click once to show the full image?
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Alice 2018-10-27 21:12
yes
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JRJathome 2018-10-27 21:13
I see. Add "img_mods": "@disabled", to the first stage. That should dim it.
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Alice 2018-10-27 21:14
Perfect, that works. Now everything is done, so if you want we could discuss it being added and how with EmoSaru
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JRJathome 2018-10-27 21:15
Sure. Would you want it as a separate pack or as a variant in another pack?
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Alice 2018-10-27 21:15
Whatever you guys think is better. One upside of it being seperate is, because it is vanilla and cant really be added to rando, but it isn't extensive enough to add seperately
21:17
oh there is actually one more bug i realized. so far i only used "tracker.json" and ignored "broadcast.json" completely. copy pasting the code from one to the other doesn't work and its just broken at the moment
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JRJathome 2018-10-27 21:20
The broadcast json needs an extra line at the beginning that tells EmoTracker it's for the broadcast window.
21:20
You'll need to add an extra bracket to the end too.
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Alice 2018-10-27 21:21
2 extra brackets or one? Because I see it starting 2 there
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JRJathome 2018-10-27 21:23
I believe the broadcast layout has always started with a bracket in line 1. The "tracker_broadcast" field adds another. (edited)
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Alice 2018-10-27 21:25
hmmm. that still doesn't fix the issue for me. should i just dump the tracker.json?
21:27
or is it normal that it says "cannot run NDI" as i hit f2? because then it may be an issue only on my hand, though this works fine for other trackers with the same error (edited)
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JRJathome 2018-10-27 21:29
Hmm. I've never seen that one before.
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Alice 2018-10-27 21:30
So I have the choice to dump it here for someone to fix, which would be pretty scummy imo, or i could just remove the broadcast.json alltogether since it doesnt seem imporant
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JRJathome 2018-10-27 21:30
Oh, I know the issue. From Emo's changelog: To enable transparent capture via NDI®, you may need to create a broadcast layout override or edit your existing one, depending on which pack you’re using. The required change is as simple as removing the background property from whatever element (usually near the top) is adding it.
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Alice 2018-10-27 21:31
oh lets see
21:32
hmm for me that still won't fix it. very odd
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JRJathome 2018-10-27 21:33
If you want something simple that copies the tracker, you could try this.
{ "tracker_broadcast": { "type": "container", "content": { "type": "layout", "dropshadow": false, "key": "shared_item_grid" } } }
This usually isn't preferred since some people like to customize the broadcast window differently than their tracker window.
(edited)
21:34
Oh wait. Forgot the extra field.
21:35
There
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Alice 2018-10-27 21:35
perfect, that works
21:36
except that i cant click anything on the item tracker. sick
21:36
oh its a one way road from one tracker to the other, makes sense
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JRJathome 2018-10-27 21:37
Yeah. Nothing in the broadcast window is clickable. It all has to be done from the main tracker view.
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Alice 2018-10-27 21:38
Alright. That should be everything now though. for real
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JRJathome 2018-10-27 21:40
πŸ‘ Let me know if you'd like it added as a variant. Otherwise, Emo can get you set up as a pack author.
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Alice 2018-10-27 21:40
Well, it would need to be a variant that makes sense. there is no vanilla item tracker section for EmoTracker right?
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JRJathome 2018-10-27 21:41
Not currently since we mainly focus on randomizers.
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Alice 2018-10-27 21:41
Alright. Yeah I think a seperate one would make sense then
21:43
Well, now that everything is fixed: @EmoSaru What is your opinion?
21:44
And thanks again for the good help, I learned a lot during these few hours I did stuff on the tracker!
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JRJathome 2018-10-27 21:45
No problem. I have fun working on stuff like this.
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gonutz89 2018-10-28 17:04
sorry new to this overide thing how would i set up a simple minor rearange of where things are on the ALttP tracker?
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Lechtansi 2018-10-28 17:26
i figured out how to have keysanity keys increment, until i have the maximum amount. is there a way to do the opposite? Like, tell me how many keys i still have left to find? Every click decreases the amount
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Hamsda 2018-10-28 17:29
you could start them at the max and use swap_actions so that left click decreases I think
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Alice 2018-10-28 17:34
rip emo
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EmoSaru 2018-10-28 17:35
Hmm? Rip me?
17:35
Sorry for being non-responsive, it’s TwitchCon and I’m throwing a rather large dinner party tonight
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Alice 2018-10-28 17:35
yeah i tagged you about your opinion on whether or not the pack i made should be added seperately or as a variation
17:36
Oh I didnt know you're at twitch con, excuse me!
17:36
I hope its fun there
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Lechtansi 2018-10-28 17:36
@Hamsda Can you give me some examples code on how to do that?
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EmoSaru 2018-10-28 17:36
My personal opinion is that it’s better as a variant on one of the existing items only packs, whichever one it shares the most assets with.
17:37
That said, i don’t control that stuff, really, so I’ll leave it to the owner of whichever pack that would be. If they thInk it’s better as a separate pack, we can start down that road tomorrow.
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Alice 2018-10-28 17:38
Alright. I used the pack by atz and raikaru as a base, used the Song Icons from Hamsdas (i believe at least) and the rest i am not able to recall properly.
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Hamsda 2018-10-28 17:40
@Lechtansi
{ "name": "BotW Small Keys", "type": "consumable", "img": "images/oot_small_key.png", "codes": "botw_small_keys,botwsmall,botwsk", "max_quantity": 3, "initial_quantity": 3, "swap_actions": true },
I'm not entirely sure about swap actions, I think that's it though
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Lechtansi 2018-10-28 18:30
cool ill check it out
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Lechtansi 2018-10-28 18:39
that totally worked. Is there a way to have a different icon when its empty?
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Hamsda 2018-10-28 18:42
"disabled_img": "<your img here>", should work when they are at 0 I believe?
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Lechtansi 2018-10-28 18:46
let me see
18:46
perfect!
18:47
had i known to do it this way it would have saved me a ton of time creating custom icons, but at least this way i'm overriding less things
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Hamsda 2018-10-28 18:47
πŸ˜„
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Alriightyman 2018-10-30 09:43
Is there a way to bind keyboard keys to specific items in a tracker? For example, in ALTTP, if I pick up the hammer, I'd like to hit the 'A' key to toggle the hammer in the tracker.
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JRJathome 2018-10-30 09:44
Not currently, but it's something on Emo's to-do list.
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Alriightyman 2018-10-30 09:45
Ok, thanks!
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Alice 2018-10-30 12:37
Hey @Hamsda, @Raikaru and atz which i couldnt find on discord, I recently made a custom item tracker for Max% categories for vanilla OoT. EmoSaru would add it, but suggested to add it as a variation for the item tracker which I shared the most assets with, which would be Raikaru and atz's. Firstly I want to ask if I have the okay from you guys to even publish it, and secondly I would want to ask atz and raikaru what they think about it being a variation of their item tracker.
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Raikaru 2018-10-30 12:40
Just woke up will look in a bit
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Hamsda 2018-10-30 17:27
we often share assets with each other, so I don't mind at all
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AaronDobbe 2018-10-30 18:21
Question: does the order in which locations are defined matter if one location refers to another in its access rules? Running into a weird problem working on a pack for the Wario Land 3 randomizer where some locations are "lagging", i.e. their status isn't updated until one "turn" later than they should be
18:22
Here's how things look when you start up the pack so far: https://cdn.discordapp.com/attachments/399717934567653376/506991731770654741/unknown.png If I collect the two keystones, I expect these three circled locations to be available. However, only the one circled in blue works right away: https://cdn.discordapp.com/attachments/399717934567653376/506992093705535489/unknown.png ...that is, until I do anything else to update the state of the map (clear a map square, get any item, or even unselect an item I already had). Then all three light up like they're supposed to: https://cdn.discordapp.com/attachments/399717934567653376/506992274782289941/unknown.png
18:24
the locations in question have access rules that refer to another location, which refers to another location, which refers to another location
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EmoSaru 2018-10-30 19:24
Yes
19:25
References must always be defined already
19:25
I'm considering implementing an evaluation priority sort that would relax this constraint, but for now, you need the ordering to support it
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AaronDobbe 2018-10-30 19:27
Cool, makes sense. Just wanted to confirm that was the case before I reordered everything. Thanks!
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MikeTrethewey | Axiom Verge 2018-10-30 20:03
It’s @AaronDobbe ! Hey dude!
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AaronDobbe 2018-10-30 20:03
hey Mike! πŸ˜„
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MikeTrethewey | Axiom Verge 2018-10-30 20:04
Wario Land 3 has a Randomizer? Neato.
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AaronDobbe 2018-10-30 20:04
it does as of a few weeks ago! I made it πŸ™‚
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MikeTrethewey | Axiom Verge 2018-10-30 20:04
Oh hey! Rad. :D
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AaronDobbe 2018-10-30 20:05
decided to make a map tracker because I've noticed people getting temporarily stuck a lot while thinking about where to go next
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Natalie 2018-10-30 20:05
That sounds like a recipe for shenanigans
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AaronDobbe 2018-10-30 20:07
it can get pretty wacky
20:08
I was worried it'd be too straightforward at first but then I realized it can make you go backwards through the game given that the world map loops on itself
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MikeTrethewey | Axiom Verge 2018-10-30 20:10
Let us know if you get stuck. Once you get the hang of how the .json files are structured, there’s a lot you can do. Have you been poking around the Official ones by EmoSaru?
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AaronDobbe 2018-10-30 20:13
yeah! I've been using Emo's alttp pack as a template so far, and have been looking at a few other packs for ideas too. And I customized my local copy of the alttp pack a whole bunch for personal use so I have a general idea of how it all works ^^
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MikeTrethewey | Axiom Verge 2018-10-30 20:13
Sweet!
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Beware 2018-11-03 11:11
is there a way to remove the "pinned locations" section? or at least to make it MUCH smaller
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EmoSaru 2018-11-03 11:12
Search in here, it’s been asked
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Beware 2018-11-03 11:14
i have searched. most of them are people asking to do this then someone saying "you can do it with overrides" then that person giving up
11:15
got it think
11:19
do not. i don't want to delete it if i can help it, though to delete it i just remove that entry in the json?
11:19
if i change it to center it always gets changed to stretch after opening the tracker
11:22
ugh, and hamsda's setup doesn't allow both maps to be displayed at once -_-
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EmoSaru 2018-11-03 11:26
If you have suggestions for packs, preferably constructively phrased, #pack-support is a good place for them (edited)
11:26
You can constrain the width or height of the group for the pins
11:26
You can also scale it
11:26
There are examples of using both attributes if you search
11:27
That said, if you constrain the size, it will cut off additional locations that don’t fit if you pin a lot
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Beware 2018-11-03 11:30
as a moderator on another support server, i get it, but so far i'm back as far as June and every response to "how do i hide or scale pinned locations" is "search for it." Do i just replace "h_alignment" with a number of pixels?
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EmoSaru 2018-11-03 11:31
When constraining the width or height, I recommend searching for β€˜width’ or β€˜height’, which are in fact the attributes you’re looking for
11:31
There is also β€˜scale’
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Beware 2018-11-03 11:32
yes, so i would replace "h_alignment": "stretch", with "height": "200", for a 200 pixel tall box instead?
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EmoSaru 2018-11-03 11:32
Correct. You can also use eg β€˜max_height’
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Beware 2018-11-03 11:33
should really have a pin for common json adjustments like that, imo. i'm gonna see if i can add both maps to display at once in hamsda's pack.
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EmoSaru 2018-11-03 11:35
There is more exhaustive documentation in the works, and frankly nobody checks pins. Thank you for the feedback.
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Beware 2018-11-03 11:36
i agree that nobody checks pins, but it's a lot easier to say "check pinned messages" than "search at least a year's worth of history and filter through 3 pages of search results consisting entirely of other people being told to do exactly what you're already doing"
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EmoSaru 2018-11-03 11:37
Thank you for the feedback.
11:37
I’ll think about it more when I’ve had more than 4 hours sleep.
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Beware 2018-11-03 11:38
hm... just replacing h_alignment with height didn't work. do we have to export the override? i've just been editing it in the .zip
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EmoSaru 2018-11-03 11:40
Updating things in the zip is never the right choice, not least of all because any pack update will wipe your changes
11:40
This is what the override system exists for
11:40
And it also allows you to simply press F5 to reload, as intended
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Beware 2018-11-03 11:42
still didn't function =\
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EmoSaru 2018-11-03 11:42
If the pack has multiple variants, make sure you are editing the one you're actually using.
11:43
I can assure you that the override system functions properly.
11:43
If you have specific questions about how a particular pack uses its contents, I recommend pinging the creator.
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Beware 2018-11-03 11:43
no, it's not that the override system doesn't function
11:44
that seems like it works great
11:44
it's the json replacement
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EmoSaru 2018-11-03 11:45
What pack/variant are you editing?
11:45
And what specific change are you trying to make that's not working?
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Beware 2018-11-03 11:46
hamsda OoT Map & Item, the regular variant
11:46
lemme try another pack
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EmoSaru 2018-11-03 11:46
ah
11:46
you maynot be able to shrink the pinned locations in this case (edited)
11:47
because of the way it's docked
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Beware 2018-11-03 11:47
balls
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EmoSaru 2018-11-03 11:48
are you using it in horizontal or vertical orientation?
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Beware 2018-11-03 11:48
i'm trying to use it vertical. trying to get something touch-friendly going for my Surface Go
11:49
i'm not attached to any pack though if there's something a little more touch friendly
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EmoSaru 2018-11-03 11:49
given that the maps are horizontal, you are more like to get something usable in a horizontal orientation
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Hamsda 2018-11-03 11:50
lemme see if I can get you a version that has the maps oriented as you want
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EmoSaru 2018-11-03 11:51
you could, for example, replace the tracker_horizontal layout with this...
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Beware 2018-11-03 11:54
Vertically it already looks good, but the map is very small while pinned locations is massive. What would be ideal is this basic layout, just with pinned locations smaller so adult map fits in between
11:54
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EmoSaru 2018-11-03 11:54
okay, I'll just do it for you
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Hamsda 2018-11-03 11:55
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Beware 2018-11-03 11:55
Thanks. Then I'll at least he able to year it apart if I need to do it for another
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Hamsda 2018-11-03 11:55
this makes the vertical layout have both maps below each other
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Beware 2018-11-03 11:55
Dope
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Hamsda 2018-11-03 11:56
as emo recommended, you should export it as an override
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EmoSaru 2018-11-03 11:56
beat me to it
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Hamsda 2018-11-03 11:56
I don't change that file often, but if you don't wanna lose it, that's what the override system is made for
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Beware 2018-11-03 12:00
Awesome. I'll try to add pinned locations back to it later too. Thanks!
12:04
The layout of darked5ky's is what I have in mind, but I prefer hamsda's items and maps
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EmoSaru 2018-11-03 12:10
The good thing is that you can look at how that pack does what you want
12:10
and figure out how to apply it to the pack you want to use
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Beware 2018-11-03 12:12
Yeah, that's my plan :D
12:14
Wish Windows wasn't such garbage on touch devices. That would make my life a lot easier XD
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Lechtansi 2018-11-03 12:29
hey folks, quick question. I tried to turn the background of my broadcast view black, but i have a grey border around it. I'm guessing this is because there is a container that the broadcast container and pin container are inside, but i can't figure out how to affect it. I put "background": "#000000", in every place i could think of. wheres the right place to put it?
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JRJathome 2018-11-03 12:30
Which pack are you using?
12:32
I've run into the same thing before. I believe whichever container specifies a margin, you'll want to apply your background to the parent container. If it's the top level container, you'll have to make a new top level or just delete the margin.
12:36
To take Emo's Items Only layout for example:
"tracker_default": { "type": "container", "width": 270, //"height": 250, "background": "#212121", "content": { "dropshadow": true, "margin": 5, "type": "layout", "key": "shared_item_grid" } }
You can see the background color is in the parent container and the margin specified in the nested container.
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Lechtansi 2018-11-03 13:03
ah, i see the margin. ill just delete it, i dont care about it
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JRJathome 2018-11-03 13:04
That's what I ended up doing for mine too. πŸ˜ƒ
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AaronDobbe 2018-11-03 23:13
question: is there something I can add to settings.json to default the "show all locations" (F11) toggle to "on" for a given pack? It's not a big deal of course, but I feel like the pack I'm working on looks/works better with that setting turned on
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MikeTrethewey | Axiom Verge 2018-11-03 23:21
That’s a good question. I don’t believe so. But probably not a bad suggestion.
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EmoSaru 2018-11-03 23:56
not currently
23:56
I'll make a note of it
23:56
to add for a future version
23:56
it's easy, and a good suggestion
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bombonfun 2018-11-04 08:49
Is there a way to make the item trackers include chest trackers?
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Lechtansi 2018-11-04 09:01
@bombonfun not officially, but there are way to do it via overrides
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bombonfun 2018-11-04 09:06
I'm interested
09:07
@Lechtansi
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Lechtansi 2018-11-04 09:07
have you ever used an override before?
09:13
basically, you make a consumable icon that counts down when you click on it, instead of increment.
09:13
{ "name": "Eastern Palace Chests", "type": "consumable", "img": "images/0058.png", "codes": "epc", "max_quantity": 3, "initial_quantity": 3, "swap_actions": true, "disabled_img": "images/0059.png", },
(edited)
09:15
and then you just put "epc" into your tracker
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bombonfun 2018-11-04 09:16
Thanks
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Lechtansi 2018-11-04 09:17
change the "max quantity" and "initial quantity" and "name" and "code" to adjust for different dungeons. Swamp Palace is "spc" and has 6 items, for example
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bombonfun 2018-11-04 11:29
Where can i find the json files?
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JRJathome 2018-11-04 11:30
You'd have to export overrides. Instructions are in #faq. The ones you'll need are the items json and the tracker and broadcast jsons so you can add your new item.
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bombonfun 2018-11-04 12:02
Yeah IDK, I've tried for like 30v minutes, I'm lost
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Lechtansi 2018-11-04 12:28
in the gear menu -> advanced -> export overrides. Look for items.json, tracker.json and broadcast.json. Once you export them, click "open overrides folder" and edit items.json to add in the chest counters, and then tracker.json to add in the code for the chests. if you use broadcast mode you edit broadcast.json
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Solski 2018-11-08 15:47
Alright searched approxmiately 9000 times and couldn't find an answer. Are tracker icons interchangeable with outside custom icons?
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JRJathome 2018-11-08 15:48
What is it you're trying to do?
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Solski 2018-11-08 15:50
Essentially insert custom image files into the library in order to supplement different icons rather than from the default pack. Example, sub in a mushpowder and shovelflute icon
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JRJathome 2018-11-08 15:51
Yeah, you can override images or even add new images in the override folder and use them for new items.
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Solski 2018-11-08 15:51
Sick. Ty
15:51
I might convert finally πŸ‘€
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Ninban 2018-11-08 15:53
Another one πŸ‘€
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JRJathome 2018-11-08 15:53
One of us! One of us! One of us!
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Solski 2018-11-08 15:54
Hey i gotta overcome the xsplit factor first
15:54
movingeyes
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EmoSaru 2018-11-08 15:55
I may hate xsplit, but I hate it far less than SLOBS, and it has NDI support, so you Gucci Solski (edited)
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Solski 2018-11-08 15:58
I think when i chose xsplit intially it was a better option than OBS.
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EmoSaru 2018-11-08 15:59
It probably was
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fylion 2018-11-08 16:39
Yes Solski I did exactly that.
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Merc249 2018-11-10 12:02
Anyone able to help me get NDI up and running? Installed NDI 3.7 and the OBS plugin, but OBS doesn't recognize that NDI is there.
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JRJathome 2018-11-10 12:04
Are you using an override for the broadcast layout, and does it specify a background color?
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Merc249 2018-11-10 12:04
Haven't even gotten to that stage yet. OBS itself gives me an error stating that it can't find NDI
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EmoSaru 2018-11-10 12:04
You're on OBS studio right?
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Merc249 2018-11-10 12:05
Yes
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EmoSaru 2018-11-10 12:05
Can you screenshot the error, and describe when you're getting it? Is it on startup, or when you add the source, or...?
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Merc249 2018-11-10 12:06
On start-up:
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EmoSaru 2018-11-10 12:06
Have you tried restarting your machine since installing?
12:06
That may help
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Merc249 2018-11-10 12:06
I have not. I'll give that a shot and see what happens.
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EmoSaru 2018-11-10 12:07
Keep us posted.
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Merc249 2018-11-10 12:11
That seems to have done the trick. OBS asked for Windows Firewall access after the restart, and we're all good now. Strange.
12:12
Thanks for the assistance, andyYay
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EmoSaru 2018-11-10 12:12
πŸ‘
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roaet 2018-11-10 19:18
Hi there. I'd like to make layout changes to the broadcast window. How would I do that?
19:18
(if it is even possible)
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JRJathome 2018-11-10 19:20
Yep. There's instructions on overriding the broadcast layout in #faq. (They're a little outdated, but you should find the option pretty easily.)
19:20
Let us know if you need help with anything specific.
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roaet 2018-11-10 19:20
Do you have a search string I can use to find it easily?
19:21
Oh i just found it
19:21
it is the 2nd line
19:21
thank you!!!
19:24
Oh. Okay. I already have questions: 1) Can I change the background color, 2) I broadcast.json, the items listed are in a different order than displayed. 3) does the tracker need to be restarted for changes to take affect?
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JRJathome 2018-11-10 19:28
1) Yes. It disables NDI support, but you can add "background": "#XXXXXX", replacing the Xs with the hexidecimal number for the color you want. 2) Which pack are you using? Some packs might have a different layout for the broadcast window compared to the tracker window. 3) Nope. Pressing F5 should refresh the tracker without needing to restart.
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roaet 2018-11-10 19:30
I am using the emusaru package
19:30
It appears the broadcast window item order is not matching broadcast.json, but the Item list in the tracker is matching broadcast.json
19:32
AH It was another layout file
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JRJathome 2018-11-10 19:32
It could be you've overridden the broadcast json for a different variant. The keysanity variants have separate broadcast jsons.
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roaet 2018-11-10 19:33
Is there a way to remove the border?
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JRJathome 2018-11-10 19:33
Yep. Set the margin to 0.
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roaet 2018-11-10 19:33
dam
19:33
this program is super configurable
19:35
yaaay it looks so good
19:35
I'm setting up my stream, so I'm happy that it is working! Thank you
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JRJathome 2018-11-10 19:35
πŸ‘
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EmoSaru 2018-11-10 21:12
Quick note - that doesn’t disable NDI support. You can always capture via NDI, it just won’t leave the background transparent in the NDI capture (it will be a solid rectangle of whatever you picked).
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JRJathome 2018-11-10 21:13
Ah. Whoops.
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EmoSaru 2018-11-10 21:14
No worries!
