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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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Alriightyman 2019-04-02 08:55
I remember it not being complete.
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Hamsda 2019-04-02 08:57
dont think so? I just search through emos pack or, if i know a feature exists and was mentioned here somewhere, search through this discord rooShrug
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Alriightyman 2019-04-02 09:00
Oh well. No worries. I'll just bug everyone here with questions lol
09:01
Speaking of which: What does this do "inherit_codes": false
09:02
And why would I want to use this?
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Hamsda 2019-04-02 09:02
means that stage doesn't inherit the codes of previous stage(s)
09:03
can have various different applications
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Alriightyman 2019-04-02 09:05
Thanks
09:11
Is there a way to "add" maps? Let's say I wanted to add a dungeon map for example and set locations inside. I'm curious as to what I can and can't do.
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Hamsda 2019-04-02 09:13
yeah just define more maps, load them, and add locations to that map
09:14
like https://github.com/Hamsda/OoTRMapTracker/blob/master/ootrando_overworldmap_hamsda/maps/maps.json all use the same image, but you can use any image for the map (edited)
09:14
like say light and dark world for lttp
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Alriightyman 2019-04-02 09:14
Ok. Where do I add the locations?
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Hamsda 2019-04-02 09:16
just like all other locations https://github.com/Hamsda/OoTRMapTracker/blob/master/ootrando_overworldmap_hamsda/locations/overworld.json#L24 just that you reference your newly named map
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Alriightyman 2019-04-02 09:16
x and y pixel coordinates? (edited)
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Hamsda 2019-04-02 09:18
ye
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Alriightyman 2019-04-02 09:20
Sweet! Thank you so much!
09:21
I guess my last question would be: Can you do more with the tracker as a pack developer?
09:21
As far as customization is concerned
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EmoSaru 2019-04-02 09:21
No.
09:22
That role is basically a marker for people who have published packages.
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Alriightyman 2019-04-02 09:22
Gotcha.
09:23
Thanks
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Alriightyman 2019-04-03 10:17
Question: What are "completion_rules"? For example, I see this in the LTTP Standard pack:
// Eastern Palace { "name": "Eastern Palace", "color": "#af0000", "access_rules": [ "[lamp]" ], "completion_rules": [ "lift1,firesource,boots" ],
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EmoSaru 2019-04-03 10:30
That is actually dead code, and I will remove it. completion_rules was an experiment long ago, like, pre-alpha
10:31
I’m shocked that’s still in there
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Alriightyman 2019-04-03 11:09
Interesting. That's good then. I was a bit confused with them. Just curious, what was the original intent of that?
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EmoSaru 2019-04-03 11:33
It’s all been entirely absorbed into access_rules. There’s no missing functionality.
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Alriightyman 2019-04-03 12:54
Is there a collapsible dock/window/container?
12:55
Or a tabbed layout?
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EmoSaru 2019-04-03 12:57
1) no 2) yes Lots of packs use the tabbed layout - ample references.
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Alriightyman 2019-04-03 12:57
Thanks
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EmoSaru 2019-04-03 12:58
Conveniently, the JSON schemas in the pins will also help you...
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Alriightyman 2019-04-03 12:59
I'll check those out, thank you. 😃
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duncathan_salt 2019-04-03 15:14
tabbed layout is very easy to use and very effective
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blasteg 2019-04-04 01:43
Question, if a hosted item is not coded in yet, its hosting location won't show up?
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EmoSaru 2019-04-04 02:22
That seems like a question you could answer yourself with a teensy bit of experimentation
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blasteg 2019-04-04 03:34
I saw that happen and ask if that's normal
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EmoSaru 2019-04-04 09:34
If a hosted item cannot be found, then there is no hosted item set on the location. So yes, it’s normal.
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RETRObasti 2019-04-05 05:35
Hello, how can i make the background of the Broadcast View transparent?
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stephen 2019-04-05 06:06
Are you talking about for capture in OBS?
06:10
Assuming you mean for capture in OBS: The intended way is to use EmoTracker's built in NDI support to bring your broadcast view into OBS/xSplit. The NDI feed will have a transparent background and thus look great in OBS. Details are here: https://emotracker.net/blog/2018/09/13/emotracker_2_1_release_notes/ (edited)
06:10
If for some reason, you cannot use NDI, you will have to deal with color/chromakey, and note that due to the way graphics are presented in EmoTracker, with nice drop shadows to make everything look cleaner, the color key in OBS will never look perfect.