21:14
Just wanted to clarify 😁
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deserteagle417 2018-11-11 15:35
Ooh... I didn't know that about the background color. I set my pack to a black background because it looked better with the items... Perhaps I should change that when I push the next update (which takes it out of being a legacy pack finally!) (edited)
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EmoSaru 2018-11-11 15:36
It’s certainly possible for people to override, but yeah I recommend it at this point. When the next version releases, im adding settings.json support for setting the raw background color of the broadcast window itself, which will allow you the best of both worlds.
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deserteagle417 2018-11-11 15:37
Oh, that's nice!
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Solski 2018-11-11 17:14
Hot damn speaking of overriding
17:14
Guessing what i needed to do once you mentioned you could override images worked first try
17:15
Now just gotta make my crystals in broadcast view look like an eggplant
🍆 1
17:15
wednesdaysarebad
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Solski 2018-11-11 18:12
So i was reconfiguring broadcast view and checking everything religiously for the last 45 mins. Now broadcast disappeared and i cant figure out why...
18:12
Code:
18:13
18:13
Starting hitting the snag when i was finishing up the crystal spacing after MM/POD
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deserteagle417 2018-11-11 18:14
you didn't close the rows in your display
18:15
line 157 needs a ]
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Solski 2018-11-11 18:17
Must've accidentally deleted it, thanks!
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deserteagle417 2018-11-11 18:18
so easy to do. no problem!
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Lechtansi 2018-11-11 19:28
by the way, the developer console will tell you what errors your code has
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Rocher 2018-11-21 13:08
hello :)I have some problems using correctly the access_rules in the location.json in order to make items appear after clicking the requirement on the tracker. I understood that the access_rules need to be completed b the codes of the items i defined. Yet i don t manage to make a dot appear after obtaining a single ability. Can you help me ? thanks in advance πŸ˜—
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EmoSaru 2018-11-21 13:35
Have you defined valid map locations for the locations you’re trying to unlock? It might also help to post your json.
13:36
It’s always a good idea to make sure that your locations appear correctly with no access rules, or with show all locations on (F11).
13:36
Bear in mind that locations also only show up if they have available items, so try making sure it has a non-zero item/chest count. (edited)
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Rocher 2018-11-21 13:43
ok i'll try it out thanks
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Lucibear 2018-12-03 12:14
πŸ‘‹ I just started messing around with the override files, now i'm wondering. is it possible to set up a settings thing in the tracker that adjusts the scale of things like the item trackers/ the map?
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EmoSaru 2018-12-03 12:27
Not currently, no
12:27
You can apply scales in the layouts directly
12:27
But there is no dynamic layout control
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Lucibear 2018-12-03 12:28
okay, i'll stick to that then, thanks
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Lechtansi 2018-12-03 23:00
hey, i just discovered that ALTTPR sphere trackers exist - like, i can click on an item then click on the sphere its in and use that to help me follow the logic. is that implementable in emotracker via override? Or can I request it as a feature?
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Gilgatex 2018-12-03 23:41
Could probably done as a grid and a progressive toggle between all the progression items
23:42
Might mean you have to click it 14 times to get the item you want though
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EmoSaru 2018-12-04 10:18
It’s not currently properly supported, and if I add support for it I’d want to do it well. The one that I’m aware of is also very β€œraw” - it’s purely a note taking device. If it’s something enough people want, I’ll consider adding it, but it would be very low priority at the moment. Honestly, it’s a pretty minimal value add based on what I’ve seen and people I’ve talked to.
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Lechtansi 2018-12-04 10:55
yeah its more of a learning tool than a racing tool, so ill probably just practice with the other tracker for now
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nickography 2018-12-04 22:33
I can't seem to find the vanilla hammer image
22:34
all of the packs use the small vertical version
22:34
any leads?
22:35
looking because I like the look of it on the speedgaming tracker
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JRJathome 2018-12-04 22:35
Spriters-Resource is great for finding icons like that. https://www.spriters-resource.com/snes/legendofzeldaalinktothepast/sheet/39608/
SNES - The Legend of Zelda: A Link to the Past - Status Screen (JPN / USA) - The #1 source for video game sprites on the internet!
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nickography 2018-12-04 22:36
amazing thanks!
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nickography 2018-12-04 22:47
22:47
ta-da. made my own from those resources
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JRJathome 2018-12-04 22:49
Nice. So now you can use that image as an override. Just make sure the path and filename are exactly the same. (except in your override folder, of course.) The hammer image in Emo's pack is images/0011.png
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nickography 2018-12-04 22:50
ya, I'm just going to change it in the item json
22:50
I'm doing a custom SMZ3 layout
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nickography 2018-12-05 00:32
Final result πŸ˜ƒ
👍 1
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Blazor 2018-12-05 01:53
Got the broadcasting layout the way I like it(Yes, almost mirrors SG's exactly) but theres one feature I'd like to implement. For the dungeons I want the crystals and pendants to be color'd and not faded. How would I go about doing that in the item.json? I'm working with fouton's pack.
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EmoSaru 2018-12-05 02:54
You would have to create custom disabled state images for each dungeon/item combo.
02:56
You can simplify this task by using the overlay image mod, but yeah
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Blazor 2018-12-05 10:07
is there any way to separate the overlay images from the disabled state mode? Would make it a lot less clicks going that route lol
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EmoSaru 2018-12-05 10:27
You can use canvas elements to stack items (instead of an item grid). You will have to size/position everything by hand, but it’s possible.
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Espeon 2018-12-10 17:04
is there a way to change the default size of the tracker window when it opens?
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EmoSaru 2018-12-10 17:07
it will only work for resizable packs, but you can add/modify the following settings to you application_settings.json file
"initial_width": 800.0, "initial_height": 600.0,
👍 2
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blasteg 2018-12-16 01:40
I marked the location x=98 y=240 in a 1773x480 map
01:41
note that the green square doesn't line up with middle of ma
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blasteg 2018-12-16 03:20
what's the unit of location_size? pixels?
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EmoSaru 2018-12-16 03:59
what is the DPI of your map image?
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blasteg 2018-12-16 04:09
I think it's 72? That's what I created in GIMP....
04:09
no wait, it's 72 ppi....
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Natalie 2018-12-16 04:10
pixels per inch = dots per inch
04:10
to my knowledge
04:11
..or is it using the weird and frankly illogical measurement of "points per inch" πŸ€”
04:11
please be pixels per inch.
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blasteg 2018-12-16 04:12
yeah it is
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Simon 2018-12-16 04:14
PPI = pixels per inch. DPI = dots per inch. For digital pictures, PPI is what is important. DPI is a printing term πŸ˜ƒ
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blasteg 2018-12-16 04:16
there's a compression setting while I try to save as PNG. maybe that's the prolem?
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blasteg 2018-12-16 04:24
nope, tried changing that, same situation
04:25
there's a bit depth? info that's different... exisitng map in packs is 24 while mine is 32
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blasteg 2018-12-16 04:41
OK, it's GIMP weirdness
04:41
I open and saved with paint3d, the same picture
04:41
and it works now
04:41
BrokeBack
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SauceRelic 2018-12-16 14:49
Yeah, maps and everything else should be saved at 96 ppi. It messes up maps if you don't and other things are just to be safe (edited)
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Natalie 2018-12-16 15:07
πŸ€” Who remembers the days when a pixel was a pixel and DPI was a meadure of displays and printing?
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MelonSpeedruns 2018-12-16 16:48
I'm going to ask again here, could it be technically be possible to implement other things than what Randomizers normally use? For example, having a player list, which is connected to a socket TCP server.
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EmoSaru 2018-12-16 18:21
Not currently, and as a general statement the Lua environment will never be allowed to directly access network resources (or certain other system level apis) because it represents a substantial security risk for users.
18:21
I have network features planned, but they do not address connecting to network services other than the ones that I will provide, for that reason.
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blasteg 2018-12-16 22:25
So in La-mulana, there are 3 states for a chest, opened, not-yet-opened is supported, but there's also a "cursed" state, which you won't know until you're at the chest. You'll need another item to open them. Does the engine support this kind of state?
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EmoSaru 2018-12-16 22:37
No. The best you can do is have them be sequence breakable if you don’t have the item or know you have it.
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blasteg 2018-12-18 05:43
on a "tabbed" mode, is it possible to allow for multiple tabs to be active at once?
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EmoSaru 2018-12-18 09:43
Not within a single tabbed element, no.
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blasteg 2018-12-20 16:31
Is it possible to have an array that documents some of the access logic, and have each check/uncheck on the item grid run a function to upgrade said aeeay?
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EmoSaru 2018-12-20 17:03
I do not understand your question
17:03
What do you mean by "documents some of the access logic"
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blasteg 2018-12-20 17:06
an array of booleans, where like array[1]=0 means no access to Dark death mountain, array[2]=0 means no access to hookshot cave etc
17:06
and when I click on titans mitts, a function fires to update the array
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EmoSaru 2018-12-20 17:06
I don't understand why you would do that, rather than just unlocking the relevant locations?
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rand(0) 2018-12-20 17:06
why would that need to run seperately?
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blasteg 2018-12-20 17:07
because ther might be dozens of ways to access an area, some involves access to another area, some not
17:08
(In the tracker I'm considering putting logic yet, I'm still doing the map work)
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rand(0) 2018-12-20 17:08
so simply make a subset of requirements for area access and use that in the other logical expressions
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EmoSaru 2018-12-20 17:09
The location logic system is specifically designed to handle multiple ways to access things
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blasteg 2018-12-20 17:09
and that was the existing structure of the logic, and Idon't want to rewrite rando logic by myself entirely
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EmoSaru 2018-12-20 17:09
And handles location references
17:09
And also supports lua expressions
17:09
So like, I can't imagine a situation where doing what you're asking is the right choice
17:10
At best, what you are asking for is somewhere between unsupported and very poorly supported.
17:10
So I strongly recommend using the logic system to build your logic.
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blasteg 2018-12-20 17:17
OK, I'll see what I can do then
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blasteg 2018-12-21 17:42
Is there a way to reload a packeage without rebooting the entire tracker?
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JRJathome 2018-12-21 17:43
Yeah, press F5
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blasteg 2018-12-21 17:45
I made some changes, and updated my in-progress package in the "pack" folder
17:45
Change don't show until I reboot the tracker
17:45
doesn't show when I F5
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EmoSaru 2018-12-21 17:53
I guarantee you that F5 reloads the pack. Do you have overrides in your override folder for your pack that would potentially be affecting things? Do you have both zipped and folder content under the same uid?
17:54
Also, do you have both folder and zip versions of the package?
17:54
Folders take priority over zips
17:54
And overrides take priority over both
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blasteg 2018-12-21 17:54
I only have zip
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EmoSaru 2018-12-21 17:54
There is definitely no need to zip your package while developing
17:54
Just have the folder, named the same as your pack UID, in the packs folder
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blasteg 2018-12-21 17:55
oooh. my zip name didn't match the uid
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EmoSaru 2018-12-21 17:55
That shouldn't matter, unless you changed it after starting the tracker
17:56
I also recommend using the developer console to see any log output that may be generated during load
17:56
Gear > Advanced > Developer Console
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blasteg 2018-12-21 17:57
I know about that, there's always an error, but otherwise the pack still loads
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EmoSaru 2018-12-21 18:03
What is the error?
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blasteg 2018-12-21 18:35
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EmoSaru 2018-12-21 18:37
I would not assume that that error is okay. What pack did you use as reference? Do you still have a legacy broadcast_layout.json file, and especially one that you are not loading from init.lua?
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blasteg 2018-12-21 18:40
there's a broadcast.json that I'm not loading in init, yes
18:41
It's aLttP tracker
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EmoSaru 2018-12-21 18:43
You should load that broadcast layout file. The tracker is assuming that, since you did not provide one, the pack must have a legacy format broadcast layout file.
18:43
Which I'm assuming you don't.
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blasteg 2018-12-21 18:45
Isn't that file being phased out though?
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EmoSaru 2018-12-21 18:45
If you used my pack as reference, and you have a layouts/broadcast.json file then no, it definitely is not
18:46
What is phased out is the usage of a legacy formatted broadcast_layout.json file at the root of the pack
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blasteg 2018-12-21 18:46
OK
18:52
when I click broadcast view, windows firewall warns me. is that intended?
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JRJathome 2018-12-21 18:56
Yeah, it's a side effect of the NDI support, if I recall correctly.
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EmoSaru 2018-12-21 19:00
Yes, it is expected. NDI, and eventually other features, will require it.
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blasteg 2018-12-21 19:10
NDI?
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blasteg 2018-12-21 21:56
Let's say player sees Bow on lake Hylia island. Is it possible to mark that info on the tracker? By either allowing player to "put an item" at a location or having text notes on a pinned location?
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JRJathome 2018-12-21 21:58
Yep. Those locations should show up as a blue square. If you pin the location, you'll see a dotted outline. If you click on that, an item grid will appear that you can use to mark which item it is.
22:00
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blasteg 2018-12-21 22:00
Can you still mark the item if the location is green?
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JRJathome 2018-12-21 22:00
Yep
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blasteg 2018-12-21 22:00
OK, I'll use those on the shop items then
22:01
(There are items that are sold in the shop, it might be progression, but maybe not the most urgent)
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JRJathome 2018-12-21 22:03
Also, if you mark a progressive item, but then find the other progressive somewhere else, it'll automatically update the pinned item. So if you mark the power glove on Lake Hylia Island, then find the other power glove, the one on the island will turn into the titan's mitt. (edited)
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blasteg 2018-12-21 22:22
Grid didn't appear... also, can it capture more than 1?
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EmoSaru 2018-12-21 22:24
It can only capture one
22:24
There is a reserved layout name for specifying the layout that shows up there
22:24
You can check my packs for reference
22:24
When it doubt about how to do something, look at my LTTP pack
22:25
I will consider adding support for multiple capture spots per section in the future
22:26
Though I can't guarantee it will happen on any particular timeframe
22:26
You can use multiple sections to get multiple capture points though
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JRJathome 2018-12-21 22:27
Yeah, I was about to say. That's how Hamsda has his OoT tracker set up for shopsanity.
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blasteg 2018-12-21 22:28
Is it normal that numbers have a black background instead of transparent?
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JRJathome 2018-12-21 22:31
Yeah, that's normal
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blasteg 2018-12-21 23:41
so about the progressive thing, what if the items, while being progressively better, it's not being "progressive" in the item pool? (Like version 18 of ALTTP)
23:42
Would I need an individual slot for each in the capture tracker?
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JRJathome 2018-12-21 23:42
If you don't have them as progressive items in your pack, then yes.
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blasteg 2018-12-21 23:43
they are progressive in the pack, but each level can be found individually, which is problematic in the capture spots
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EmoSaru 2018-12-21 23:44
If the randomizer doesn't treat them as progressive, you probably shouldn't make them progressive in the pack
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blasteg 2018-12-21 23:45
It's progressive in the way like in v18, if you found golden sword first, whatever sword you find won't downgrade your sword
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JRJathome 2018-12-21 23:45
Is it a case of the upgraded item making the original item useless though? Like the swords in the old version of Z3R?
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blasteg 2018-12-21 23:45
yes
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EmoSaru 2018-12-21 23:46
If that's the case, you may want to consider keeping your progressive item on the main UI, but creating individual items as toggles and adding those only to the capture UI
23:47
auto-tracking them won't work when clearing a location in which one was captured
23:47
but the user will be able to track accurately
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JRJathome 2018-12-21 23:47
I take it adding the code for a later stage to the capture UI doesn't work?
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EmoSaru 2018-12-21 23:47
that would confuse things greatly, and work or not depending entirely on the order in which things were defined and whether or not I've changed anything for e.g. optimization reasons
23:48
Actually I misunderstood
23:48
No
23:48
that wouldn't change anything
23:48
When populating item grids, we evaluate the ABILITY for an item to provide a code
23:48
It doesn't influence the initial state at all
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blasteg 2018-12-22 05:33
Question, if I wrote access of location a to be "location b, and item c" and access of location b to be "location a, and item d" (Example: NW Dark World want NE Dark world and hookshot; and NE Dark world want NW Dark world and flippers)
05:34
Would logic engine go into an infinite referencing loop?
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Hamsda 2018-12-22 05:35
no loop, but the first location will only update once the tracker receives e.g. another item
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blasteg 2018-12-22 05:40
so if item c is already checked, and some other item makes location b available, location a wouldn't be updated straight away
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Hamsda 2018-12-22 05:46
yeah it basically evaluates in order if a is before b in your file, once it reaches a, b is still not reachable, so the access for a won't be met
05:47
so if you can, don't do these cyclic dependencies
05:47
because it can cause confusion for the user
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blasteg 2018-12-22 06:02
hmm..... it's not gonna be easy then
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EmoSaru 2018-12-22 12:56
SHOCKING NEWS: COMPLICATED LOGIC IS COMPLICATED TO IMPLEMENT (edited)
12:56
The system as it exists is designed to be more or less "complete", without introducing complexity that is hard to reliably predict the behavior of into the app.
12:57
There is no solvable problem of this class that is not solvable by flattening logic trees onto a location. (edited)
12:57
I appreciate the difficulty in some cases, but IMO it is a fair trade off. (edited)
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SauceRelic 2018-12-22 19:05
Like for MP2, but even then I'm making some progress
19:06
When all else fails, draw paths on a map
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Natalie 2018-12-22 19:06
Bring a really big piece of paper.
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SauceRelic 2018-12-22 19:07
Or get a tablet/laptop that can use an active pen
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blasteg 2018-12-24 02:54
How does current ootr deal with shop prices in shop randomization?
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Natalie 2018-12-24 02:59
I want to say the prices are completely randomized--and no, there's no way to capture in the tracker a specific price value for shop randomization
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Hamsda 2018-12-24 03:20
yeah prizes are random up to 300 rupees max, requiring 0-2 wallet upgrades in logic
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Natalie 2018-12-24 03:26
La-Mulana thankfully has no such restrictions on monetary capacity... though collecting that money can still be a chore. Again, the tl;dr is that you can only capture an item, not its price. There can be placed enough captures for the maximum number of randomized items for sale.
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Hamsda 2018-12-24 03:37
yeah for solo play I capture them in there and note down the price for multi I usually dont even capture (since its not my own most likely) and just note down all the info ¯\_(ツ)_/¯
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Jademalo 2018-12-29 12:38
is there an easy way to double scale the broadcast output without having to manually change every array? Making items bigger with item_size isn't really ideal, since it applies filtering. Means scaling them back down loses fidelity from the base image. Unless there's a way to nearest neighbour scale the whole broadcast view that I'm not aware of. It also messes up item labels, like number of skulltulas etc If there's a method of straight up integer nearest neighbour scaling the whole broadcast output then that will suffice since less will be lost with the NDI chroma subsampling, but if not then scaling and downsampling isn't really an ideal solution for that
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JRJathome 2018-12-29 13:26
Adding scale: 2, will scale the whole section you add it to. (edited)
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Jademalo 2018-12-29 14:15
Ok holy cow, that really makes a huge difference, thanks!
14:15
Heres a comparison between upsampling 2x normally, and using scale 3, downsampling to 1x, then upsampling 2x. Hover over to get the resampled version - http://screenshotcomparison.com/comparison/126773 (edited)
Make comparison of screenshots
14:16
check medallions, mirror shield, bolero, nocturne, lens, and the tunics mainly
14:16
but it gets rid of almost all of the artifacting and chroma subsampling, even the classic right shift artefact you get with 4:2:2 (edited)
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EmoSaru 2018-12-29 14:21
Glad you found a solution that's working for you. πŸ˜ƒ
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Jademalo 2018-12-29 14:34
ty, I appreciate the suggestion in the first place! I wasn't aware it was possible to NN scale the broadcast window cleanly. It's obviously not perfect, but it's 90% of the way there and that's more than fine. If anything, this method now has the benefit of having the full update speed, though it does still require the middleware. Thanks!
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JRJathome 2018-12-31 16:55
@johncarls I figured I'd move this conversation to the proper channel. What were you looking for help with concerning your broadcast layout?
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johncarls 2018-12-31 17:04
i got it all fixed. thanks so much πŸ˜ƒ
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OrangeNova 2019-01-04 16:03
having issues with left/right on the grandmas, might just make them progressive. But it's looking like a tracker!
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EmoSaru 2019-01-04 16:05
FYI, for most items-only trackers, I would recommend not wrapping the item grid in a group element (edited)
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OrangeNova 2019-01-04 16:05
Ah okay, I'll do that
16:06
I'll be honest, my coding/scripting knowledge is suuuuper limited, I'm used to testing things, not writing, so there's probably some pretty bad/inefficient things
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EmoSaru 2019-01-04 16:06
Everybody starts somewhere! This is just a stylistic thing. πŸ˜ƒ
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OrangeNova 2019-01-04 16:07
It definately helps that I can read a json/lua file haha, thankfully even in mobile dev we use that
16:08
If I was to remove that, do I just get rid of the container block and leave the shared grid?
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EmoSaru 2019-01-04 16:27
Yep
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JRJathome 2019-01-05 00:44
@halgorithm Moving this to the proper channel.
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halgorithm 2019-01-05 00:44
sure thing
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JRJathome 2019-01-05 00:46
I think you could add tabs to the broadcast view, but that wouldn't do much since you can't directly interact with the broadcast view window. Perhaps if Emo added the ability to switch tabs via a chat command, maybe. πŸ€”
00:47
I've also seen people add maps straight to the broadcast view over or under their item tracker.
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halgorithm 2019-01-05 00:47
I was confused at first as to why I was able to see a map in the main screen but not be able to show it in the broadcast view
00:47
I'm new to emotracker though and still getting a feel for it
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JRJathome 2019-01-05 00:52
Which pack are you customizing, btw?
00:52
Emo's LttP pack?
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halgorithm 2019-01-05 00:53
yup in this case it's alttp randomizer
00:54
thinking about it more though, I'm not sure if this map view would be the best to present to viewers
00:54
instead of colored boxes I'd like to have numbers/check marks
00:55
for number of treasures or if an area is just done
00:55
though the colored boxes are still something
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JRJathome 2019-01-05 00:56
Also just FYI, you can press F11 to view locations currently out of logic or that you've already cleared. I assume you're trying to make it kind of a teaching environment for your viewers, so seeing that may help as well.
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halgorithm 2019-01-05 00:57
yup, it's mainly to help give context to new people
00:58
making it a bit more interactive/engaging when you can see the bigger picture of the routing and strategy
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JRJathome 2019-01-05 00:59
Makes sense. By default, the broadcast view also shows your 2 most recent pinned locations, so viewers can use that as a sort of indicator as to what you're doing.
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halgorithm 2019-01-05 01:00
oh nice
01:01
though I'd have to move things around to fit them
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JRJathome 2019-01-05 01:02
For the map itself, I recommend exporting overrides for the tracker and broadcast view. The former so you can see how the maps are referenced and the latter so you can add them to your broadcast view. I recommend searching through this channel since others have also added the map to their overrides.
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halgorithm 2019-01-05 01:04
I see, I'm not familiar with that but I'll look through
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JRJathome 2019-01-05 01:04
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halgorithm 2019-01-05 01:04
it seems like overrides are a way to customize the behavior of each which seems like it could be a good kickoff point
01:05
and maybe faster than trying to set something up from scratch outside emotracker
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JRJathome 2019-01-05 01:06
Yeah. The json files are mostly straightforward, and if you mess something up, you can re-export the override to reset it to default.
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halgorithm 2019-01-05 01:20
do you happen to know which file handles how each point of interest is displayed on the map
01:21
I'm wondering if I'd be able to change the colored boxes to numbers or images depending on their state
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halgorithm 2019-01-05 01:31
seems that the location data is contained in the locations json files which are added by Tracker:AddLocations in scripts/init.lua
01:33
I'm guessing Tracker:AddLocations is an emotracker api, and emotracker internally manages displaying locations on the tracker according to each's data format
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JRJathome 2019-01-05 01:33
The boxes are currently hard coded in. Emo's working on Entrance Rando support, so I have no idea what she's changing to make that work.
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halgorithm 2019-01-05 01:33
gotcha, yeah that's what it seemed like
01:35
still, the location json files are a useful head start
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Lechtansi 2019-01-05 07:58
@halgorithm when I want to present the map to my viewers I simply capture the main tracker window in OBS and only show the map portion
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EmoSaru 2019-01-05 08:56
You can use any layout elements you want in your broadcast layout - they are just read only. If you want to display the map, it can be added to the broadcast layout. That said, it’s a lot of screen space to be readable and most viewers would rather see your game bigger on stream, just FYI.
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Jademalo 2019-01-05 21:56
quick question, what is capture.json used for and why is it separate to broadcast.json?
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EmoSaru 2019-01-05 22:00
The file name is not necessarily important, but capture.json in my pack i likely the layout used in the item capture ui (on blue locations) (edited)
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Jademalo 2019-01-05 22:00
ah alright, it's the one on Hamsda's pack that I'm curious about
22:00
it's a full grid but I've got no idea where it's used
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Natalie 2019-01-05 22:01
I can see where the confusion could arise. It's worth noting that the capture itemgrid can have items that don't appear as normal trackable items
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Jademalo 2019-01-05 22:01
oooh, right it's when you select the item in that grid
22:01
just realised where you mean, that makes sense
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Natalie 2019-01-05 22:01
It's the grid you get when you click in a dotted line at a hintable/capturable location
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EmoSaru 2019-01-05 22:01
Yeah
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Jademalo 2019-01-05 22:01
alright, awesome. ty
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Natalie 2019-01-05 22:02
It's where the user can mark off what they saw in that location, so they can remember it for later if they actually want it.
22:02
Say, a full-size Heart Container or an unknown Key.
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Jademalo 2019-01-05 22:02
yeah, I'm with you
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Natalie 2019-01-05 22:03
it can include items which aren't normally tracked (e.g. heart pieces, rupees) or otherwise include "generic" versions of items that only come in unique forms (boss keys)
22:04
as such these extra items won't autotrack when captured and then acquired, but will still be visible as a reminder to the user
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Jademalo 2019-01-05 22:04
right, that makes sense
22:05
is adding a separate file for customized layouts without affecting base updates as simple as overriding init.lua and adding the extra file with AddLayouts?
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Natalie 2019-01-05 22:06
that's about where my knowledge ends (rip) I just wanted to say I understand where the confusion on the naming could come up
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Jademalo 2019-01-05 22:07
ty!
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EmoSaru 2019-01-05 22:12
The answer is yes
22:12
That said, if you experience issues after an update, re-export it and remake your changes
22:13
Init.lua is a pretty core file
22:13
And the order of things in there can matter
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Jademalo 2019-01-05 22:13
that's the main reason for wanting to add a separate file, just means should I need to I'm touching the original files as little as possible
22:14
ok nice, that seems to work
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JRJathome 2019-01-05 22:16
Yeah, I did something similar to add some alternate items to Emo's pack instead of overriding the item json.
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Jademalo 2019-01-05 22:18
thanks for mentioning order there emo, i would've been on forever not knowing that lol
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Jademalo 2019-01-05 22:44
one last question - is it possible to set absolute widths for arrays, or does it have to be margins?
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EmoSaru 2019-01-05 22:54
width and height both work (edited)
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Jademalo 2019-01-05 22:54
awesome, ty!
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Jademalo 2019-01-05 23:08
hmm, h_alignment doesn't seem to play nicely with width for whatever reason, rather than centering it it seems to be left adjusted (edited)
23:08
23:08
bottom array has h_alignment center, but the right hand side is clipped off
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Natalie 2019-01-05 23:14
My eyesssss
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Jademalo 2019-01-05 23:14
oh it's horrendous so I can see margins lol
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Natalie 2019-01-05 23:14
Your width is too small, naturally
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Jademalo 2019-01-05 23:14
I'm aware the width is too small, but I would have assumed it would clip both left and right if set to centre alignment
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Jademalo 2019-01-06 00:39
00:39
there we go, all done. Thanks for the help!
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Jademalo 2019-01-06 01:06
Actually, having one weird issue. I've got an array with a margin of 5, and literally everything has scale:3 applied to it. When this is set, my final res is 960x1932. When it's not, my final res is 960x1916. It should be 960x1917, and I've got absolutely no idea why it's not
01:07
scale 1 is 320x644 with the margin, and 320x638 without which again is weird since it's a 5px margin (edited)
01:08
a margin of 1 is 320x640 as well
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EmoSaru 2019-01-06 03:34
The layout parameters map directly to WPF layout parameters. WPF does not use β€œpixels” directly - it uses a double precision floating point coordinate system internally specified in abstract β€œunits” in an attempt to be DPi-agnostic, but when rendering to a buffer it’s required to map to an integer size, and we don’t have control over its rounding scheme. (edited)
03:36
Also, looks nice - nice work. πŸ‘
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ToxicFrog 2019-01-06 16:05
Is there any way to customize the layout and image size of the location popup and/or pinned location element?
16:06
I've found lots of knobs for adjusting the item grid, and I can replace the images in the location popups but they seem to take up space as if they were 32x32px no matter what size I make them.
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Zurai 2019-01-07 04:16
so, Im trying to make a keysanity custom pack of the pug layout. I dont want to override the layout, but make an entirely new entry. This already works https://i.imgur.com/8XpuUGK.png
04:16
but Im not sure how I have to setup the folder structure to return a second layout if I switch around
04:17
because right now I can only edit the main layout. the second one is being completely ignored by changes I make to it
04:17
this is the custom one https://i.imgur.com/ask5YFt.png
04:18
I guess Im missing something crucial? andyShrug
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Zurai 2019-01-07 04:30
oh nvm, I was on layer too deep in the folder
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Zurai 2019-01-07 04:51
when Im creating an Item can I also declare its icon size in same go like this?
04:51
// Small Key { "name": "Fire Small Keys", "type": "consumable", "img": "images/small_key.png", "width": 10, "height": 10, "codes": "fire_small_keys,firesmall,firesk", "max_quantity": 8 }
04:52
or do I have to do that somewhere else?
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Hamsda 2019-01-07 06:07
items are fixed 32x32
06:07
if you want to have something be different size, you will have to make use of a canvas element
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Rikkukun 2019-01-07 06:32
I would like to change the songs icons in the Hamsda pack, is it hard? (I only did a brief read in #faq )
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Zurai 2019-01-07 07:01
you probably just have to make a new icon and then go into the "quest.json" and change the path to your new file
07:01
so instead of
{ "name": "Serenade of Water", "type": "toggle", "loop": true, "img": "images/serenade.png", "codes": "serenade,sow" },
07:02
its "images/serenade_new.jpg" or whatever you name it
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Natalie 2019-01-07 07:03
...oooor you can make an image override?
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Hamsda 2019-01-07 07:03
yeah just override the serenade.png
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Natalie 2019-01-07 07:03
No need to reinvent the wheel, images override just like anything else
07:04
...also, generally never edit the pack directly unless you're specifically building your own
07:04
you can almost always do what you're looking for with an override
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Rikkukun 2019-01-07 07:09
Thanks!
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Daaanty 2019-01-07 09:03
hey guys. i'm trying to get NDI setup with emotracker. I've installed the plugin from the v2.1 release notes, but from there I'm a little lost. Maybe I'm overcomplicating something super simple, but emotracker is not showing the NDI logo at the bottom right from the screen cap in said release notes. I know folks may be off at AGDQ this week, but I'm not in a super rush. Any help would be appreciated.
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Zurai 2019-01-07 09:06
also a question: is it possible to get rid of this bar? https://i.imgur.com/LTxHSEK.png
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Natalie 2019-01-07 09:08
Why?
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Zurai 2019-01-07 09:09
because I dont want it? andyShrug
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Natalie 2019-01-07 09:09
It's literally like eight pixels tall. It's not in your way.
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Zurai 2019-01-07 09:10
I want to change between both packages and have the same size of both layouts for my stream layout. If one is off, it doesnt look good on stream
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Natalie 2019-01-07 09:10
FINALLY you say what you want to get rid of it for.
09:10
Broadcast view exists. You'd know about it if you read #faq.
09:10
Press F2 for a clean window to window capture.
09:11
The window title is always the same, too. For convenience.
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Zurai 2019-01-07 09:12
hmm, I see. Thanks
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Zurai 2019-01-07 10:01
alright, thats good enough for now https://i.imgur.com/776BF08.png
10:02
do I have any control over that counter box?
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ToxicFrog 2019-01-07 11:47
Is there any way to change the shapes/colours used for locations on the map, e.g. to make skulltula locations visually distinct from item locations?
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JRJathome 2019-01-07 11:51
Not currently.
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Rikkukun 2019-01-08 07:00
I actually managed to override the images I wanted, by the way what resolution do you recommend for custom icons?
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Hamsda 2019-01-08 08:10
32x32 since that is what images will be scaled to
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EmoSaru 2019-01-08 10:34
Just FYI, 32x32 is the default size for item grids, but packs can and do alter it. I recommend replacing images with images that are the same resolution as the ones you’re replacing.
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Hamsda 2019-01-08 10:35
oh sorry for the wrong info then, that's news to me πŸ˜„
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Rikkukun 2019-01-09 02:19
Thanks for the clear answers guys
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Zurai 2019-01-09 19:02
Gonna ask one more time, because I probably put it the wrong way. Do you have any customization options when it comes to these counter which are counting up consumables? So when I click a key the box/number appears on the key instead beside of it? (edited)
19:04
in the screenshot I shared I think it only works on botw and GF because I derped there a bit with margins which probably made the icon overlap with the consumable counter
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JRJathome 2019-01-09 19:08
The counter should always appear in the bottom right of the icon. I suspect there's something wrong with your icon size if the counter is appearing next to the key. (edited)
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Zurai 2019-01-09 19:10
I used emos code from the ALTTP keysanity layout as a reference to add these keys
19:10
which looks like this
19:10
"type": "array", "orientation": "vertical", "content": [ { "type": "itemgrid", "margin": "0,2", "h_alignment": "left", "item_margin": "3,2", "item_height": 16, "item_width": 32, "rows": [ [ "gc_label" ] ] }, { "type": "array", "orientation": "horizontal", "content": [ { "type": "itemgrid", "margin": "0,2", "h_alignment": "center", "item_margin": "2,-4", "item_height": 16, "item_width": 20, "rows": [ [ "ganonsmall" ] ] }, { "type": "itemgrid", "margin": "0,2", "h_alignment": "center", "item_margin": "-3,-4", "item_height": 16, "item_width": 20, "rows": [ [ "ganonboss" ] ] } ] } ]
19:11
so maybe the item_height and item_width is screwing it up? (edited)
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JRJathome 2019-01-09 19:14
I'm curious why you have a negative margin on the keys, but a width of 20? I assume the pictures are 16x16.
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Zurai 2019-01-09 19:14
let me check, pretty sure they are 32x32
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Natalie 2019-01-09 19:14
isn't that the original code
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Zurai 2019-01-09 19:15
it pretty much is, it just has different arrays around them to organize the keys in a horizontal way and not a vertical
19:15
yea, they pictures are 32x32
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JRJathome 2019-01-09 19:17
So at the very least, your item width should be 16 to match the height.
19:17
That should move the counter onto the icon more properly.
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Zurai 2019-01-09 19:18
hmm, let me try that out
19:19
yep, that seems to work, just have to adjust the other icons and the positions
19:19
thanks cirLove
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JRJathome 2019-01-09 19:19
πŸ‘πŸ»
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Zurai 2019-01-09 19:27
sweet, that looks better for me https://i.imgur.com/yipcjCG.png
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Jademalo 2019-01-12 19:16
Hey emo, is it possible to get a point scaler as an option?
19:17
I've been having a bit of a time trying to 3x upscale/3x downscale for quality, it has a habit of having totally incorrect values when scaled up like I mentioned the other day
19:20
actually never mind, setting a hard height and width seems to make the scaling consistent
19:20
that's a decent enough workaround
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EmoSaru 2019-01-12 19:50
Yeah, without hard sizes set you are slightly at the mercy of the WPF layout engine’s internal point metric. I do have an advanced option coming for an integer scale just prior to the NDI encode, which will come with the next release (whenever that is).
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Jademalo 2019-01-12 20:20
oh awesome, good to hear you're implementing that idea!
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Lechtansi 2019-01-13 15:38
is it possible to put a progressive toggle on left click and a consumable toggle on right click? Like, right clicking increments the consumable counter and left click increments the item
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JRJathome 2019-01-13 15:46
Not currently.
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Lechtansi 2019-01-13 15:48
k. i came up with an idea to mod the LTTP tracker into including a sphere tracker, with right click being able to increment a sphere #, but it breaks with combined items like the gloves. oh well
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Natalie 2019-01-13 15:54
..But the only value in the sphere model is in the playthrough representation in a spoiler file
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Lechtansi 2019-01-13 15:55
eh. not for me. it really helps to remember "hey, i haven't used the flippers yet"
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Natalie 2019-01-13 15:55
...that's what a map tracker is for
15:55
it tells you what you haven't done but can do
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EmoSaru 2019-01-13 15:57
What you’re describing would be a pretty lame way to do a sphere tracker, unfortunately. I mean no offense by that - if you want a sphere tracker, by all means go for it. They’re kinda interesting, but not for the purpose you’re describing. I considered adding proper support for it, but it’s low priority because frankly so is the information they provide.
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Lechtansi 2019-01-13 15:58
yeah if i dont end up using it ill just revert
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EmoSaru 2019-01-13 16:00
My sincere advice to you, from a game perspective, is to focus more on the game and less on the tracker. No matter what you put on the tracker, it will always be slower and less useful than your brain. Trackers are useful memory aids, but asking them to do much more than that is just slowing you down in the long run.
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Lechtansi 2019-01-13 16:00
yeah. looking at it, its going to be hard to parse
16:01
my memory is super faulty, so i'm always looking for ways to augment it
16:02
like, i often forget what item i just picked up. and trying to remember 2 items ago is impossible
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rand(0) 2019-01-13 16:03
at that rate you might wanna use pen and paper to help you
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Lechtansi 2019-01-13 16:05
i was using voice text
16:05
@EmoSaru thats actually super useful info, thanks
16:06
super useful advice, i mean
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EmoSaru 2019-01-13 16:06
I wonder if something like a running log of tracking operations would be more useful to you
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Lechtansi 2019-01-13 16:09
yeah i actually asked you if something like that was available in emo tracker and you said it wasn't in the pipeline
16:09
(if i remember correctly)
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EmoSaru 2019-01-13 16:09
It’s not
16:10
But I’m thinking about solutions to your problem
16:11
And I wonder how many users have significant memory issues that would benefit from something
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Lechtansi 2019-01-13 16:13
i dont run into many people with similar issues in real life
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EmoSaru 2019-01-13 16:14
The internet has a habit of concentrating people in places though. So, if anybody else has similar issues, I would like to hear about it in #general
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GeneralPattonBS 2019-01-13 21:28
Hey all, I was working on potentially automating some tracking with image recognition.
21:28
Does anyone know of a way to programmatically change tracked images without user input?
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Ketris 2019-01-13 21:29
what's stopping you from sending click events? you sound like you're already hooking the system lol
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GeneralPattonBS 2019-01-13 21:30
I could do that, not sure but if it is a specific image I'd have to know where on the screen to send the event to, for a particular item to be tracked/untracked. I'd love to do it directly if EmoTracker supports something like that.
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Ketris 2019-01-13 21:31
i dont think it has an rpc api for cross process communication like that so you'd probably be best off also using your image rec to find the right icons in the tracker and sending click events, or even just making your own tracker inside your app
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GeneralPattonBS 2019-01-13 21:33
I don't think I need rpc, I can get an event to do what I want (Like invoke an external script which does image recognition).
21:33
I just need a way to get an event triggered on a timer within EmoTracker
21:33
So I can get the image rec to scan for known images
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EmoSaru 2019-01-14 10:56
There is no support for this currently, and I have no plans to add any in the way that you’re thinking of.
10:58
Auto-tracking is something i can easily support, but I will not be adding it until there is broader game community support for the feature OR a reliable way to detect whether a player is in a race. Neither are true at the moment for any commonly played randomizer that I am aware of.
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γƒŸγ‚·γ‚¦γ‚Ή 2019-01-14 10:59
why would you need to know if the player is in a race for auto tracking?
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EmoSaru 2019-01-14 10:59
So that I can force disable it in races
10:59
It’s currently defined as in violation of the rules for competition
11:00
With no way to disable it reliably, I have no desire to participate in the problem (edited)
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γƒŸγ‚·γ‚¦γ‚Ή 2019-01-14 11:00
i haven't seen a single race without a tracker
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EmoSaru 2019-01-14 11:00
Those are all manually operated
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γƒŸγ‚·γ‚¦γ‚Ή 2019-01-14 11:00
or would it only disable map tracking
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EmoSaru 2019-01-14 11:00
It would only disable auto tracking
11:00
The β€œauto” part is the issue
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γƒŸγ‚·γ‚¦γ‚Ή 2019-01-14 11:01
tbh i don't see why
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EmoSaru 2019-01-14 11:01
I could get into a long historical discussion
11:01
But it doesn’t matter
11:01
It’s not allowed
11:01
And I will not support it until I can ensure I’m not contributing to rules breaking
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γƒŸγ‚·γ‚¦γ‚Ή 2019-01-14 11:02
i can certainly understand your part of it, just confused as to why it's against the rules (edited)
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EmoSaru 2019-01-14 11:03
Historically the lack of support for it across all supported platforms for play has been part of the issue. At least for SNES, things are slightly better now, but only slightly. For example, I would still be excluding native Mac, native Linux, snes classic, and everdrive (not sd2snes) players.
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Natalie 2019-01-14 11:13
It shouldn't have to be explained that a tracker with map locations that automatically records items as picked up provides an unfair advantage over those who still rely on a map tracker but are either unable (most likely due to the environment in which they choose to play) or unwilling to use an automated variant.
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Gilgatex 2019-01-14 11:15
Wouldn't auto map tracking also require analyzing the race ROM? That in itself is cheating.
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EmoSaru 2019-01-14 11:15
No
11:15
It does not
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γƒŸγ‚·γ‚¦γ‚Ή 2019-01-14 11:15
that part about auto mapping indeed is obvious, but for just items, it's less of an issue imo (edited)
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EmoSaru 2019-01-14 11:15
Not really
11:15
Tracking takes time
11:16
Anything that affords you additional information or assistance without a time penalty, when not everybody has access to it, is problematic
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γƒŸγ‚·γ‚¦γ‚Ή 2019-01-14 11:17
now i can understand that there might be a substantial storage and system requirement increase to be able to check even every 5 or so frames for an item aquirement
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Lechtansi 2019-01-14 11:20
not even that, it just specifically excludes certain platforms at the moment. like mine, the snes classic
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EmoSaru 2019-01-14 11:21
Storage and system requirements have absolutely nothing to do with it (edited)
11:21
I think we’ve said everything that needs to be said
11:21
I talk with the largest communities about this stuff
11:21
If things change, and definitely for LTTP, I will be at the forefront of it
11:22
But until then, there’s not much worth discussing.
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GeneralPattonBS 2019-01-14 20:03
Thanks for responding and the info @EmoSaru
20:03
I didn't realize about the race requirements, but makes sense.
20:04
Would be nice to give people an auto-tracker outside of races though. I mean I'm sure there are ways for race ROMs to mark something or give some indicator they are in race mode to disable auto-tracking. A watermark or something perhaps?
20:04
The same way they don't generate spoiler logs in race mode (Although I realize they have more control over that).
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EmoSaru 2019-01-14 20:08
There are watermarks
20:08
They are trivial to defeat
20:08
They’re not reliable indicators
20:09
I’m good friends with Karkat, one of the main rom devs (edited)
20:09
Trust me, we’ve discussed this
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GeneralPattonBS 2019-01-14 20:15
Yeah I understand. It makes sense. I mean I can keep poking around. Just trying to help out those solo streamers and not let a few race cheaters make their harder is all. Didn't want to step on any toes, just tryin' to help.
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EmoSaru 2019-01-14 20:24
I understand that, I mostly just want to point out that this has been investigated deeply. It’s not something I’m discarding trivially.
20:25
FWIW, top runners operate their own tracker while doing runs. It’s a learnable skill, and does not have to detract from anything.
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NerdNitr0 2019-01-17 11:44
How do I make my Broadcast view transparent on my OBS?
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EmoSaru 2019-01-17 12:16
Capture using NDI
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Markio Bros 2019-01-18 03:50
ok ndi all setup , how to i capture emo tracker with it?
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Derrodar 2019-01-18 09:13
Hey. How do I change the location of the map in the alltp pack to have it below the items?
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Lechtansi 2019-01-18 10:00
@Markio Bros use broadcast view (either F2 or from the menu) and then capture the broadcast window
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EmoSaru 2019-01-18 10:54
Just open the broadcast view. Once it’s open, the NDI feed will show up in the selector when configuring an NDI source in OBS
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Markio Bros 2019-01-18 12:34
you wonderful people , ill be honest i dont like updating stuff to obs , used to break everything . many thanks its worked perfectly .