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blasteg 2019-04-05 07:03
oof. as part of my psuedo entrance rando support, I would need two icons with the same code. One ffor being hosted on the transition on map
07:03
One will be working like medallions in alttp
07:04
you right click to cycle through what it is paired with
07:04
And it doesn't seem to be working
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EmoSaru 2019-04-05 09:46
You’re going to need to explain what you’re actually trying to do in more detail.
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RETRObasti 2019-04-05 10:05
@stephen yes, obs! thx for your help. if you like, i can you send my obs layout
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blasteg 2019-04-05 10:05
Well, I want to do 2 things, first is things in this gif
10:05
10:06
each icon is 40x80, with right click toggling which entrance connects.
10:07
This is done via progressive_toggle, similar to medallions in Alttp
10:08
second thing I want to do is to have those transition location on the map, hosting an item, which is that particular transition.
10:08
Which will be a 40x40 icon since it wouldn't care about what's on the other side.
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EmoSaru 2019-04-05 10:09
Use two different codes, and write Lua to drive/sync your hosted items from/with your toggles.
10:10
As far as I can tell, the hosted items are just indicators, so this is especially easy.
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blasteg 2019-04-05 10:14
Okay.
10:19
It won't be a lua function right? It'll be a sceipt that I include in init.kua?
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EmoSaru 2019-04-05 10:21
Correct, specifically by implementing the tracker_on_accessibility_updated callback function
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blasteg 2019-04-05 10:45
Is there any example on how to use that?
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EmoSaru 2019-04-05 10:54
Several packs use it, but literally you just define that function. It returns nothing and takes no parameters. It gets called when things are modified. There are examples in my pack of how to manipulate items from Lua.
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blasteg 2019-04-05 23:39
Is using Tracker:FindObjectForCode on progressive toggle the same as toggle if I only want to know if a specific code is active?
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EmoSaru 2019-04-06 00:55
If you want to know if a code is active, you don't need/want to use FindObjectForCode
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blasteg 2019-04-06 01:02
oh... yeah. I totally done that before
01:06
whew. it's working
01:08
as a side effect (or a feature, is what I would say), I can't check those hosting location, as their item is not on the tracker
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EmoSaru 2019-04-06 01:11
I'm not sure what you mean
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blasteg 2019-04-06 01:17
the hosted item on the map doesn't exist on any of the item grid, so right clicking does nothing
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EmoSaru 2019-04-06 03:09
Those two statements are unrelated
03:10
If you can't manipulate the hosted item, it's because you don't have access to it
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P-Train 2019-04-08 19:33
Is there a way to "Always allow chest manipulation" by default?
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TrisChandler 2019-04-09 23:54
Hi, all! I'm new to customising/building a pack, and I'm pretty sure I'm missing something obvious... Is there a way to get Characters and Key Items here aligned with the bottom of the screen, and Pinned Locations filling in to them, rather than pushing Chars/Key Items down the screen as things get pinned?
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Natalie 2019-04-09 23:56
So you want pinned locations in its current location and filling all available space, and your trackables to be at the bottom of the sidebar?
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TrisChandler 2019-04-09 23:56
Yes, exactly.
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Natalie 2019-04-09 23:56
Just wanted to nail that down as the objective, wouldn't know the first thing about doing it.
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TrisChandler 2019-04-09 23:56
heh, okay.
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EmoSaru 2019-04-09 23:57
You can use a dock element
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Natalie 2019-04-09 23:57
heck yes map-enabled FF4FE tracker though
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EmoSaru 2019-04-09 23:57
I assume you have that side by side group as an array
23:57
wrap that and the pins in a dock
23:58
set the dock location property to bottom for the side by side group
23:58
and add the pins last to fill
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TrisChandler 2019-04-09 23:59
The side-by-side is set up as groups right now -- like this:
23:59
{ "type": "dock", "dock": "left", "v_alignment": "stretch", "content": [ { "type": "group", "header": "Pinned Locations", "dock": "top", "content": { "type": "recentpins", "style": "wrap", "h_alignment": "stretch", "v_alignment": "stretch", "orientation": "horizontal", "compact": true } }, { "type": "group", "header": "Characters", // "dock": "top", "v_alignment": "bottom", "content": { "type": "layout", "key": "char_grid" } }, { "type": "group", "header": "Key Items", //"dock": "top", "content": { "type": "layout", "key": "keyitem_grid" } }, ] },
23:59
(I've been tearing apart a couple of other packs, but I've realyl only been working on this for a few hours and just kind of... fiddling... with things.)