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Jademalo 2019-01-21 01:26
Just tested the NDI output scale, seems to be working absolutely perfectly and it looks fantastic. Thank you for adding it! πŸ˜„
01:27
It's also ~3% cpu less intensive than scale3, im assuming because it doesn't have to draw the window as big
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EmoSaru 2019-01-21 01:27
yep, rendering text and shadows, for example, gets a good bit more expensive at true 3x size
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Jademalo 2019-01-21 01:28
yeah, I had to disable shadows when my PC nearly died lol
01:28
hit 80% cpu πŸ˜„
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EmoSaru 2019-01-21 01:28
This doesn't provide quite the same boost in quality to WPF text, as it's upscaled from 1x, but it still helps a bit and definitely works well for images and most things
01:29
I was testing with a scale of 3 and shadows on, without too much of a hit
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Jademalo 2019-01-21 01:29
since I'm using point downsample in OBS it doesn't really make any visible difference for that
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EmoSaru 2019-01-21 01:29
YMMV tho, depending on machine
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Jademalo 2019-01-21 01:29
i've got an 8086, but my custom layout is this -
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EmoSaru 2019-01-21 01:30
I wouldn't expect that to be too bad with shadows on, so long as the shadow is applied at the top-most level
01:30
like, ideally, you want a transparent container with all your stuff, and turn on shadows on that
01:30
not any of the lower level elements
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Jademalo 2019-01-21 01:30
it's fine now using the NDI scaling, but with pure 3x it just went crazy
01:30
hmm, when i tried that it just did a shadow around the box container
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EmoSaru 2019-01-21 01:31
you need to make sure you have a transparent element that contains your other transparent stuff
01:31
definitely don't apply it to anything that has background set
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Jademalo 2019-01-21 01:32
aaah that might have been it
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EmoSaru 2019-01-21 01:32
yeah
01:32
it can be a big optimization tho
01:32
rendering a drop shadow effect happens after composition of the element it's on
01:33
but before that element can be composited with parent/sibling stuff
01:33
so basically, you want as few of them as possible, being generated from already composited stuff
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Jademalo 2019-01-21 01:33
what's the shadow element name?
01:33
can't remember and can't find it
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EmoSaru 2019-01-21 01:33
it's not an element
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Jademalo 2019-01-21 01:34
i dont know the word, but the name of it I need
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EmoSaru 2019-01-21 01:34
It's an attribute. You can set "dropshadow': true on anything
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Jademalo 2019-01-21 01:34
that's the word, attribute
01:34
dropshadow, right, there we go
01:36
awesome, that seems to be working great
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EmoSaru 2019-01-21 01:36
πŸ‘
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Jademalo 2019-01-21 01:41
yeah holy cow, using UI scale 3 with the drop shadow totally locks up the program lol (edited)
01:41
the NDI scale is absolutely perfect πŸ˜„
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EmoSaru 2019-01-21 01:41
The unfortunate thing is that I have no control over where WPF rendering happens
01:42
It kinda has to happen on the main rendering thread
01:42
The NDI stuff all runs on a separate thread
01:42
There's actually a separate software rendering path you can enable for shadows, unless I broke it, that I wrote a while back for trying to do shadows on the NDI thread
01:43
Ultimately though, I think the NDI scale is still a better choice though
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Jademalo 2019-01-21 01:43
yeah I agree
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EmoSaru 2019-01-21 01:43
As the 1x quality shadows scale just fine
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Jademalo 2019-01-21 01:43
since I'm point downsampling anyway it makes no tangible difference in quality
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EmoSaru 2019-01-21 01:43
yeah
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Jademalo 2019-01-21 01:43
but it totally solves the chroma subsampling artifacting from NDI (edited)
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EmoSaru 2019-01-21 01:43
πŸ‘
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Jademalo 2019-01-21 01:44
thanks again!
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EmoSaru 2019-01-21 01:44
np!
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Jademalo 2019-01-21 01:45
also i know it's not customisation but holy cow that shift to show all locations was a good addition, lol
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EmoSaru 2019-01-21 01:45
It's more necessary with the new notes system, which is why it exists now as opposed to before now πŸ˜ƒ
01:45
But yeah, it's nice
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Ketris 2019-01-21 01:54
i noticed, at least on Hamsda's OOT maptracker, shift-show-all doesn't actually show the red icons for the child spirit temple at all unless you tell the tracker you have requiem and an ocarina. the MQ skulltulas red icon comes up but the others still have requirements? (edited)
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EmoSaru 2019-01-21 01:54
There are visibility requirements that also kick in here that may not be handled properly
01:55
I'll have to look into it
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Ketris 2019-01-21 01:55
seems that way yeah, not a big deal just something to keep in mind for now if you get hints for places and you can't find them to note it
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EmoSaru 2019-01-21 01:56
one question would be to see if F11 shows those locations
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Ketris 2019-01-21 01:56
it does, even without tracking req/ocarina
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EmoSaru 2019-01-21 01:56
K
01:56
I will look into it
01:56
Thanks for reporting it
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Ketris 2019-01-21 01:56
np
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Hamsda 2019-01-21 03:37
yeah child map has ocarina + req as visibility requirement for spirit, adult only has sword2 and any of the usual access rules
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Ketris 2019-01-21 04:16
oh that makes sense normally, but the new hold-shift mode i think should just work as a temp F11 toggle essentially and make everything show, but it doesn't quite (but only on those specific spots, other spots with other reqs seem to show fine) (edited)
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Cubix 2019-01-21 05:41
How do I start making a pack? I would really like to, but the documentation is incomplete.
05:44
Oh, I think I get it.
05:44
You have to make zip files in json and put them in the "overrides" folder?
05:44
whatever that is?
05:45
Maybe that just makes the tracker different depending on what files you put in there.
05:48
Okay, actually, I have some questions.
05:50
1. What languages do I have to learn? 2. Why are the files in the packs all named the same?
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blasteg 2019-01-21 06:00
You have to learn JSON the format
06:00
you don't have to zip it for dev purpose, a folder at the folder where other package is fine
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EmoSaru 2019-01-21 12:21
@Hamsda As I think about it, using visibility requirements for access rules may be a bad idea in this case. Visibility rules are PERFECT for e.g. the master quest variants of things, as it's a hard filter.
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Hamsda 2019-01-21 12:33
there's a reason I'm using them, because child can't access the temple without them, so I don't want them showing on the wrong map if only adult can access it
12:34
I use these all over the place like that, because that was the intended solution to this problem
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EmoSaru 2019-01-21 12:35
Gotcha
12:35
NVM, I'll just force show those with shift too
12:35
My main concern was really just the MQ stuff, some of which is already visible with F11
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Hamsda 2019-01-21 12:36
yeah because I don't have another solution to those without separate packs (which isn't an actual solution because of mixed mode zfgAnyway )
12:37
but they aren't overlapping anymore, so shouldnt be too bad
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EmoSaru 2019-01-21 12:37
Well, variants, but yeah mixed mode is a big ol' monkaS for sanity
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Hamsda 2019-01-21 12:37
i meant variants, sorry
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EmoSaru 2019-01-21 12:37
I know you know, was just clarifying
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OrangeNova 2019-01-24 14:04
Hey, I'm having issues getting a composite toggle to work, it displays the first image but won't allow me to left/right click on it to advance it https://pastebin.com/kaUQrDas
14:05
I attached the pastebin of what it looks like right now
14:06
Nevermind fixed it, I declared Nome and Soul after using it in left/right. I moved it to before nometoggle
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JRJathome 2019-01-24 14:08
Yeah, I was going to say that your toggles need to be defined before they can be used in a composite toggle.
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OrangeNova 2019-01-24 14:10
I knew I was going to either figure it out right after I posted it, or someone would help me out lol
14:10
Thanks!
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crossproduct 2019-01-30 17:57
feenLurk
17:58
I'm working on an extension for the upcoming Crystalis Rando! ... I just spent 4 hours fine-tuning my layout and icons.
17:58
So what do I do...?
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EmoSaru 2019-01-30 17:58
What is the current state of your pack?
17:58
Like, do you have a loading/working/usable thing?
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crossproduct 2019-01-30 17:58
The current state is a PNG image...
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EmoSaru 2019-01-30 17:59
πŸ˜ƒ
17:59
The best thing to do is use the contents of my LTTP pack as reference, and begin building items and layouts for your pack
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crossproduct 2019-01-30 18:00
kk, i just found the pack in my Documents
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EmoSaru 2019-01-30 18:00
the tracker will load preferentially from a folder named after the pack uid (set in manifest.json)
18:00
so you can dev there
18:00
and just F5 in the tracker to test most things
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crossproduct 2019-01-30 18:01
hm... where is manifest.json?
18:02
EmoTracker.exe.manifest?
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JRJathome 2019-01-30 18:03
It's in the root folder of the pack zip.
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crossproduct 2019-01-30 18:03
o
18:04
I was looking in the EXE folders
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EmoSaru 2019-01-30 18:04
I'm still at work and streaming tonight, so hopefully some other folks can chime in to answer questions. But yeah, extract my pack and poke around
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crossproduct 2019-01-30 18:04
np, i think i can get some work done at least
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crossproduct 2019-01-30 19:23
I'm having trouble understanding the difference between Progressive Toggle and Composite Toggle types... they seem to be functionally the same and both types require 4 images. I guess they work differently when making logic maps?
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Lechtansi 2019-01-30 19:24
progressive toggle means the icons change when you left click, and go backwards when you right click. composite toggle means the icons progress on left click and right click, in different ways
19:24
so the boomerang lights up blue boomerang on left click, red boomerang on right click
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crossproduct 2019-01-30 19:25
But the boomerang is listed as a Progressive Toggle.. that's what confuses me. (edited)
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Lechtansi 2019-01-30 19:25
there are boomerang and boomerangS
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JRJathome 2019-01-30 19:25
I think Emo's got 2 different boomerang setups.
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crossproduct 2019-01-30 19:26
there is a progressive type, and a progressive_toggle type.
19:26
progressive makes sense, but i don't see how the 2 toggle types differ
19:26
in any case, I think I'll use composite toggle for what i'm doing anyway
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JRJathome 2019-01-30 19:26
Composite toggles basically combine 2 toggles into a single icon.
19:27
So you define your toggles, then define the composite.
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crossproduct 2019-01-30 19:27
ooooh i get it now
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JRJathome 2019-01-30 19:27
Progressive toggle is like a progressive, except you can turn the icon on or off as well.
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crossproduct 2019-01-30 19:28
Progressive Toggle is for stuff like Medallions
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JRJathome 2019-01-30 19:28
Yeah
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crossproduct 2019-01-30 19:28
it's just weird that Emo uses it for boomerangs and bombs tbh
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JRJathome 2019-01-30 19:29
The progressive boomerang is legacy code from before she added the composite toggle. She kept it so it wouldn't break people's overrides.
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crossproduct 2019-01-30 19:32
do chat commands use the "codes" from common.json?
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JRJathome 2019-01-30 19:33
Yeah.
19:33
So do the layout jsons.
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crossproduct 2019-01-30 19:33
so if someone goes !hud silvers, it will keep the state of "bow" and upgrade the "bowandarrows" icon appropriately?
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JRJathome 2019-01-30 19:33
yep
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crossproduct 2019-01-30 19:33
oh coool kannaWant
19:34
alright, i'll be careful in how i name the dealies then
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JRJathome 2019-01-30 19:38
Another thing you can do with the composite toggle is to use the normal toggles in the tracker layout and the composite in your broadcast layout or vice versa and they'll still update at the same time. I did this for the tunics when I made an override for Hamsda's pack.
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crossproduct 2019-01-30 21:03
Looks like my images are being scaled down... How do get them output at 40x40?
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JRJathome 2019-01-30 21:05
"item_size": 40, in the layout json should do it.
21:07
There's also "item_width" and "item_height" available if you have any non-square icons.
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crossproduct 2019-01-30 21:07
Ah nice!
21:07
I couldn't find it, cuz it's not defined in the Emo package
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crossproduct 2019-01-30 22:23
Two more rows crossp1Blob
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EmoSaru 2019-01-31 01:17
Just FYI, as a style thing, for items only trackers, I don't recommend wrapping your item grid in a group
01:17
just have the bare item grid
01:18
you can also apply a background color to any element using web colors, e.g.
"background": "#88ffff"
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crossproduct 2019-01-31 08:32
Yeah, I'll remove the grid. I just haven't figured out how to do the layout yet x)
08:33
And actually the "background color" for each item is itself an item. User can right-click to toggle between gray and blue to mark off locations... I just didn't have any gray ones in this sample x) (edited)
08:34
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Natalie 2019-01-31 11:32
The name Crystalis is vaguely familiar to me. Not sure why. Note to self: investigate. I'm not colorblind, but I can definitely tell no one acknowledged that in the item design in the original game.
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A System of Vibrant Colors 2019-01-31 13:46
I am badly colourblind and it seems good enough for me, except maybe the 1st and 4th braces middle left (edited)
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steve_hacks 2019-01-31 14:49
Nobody actually knows what color anything in the game is - everybody just uses the name that it prints on the bottom of the menu screen πŸ˜ƒ
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crossproduct 2019-01-31 16:02
Yeah, and when items are disabled, you don't get any color anyway.
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EmoSaru 2019-01-31 16:36
That’s actually customizable, but by default, yes
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crossproduct 2019-01-31 22:38
Pretty much where I want it. Only thing I might adjust is having different background color for different sets of items. (so that you can distinguish the magics from swords, etc)
22:40
I might put the buffer back up, too GuriThinking
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crossproduct 2019-01-31 23:21
Added dim effect when both "items" in a cell are false... also increased the buffer back to 4.
23:22
What's the best way to section off groups of icons (to add a different bg color)?
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EmoSaru 2019-01-31 23:22
you can wrap things in container elements
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crossproduct 2019-01-31 23:22
not sure the difference of "container" and "dock" elements
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EmoSaru 2019-01-31 23:23
dock is a special kind of placement control where things are docked to sides, and the last one fills
23:23
you can also just use arrays
23:23
which can be either horizontal or vertical (edited)
23:23
and can be nested
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crossproduct 2019-01-31 23:23
Well, it's time for bed... any of the existing mods have a good example i can look at later?
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EmoSaru 2019-01-31 23:24
the keysanity layouts in my pack use some of those layout elements
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Zurai 2019-02-01 08:07
would it be somehow possible to create a "collapsible" window in which you can type down notes?
08:08
was thinking of OoT where you can write down hints for the gossip stones
08:08
for example: WOTH1: ____ WOTH2: ____ etc. (edited)
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JRJathome 2019-02-01 08:33
You can pin notes to locations. Just hold shift or press F11 to view all locations, double click the one you want to add a note to and click the speech bubble icon in the top-right of the pinned location.
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Zurai 2019-02-01 08:34
but that would require a map or not?
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JRJathome 2019-02-01 08:36
Yeah, that requires using a map pack.
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Zurai 2019-02-01 08:38
I was thinking of something like this https://i.imgur.com/6SWqOe9.png
08:40
so the user can "unfold" the window when he/she finds a hint and type it into the proper line
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JRJathome 2019-02-01 09:09
See, I was thinking something similar could be done with map tabs. Put your items on one tab and notes on the other. That's assuming Emo adds support for note taking that isn't attached to locations, of course.
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Ninban 2019-02-01 09:41
Jumping on the subject to say I'd love a way to read notes in association with their location without having to click on the bubble thing. Like 'hooksbot cave - 1 chest left I suck at hover'
09:41
Idk how it should look like though
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EmoSaru 2019-02-01 12:09
Global notes are coming in the next version
12:09
I have it ready to go but I’m investigating this chathud issue that’s cropped up lately
12:10
It’s the exact same thing as notes on locations, but with a bubble on the bottom bar
12:10
@Ninban that’s something I’m thinking about ways to solve
12:10
But it’s a UX challenge for sure (edited)
12:15
Unfolding out of the bottom of the window is not a thing
12:15
It absolutely destroys laptops
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MikeTrethewey | Axiom Verge 2019-02-01 20:36
Hey @crossproduct , looking good!
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crossproduct 2019-02-01 23:00
Thanks, Mike! Got a chance to play with it tonight on stream, chat interaction and all :3
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crossproduct 2019-02-02 12:45
I put some drop shadows on the different sections. How does it look aesthetically?
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crossproduct 2019-02-02 12:58
Only thing I would change, is the Psycho Armor on the bottom right, should be connected to the bottom row and make an L-block... Didn't someone say something about non-rectangular containers?
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crossproduct 2019-02-02 13:23
The more I think about it, I think it's best to leave it the way it is GuriThinking
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EmoSaru 2019-02-02 13:53
Non-rectangular containers aren't a thing
13:53
however you can use margins and nest things to make it look like it
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KyuuGryphon 2019-02-03 21:55
Hi, um... Kinda new here, but I just updated EmoTracker (2.2.0.4) and I'm having trouble with my overrides now - dunno if this is the right place for it, or if it's a bug or not, but anyways. Anything marked as "Consumable" doesn't appear until I click on it, like this: https://i.imgur.com/wyl4dfx.png
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EmoSaru 2019-02-03 21:56
Updating the tracker should not have changed anything - did you also update the pack you're using?
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KyuuGryphon 2019-02-03 21:57
Unless that happens automatically, no
21:57
Let me try reinstalling it
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EmoSaru 2019-02-03 21:57
it does not
21:57
I will take a look
21:57
but also try backing up your overrides and removing them to see if that fixes it
21:58
This is a legit bug
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KyuuGryphon 2019-02-03 21:58
Tried reinstalling and disabling my overrides, same thing's happening...
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EmoSaru 2019-02-03 21:58
I'm looking now
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KyuuGryphon 2019-02-03 21:59
Ah, gotcha Thanks! ^^ (edited)
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JRJathome 2019-02-03 22:01
Oh yeah, I noticed the same thing with the skulltula icon.
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EmoSaru 2019-02-03 22:03
I'm either happy that people are playing keysanity or having to do dumb shit like skulltulas less, or sad that they're not updating as regularly as I'd hope (edited)
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KyuuGryphon 2019-02-03 22:04
I only got the update notification 20 minutes or so ago, personally. Was playing for most of the day so that probably has something to do with that, lol
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EmoSaru 2019-02-03 22:07
Fixed. Restart the tracker or use the Gear Menu > Application > Check for Updates option to get the update
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KyuuGryphon 2019-02-03 22:08
Oh, sweet! Thanks! ^^
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Hamsda 2019-02-03 22:11
wait when did the update that broke it happen? was working fine for me like 12hrs ago
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EmoSaru 2019-02-03 22:11
More recent than I thought
22:11
It was in the same update that added global notes
22:11
Anyway, fixed now
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Hamsda 2019-02-03 22:11
huh weird I never had any issues
22:11
πŸ‘
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Natalie 2019-02-03 22:12
Take one down, patch it around...
22:12
(also, I happen to actually like the idea of chasing down skulltulas πŸ€”)
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Hamsda 2019-02-03 22:16
same
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EmoSaru 2019-02-03 22:17
I'm not judging, except for totally judging
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JRJathome 2019-02-03 22:17
I'm not judging unless someone's doing the 100 skulltula goal setting.
22:18
Speaking of which, I just realized I never actually added support for that in my tracker. πŸ€”
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KyuuGryphon 2019-02-03 22:19
I like Tokensanity but I know full well I'd never have the patience for 100 tokens, lmao
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Natalie 2019-02-03 22:25
I have chased down every single unique item in an OoTR multi-sanity seed. Never again.
22:25
There are levels of "why" that mankind was not meant to achieve.
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crossproduct 2019-02-05 11:03
Is there some sort of mouseover event? Like if I hover over an item, it will show a cursor over the item and change the map image to show where it is?
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EmoSaru 2019-02-05 11:31
No there is not. When you say map image, are you referring to the actual map/location/logic tracking support, or the blue background states in your pack?
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crossproduct 2019-02-05 11:55
I mean the actual map support on the tracker. lttp_darkworld.png, e.g.
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EmoSaru 2019-02-05 11:55
The answer is still no. How would it show you where an item is if it’s randomly placed?
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crossproduct 2019-02-05 11:56
I mean, it will show the vanilla spot for that item
11:56
i was thinking of having the blue image backgrounds dynamic so you wouldn't have to look at the map... but i guess the intention is to look at the map x)
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EmoSaru 2019-02-05 11:56
Yeah, I mean, why have the map if you’re not gonna use it?
11:57
Regardless, no, there is no mouseover support
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crossproduct 2019-02-05 11:57
Main thing is that the Crystalis map is huge and I was hoping to only show the relevant section
11:57
i know SMZ3 map has buttons to switch the active map GuriThinking
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EmoSaru 2019-02-05 11:58
That’s a tabbed element, and is a good way to break up large maps (edited)
11:58
But it’s not limited to maps, they can host anything - some packs put settings in tabs, etc
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crossproduct 2019-02-05 11:59
ooh that's a good idea
11:59
okay, i have enough work to do atm x)
11:59
thx ❀
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EmoSaru 2019-02-05 12:00
no problem (edited)
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crossproduct 2019-02-05 16:04
When I click on a location, it opens up more details, but the icon is ALttP chest by default. Where do I change this?
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JRJathome 2019-02-05 16:13
From Emo's post:
You can override them at the pack level (at the root of tracker_layout.json), the location level (they inherit), and at the section level. Use the following properties to do this, e.g.... "chest_unopened_img": "images/closed.png", "chest_opened_img": "images/open.png" For best results, please make sure your chest images are 32x32, and ideally have pretty full coverage of the entire rect (that will make the counts look better).
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EmoSaru 2019-02-05 16:27
Ignore the bit about the root of tracker_layout.json
16:27
Overriding at your root location level is the best choice
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crossproduct 2019-02-06 19:03
Is there some super-convenient way to turn on all my items? (to help with testing Location coords)
19:04
I can add "" to the access rules, but i wanna check them relative to one another
19:04
and i will undoubtedly forget to remove the ""
19:04
oh, i had an idea feenMoney
19:05
i will add a junk item as a rule, then i can Replace ALL later
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EmoSaru 2019-02-06 19:52
There is not an automated way to turn them all on (edited)
19:53
That's also not possible for certain types, e.g. progressive toggles
19:53
Which is why I won't be adding one
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Rikkukun 2019-02-08 00:36
Would it be possible to hide certain items from the tracker and enlarge others?
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EmoSaru 2019-02-08 04:47
It's absolutely possible
04:47
But you have to split the layout into multiple item grids and do things manually
04:47
because within a single grid, the size is fixed
04:47
not hard to do though, and people here can help
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Rikkukun 2019-02-08 05:25
It's in Hamsda's OoT keysanity pack, I would like to hide small keys and resize boss keys to match normal items size
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JRJathome 2019-02-08 11:02
Are you using his items-only tracker or his map tracker? You can hide small keys, but that sort of messes with the dungeon logic that the map tracker uses since you wouldn't be able to click on the keys.
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EmoSaru 2019-02-08 11:34
I mean, you can do whatever on the broadcast view, but yeah changing the main tracker layout that way is bad news on a logic-enabled pack.
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JRJathome 2019-02-08 11:36
Yeah, that's what I was going to suggest. Keep the keys on your tracker layout and just modify the broadcast layout.
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Rikkukun 2019-02-08 13:29
Oh that's smart, but how do I change the broadcast layout?
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JRJathome 2019-02-08 13:34
Hmm... Well, that's the difficult part. Hamsda has the broadcast view calling for the shared item grid rather than using a separate layout. It's convenient for pack owners but makes it a bit more difficult when someone wants to override just one or the other.
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Natalie 2019-02-08 13:40
Did that change? I could have sworn I made an override once for that... and didn't have that problem.
13:40
Side effect of getting too thrifty on the conversion to variants?
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JRJathome 2019-02-08 13:42
{ "tracker_broadcast": { "type": "array", "margin": "5,5,5,5", "content": [ { "type": "layout", "key": "item_grid_wide" } ] } }
That's the entire content in the broadcast layout json. I think it's partly so Hamsda only needed to make one layout json per variant.
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EmoSaru 2019-02-08 13:43
It’s not an uncommon pattern - people will need to grab what they need out of tracker layout json exports and then delete those extra overrides
13:43
Not ideal, but not terrible either
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γ‚­γƒŽ 2019-02-08 18:03
How much Lua access do we have?
18:03
Like do we have lfs? (edited)
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EmoSaru 2019-02-08 18:13
no
18:13
you currently have next to none
18:14
it's designed for evaluating logic expressions, but I specifically do not offer unrestricted access because of the potential for harm in packs that you download
18:14
and if I find out anybody has been circumventing the sandboxing, bad things will happen 😐
18:16
if people have specific things they want to do, I'm open to discussing what should be allowed
18:16
but by and large, the tracker is not intended to support "application level" stuff in Lua (edited)
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γ‚­γƒŽ 2019-02-08 18:48
That makes sense
18:49
The reason I ask is that one rando I'm interested in working with has its logic in text files
18:49
And it would be trivial to update the tracker logic by simply replacing the text files (which would be parsed by the Lua)
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EmoSaru 2019-02-08 18:53
It wouldn't, actually.
18:54
The logic system in this tracker takes things in a very particular structure, which is meaningfully hierarchical
18:54
So it's unlikely to be a trivial transformation
18:54
Regardless though, the Lua API doesn't support directly creating locations/sections and items directly from code
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γ‚­γƒŽ 2019-02-08 19:18
I don't mean that
19:19
I meant more reading the logic for progression, rather than generating locations
19:20
Like the way the current gilgatex combo code works, it's a bunch of if statements that resolve in various ways based on info pulled from the tracker, then this resolves to things that are called by the map json to resolve their states
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γ‚­γƒŽ 2019-02-08 19:54
Anyway it isn't a huge deal. It just means that I'll need to build a parser that generates data structures I can paste directly into lua
19:54
But it's good to know how sandboxed we are
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crossproduct 2019-02-08 19:56
I'm about to upload an update and adding a map... is this the right syntax for repository.json? ... "flags": [ "chathud,map" ]
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Natalie 2019-02-08 19:58
i'd sooner expect "chathud","map" being a list object
19:58
that is what flags is, right? a list?
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crossproduct 2019-02-08 19:59
I don't know anything about JSON terminology x)
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deserteagle417 2019-02-08 20:11
what Natalie said
20:11
each item in the list is in its own quotes
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Cougar Draven 2019-02-08 21:08
All right, so maybe I'm an idiot and this is going to be a really, really dumb question, but I'm trying to change a setting in a pack (the background color for Broadcast view specifically) and I just cannot get it to work properly, because I can't figure out where to put the files.
21:09
Well, never mind, turns out that I just forgot to restart the program.
21:09
Still not sure how to add my own custom pack to the tracker, though.
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JRJathome 2019-02-08 21:10
Is this a new pack or did you edit an existing pack?
21:11
If you're trying to make a new pack, make sure you change the info in the manifest json so it doesn't match a different pack.
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Cougar Draven 2019-02-08 21:12
I started by editing an existing pack, because I'm nowhere near conversant enough with this to create one from the ground up. But what I was trying to do was have a modified version alongside the vanilla version, and that's exactly what I needed to know. Thanks!
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Natalie 2019-02-08 21:12
You shouldn't have to restart the program to change something like the broadcast view background
21:12
F5 reloads the active package
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Cougar Draven 2019-02-08 21:13
Yeah, I tried that a number of times and it wasn't working. I'm happy to chalk it up to my computer being dumb, though.
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JRJathome 2019-02-08 21:14
As for the background color of the broadcast view, you should be able to add "background": "#XXXXXX", replacing the Xs with the RGB hexidecimal number for the color you want. (edited)
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Cougar Draven 2019-02-08 21:15
Yeah, it turned out editing the JSON was pretty much the simple part for me, which is consistent with my attempts to do things like this. Making the changes I want, simple. Actually figuring out where to plug those changes in? Difficult.
21:15
Thanks again for your help.
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JRJathome 2019-02-08 21:17
Keep in mind that adding a background color to the broadcast view means it'll show up on stream, even if someone tries using an NDI source in OBS to remove it.
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γ‚­γƒŽ 2019-02-10 02:02
so how do we add a custom pack to the tracker for testing
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EmoSaru 2019-02-10 02:05
So long as it's got a valid manifest and is in your packs folder in either zip or folder form, the tracker will see it after a restart
02:05
if it's a folder, the folder should be named the same as the pack uid
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γ‚­γƒŽ 2019-02-10 02:06
got it
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γ‚­γƒŽ 2019-02-11 03:26
is there a way to access the lua console and debug functions more closely?
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blasteg 2019-02-11 04:25
what will happen if say, we have f1() in a.lua, and another f1() in b.lua and we load both in init.lua?
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EmoSaru 2019-02-11 10:24
There is no integrated debugger
10:24
However there is a developer console in the advanced menu that contains print output
10:25
My recommendation is to try things
10:25
Lua, being table based for everything, will do an appropriate but undesirable thing with similarly named global functions
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Cynas 2019-02-12 17:09
Can someone point me in the direction of some information on how to create empty spaces in my tracker? I have a batch of 7 items that I want to arrange as (2,3,2) in a 3x3 grid
17:09
I assume it's done in the tracker.json file
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JRJathome 2019-02-12 17:13
In the item grid of your tracker layout, using double quotation marks will create a blank space. For example, this will create a 1x3 grid with a blank space between bow and hookshot:
[ "bow", "", "hookshot" ],
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Cynas 2019-02-12 17:14
Thanks, that was super easy!
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JRJathome 2019-02-12 17:16
Another option could be to do something like this.
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Cynas 2019-02-12 17:18
That would be... Excellent.
17:20
I'd kind of like to do a hexagon with rows 2, 3, 2 if I go that route. Can you point me to a pack that uses a layout (array?) like that?
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JRJathome 2019-02-12 17:23
So that screenshot is from my broadcast layout override. It's been a while since I put it together, but I believe it centers the icons automatically if there's an uneven amount. My json file has the rows like this.
[ "easternpalace", "desertpalace", "towerofhera" ], [ "palaceofdarkness", "swamppalace", "skullwoods", "thievestown" ], [ "icepalace", "miserymire", "turtlerock" ],
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Cynas 2019-02-12 17:28
Nifty - please pardon my ignorance, but I'm looking at something like this for SMRPG:
17:28
Where the star section might be nice if it's arranged in the hexagon layout similar to yours
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Natalie 2019-02-12 17:29
The SMRPG star layout is inconveniently a six pointed hexagon with a star in the middle.
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Cynas 2019-02-12 17:29
I'm wondering how to force that hexagon shape, while keeping the last two columns straight
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Natalie 2019-02-12 17:29
It's one-two-one-two-one
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Cynas 2019-02-12 17:29
Exactly, I was going to fudge by making it horizontal hexagon instead of vertical
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Natalie 2019-02-12 17:29
You may be looking for an image map more similar to how the Wind Waker package handles Triforce pieces
17:30
An item grid wouldn't do it cleanly, I don't think
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Cynas 2019-02-12 17:30
This may be getting beyond my skillset for now, maybe I'll set it up as a 3, 3, 1 and adapt it later
17:30
Thank you all for being extremely vocal and helpful though!!
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Natalie 2019-02-12 17:31
You could maybe fake it with three vertical groups
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JRJathome 2019-02-12 17:31
You could use 2 separate item grids. One for the hexagon shape, and the other for your other items.
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Natalie 2019-02-12 17:31
I'm throwing out ideas and observations, I literally have no idea what I'm doing.
17:32
🀷
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Cynas 2019-02-12 17:33
I'll play around with it. For now, I think I need to focus on getting it working πŸ˜‹
17:33
The empty space should look okay for a 1.0 launch
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Natalie 2019-02-12 17:33
Working is great. Perfect comes after working.
👌 1
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Cynas 2019-02-12 17:33
Couldn't have said it better myself
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JRJathome 2019-02-12 17:34
If you look at the tracker layout json for my LADX pack, you'll see I have the dungeon icons on the right in a separate grid from the rest of the items. I did that to make them fit better, but the same could be done for your pack.
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Cynas 2019-02-12 17:35
I guess to get it the way I envisioned it, I would need 3 grids
solskiD 1
17:35
One for the stars
17:35
one for the stuff UNDER the stars
17:35
and one for the stuff to the right
17:36
Or wait
17:36
maybe I wouldn't - it would just go back rows of three
17:36
Ignore me, you're right!
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Cynas 2019-02-12 17:46
okay, last question for the night I think. I've drafted my own stuff from an existing pack, and updated all of the following: images items.json layouts (brodcast.json and tracker.json) manifest.json settings.json Do I need to do anything with the scripts folder?
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beenieweenie 2019-02-12 17:50
so the scripts folder is the technically correct way to do it, you can look at like Emosaru's official packs as an example
17:50
You can -technically- do it without scripts by just dumping it in the main folder (like my smrpg pack) but it's the legacy way and won't be supported forever most likely
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Cynas 2019-02-12 17:54
hmm - can I test it on my machine by just dropping my stuff in the packs folder?
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beenieweenie 2019-02-12 17:55
yeah, you can drop the folder in the packs folder, then upon restart it'll show up in your packages
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Cynas 2019-02-12 17:56
And is the zip file compressed at all, what settings are you using for that?
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Cynas 2019-02-12 18:03
gah, I must have messed something up - I can't the pack to load on emotracker. I guess it was too much to hope for that it would work on the first try ;o
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JRJathome 2019-02-12 18:04
Gear menu-> Advanced-> Developer Console should help you figure out what went wrong.
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Cynas 2019-02-12 18:06
It doesn't even show up in my installed packages
18:06
the dev console shows the one that's currently open for me
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beenieweenie 2019-02-12 18:09
fwiw it doesn't have to be zipped if you're just testing
18:09
just put the folder in there
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Cynas 2019-02-12 18:09
kk
18:10
GASP, it opened!
18:10
nothing on the grid though, lol. Now time to troubleshoot. Thanks folks πŸ˜ƒ
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Cynas 2019-02-12 18:23
hmm, do you need the init.lua to enable chathud functions? I think I wrote some into my items.json file
18:23
getting some weird hangups labeled "stream" and that's the only thing I can think of
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JRJathome 2019-02-12 18:25
No, init.lua doesn't do anything with chathud.
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Cynas 2019-02-12 18:28
okie dokie, I'ma play with this until tomorrow and if I can't solve it, I'll post. Thanks again everyone πŸ’™
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Cynas 2019-02-12 18:56
What I'm seeing thus far
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Natalie 2019-02-12 19:01
that's not actually related to chathud in the slightest
19:02
something is missing where it shouldn't be
19:02
input and output streams are for read/write operations
19:02
something is being told to load something that doesn't exist
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EmoSaru 2019-02-12 19:02
Your init.lua is not loading any items
19:03
and it's attempting to load the legacy data
19:03
which is then failing, probably because the filenames are wrong
19:03
same for everything
19:03
Some of your files may also be formatted incorrectly, if you are using legacy format layout files
19:04
for example, loading a broadcast layout means providing a layout for the key "tracker_broadcast" in the new format
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Cynas 2019-02-13 04:22
I have a couple ideas for the formatting problems - I have capital letters in my filenames which could potentially be an issue, and my filenames for the tracker and broadcast layout files might be wrong (I think they're currently tracker.json and broadcast.json). My images are 36x36, but I think I just have a 2 pixel border all the way around that could be eliminated to get to 32x32 if that's a requirement.
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blasteg 2019-02-13 04:40
I've been using 40x40 icons, so I don't think there's any hard requirement
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Cynas 2019-02-13 05:01
okay
05:01
got to here:
05:01
05:01
It looks like I just need to fiddle with the grayscale setting and I might be there?
05:02
The only thing I haven't changed is the images to this point (fixed filenames, fixed items.json, fixed tracker and broadcast filenames) (edited)
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Cynas 2019-02-13 05:22
Fixed it, have a "working" tracker. Looks like I lost the transparency on all of my images at some point though @.@
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Cynas 2019-02-13 06:52
Well, it's a good start! Fixed transparency issues, but a problem with my progressive item set (top right) still exists, and the broadcast layout is completely broken. More to come as I add stuff to it!
06:53
Huge thanks to JRJ, Natalie, Beenie, and Emosaru for the help!!!
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Hamsda 2019-02-13 07:09
missing comma? πŸ˜›
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Hamsda 2019-02-13 07:20
praise linters πŸ™
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Natalie 2019-02-13 07:36
Ooh, La-Mulana.
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Mago Merlin 2019-02-13 14:36
Greetings. I'm developing a tracker for FFIV Free Enterprise joining SchalaKitty and Alex Wolff. What do you guys think? (edited)
14:36
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γ‚­γƒŽ 2019-02-13 17:39
looks nice!
17:40
i know nothing about the game though
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Fieltor 2019-02-14 06:50
This looks really good
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JRJathome 2019-02-14 15:00
@Autre31415 Gonna move our conversation down here, if that's all right.
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Autre31415 2019-02-14 15:00
Works for me
15:01
There's no tracker.json file in this pack of overrides, it ends at settings.json
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JRJathome 2019-02-14 15:02
Just gotta use the search to narrow it down. πŸ˜ƒ
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Autre31415 2019-02-14 15:02
Of course I don't notice the search bar
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JRJathome 2019-02-14 15:04
So this is a screenshot of the override I use. You can see where I added the scale effect.
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Autre31415 2019-02-14 15:05
Alright so you just tossed that in shared_item_grid
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JRJathome 2019-02-14 15:07
Yep. I probably also could have put it in the "tracker_default" section.
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Autre31415 2019-02-14 15:07
That doesn't appear to have done anything. Is there something I need to do in addition to editing the files to apply the overrides
15:07
Apart from exporting the file and editing it
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JRJathome 2019-02-14 15:08
Make sure to save your export, then hit the refresh icon in EmoTracker's title bar as well.
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Autre31415 2019-02-14 15:09
What I was doing was exporting the file, closing the tracker, editing the file, and opening the tracker again
15:09
I presume it takes its defaults from the packs and prioritizes the exported files, since it created a nice directory structure for it
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JRJathome 2019-02-14 15:10
Yeah. If it doesn't find a particular file in the overrides directory, then it looks in the pack zip instead.
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Autre31415 2019-02-14 15:10
I'll try tossing the scaling in "tracker_default" as well
15:12
Still no luck
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JRJathome 2019-02-14 15:12
Just to double check, you exported the tracker json for the variant you're using, correct?
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Autre31415 2019-02-14 15:13
haha nope, I just grabbed the one you highlighted
15:13
Yeah that worked now
15:13
Window size is borked, gotta tweak that too
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JRJathome 2019-02-14 15:14
Yeah, that's located in "tracker_default"
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Autre31415 2019-02-14 15:15
In my case it was the items only tracker
15:15
I hadn't examined the list of files carefully enough
15:15
Once I exported that tracker.json it started working immediately
15:18
Thanks for the guidance
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JRJathome 2019-02-14 15:19
You're welcome. πŸ˜ƒ
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delassa 2019-02-14 16:37
@Mago Merlin love that, was thinking of doing something similar myself
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Mago Merlin 2019-02-14 16:39
Thank you, I'm already finalizing this package.
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delassa 2019-02-14 16:40
cool, I'd love to use it, emo-tracker is a lot friendlier for streaming setup than a browser window :"D
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Mago Merlin 2019-02-14 17:34
Actually I'm having difficulty creating certain conditions, I think I have to create a lua script but so far with no results with this
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Tekky 2019-02-14 21:53
Is there any sort of writeup for making packs?
21:54
also, I have a really simple question, is there a way to essentially force an item to be on (for aesthetic purpose)? (edited)
21:54
I'm currently doing it as a progressive item with one stage
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JRJathome 2019-02-14 22:03
No official writeup yet. Emo's been working on documentation, but it's not finished yet.
22:04
As for your second question, the item type you'd want is static
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Tekky 2019-02-14 22:40
I thought I saw that type floating around. Thank you.
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blasteg 2019-02-15 23:04
can we assume black background for every icon?
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Natalie 2019-02-15 23:05
You can assume a transparent background for every icon.
23:07
Between NDI support (which allows for a transparent-background video feed for use in broadcast overlays) and the fact that color/chroma keying was supported since practically day one for faking the exact same outcome, you can assume that any icon you provide will be placed on literally any background color humans can come up with.
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blasteg 2019-02-15 23:08
I was deciding whether I need to draw black boarders on my white text, I take that as a yes
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Natalie 2019-02-15 23:08
That actually depends a little bit on where you're writing the text.
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blasteg 2019-02-15 23:08
on transparent
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Natalie 2019-02-15 23:09
Generally, a black border would be preferable, but if it's not going to ever be used on a broadcast view layout, then you can do whatever fits best with where it is used.
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EmoSaru 2019-02-15 23:10
My general feedback with text is that it's hard to do well baked into small images.
23:10
If you need to do it, then optimize for readability on arbitrary backgroudn colors.
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Natalie 2019-02-15 23:10
If it's exposed to broadcast view, clarity (and therefore black border white text) should trump all else. If it's sitting around in just the user interface, it's fair to say you can do what looks best in that interface
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EmoSaru 2019-02-15 23:10
With overrides, everything is potentially exposed to the broadcast view.
23:11
I would optimize for arbitrary backgroudn colors, whatever makes sense for your content given that is πŸ‘
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blasteg 2019-02-15 23:24
Is this text readable to you?
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WillardJBradley 2019-02-16 09:54
place bone kreygasm
09:55
09:56
so i was dicking around on thursday and put together the basics, i really shoulda messaged yah first. lol
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Derrick 2019-02-16 11:18
what game is this ^
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JMax 2019-02-16 11:19
@Derrick La Mulana
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Natalie 2019-02-16 11:20
The remake, specifically.
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Cynas 2019-02-16 11:22
hey folks, I'm having a really weird issue:
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EmoSaru 2019-02-16 11:35
I'm not sure what I'm looking at. When you say it doesn't work, in what way does it not work? Also, are you sure that your layout is referring to the badged version, and not the base item?
11:37
One thing I want to point out is that the name field is eventually displayed as a tooltip when hovering the mouse over items, so you may want your names to be more descriptive, "normally" formatted, and less like your codes..
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Cynas 2019-02-16 11:58
okay, sounds good
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Natalie 2019-02-16 12:02
double-check that there is no issue in the grid that contains the items in the tracker
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Cynas 2019-02-16 12:27
Changed names to better formats. For whatever it's worth, hovering over yardovich breaks my tooltips as well
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Cynas 2019-02-16 13:05
Well, I don't know what the problem was with my first 3 iterations, but my fourth worked. Thanks everyone.
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γ‚­γƒŽ 2019-02-17 02:37
How does one set an item to be collected by default?
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deserteagle417 2019-02-17 02:49
funny that this question was asked like 3 times recently πŸ˜„
02:49
The item type I believe is static
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EmoSaru 2019-02-17 02:49
I don't think that's what they're asking for
02:49
What type of item
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deserteagle417 2019-02-17 02:50
oh, my bad then
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γ‚­γƒŽ 2019-02-17 02:55
so like
02:55
the game has a bunch of switches
02:55
you can toggle these on and off
02:55
some start on by default
02:55
it'd be nice to keep track of them
02:55
also what do you do when you're done making a tracker?
02:56
i'm going to be finishing this map tracker tonight by the looks of it
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EmoSaru 2019-02-17 02:57
toggle items supports initial_active_state, which you can use to make something enabled by default by setting it to true
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γ‚­γƒŽ 2019-02-17 02:57
oh nice
02:57
thanks
02:57
that's perfect
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EmoSaru 2019-02-17 02:59
With respect to what to do next, DM me when your pack is definitely done and tested.
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γ‚­γƒŽ 2019-02-17 06:41
how is x/y calculated
06:41
it doesn't APPEAR to be 1:1 with the image?
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blasteg 2019-02-17 06:43
can I make an item grid wher each item has size say, 80x40?
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deserteagle417 2019-02-17 06:46
I think it's 1:1 with the image. I just open things in paint.net to find where to place locations. I'm curious what's happening
06:49
@blasteg you'll want
"item_height": 40, "item_width": 80,
where you're defining your item grid
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γ‚­γƒŽ 2019-02-17 06:49
yeah i am theoretically doing the same with gimp
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blasteg 2019-02-17 06:50
In my experience, the PNG gimp export out is funky on its x and y, I reopen it and save in Paint3d and it works
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γ‚­γƒŽ 2019-02-17 06:50
what
06:50
really?
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deserteagle417 2019-02-17 06:50
that's interesting
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blasteg 2019-02-17 06:50
seems to have another channel or something idk
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γ‚­γƒŽ 2019-02-17 06:50
let me try doing that with paint.net
06:52
wtf so
06:52
there's an option in gimp called "save resolution"
06:52
you tick that off and it works
06:52
how bizarre
06:56
awesome now it works swimmingly
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deserteagle417 2019-02-17 06:57
that's good!
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γ‚­γƒŽ 2019-02-17 07:20
how does one set up a default map view?
07:20
ie, which map tab is open by default?
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deserteagle417 2019-02-17 07:24
I think it just goes by the order you define them in the tracker.json, so I think the answer is just to put that one first in the list
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γ‚­γƒŽ 2019-02-17 08:09
ah okay
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γ‚­γƒŽ 2019-02-17 11:40
how do we enable ndi?
11:43
also can initial_active_state work for consumeable?
11:43
i tried but i couldn't set an initial value (edited)
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JRJathome 2019-02-17 11:44
Should be enabled by default. You should be able to capture the broadcast window as an NDI source with Xsplit or OBS. If using OBS, you'll need this plugin as well. https://obsproject.com/forum/resources/obs-ndi-newtek-ndi%E2%84%A2-integration-into-obs-studio.528/
This plugin adds simple audio/video input and output over IP using NewTek's NDIβ„’ technology. Three integrations are currently available: - NDI Source: add NDI Sources into OBS like any traditional source - NDI Output: transmit the main program...
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γ‚­γƒŽ 2019-02-17 11:44
oh okay, so i don't need to do anything extra as a pack developer?
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JRJathome 2019-02-17 11:44
nope.
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γ‚­γƒŽ 2019-02-17 11:44
nice
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EmoSaru 2019-02-17 11:48
consumable items support initial_quantity
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γ‚­γƒŽ 2019-02-17 11:50
got it thanks
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Tekky 2019-02-17 13:18
Is it possible to have locations stay pinned after collecting the item? (edited)
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JRJathome 2019-02-17 13:19
I don't think so. There's not much point. However, you can hold shift to show all locations and re-pin it if you need it.
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Tekky 2019-02-17 13:19
There is for the current MM rando, yeah. The deeds currently have a... limitation where you need to go and recollect them if you get another one, in the next cycle. (edited)
13:22
Tried to use a comma to say "recollect them in the next cycle" and "if you get another deed," sorry about any confusion. (edited)
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JRJathome 2019-02-17 13:23
Yeah, that would be an issue. You could still use the note taking feature which adds a badge to the location icon, then press shift when you need a reminder of where they are. Or just don't mark it as collected.
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Ninban 2019-02-17 13:23
You can
13:23
Gimme a minute
13:24
in settings.json add "auto_unpin_on_clear": false (edited)
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EmoSaru 2019-02-17 13:24
That's the settings.json within the pack
13:24
Not application_settings
13:24
Just to be clear
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Tekky 2019-02-17 13:24
No, that's what I want
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EmoSaru 2019-02-17 13:24
It's a pack level setting currently
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Tekky 2019-02-17 13:24
I'm doing this as a pack developer
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EmoSaru 2019-02-17 13:24
πŸ‘
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JRJathome 2019-02-17 13:24
Aha. I forgot about that setting.
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EmoSaru 2019-02-17 13:24
FYI, it's not settable per location
13:24
So it will apply globally
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Tekky 2019-02-17 13:25
That shouldn't be an issue.
13:25
You can get a deed from any check (in logic, obviously). (edited)
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EmoSaru 2019-02-17 13:25
k
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Natalie 2019-02-17 13:25
Majora's Mask, the antithesis of randos.
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Tekky 2019-02-17 13:25
Honestly q.q
13:26
Can't wait to start writing in logic for all of this sigh (edited)
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Tekky 2019-02-18 11:18
Never mind, figured it out.
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blasteg 2019-02-19 05:10
Is it possible to have square on map have icons?
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Natalie 2019-02-19 05:48
Not currently.
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alex.rosenberg 2019-02-19 11:32
So what is the best way to chroma key the broadcast mode? I’m using Streamlabs OBS and keying it via SLOBS is a little weird.
11:33
I never figured out how to customize it.
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Natalie 2019-02-19 11:33
You'll need to set a background color for the broadcast window if you haven't already
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alex.rosenberg 2019-02-19 11:33
How exactly do I do that?
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Natalie 2019-02-19 11:34
Your other option is to find out if SLOBS has finally received NDI or plugin support, or to upgrade to some other software
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alex.rosenberg 2019-02-19 11:34
Oh have they not?
11:35
Looks like that may have changed?
11:36
In short, if you need a background for keying, add the background key to the root container of the broadcast view in an override
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alex.rosenberg 2019-02-19 11:37
Ok. That's all I need I think (edited)
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Natalie 2019-02-19 11:39
Streamlabs is okay for casual use, but it's really lacking in a lot of power user features, last I've seen.
11:39
If they finally have NDI or actual proper OBS plugin support, maybe they'll have a chance at being relevant.
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alex.rosenberg 2019-02-19 11:40
I just like having everything built in.
11:40
But I may switch back at somepoint.
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EmoSaru 2019-02-19 13:26
I believe SLOBS has embedded the NDI plugin, but I haven't tested it personally
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Tekky 2019-02-22 15:07
Can I have one check be shared by multiple locations?
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Rikkukun 2019-02-22 15:08
Yes, just add multiple coordinates
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Tekky 2019-02-22 15:10
Let me rephrase that, I need one check to be in multiple sections, which have other items in them (edited)
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EmoSaru 2019-02-22 15:31
Question - what are you building? This seems to be a common question amongst everybody building a majoras mask map tracker.
15:32
If that’s what it is, I recommend y’all work together to share solutions.
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Tekky 2019-02-22 15:37
Oath to Order is the problem here. (edited)
15:37
Oath can be gained upon completing any of the 4 dungeons.
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EmoSaru 2019-02-22 15:40
I’ve talked through this with @Rikkukun and @Ariah about this
15:40
I recommend asking them about the solution
15:40
Hopefully hey can help you
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Tekky 2019-02-22 15:41
How did you guys solve this then?
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EmoSaru 2019-02-22 16:15
It requires Lua scripting.
16:16
Since nobody else has responded yet, this is the example Lua code I sent @Rikkukun . tracker_on_accessibility_updated is a reserved function name that is invoked after the logic system updates.
function tracker_on_accessibility_updated() local section_a = Tracker:FindObjectForCode("@Location A/Section A") local section_b = Tracker:FindObjectForCode("@Location B/Section B") if section_a and section_b then if (section_a.AvailableChestCount == 0) or (section_b.AvailableChestCount == 0) then section_a.AvailableChestCount = 0 section_b.AvailableChestCount = 0 end end end
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Tekky 2019-02-22 16:22
Thank you. Sorry for bothering you.
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EmoSaru 2019-02-22 16:25
Not a problem.
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Ariah 2019-02-22 17:48
@Tekky this might help:
17:48
checkA = 0 function tracker_on_accessibility_updated() local checkA1 = Tracker:FindObjectForCode("@Location 1/Check A") local checkA2 = Tracker:FindObjectForCode("@Location 2/Check A") if checkA1 and checkA2 then if checkA == 0 then if (checkA1.AvailableChestCount == 0) or (checkA2.AvailableChestCount == 0) then checkA1.AvailableChestCount = 0 checkA2.AvailableChestCount = 0 checkA = 1 end end if checkA == 1 then if (checkA1.AvailableChestCount > 0) or (checkA2.AvailableChestCount > 0) then checkA1.AvailableChestCount = 1 checkA2.AvailableChestCount = 1 checkA = 0 end end end end
17:48
That way they can be unmarked later
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EmoSaru 2019-02-22 17:48
That only works if the undo it via checkA
17:48
oh nvm (edited)
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Ariah 2019-02-22 17:48
Yeah checkA is whatever the common check is
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EmoSaru 2019-02-22 17:49
πŸ‘
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Ariah 2019-02-22 17:49
(I love that you can theme code blocks in discord so so so much)
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EmoSaru 2019-02-22 17:49
yeah, it helps
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Ariah 2019-02-22 17:50
(In retrospect you might want to initialize checkA as 1, then it more accurately describes the state of checkA)
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Edos 2019-02-23 03:12
sorry to bother you with a probably really stupid question but... is there any way to add a check to a item marked as progressive (like the song checks in OOT tracker)?
03:13
and question B... can a location have a different set of capture hints?
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Edos 2019-02-23 08:20
and question C... can you call a function with parameters within a location access rules?
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Hamsda 2019-02-23 08:38
yeah you can make progressive items badged as well, works exactly the same
08:38
each section can have a capture spot, so multiple per location are possible ye
08:39
and to pass arguments into lua functions you can use this syntax $function|arg1|arg2 (note that each will be a string passed into the function)
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Edos 2019-02-23 08:45
thanks for that answer to C xD
08:46
i was about to do something really ugly (edited)
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Furf 2019-02-24 13:47
The pinned locations section is hiding under the start bar
13:47
I'm thinking I need to move it to the side
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Natalie 2019-02-24 13:48
It... shouldn't do that unless you really have a small vertical resolution on your monitor.
13:48
Many end-user factors can affect that.
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Furf 2019-02-24 13:49
I'm on a laptop
13:50
I tried doing an override to add the pinned locations above the settings, but it's not showing up
13:51
oh
13:52
I added it in the old section
13:52
13:52
new issue, how do I get settings to be below it
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EmoSaru 2019-02-24 13:52
It depends on how that pack's layout is setup
13:53
If it's a dock, you may need to change the docking order, and make sure the pins are docked at bottom
13:53
if it's arrays
13:53
change the ordering and the direction
13:53
(horizontal vs vertical)
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Furf 2019-02-24 13:54
alternatively, just making the map smaller
13:55
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EmoSaru 2019-02-24 13:56
Unless you've manually set their width/height, maps will scale to fit the space availalbe to them
13:57
Also, you now have to two copies of the pins
13:57
Which seems counterproductive to saving space
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Furf 2019-02-24 14:03
Yes it's a work in progress
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mattyla87 2019-02-25 12:12
i've got a question that might seem dumb. i'm having trouble finding the clear instructions in the faq
12:13
i downloaded the tracker, but i don't know how to embed it to appear in my stream
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EmoSaru 2019-02-25 12:13
You would use
12:14
1) Press F2 or use the gear menu to open the broadcast view. 2) You can either use a Window Capture on that in OBS, or use NDI if you prefer. NDI info is here: https://emotracker.net/blog/2018/09/13/emotracker_2_1_release_notes/
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mattyla87 2019-02-25 12:14
thank you for the quick response. wish me luck!
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Seraphin Eveles 2019-02-25 21:52
I've always found window capture + trimming works best imo
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Ketris 2019-02-26 15:39
I've looked around but I don't see a list of supported CSS filters for things like disabled_image_filter, I've been trying a few and can already tell that blur and saturate don't seem to work at all, what does? lol
15:40
Also, grayscale seems to be either true or false and doesn't seem to take a value? Hmm.
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EmoSaru 2019-02-26 16:09
it is not CSS
16:09
it's custom stuff
16:10
grayscale is parameterless
16:10
brightness supports a level, e.g. brightness|0.5
16:10
overlay takes a pack image path, e.g. overlay|images/foo.png
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Ketris 2019-02-26 16:58
Ahh, explains why nothing worked as I expected, thanks. I was hoping for a partial-desaturate, I guess I'll have to just make a semitransparent PNG and overlay it.
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EmoSaru 2019-02-26 17:44
I mean, can definitely add saturation
17:45
Desaturation is particularly easy
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Natalie 2019-02-26 17:45
Different filters will look different on different items. Just make sure that whatever you stack together is still visually meaningful.
17:46
I can think of several good examples where a desaturate by itself would be effectively pointless.
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EmoSaru 2019-02-26 17:46
No question, but it doesn’t hurt to exist
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blasteg 2019-02-26 17:51
Let's say I decide to track 2 items in one space, double toggle. What's the best way to create icons that has 1 greyed off and 1 isn't?
17:52
the greying off should be consistent with how the tracker originally do it if it's tracked individually
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Ketris 2019-02-26 17:52
Yeah I currently have grayscale+brightness on disabled items, and it looks fine, but specifically when I'm marking which medallion is in which dungeon, I personally have a hard time telling which medal is which without a bit of a color hint so i end up marking them all collected temporarily lol
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JRJathome 2019-02-26 17:53
Composite toggle is good for that. To get an accurate disabled image, you could always use the print screen key and paste the whole image into your image editor.
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blasteg 2019-02-26 17:53
Yeah that's what I'ven been doing. Feels a little odd but I guess worked fine. Just asking to see if there's a saner way to do it
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EmoSaru 2019-02-26 18:02
The @disabled filter applies the default disabled filter
18:02
And they apply in order
18:02
So you can do that, then overlay
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JRJathome 2019-02-26 18:03
oh really? TIL
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blasteg 2019-02-26 18:03
...overlay. huh. I'll look into doing that
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Ya Boy Guzma 2019-02-27 21:39
Hey guys does someone have some spare time to help me out. Im trying to get my tracker to be transparent but whenever I try to chroma key it the numbers/names/item images get darkened out.
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Natalie 2019-02-27 21:40
NDI support was implemented for this very reason.
21:41
Failing that, you... really just need to play with the chroma keying and the Broadcast View's background color to get a result that doesn't suck.
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Ya Boy Guzma 2019-02-27 21:41
Ok so I have the NDI source thing but I'm not exactly sure how that works.
21:42
Ok never mind
21:42
Im very sorry NDI randomly worked for me now LOL
21:42
πŸ˜‚ πŸ”«
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blasteg 2019-02-28 00:31
any example for overlay? I tried having two "img" tags and doesn't quite work
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EmoSaru 2019-02-28 00:32
"img": "images/base.png", "img_mods": "overlay|images/overlay.png"
(edited)
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blasteg 2019-02-28 00:33
thanks.
00:36
"left": false, "right": false, "img": "images/Icon_earthspear.png", "img_mods": "overlay|images/Icon_ammo.png", "img_mods": "@disabled"
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EmoSaru 2019-02-28 00:36
why do you have two img_mods
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blasteg 2019-02-28 00:37
because I need both
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EmoSaru 2019-02-28 00:37
"img_mods": "@disabled, overlay|images/Icon_ammo.png"
00:37
in no circumstance would what you had ever be considered valid json
00:37
by any parser
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blasteg 2019-02-28 00:37
oh yeah. I forgot it's json not custom language oops
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Natalie 2019-02-28 00:39
json is immediately recognizable πŸ€”
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blasteg 2019-02-28 00:40
works perfectly now thanks
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EmoSaru 2019-02-28 00:41
πŸ‘
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crossproduct 2019-02-28 19:59
is there a way to change the colors of map squares? particularly, i want to make "visible" squares red instead of blue.
19:59
Crystalis rando has different flags for which locations are randomized, so basically i want it only to show the locations that you've put into the pool and hide the rest
20:00
so each shuffle flag is an "item" (edited)
20:00
and each location has such a flag as both a capture and visibility requirement
20:01
i don't want to make a separate Variation for each combination of flags
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EmoSaru 2019-02-28 20:04
Not currently, and I'm kinda loathe to add it, since it makes the usage of the map more inconsistent for users. People already routinely ask about the colors, and if it's different per pack, that's just going to exacerbate that problem.
20:05
You can use visibility_rules on map locations to hide or show them as appropriate
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crossproduct 2019-02-28 20:06
That probably makes more sense...
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EmoSaru 2019-02-28 20:08
@Hamsda FYI, 2.3.1.3, which just released, should give you the ability to read/write MinCount, MaxCount, and CountIncrement. You could already manipulate AcquiredCount, and ConsumedCount, which is the basis of the broken feature for consuming keys. The arithmetic there still works, and it adjusts the display to represent Acquired - Consumed
20:08
Additionally, consumables now support DisplayAsFractionOfMax, as a boolean (edited)
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Hamsda 2019-02-28 20:08
thanks
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crossproduct 2019-02-28 20:10
"visibility_rules": [ "flag_sk" ]
flag_sk is an "item" on the tracker
20:10
but when it's active, the square still doesn't show on the map unless i press F11
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EmoSaru 2019-02-28 20:11
visibility_rules can only filter out visibility
20:11
if you want it to display on the map, it needs to be accessible
20:12
which presumably some other access rules on it are disallowing
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crossproduct 2019-02-28 20:12
right
20:14
ah okay, but sadly, it overrides the F11 thingy... so what's the practical difference between this and just adding "flag_sk" as a requirement for access?
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Tekky 2019-02-28 20:14
Multiple maps
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crossproduct 2019-02-28 20:15
I don't follow. Can visibility_rules go inside map_locations?
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Ariah 2019-02-28 20:16
It goes inside each section
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crossproduct 2019-02-28 20:16
i see... I would still like a situation that shows "This is a location that exists in your flag set, but you can't reach it"
20:16
which i can only do if i make it blue
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Ariah 2019-02-28 20:17
That's just red,
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EmoSaru 2019-02-28 20:17
You can do visibility_rules inside map_locations, on each entry there (edited)
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Ariah 2019-02-28 20:17
If a condition isn't satisfied in your visibility_rules, it literally won't show up
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crossproduct 2019-02-28 20:18
right, but it will show up if User presses F11 and checks "Show All Locations"
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Ariah 2019-02-28 20:18
Nope
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crossproduct 2019-02-28 20:18
that user option overrides visibility
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Ariah 2019-02-28 20:18
It overrides access
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crossproduct 2019-02-28 20:19
try it out. it overrides visibility, too
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Ariah 2019-02-28 20:19
I am using it in the dev version of my pack
20:19
It doesn't
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crossproduct 2019-02-28 20:19
Then I must be doing something wrong?
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Ariah 2019-02-28 20:19
Put the visibility rules in the section
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EmoSaru 2019-02-28 20:19
if you're talking about the one inside of sections, iyan, it's different
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Ariah 2019-02-28 20:19
Oh
20:19
Well I think that's what they need
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EmoSaru 2019-02-28 20:19
I don't think so
20:19
Or at least that's not what they're saying
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crossproduct 2019-02-28 20:20
i tried it both inside and outside the "map_locations" section
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Ariah 2019-02-28 20:20
Okay so describe your situation one more time
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crossproduct 2019-02-28 20:20
so it seems impossible to control the visibility of a Red square.
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Ariah 2019-02-28 20:20
What I'm getting: You have locations you don't want to appear if certain settings aren't enabled
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crossproduct 2019-02-28 20:21
right, but nothing shows up as a red square, unless the user opts to see them with F11
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Ariah 2019-02-28 20:21
Alright
20:21
So
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crossproduct 2019-02-28 20:21
and if they do, it shows all red squares, even ones that should be invisible (edited)
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Ariah 2019-02-28 20:21
You want to put the visibility_rules in your sections
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EmoSaru 2019-02-28 20:21
I really don't think so, Iyan
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crossproduct 2019-02-28 20:21
// Key to Stxy { "name": "Shyron", "color": "#ffffff", "access_rules": [ "$canAccessShyron" ], "sections": [ { "name": "Talk to Zebu", "item_count": 1 } ], "map_locations": [ { "map": "map_full", "visibility_rules": [ "flag_sk" ], "x": 56, "y": 554 } ] }
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EmoSaru 2019-02-28 20:22
He wants inaccessible locations to be visible
20:22
But only the ones that pass visibility rules
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crossproduct 2019-02-28 20:22
exactly, Emo
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EmoSaru 2019-02-28 20:22
Give me a second, I'm checking the code
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Ariah 2019-02-28 20:22
I'm so confused, that's what I'm talking about
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EmoSaru 2019-02-28 20:22
You're talking about sections
20:22
It's different
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Ariah 2019-02-28 20:22
Yeah but if every section in a location is not visible, the location won't appear
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EmoSaru 2019-02-28 20:23
That is true, but it's also annoying to do
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Ariah 2019-02-28 20:23
Is there another way? I'd really like to know
20:23
That's how I have to do it with shopsanity stuffs in my MM tracker
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EmoSaru 2019-02-28 20:23
Please give me a minute to check the code.
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crossproduct 2019-02-28 20:23
Thanks, Emo sakuLove
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EmoSaru 2019-02-28 20:29
Okay, so, I'm not crazy - it used to work the way I was telling you. It got broken a major version or so ago. I will fix it, but since I just released an update minutes ago, it will probably have to wait a day or two.
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Ariah 2019-02-28 20:30
I'm sorry for being difficult, I'm having a day
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EmoSaru 2019-02-28 20:31
After the update, visibility rules in map_locations will affect the visibility regardless of the "display all locations" mechanism
20:31
I'll let you know when it's been released.
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crossproduct 2019-02-28 20:32
Awesome! Thanks, Emo feenLove
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crossproduct 2019-02-28 21:50
TIL it matters what order you initialize all your assets.
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EmoSaru 2019-02-28 22:03
Very much so.
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crossproduct 2019-02-28 22:15
is it possible to have separate map markers for "child" locations, or "sections" within a location?
22:15
for example, i have a cave with 2 items in it
22:15
i want a space on the overworld map that encompasses both locations (edited)
22:16
then the sub map will show each individual location within the cave
22:16
// Wind Cave { "name": "Wind Cave", "map_locations": [ { "map": "map_full", "x": 312, "y": 983 } ], "children": [ { "name": "Wind Cave 1", "access_rules": [ "sacred" ], "sections": [ { "name": "Herb Chest", "item_count": 1 } ], "map_locations": [ { "map": "map_wind_cave", "x": 100, "y": 100 } ] }, { "name": "Wind Cave 2", "access_rules": [ "repun" ], "sections": [ { "name": "Antidote Med", "item_count": 1 } ], "map_locations": [ { "map": "map_wind_cave", "x": 150, "y": 150 } ] } ] }
22:17
I also tried doing "Wind Cave" as one location and each chest as a "section" within that square
22:17
but the "map_locations" attribute seems to be limited on what type of object can use it
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EmoSaru 2019-02-28 22:19
Only locations can be placed on maps. Not sections. (edited)
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crossproduct 2019-02-28 22:20
and not regions/location groups either?
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EmoSaru 2019-02-28 22:20
It’s not inherited.
22:20
So no:
22:20
It’s per location.
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crossproduct 2019-02-28 22:21
Hm... I could work around it making a new location on the overworld, then set visibility using a JSON function to read if the inside chests have been opened...
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EmoSaru 2019-02-28 22:22
I wouldn’t call that a workaround.
22:22
That’s a fine thing to do.
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crossproduct 2019-02-28 22:22
maybe i misused the term akkoShrug
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crossproduct 2019-02-28 22:47
how do you set an item to initialize as true?
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EmoSaru 2019-02-28 23:19
What type of item? Toggle?
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Tekky 2019-02-28 23:19
I'd imagine, progressives you can just set allow_disabled to false and not have a disabled state (edited)
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EmoSaru 2019-02-28 23:19
"initial_active_state": true
23:21
To help address issues like this, I've added JSON schemas for the most critical JSON formats used by EmoTracker. You can find them on the web here...
https://emotracker.net/developers/schemas/items.json https://emotracker.net/developers/schemas/layouts.json https://emotracker.net/developers/schemas/locations.json
There is also a composite schema available at https://emotracker.net/developers/schemas/all.json but it requires a certain amount of context to exist in the file before it can reliably determine which type of data you are editing. If you are using VS Code and have organized your json files sensibly, you may find that this addition to your workspace's settings.json will work for you. Feel free to adapt it to your directory structure.
"json.schemas": [ { "fileMatch": [ "*/items/*.json", "*/*.items.json", ], "url": "https://emotracker.net/developers/schemas/items.json" }, { "fileMatch": [ "*/layouts/*.json", "*/*.layouts.json", ], "url": "https://emotracker.net/developers/schemas/layouts.json" }, { "fileMatch": [ "*/locations/*.json", "*/*.locations.json" ], "url": "https://emotracker.net/developers/schemas/locations.json" } ]
I can't guarantee that these are 100% perfect right now, but I will attempt to keep them updated as changes happen.
23:21
Pinned a message.
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crossproduct 2019-03-01 10:39
Argh. Is there a way to make "item is off" as a requirement? like flag_sk:false or something? I can do it easily with LUA, but that might not be the best way.
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EmoSaru 2019-03-01 10:40
Lua.
10:41
I will look into adding logical negation, but it's important to release that the result of evaluating a code is not true/false
10:41
It's a count
10:41
That's how you're able to do things like at_smallkey:2
10:42
Supporting more logical conditions in the base access rules would require support a complete set of integer comparison operators to be consistent.
10:42
Lua expressions are almost always the answer to doing something more complex.
10:46
Lua is not a "workaround" or a "hack" or anything like that. Having Lua expressions allows the core declarative logic system to be able to be simple, striaghtforward, and do the things that make sense to do in in. It's the best way to express hierarchical access requirements, and it's the most concise way to apply accessibility modifiers (though lua expressions can do that too). Lua is better at performing more interesting logical checks. They are both expected solutions to problems.
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Vornicus 2019-03-01 10:49
Two things I am thinking about: 1. is there a way to conditionally color or apply a filter to regions of the map? 2. is there a way to make a map marker be an image that still takes on colors according to accessibility?
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crossproduct 2019-03-01 10:58
Alrighty then. I'm pretty new to Lua and JSON, so I appreciate all the help sakuLove
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crossproduct 2019-03-01 12:00
Does Tracker:ProviderCountForCode() work for locations? Or is there some other LUA script to check if a location has been cleared?
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EmoSaru 2019-03-01 12:10
That function does work for location references like @Desert Ledge or location/section references like @Eastern Palace/Boss, but the return value is based on whether or not the location is accessible, not its clear state. You can however use Tracker:FindObjectForCode to actually retrieve a location or section instance, and inspect its data.
12:11
@Vornicus The answer to both of those is currently no, although I do have a WIP version of badging for map locations in my dev branch, which will allow attaching images to map locations, which will then be visible on the map along with the existing marker.
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Vornicus 2019-03-01 12:12
currently: dang. in future: yaaaas
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codemann8 2019-03-01 12:28
I saw someone mention that I should look here for changing the layout of broadcast view, like including maps, changing background colors, and displaying pins horizontally, but I look here and nothing is pinned on this channel. Any ideas on how I should go about changing the layout?
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EmoSaru 2019-03-01 12:47
Search is your friend, but I recommend starting by using the Gear Menu > Advanced > Export Overrides command to export overrides for the pack you're using, and digging in. You can find some WIP documentation for the layout system and the supported elements here: https://emotracker.net/documentation/customization/layout/common-attributes/ (definitely not complete, provided as-is for the moment)
End-user and developer documentation for EmoTracker
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codemann8 2019-03-01 12:56
Ty, and for this great tool
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blasteg 2019-03-02 00:25
I think I accidently caused the tracker to hang during my development. where do I check console log while the tracker isn't responding?
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Tekky 2019-03-02 06:26
You kinda... can't
06:26
Just hope the tracker doesn't crash and check it after
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blasteg 2019-03-02 06:46
Is there a way to printf things from lua to dev console? For testing purposes
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Hamsda 2019-03-02 07:15
yes print()
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Hamsda 2019-03-02 13:39
@EmoSaru just fyi "type": "tabbed", seems to be missing from the layouts schema
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codemann8 2019-03-02 13:41
Is there a way to make pinned items display both horizontally and vertically instead of hiding items as the list gets bigger? Basically a line wrap is what I'm looking for. This is of course for broadcast view.
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EmoSaru 2019-03-02 14:16
If you look at the pinned items section for pretty much any map tracker layout, you would find that they use e.g.
"style": "wrap", "orientation": "vertical",
..and do not set a value for num_items, which will cause it to display all pins.
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Malcreos 2019-03-02 18:55
My search foo is failing me. Is there a way to have variable icon sizes in the Broadcast view?
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EmoSaru 2019-03-02 19:03
Not within a single item grid. As it’s a grid, all items will display at the same size. You can however use individual item elements arranged using arrays
19:03
You can also use multiple item grids arranged the same way
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Malcreos 2019-03-02 19:04
Now I feel dumb cause it's pretty obvious....sorry for wasting your time! And thanks for making this
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codemann8 2019-03-02 19:47
@EmoSaru I think I'm only able to see pinned messages from the time I joined this discord because there's only one item pinned and it was the one from yesterday
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EmoSaru 2019-03-02 19:49
I am confused by that statement. I'm talking about location pins, not Discord pinned messages.
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codemann8 2019-03-02 19:50
Oh my bad, I thought you were directing me to stuff that was pinned here (edited)
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Natalie 2019-03-02 19:51
"pinned items section" is probably the culprit, but a little dash of context puts that firmly in the EmoTracker definition of "pins"
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Nelliel (Shippo) 2019-03-03 00:08
how do i customize the broadcast view?
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onagintaro 2019-03-03 09:03
I'm trying to create my own pack for a game and i'm currently getting an error "Exception Value cannot be null" after loading legacy layout and broadcast layout data. Not sure what i'm missing.
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JRJathome 2019-03-03 09:07
Sounds like your layouts aren't set up correctly, so it's trying to find the legacy files, which don't exist either.
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onagintaro 2019-03-03 09:18
ah got it. found the mistake. thanks!
09:20
after changing how it loads from default to using init.lua i left the Layout tag at the top of my json file and forgot to add the broadcast tag at the top of the broadcast file.
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Nelliel (Shippo) 2019-03-05 12:10
how do i customize the broadcast view?
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Lechtansi 2019-03-05 12:30
are you familiar with overrides? you export the broadcast.json (advanced -> export overrides -> broadcast.json) and then edit it with a text file
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codemann8 2019-03-05 17:07
I had a look thru the faq and didn't see anything on broadcast animations, how do I get those to work? (edited)
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JRJathome 2019-03-05 17:18
I'm unsure what you mean by animations?
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Natalie 2019-03-05 17:44
"animations"
17:45
anything beyond customizing the broadcast view's layout is probably not something we deal with
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EmoSaru 2019-03-05 17:46
The animations that exist in the broadcast view are all triggered via twitch chathud commands
17:48
The extent to which the !hud rain command (the only customizable one) is configurable is documented here: https://emotracker.net/blog/2018/08/24/emotracker_2_0_release_notes/
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BrandoExtreme 2019-03-05 17:49
Hey guys, trying to center the "water/shdw/sprt" without moving "ice/gtg/botw/gc", any ideas how to do it ? Been trying a few things and when I move over the top row it also seems to be shifting the bottom, either the whole row or just the "ice" item
17:49
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EmoSaru 2019-03-05 17:50
How you would do that depends heavily on the way your layout element hierarchy is setup
17:51
You may want to attach your layout JSON file so people can see what you're dealing with
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BrandoExtreme 2019-03-05 17:52
This is what I have so far, definitely not a pro so any feedback will help !
16.69 KB
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EmoSaru 2019-03-05 17:54
What pack is this for?
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JRJathome 2019-03-05 17:55
Looks like Hamsda's if I had to guess.
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EmoSaru 2019-03-05 18:04
This layout is built somewhat bizarrely, using canvases, but regardless... Each column of labels within that section is built within a canvas, and those canvases are then in a horizontal array.
18:04
You will need to split them apart in order to center one of them independently from the other one.
18:05
The labels are also separate from the items they're attached to, so that will also require special attention
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BrandoExtreme 2019-03-05 18:06
it's Hamsda - items only
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EmoSaru 2019-03-05 18:10
Here's an example of one way to reimplement that section of the layout
{ "type": "array", "margin": "0,2", "orientation": "horizontal", "h_alignment": "center", "content": [ { "type": "item", "item": "water_label", "margin": "1,0", "width": 32, "height": 12 }, { "type": "item", "item": "shadow_label", "margin": "1,0", "width": 32, "height": 12 }, { "type": "item", "item": "spirit_label", "canvas_depth": 1, "canvas_left": 0, "width": 32, "height": 12 } ] }, { "type": "array", "orientation": "horizontal", "margin": "0,2", "content": [ { "type": "item", "item": "ice_label", "margin": "1,0", "width": 32, "height": 12 }, { "type": "item", "item": "gtg_label", "margin": "1,0", "width": 32, "height": 12 }, { "type": "item", "item": "botw_label", "margin": "1,0", "width": 32, "height": 12 }, { "type": "item", "item": "gc_label", "margin": "1,0", "width": 32, "height": 12 } ] }
18:10
Which results in this
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BrandoExtreme 2019-03-05 18:12
okay, and then when I shrink the overall width it should essentially center it within the new width?
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EmoSaru 2019-03-05 18:29
Yes
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BrandoExtreme 2019-03-05 19:34
thanks @EmoSaru I got it all figured out !
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EmoSaru 2019-03-05 19:34
πŸ‘
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Edos 2019-03-12 03:00
incoming probably really stupid question
03:00
if i name a package var_ER and a second package var_ER_keysanity
03:01
the second one inherits from the base package or from var_ER?
03:01
package=variant
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JRJathome 2019-03-12 03:14
Variants act the same as overrides. Whatever you don't add to a variant, Emotracker will use from the base variant instead.
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Edos 2019-03-12 10:45
So the answer is β€œfrom the base” xD
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Sheepor Hornstead 2019-03-12 12:49
hello, anyone good in json file writing/coding could help me out? DM would be appreciated, as I have a whole thing of code to past T_T
12:50
and also good with the ATZ ootrando layout
12:51
I'm basicallly having issues moving around the Emerald/Saphire/Ruby to another line, as it screws up the code even tho it looks logical,, but I'm not a code wiz so yeah
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stephen 2019-03-12 12:52
my immediate suggestion with no JSON experience but plenty of other code experience
12:52
is are you using an editor with syntax highlighting
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Sheepor Hornstead 2019-03-12 12:52
yes
12:52
using Brackets
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stephen 2019-03-12 12:54
no unterminated brackets breaking the highlighting then i presume
12:54
because that's literally what happens to me every time i shuffle code.
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Sheepor Hornstead 2019-03-12 12:54
I move it and check every bracket and they are all green, but then I save and reload my emotracker and it just goes blank
12:55
I'm trying to follow the syntax of where that piece I want to move is located, but it just won't budge
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stephen 2019-03-12 12:55
you able to toss it in a pastebin?
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stephen 2019-03-12 12:56
ok, what line numbers are you trying to shuffle around here?
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Sheepor Hornstead 2019-03-12 12:57
from 48 to 82, up to 30 I would guess? basically trying to change my last "boomerang" item with this, and put the boomerang adt the end of that row afterwards
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stephen 2019-03-12 12:58
when you move those lines, are you whacking the comma at the end of what was line 47?
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Sheepor Hornstead 2019-03-12 12:59
whacking?
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stephen 2019-03-12 12:59
removing, sorry
12:59
typing like i talk
12:59
that comma at the end of 47 looks like it'd just be dangling
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Sheepor Hornstead 2019-03-12 13:00
haha np, and no don't think so, basically try to close everything as it should / how the other rows are closed
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stephen 2019-03-12 13:00
ok. well, it looks to me that, if you remove lines 48-82, and try to move them, you have a comma at the end of 47
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Sheepor Hornstead 2019-03-12 13:00
what does a comma do
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stephen 2019-03-12 13:00
well, it seperates elements
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Sheepor Hornstead 2019-03-12 13:03
the problem I see is that it feels like the first couple of rows are just a part of the whole thing, as the other rows look like entities all alone, separated as rows
13:04
as every other row, except the first two, are "arrays" all separated, but the first two are in the same array
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stephen 2019-03-12 13:05
well, there's an array that starts on 34, and it looks like the first element is the type: itemgrid on lines 39-47
13:05
and then there is another type:canvas after that, which just includes some discrete type:items
13:06
that's the lines 48-82 you are looking at
13:06
and after that, the array closes
13:06
so if you remove lines 48-82 to move them elsewhere, like 47 ends with a dangling comma
13:06
so i'd start by removing lines 48-82 and removing the comma at the end of 47
13:06
and see if THAT loads
13:07
then you know your array is good, and you can start moving those lines elsewhere.
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Sheepor Hornstead 2019-03-12 13:07
but then, if you look at line 6, that's where an array starts and ends at the very bottom, line 123
13:07
and it's an array that has different properties to all the other arrays
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stephen 2019-03-12 13:07
correct. I'm focused on the array that your lines are in, however.
13:07
and if you remove those lines to move them
13:08
that comma at the end of 47 would probably cause problems
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Sheepor Hornstead 2019-03-12 13:08
I can remove them just fine, and change it to another element
13:08
it's putting them into the first array that bugs everything out
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stephen 2019-03-12 13:08
ok.
13:08
let me look further
13:08
can you pastebin what you are TRYING to do, that isn't working?
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Sheepor Hornstead 2019-03-12 13:09
because right now, as it stands, I have my line with all the medallions, so the row starting at line 29 missing one thing, and that's where I want to copy what I took from 48
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stephen 2019-03-12 13:16
can you show the paste of what won't load? (edited)
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Sheepor Hornstead 2019-03-12 13:17
oh woops
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stephen 2019-03-12 13:18
the whole thing, i mean, not just the part you're trying to move.
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MikeTrethewey | Axiom Verge 2019-03-12 13:19
Screevo’s right about the commas as a general concept. Interpreters/parsers that are lax will just ignore stray commas like that example. More-strict ones that follow the spec closer, like EmoTracker, will decide that it’s malformed.
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Sheepor Hornstead 2019-03-12 13:22
wait sorry I messed around with stuff and now I can't get it to where it was when it was bugging out
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MikeTrethewey | Axiom Verge 2019-03-12 13:23
So, it’s loading properly now?
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Sheepor Hornstead 2019-03-12 13:23
no, I just didn't put the paste in there, it's fine without that bit in there
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MikeTrethewey | Axiom Verge 2019-03-12 13:24
It’s probably malformed in a way that your editor isn’t catching but EmoTracker doesn’t like. If you open the Developer Console, it may provided a hint as to where it thinks the issue is.
13:25
this would be what I think would work, but it doesn't
13:26
Again, I'm trying to follow the syntax of where I took the code and moved it, but I think since it's a different type of Array it's not working.. All brackets seem to logically close and all, idk
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stephen 2019-03-12 13:27
line 29
13:27
dangling comma
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MikeTrethewey | Axiom Verge 2019-03-12 13:27
Stray comma in the medals grid.
13:28
And the multi line comment may be giving you hell too. I know it’s ok with single-line comments.
13:29
Many stray commas near the bottom of the document as well.
13:29
Maybe there’s a setting in your editor to make it stricter about that.
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stephen 2019-03-12 13:29
oh yes
13:29
you should probably never see closed bracket, comma, closed bracket
13:30
there's no valid reason for that which i can think of
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MikeTrethewey | Axiom Verge 2019-03-12 13:30
You definitely have the right idea though, it seems.
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Sheepor Hornstead 2019-03-12 13:30
I honestly didn't even see those, I basically have no clue what I'm doing lol, I'm trying to understand the logic of it all with no knowledge
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stephen 2019-03-12 13:31
to be fair, i'm helping you with less knowledge
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Sheepor Hornstead 2019-03-12 13:31
haha
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stephen 2019-03-12 13:31
just a history with scripting languages
13:31
and knowing the ground level rules
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MikeTrethewey | Axiom Verge 2019-03-12 13:31
I’ve got a little more knowledge but I’m on my phone in the parking lot at work, lol.
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elias5891 2019-03-12 13:32
Perhaps those better at coding than I can suggest for/against, but I found when working with painful JSONs that running the text through a JSON parser (plenty online) often helped me find my formatting mistakes (like ],], etc.) (edited)
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MikeTrethewey | Axiom Verge 2019-03-12 13:32
Yep.
13:33
If you search for me on GitHub, I’ve got a project related to Super Metroid that has some JSON tools linked in the wiki. I’ll refrain from linking since it’s an unrelated project.
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Sheepor Hornstead 2019-03-12 13:48
okay now it shows up in the json parser as fine, no errors, but doesn't work in EMO, idk what else to do honestly
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MikeTrethewey | Axiom Verge 2019-03-12 13:50
Your 3 gems display is trying to go into a type itemgrid. That’s an invalid placement according to EmoTracker.
13:50
It’s parent would need to be something else, like an array.
13:51
Instead of a canvas, you might be able to just make a second row to the itemgrid.
13:53
Something like this, note that I haven’t tested it since I’m not at home:
"rows": [ [ "forestmedal", "firemedal", "watermedal", "spiritmedal", "shadowmedal", "lightmedal" ], [ β€œrubysmall, β€œemeraldsmall”, β€œsapphiresmall” ] ]
(edited)
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Sheepor Hornstead 2019-03-12 14:02
HOLY MOLY
14:02
I FKIN DID IT
14:03
just making that one line a simple array like all the others, then putting all medals in the row, closing the row, then adding another sub element( { } ?) to it being that coding about the ruby/eme/saphsmall did the job
14:03
this is so cool lmao
14:10
thanks to all who helped πŸ˜ƒ '
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MikeTrethewey | Axiom Verge 2019-03-12 19:12
@Sheepor Hornstead You got a screenie for us to see the final product?
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blasteg 2019-03-14 00:32
Is there any guarantee on what sequence would location access be resolved?
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EmoSaru 2019-03-14 00:34
Can you clarify your question a bit? I’m not quite sure what you’re asking about, specifically.
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blasteg 2019-03-14 01:13
We have lists of location in jsons, and each has its own access_req. Do we know in what order are those access_req checked? Is it consistant? or is it random everytime it needs to check every location?
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EmoSaru 2019-03-14 01:35
Within a location, they are currently checked in order. It doesn’t really matter though, because the result of the check is the maximum accessibility level produced by any of the access rules for a location.
01:37
Locations themselves are iterated depth first, which in practice means they are almost always processed in the order in which they were defined, unless locations have been explicitly reparented.
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blasteg 2019-03-16 04:57
Let's say I have 2 items, that will be on different variation of the tracker. Both needs to be defaulted "on" in their variation.
04:58
Would the one not on the variation's "default on" have their code enabled?
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blasteg 2019-03-16 08:27
can a toggle to be always on?
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Hamsda 2019-03-16 08:34
not sure about your use case, but why not just use a static?
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blasteg 2019-03-16 08:38
huh a static?
08:39
well my use case would be there are 2 variations, with different kind of this "always on" static
08:39
the other should be off when it's not shown on the item grid
08:40
would I need 2 different item json for that
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SauceRelic 2019-03-16 19:01
Sounds like the best item type for that is progressive; you should define allow_disabled: false, and in each stage put inherit_codes: false. Then put a different item code in each stage
19:01
You can also use different images for each stage
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blasteg 2019-03-16 19:03
The tracker would be a little different between variation, so they would be on different variation (like keysanity v not)
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SauceRelic 2019-03-16 19:04
So you need only one of them to be active at a time?
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blasteg 2019-03-16 19:04
yes
19:04
but I want to avoid having 2 item jsons
19:04
but if I can't that's fine
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SauceRelic 2019-03-16 19:04
I think you might have to
19:04
Unless you use lua
19:05
But you could put just those items in separate files away from all your other items, and load those files as well
19:05
Put them in their respective variant folders and only one of them will load in
19:07
If you did want to go the lua route then I believe init.lua can be used for more than just loading items/maps/stuff
19:07
So you could have that happen when the tracker loads and the code would stay enabled
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blasteg 2019-03-16 19:27
mkay thanks
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EmoSaru 2019-03-16 19:43
why would you have to have two item jsons? Do they have to use the same code?
19:43
If they have different codes, just include them both, but only use one in the layout
19:43
You can pick your poison - change the layout per variant, or change the item
19:44
Wait - if it's ALWAYS on, why not just use a lua expression that gets initialized based on the current variant?
19:44
Why does it need to be in the UI in the first place?
19:45
As SauceRelic pointed out, you can partition your files however you want
19:45
And you can also do plenty of stuff in Lua
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blasteg 2019-03-16 19:49
hm.. okay. It still some time before I have to finalize the design.
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djshokwave 2019-03-17 19:04
Having trouble with rearranging my OoT tracker; I've got the right number of rows but for the life of me, can't work out how to move the 3 stones to go next to the medallions.
19:04
This is what I'm going for
19:04
This is what I have
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EmoSaru 2019-03-17 19:13
You cannot put those canvas/etc. elements inside of an item grid
19:14
You'll need to arrange them with arrays and such
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djshokwave 2019-03-17 19:54
Care to elaborate? Total noob here.
20:00
As far as I can tell, it is absolutely in an itemgrid
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JRJathome 2019-03-17 20:02
No. the line that's just }, is a separator, and is followed by the { for the next section.
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EmoSaru 2019-03-17 20:03
The formatting/indentation of that is all over the place
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djshokwave 2019-03-17 20:03
yeah, blame Notepad++ for that but it's more coherent than regular notepad
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EmoSaru 2019-03-17 20:03
If you have my LTTPR pack installed, I recommend looking at the keysanity broadcast layout. It illustrates some of these layout elements concepts.
20:04
Notepad++ is fine, although you might be mixing spaces and tabs? Personally, I recommend Visual Studio Code.
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djshokwave 2019-03-17 20:04
This is exactly how it was formatted in the export
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EmoSaru 2019-03-17 20:04
You can also find JSON schemas linked in the pins which may help you here.
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Natalie 2019-03-17 20:05
That mess of indentation mixing will be on the pack dev to clean up
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Kono Tyran 2019-03-20 13:21
is there a way to add margins or padding between the icons in broadcast view? I'm trying to align them to a grid and i need a few more pixels horizontally between the icons and not vertically to make it line up right.
13:23
ohh wait, just saw the "item_margin" entry was looking in the wrong place.
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JRJathome 2019-03-20 13:24
Yep. And you can use 1, 2 or 4 numbers depending on which sides need different margins.
13:25
πŸ˜›
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EmoSaru 2019-03-20 13:26
When I stop having far more important things to do.
13:27
Alternatively, if a crew of 10 people would be interested in volunteering to create documentation in a Wiki-style format, I will consider applications.
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JRJathome 2019-03-20 13:28
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codemann8 2019-03-20 18:26
Maybe just create a skeleton wiki, and give people permissions as they ask for it, people will contribute to this (if you build it, they will come) (edited)
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blasteg 2019-03-21 21:03
So uh, the codes aren't case sensitive right? Is there any chance it would switch to sensitive that I would need to prepare for?
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EmoSaru 2019-03-21 21:11
They are not currently case-sensitive, and I have no plans to change that. However, I strongly discourage anybody from relying on case-insensitivity, because it's incredibly bad practice, and while I have no plans to change it, I reserve the right to do so if it ever becomes necessary or desirable. Any change like that would be announced in advance, but still... (edited)
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blasteg 2019-03-21 21:11
yeah, just saw a typo on case sensitivity and confused why that's working. so asking
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EmoSaru 2019-03-21 21:12
Just FYI, one place where case-sensitivity absolutely matters is filenames within packages.
21:13
Specifically when running against zip file release packages
21:13
People should always test the zipped version of their packages before publishing
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ZeroMeaning 2019-03-22 16:32
As someone who has absolutely no knowledge of coding, scripts, and is in general a bit of a luddite, how easy would it be to make my own tracker? Is there a tutorial anywhere?
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Natalie 2019-03-22 16:35
Familiarize yourself with JSON and some Lua
16:35
that's what the packages use; JSON for structure and design and basic logic; Lua for more advanced logic
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ZeroMeaning 2019-03-22 16:38
Seems daunting...
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JRJathome 2019-03-22 16:41
The usual advice is to look at Emo's ALttPR pack. You can find it in Documents/EmoTracker/packs. The json files can be opened up in any text editor, but I recommend Notepad++ or VS Code.
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Natalie 2019-03-22 16:41
It's not really that bad
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JRJathome 2019-03-22 16:41
Emo's got everything pretty well labeled
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Natalie 2019-03-22 16:41
It just takes getting used to, and learning how data corresponds to what you see
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ZeroMeaning 2019-03-22 16:42
@JRJathome Thanks. I'll take a look.
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Natalie 2019-03-22 16:43
JSON is pretty clean and everything follows simple rules; it's basically a key-value structure
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Alysstrasza 2019-03-23 15:51
Using Hamsda's OoTR Pack, when the window gets too wide the map shifts to the top and stops getting bigger. Does anyone know of a way to turn that off, so it stays where it is instead of shifting when the window gets too wide? https://i.imgur.com/ZmLqxXh.png vs https://i.imgur.com/3yI9DMm.png
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Alysstrasza 2019-03-23 16:09
Basically, I think what I'm after is the following: β€’ Never change layout from when the screen is thin (Map directly over pinned locations) β€’ Pinned Locations being as low as "Settings"
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JRJathome 2019-03-23 16:12
If you override the tracker layout for the variant you're using, you can delete the horizontal_layout section and it'll stay in the vertical layout instead.
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Hamsda 2019-03-23 16:13
what jrj wrote πŸ˜„
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Alysstrasza 2019-03-23 16:13
Sorry, how do I do that?
16:15
Should I unpack the archive or leave it in .zip?
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JRJathome 2019-03-23 16:15
In the EmoTracker menu, under 'Advanced', you'll find the 'Export Overrides' option.
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EmoSaru 2019-03-23 16:15
Never unpack packages
16:15
Always use overrides
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JRJathome 2019-03-23 16:15
You'll get a window like this.
16:16
The file you'll want to override is layouts/tracker.json
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Alysstrasza 2019-03-23 16:16
ahh
16:16
gotcha
16:16
then i can just delete it
16:16
thank you!
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JRJathome 2019-03-23 16:17
That file will be exported to Documents/EmoTracker/user_overrides.
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Alysstrasza 2019-03-23 16:17
the _horizontal part
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JRJathome 2019-03-23 16:17
Yeah
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Alysstrasza 2019-03-23 16:17
and if i remember the relevant conversation from before, since i know now i did actually read about this before
16:17
the last comma can stay or be deleted, but leave the last bracket.
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JRJathome 2019-03-23 16:17
Correct.
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Alysstrasza 2019-03-23 16:18
Now, how would I go about making the "Pinned Locations" be shorter?
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JRJathome 2019-03-23 16:19
The pinned locations section just takes what space is left over.
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Alysstrasza 2019-03-23 16:19
Okay, thanks!
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JRJathome 2019-03-23 16:19
In the vertical layout, it should remain out of the way.
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Alysstrasza 2019-03-23 16:19
And, EmoTracker will simply read this file instead of the actual one from the pack?
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JRJathome 2019-03-23 16:19
Yeah.
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Alysstrasza 2019-03-23 16:19
So I don't have to move it anywhere?
16:19
Okay, thanks!
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JRJathome 2019-03-23 16:19
Yeah, it searches for any overrides first, and if it doesn't see one, it loads the original file from the zip instead.
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Alysstrasza 2019-03-23 16:20
Thank you so much for your help JRJ! <3
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JRJathome 2019-03-23 16:20
Which is nice because if you screw something up, you can just delete and re-export it.
16:20
You're welcome
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duncathan_salt 2019-03-24 19:59
how can i get vscode to stop yelling at me for having json comments
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Hamsda 2019-03-24 20:00
you can associate .json with .jsonc
20:00
for your workspace or folder
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JRJathome 2019-03-24 20:01
In the bottom right corner where it says JSON, click that and search for JSON with comments
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duncathan_salt 2019-03-24 20:05
ahh ty
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ScorelessPine 2019-03-24 21:27
This seems like the best place to ask i guess. I haven't seen it anywhere, but is there a sort of "skeleton pack" I could use if I wanted to make my own pack?
21:27
To avoid doing everything from scratch and keep from referencing others' code too much, that is.
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JRJathome 2019-03-24 21:28
The usual recommendation is to look through Emo's ALttPR pack.
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ScorelessPine 2019-03-24 21:28
Alright will do, thanks!
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duncathan_salt 2019-03-24 22:07
how do i test my pack?
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Natalie 2019-03-24 22:08
If you've changed the right things (and I'm just spitballing here, having never done it), it should appear in its own heading in your installed packages list.
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Tekky 2019-03-24 22:08
Uhh, I haven't screwed with overrides
22:09
I could check quickly
22:10
You... are doing overrides, correct?
22:10
Or are you actually making a pack?
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duncathan_salt 2019-03-24 22:10
I am making a pack for my cave story randomizer
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Tekky 2019-03-24 22:11
Then you would zip it and place it into the "packs" folder in your EmoTracker file directory (edited)
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duncathan_salt 2019-03-24 22:11
excellent, thank you!
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Tekky 2019-03-24 22:11
No problem.
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duncathan_salt 2019-03-24 22:16
it doesn't seem to be showing up in the packs dropdown
22:16
actually lemme try something
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Tekky 2019-03-24 22:17
You need to have a properly configured manifest.json in the root of the zip.
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duncathan_salt 2019-03-24 22:19
got it, thanks
22:20
apparently including letters in your version number is prohibited
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blasteg 2019-03-26 04:09
holy moly, I need to learn about those customiz label on locations via lua
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ScorelessPine 2019-03-26 08:19
Trying to make my own tracker, is there a way I can make certain items bigger than others?
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ScorelessPine 2019-03-26 08:30
Basically I have a front-facing sprite of Samus in her Power suit, Varia suit, Gravity suit, and then a half and half of Varia and Gravity. Clicking it acts identically to the bow and silvers item in the official pack, left cycles Varia, right cycles Gravity. The problem is that the sprite that appears in the grid is waaay too small to even see.
08:31
Ideally I want it to not be a part of the item grid and instead be docked right next to it as a large sprite.
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ScorelessPine 2019-03-26 08:42
And even more so ideally, I would like it to only be a visual object, but I am not sure how to make it an item that appears while also making it non-interactable, as I'm not totally sure of all of the item types that are available.
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Lechtansi 2019-03-26 08:42
i dont have all the answers to your questions, but if you look at the metroid prime location tracker, the developer has icons that are of different sizes
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ScorelessPine 2019-03-26 08:43
That sounds perfect, thanks!
08:44
Whoa they have a really sleek looking ui on that one...
08:46
Oh, it looks like they might have an "item_size" attribute that I didnt know about. Trying that now.
08:48
Yep, the item grid type has an attribute for item sizes. Ill just make 2 item grids with one only containing the suits sprite
08:52
OH and I just found the way to make it non- clickable. Layouts have an attribute callled "hit_test_visible" that, when disabled, make them not clickable.
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ScorelessPine 2019-03-26 10:10
Does anyone know where to point me to learn how the new "images on locations as badges" thing works and how to implement it?
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EmoSaru 2019-03-26 10:17
local location = Tracker:FindObjectForCode("@Hobo") location:AddBadge("images/0002.png")
10:17
An additional API to remove a badge you've added will come with the next release in a few days.
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duncathan_salt 2019-03-26 22:04
when i've set a location's hosted_item, how do I make it so that it automatically collects the item when you clear it?
22:06
and conversely, so that it automatically clears the location when you mark the item collected?
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JRJathome 2019-03-26 22:12
It should do that already. Could you copy+paste your current code for the location?
22:13
I know that Aga Tower in Emo's pack works exactly as you describe.
{ "name": "Agahnim", "color": "#701d43", "access_rules": [ "$canClearAgaTowerBarrier" ], "map_locations": [ { "map": "lightworld", "x": 1003, "y": 807 } ], "sections": [ { "name": "Agahnim", "access_rules": [ "[lamp],$canRemoveCurtains,sword", "[lamp],$canRemoveCurtains,hammer", "[lamp],$canRemoveCurtains,net" ], "hosted_item": "aga1" } ] },
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duncathan_salt 2019-03-26 22:18
{ "name": "Graveyard", "short_name": "Cemet", "access_rules": [ "weaponSN,locket" ], "map_locations": [ { "map": "mimigavillage", "x": 0, "y": 0 } ], "sections": [ { "name": "Arthur's Grave", "item_count": 1, }, { "name": "Mushroom Badge", "access_rules": [ "eventCurly,flight" ], "item_count": 1 }, { "name": "Ma Pignon", "access_rules": [ "flight,$canFightMaPignon" ], "item_count": 1 }, { "name": "Mr Little", "access_rules": [ "$canEnterPlantation,flight" ], "item_count": 1, "hosted_item": "mrLittle" } ] }
22:19
ignore the placeholder map x/y values
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JRJathome 2019-03-26 22:20
Ok, so in the section where you have your hosted item, remove the "item_count": 1, unless there's a separate item there.
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duncathan_salt 2019-03-26 22:20
ohh is that it?
22:20
kk
22:21
yep, that did it. tyvm lol
👍🏻 1
22:23
by the way, are the x/y values for map locations in pixels? which corner is the origin?
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JRJathome 2019-03-26 22:23
Yeah, it's pixels. I believe 0,0 is the top-left corner.
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duncathan_salt 2019-03-26 22:23
tyty
22:24
once i get these map locations finished my pack will be complete
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Tekky 2019-03-26 22:25
0,0 is top-left, correct
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duncathan_salt 2019-03-26 22:32
hm. something seems wrong with the scaling
22:35
i've marked where these locations are supposed to be with red dots. i double checked that my coords were right but it seems that the map isn't scaling properly with the locations. any ideas why?
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Natalie 2019-03-26 23:01
there's a dpi issue for some as yet unexplained reason
23:02
at least, i swear that's what the explanation was
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JRJathome 2019-03-26 23:05
SauceRelic 12/16/2018 Yeah, maps and everything else should be saved at 96 ppi. It messes up maps if you don't and other things are just to be safe
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Tekky 2019-03-26 23:07
hm
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JRJathome 2019-03-26 23:07
Hmm... Emo recommends 72 dpi though.
EmoSaru 12/15/2018 you can set the size of the location markers for a map using location_size on your map definition. You can also set the border thickness using location_border_thickness. That said, you should probably consider using a larger map image to ensure that it scales well, and check the DPI - the map image should be saved at 72dpi.
Hope one of those works.
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duncathan_salt 2019-03-26 23:07
I'll try both and see
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Tekky 2019-03-26 23:07
I have no clue why 96 dpi should ever be considered for anything
23:07
72 is web standard
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JRJathome 2019-03-26 23:11
Yeah, I just did a quick search for "dpi" and saw Sauce's comment first before Emo's. ¯\_(ツ)_/¯
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duncathan_salt 2019-03-26 23:37
just tested, and 96 is correct
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EmoSaru 2019-03-27 00:10
Yeah, my post is incorrect. I’ll find and edit it at some point.
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duncathan_salt 2019-03-27 00:36
welp, all finished
00:36
feels good
00:36
time to play a seed with my new tracker
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EmoSaru 2019-03-27 00:48
FYI, I have a fix that will make pixel values map to locations regardless of DPI settings, which will be included in the next release.
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blasteg 2019-03-27 05:23
Is it possible to have the size of a location square defined in that location?
05:23
(Instead of defined in map)
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blasteg 2019-03-27 07:30
local location = Tracker:FindObjectForCode("@Hobo")
It's @(some location name) right?
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blasteg 2019-03-27 08:03
oh yeah it is. I just sequenced the init loading wrong
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EmoSaru 2019-03-27 09:03
Currently no, location sizes are consistent on a map. I have reasons for choosing that, but I’d like to know why you want that.
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Hamsda 2019-03-27 09:23
i personally would like it to emphasize the dungeons a bit more
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EmoSaru 2019-03-27 09:39
One issue that I have is that locations can be on multiple maps, which are not guaranteed to be the same size, and may not want the same location size in all cases.
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Hamsda 2019-03-27 09:40
i mean couldn't it be a parameter of the map_locations part? map, x, y, size (edited)
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EmoSaru 2019-03-27 09:47
It could yes, but my concern is that the location now may look different depending on where you're seeing it. (edited)
09:52
Just to be clear, it's certainly buildable, I'm just trying to get a sense of whether we're creating unnecessary user confusion.
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codemann8 2019-03-27 11:26
Oooh, love the idea of dungeons standing out more. You could just make 2 profiles, one default, one larger. Just a thought perhaps (edited)
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EmoSaru 2019-03-27 11:32
Location sizes are contingent on the map image size, which is why pack developers have control of it in the first place.
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blasteg 2019-03-27 16:21
Yeah, we're currently working on psuedo-entrance rando support, and would like transitions be distinct from items
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EmoSaru 2019-03-27 18:40
Pseudo-entrance rando support is interesting, but isn't something that's going to get this request bumped up in priority, unless more people have other pressing needs.
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Natalie 2019-03-27 18:45
Anything that lets me pick out Fire Temple from amidst the entirety of Death Mountain is a good idea. I'm sure some of the uses for "larger map location icons" can be resolved with whatever sub-area mechanisms are being prepared.
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EmoSaru 2019-03-27 18:59
FYI, I'm not saying it's not a fine feature to have. I'm trying to determine the priority and whether it's actually gating anybody.
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blasteg 2019-03-27 19:23
right ow though, the label thing kinda works out as substitute
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Zoph 2019-03-31 10:41
Hello o/ I would like to add in my tracker a chest counter (instead of having it on a pinned location) What is my best solution ? i tried to find the chest from pinned location on items files but it does not seems to be here Do i make a new progressive item with 6 pictures ? Or can i use the current chest ?
10:42
i also checked for the bottle system, but i did not found the bottle in the items
10:46
Found the bottle, it is a progressive item, i think i'll do the same
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EmoSaru 2019-03-31 11:28
The better way, generally, is to use a consumable item, like keys in my keysanity pack
11:28
My bottles are done that way for historical reasons, mostly
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Lechtansi 2019-03-31 13:51
@Zoph Iv done something similar for my chest icons, hit me up if you have questions
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Zoph 2019-03-31 13:58
I did a progressive item for each dungeon, i dunno if it's the optimal solution, but it does the job πŸ˜ƒ
13:58
Looks like this
13:58
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Lechtansi 2019-03-31 15:14
Yep that’s how mine look as well
15:15
If you want to remove some of the empty space you can get rid of the bomb, go button, shield and armor and it makes it a nice 6x4 square
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MikeTrethewey | Axiom Verge 2019-03-31 15:48
The shield is used in the logic of the randomizer. Don't know off the top of my head if Emo has used it in the logic of her pack.
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Zoph 2019-03-31 15:49
@Lechtansi Actually, my broadcasting view looks a lot different, i do not care about the empty space of my own tracking ^^
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Lechtansi 2019-03-31 15:49
Oh right, laser bridge is out of logic if you don’t have cane or mirror shield
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Zoph 2019-03-31 15:49
My broadcast looks like this
15:49
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Lechtansi 2019-03-31 15:50
Yeah I don’t put the chests on my broadcast view to save space
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MikeTrethewey | Axiom Verge 2019-03-31 15:50
It is true however that the armor level isn't used in the randomizer logic.
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Lechtansi 2019-03-31 15:53
I’ll leave it up to emo to answer but since TR doesn’t separate our laser bridge from the rest, I wouldn’t guess it uses the shield in its logic
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stephen 2019-03-31 16:03
i don't believe shields are ever accounted for in logic.
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MikeTrethewey | Axiom Verge 2019-03-31 16:05
Screevo: In the randomizer or in Emo's pack?
16:09
It appears that Emo's pack doesn't check for shields, but the randomizer code indeed does.
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stephen 2019-03-31 16:09
o rly
16:09
does it really check for mirror shield for laser bridge access?
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stephen 2019-03-31 16:12
is that just for standard?
16:12
sorry, off topic to this channel. i can just look it up myself
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MikeTrethewey | Axiom Verge 2019-03-31 16:13
So, in the end, Shield tracker still has value. Armor tracker, not as much.
16:13
The Bomb tracker is handy if you want the reminder of whether or not you've done the Super Bomb.
16:14
In practice, I've also combined the Cape of Byrna & the Rods to reduce space usage.
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Lechtansi 2019-03-31 16:14
Also shield is really easy to track visually, so it’s less important to put it on your tracker
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MikeTrethewey | Axiom Verge 2019-03-31 16:15
For Broadcast View, certainly. But it's still useful to the streamer if they implement canBlockLasers() into the access logic for the tracker pack.
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Lechtansi 2019-03-31 16:19
Of course
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EmoSaru 2019-03-31 23:00
canBlockLasers would only be relevant if the laser bridge chests were separated out
23:00
Which they aren't
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Zoph 2019-04-01 01:26
Hi! I got a question, is there a way to create a 'generic' object than can be used as reference for other items. i'm still working on my chest thing, i want to optimize it to have less code in my json, and also get some knowledges for future customisations πŸ˜ƒ I don't have access to my file currently and the documentation on the website is not available so i'll ask here (i'm sure i've seen documentation, but i'm not sure it was on the website) The idea is to have something like this (sorry if the key are not exact, as i said before, do not have access to files right now ^^')
{ name : Chests code : chest type : progressive states : [.....] // From 0 to X ... ... }, { name : Eastern Chest code : ep_chest type : reference reference : chest },
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EmoSaru 2019-04-01 01:29
No, there are no templates. TBH though, you would want to duplicate it anyway, because the counts are different
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Zoph 2019-04-01 01:30
Yes, that's what i did actually :) I'm just curious of differents ways of doing it
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Zoph 2019-04-01 01:39
And another question, is there a way to superimpose pictures in an item ? (edited)
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JRJathome 2019-04-01 01:41
You can overlay pictures. I recommend checking out my OoTR pack to see how I put together pictures for my bow, slinghot, bomb, etc. items.
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Zoph 2019-04-01 01:43
i'll do it, thanks πŸ˜ƒ
01:46
Ow, last question :o Yesterday, when i did my chest pictures, i saw that all others pictures got a purple background so i wanted to use the exact same background, but when i refreshed the tracker, i saw this purple background. I just removed the purple background and it did the job, but did i miss a parameter that makes the purple background transparent ?
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EmoSaru 2019-04-01 10:36
Magenta backgrounds are always removed, but they have to be pure magenta (255,0,255 or #ff00ff)
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Zoph 2019-04-01 14:52
okay πŸ˜ƒ
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Alriightyman 2019-04-02 05:09
In LTTP pack, I added my own images for a flute/shovel combo. I added this in the /items/common.json:
// Ocarina/Shovel Combo { "name": "OcarinaShovel", "type": "composite_toggle", "codes": "OcarinaShovel", "item_left": "shovel", "item_right": "ocarina", "images": [ { "left": false, "right": false, "img": "images/0074.png", "img_mods": "@disabled" }, { "left": true, "right": false, "img": "images/0075.png" }, { "left": false, "right": true, "img": "images/0076.png" }, { "left": true, "right": true, "img": "images/0074.png" } ] },
Then I added the "OcarinaShovel" code in the /layouts/tracker.json. The images shows up, but when I click on it, nothing happens. Is there something I am missing here? Or is this something that is not supported?
(edited)
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blasteg 2019-04-02 06:50
How does hosted_item deal with two items that have the same code? I'm trying to use one icon on the item grid, and the other for the hosted_item icon
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Natalie 2019-04-02 07:02
@Alriightyman Have you double-checked the actual names of Shovel and Flute? I bet they're also case sensitive.
07:05
I'm just throwing this out from approximate memory of what I've read.
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Alriightyman 2019-04-02 07:15
@Natalie I did. And I just checked again to be sure. Still no luck. 😦
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Natalie 2019-04-02 07:16
🀷 Boomerang is a composite toggle, if memory serves?
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Alriightyman 2019-04-02 07:16
Yeah, I based it off of that.
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Lechtansi 2019-04-02 08:20
did you put it after the flute/shovel code in the file? lua is linear in how its read
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Natalie 2019-04-02 08:22
but that's the JSON data structure and there's no Lua involved in reading it
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Lechtansi 2019-04-02 08:22
shit, i meant json
08:23
also, when i did this i think i ran into a problem with the fact that the flute isn't a progressive toggle, but composite. editing the item to be progressive and removing the duck icon will probably fix it
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Alriightyman 2019-04-02 08:24
Hmmm
08:25
Let me take a look at changing the flute and see what happens.
08:25
Actually, the flute IS a progressive item (edited)
08:27
So, there is nothing to change. (edited)
08:29
Ok, think I figured it out. Give me a few minutes to see if I am right and I'll add an update.
08:34
I fixed it. Flute and Shovel cannot be Progressive. They must be Toggles. So, after making those changes, it now works as it should.
08:34
@Lechtansi and @Natalie: Thanks for your help!
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Lechtansi 2019-04-02 08:38
happy to help!
08:39
hmm i wonder if there are two flute codes then, because the one i use is definitely composite. left click turns on the flute, right click turns on the duck
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Hamsda 2019-04-02 08:41
that is not composite though, most likely a toggle with a badge
08:41
which means you can use the base for a composite
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Alriightyman 2019-04-02 08:43
Mine says it's progressive. Which makes sense; you can't get the duck and the flute at the same time. That would be the only reason you would want a right clickable flute.
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Lechtansi 2019-04-02 08:44
i might be mixing up my terms, because its waaaay to early and i havent had coffee, but i can left click to turn on/off the flute and right click to turn on/off the duck, regardless of the state of the other
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Alriightyman 2019-04-02 08:44
¯\_(ツ)_/¯
08:44
I just had some coffee lol
08:45
I don't remember being able to do that.... but I am new to randos and trackers so I may be wrong lol
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Hamsda 2019-04-02 08:45
yeah that can be achieved with both a badge and a composite
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Alriightyman 2019-04-02 08:46
How do badges work?
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Hamsda 2019-04-02 08:46
and regarding you can't get the duck and the flute at the same time the duck badge doesnt do anything in emos pack logic wise afair
08:46
it is purely cosmetic
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Alriightyman 2019-04-02 08:46
Or rather how do I apply a badge to a taoggle?
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Hamsda 2019-04-02 08:47
as I said, pretty sure the flute in emos pack should be badged
08:47
its just a second item that defines the overlay and uses another item as base (edited)
08:48
if its not, here's an example from my pack
08:48
OoT Rando Map Tracker pack for EmoTracker. Contribute to Hamsda/OoTRMapTracker development by creating an account on GitHub.
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Alriightyman 2019-04-02 08:48
This is the original flute that I have
// Ocarina { "name": "Ocarina", "type": "progressive", "stages": [ { "img": "images/0047.png", "codes": "flute,ocarina" }, { "img": "images/0047withduck.png" } ] },
08:49
Oh! I don't think I've seen that.
08:49
Is that new by chance?
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Hamsda 2019-04-02 08:49
months old
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Alriightyman 2019-04-02 08:50
Possible that my json is a bit out of date. I think it's from Decemberish.
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Hamsda 2019-04-02 08:51
base can be progressive or toggle iirc, just needs to loop since the right click is for the badge instead of turning off/moving down stages
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Alriightyman 2019-04-02 08:51
Ok. I think I'll experiment a little
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Hamsda 2019-04-02 08:51
and for composite_toggle you need two toggles as base, since they work with the true/false for left/right
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Alriightyman 2019-04-02 08:53
Yeah, I figured that bit out.
08:54
Is there a reference for these commands? I thought I saw something a long while ago, but I can't find it.
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Hamsda 2019-04-02 08:55
no complete documentation, no
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Alriightyman 2019-04-02 08:55
But a partial?
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