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EmoSaru 2019-04-10 00:00
okay, so yeah, you want to wrap those two linked groups in an array
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TrisChandler 2019-04-10 00:00
Cool, okay.
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EmoSaru 2019-04-10 00:00
and dock the array at bottom
00:00
then make the pins the last entry in the outer dock's content list
00:00
and remove the dock attribute from it
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TrisChandler 2019-04-10 00:00
Ooh okay.
00:00
Thanks!
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EmoSaru 2019-04-10 00:01
np, good luck
00:01
there are json schemas in the pinned messages that you might find helpful
00:01
for use as reference for things
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TrisChandler 2019-04-10 00:02
... Yup, I should have checked there first. XD Thank you!
00:08
Perfect, thank you!
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EmoSaru 2019-04-10 00:12
👍👍👍
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TrisChandler 2019-04-11 19:59
Hmm. There's no way to define, like, two separate capture_item sets, is there?
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EmoSaru 2019-04-11 20:08
Can you explain what you mean more clearly? What are you actually trying to do?
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TrisChandler 2019-04-11 20:10
This is for FF4/Free Enterprise -- I'd like to be able to capture Characters for one set of locations where the character you'd pick up is visible beforehand, and I'd like to capture bosses for a second set of locations.
20:12
I'm guessing that EmoTracker only supports one itemgrid for captures? That tracker_capture_item is hardcoded to it.
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EmoSaru 2019-04-11 20:12
Well, technically it's a layout, not necessarily just an item grid, but yes that's currently the case.
20:12
I can look into the possibility of allowing that to be changed per location.
20:12
But I wouldn't expect a solution on any particular timeline.
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TrisChandler 2019-04-11 20:12
No, that's totally fair.
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EmoSaru 2019-04-11 20:13
It's not a bad request, for sure, so I will definitely look into it at some point.
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TrisChandler 2019-04-11 20:13
Cool, okay!
20:15
I also hadn't realised that it was a full layout, rather than just the itemgrid, so I'll take a look at how unwieldy it would be to put two grids in an array.
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EmoSaru 2019-04-11 22:41
FYI, this request turned out to be extremely easy to implement, so it will be arriving with the next version (this weekend).
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Natalie 2019-04-11 22:46
Neat. Now to learn if there's any other environment where this is useful.
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TrisChandler 2019-04-11 22:56
Oh, awesome!
22:57
... This is like me with FF6 hacking. "Hey, this will probably take me a while. ... I'm done."
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EmoSaru 2019-04-11 22:58
Many simple-sounding requests are actually rather time consuming, including another one I was looking at tonight and have had to put off.
22:58
This one happened to be simpler than it sounded, so 👍
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TrisChandler 2019-04-11 22:58
Wooo
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TrisChandler 2019-04-11 23:08
Okay, so question: for my 'Go Mode' image, I'm trying to set it up so that rather than clickign it themselves, it responds to other items being activated -- simple enough, with a composite_toggle.
23:09
except that I'm running into an issue where one 'half' of it could be one of two items.
23:09
(basically, Go Mode is havign a) the Crystal, and b) one of: the Pass or the Lunar Whale.)
23:10
Is there a way to link item_right to two items, so that it activates with either one of them? Or is there another way to accomplish what I'm trying to do? (edited)
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duncathan_salt 2019-04-11 23:13
sharing codes maybe? that seems sus tho
23:14
imo go mode is better represented as a location rather than an item
23:14
as a location you can rather easily give it requirements
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deserteagle417 2019-04-11 23:15
Thanks for requesting that feature @TrisChandler! I've actually considered adding a way to track enemies in a room in my tracker before, but never bothered because you'd need this feature. Guess I can do it now lol :D
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TrisChandler 2019-04-11 23:15
Hah, awesome!
23:16
And thanks, duncathan -- I'll look at some options with that.
23:21
can confirm, sharing codes doesn't seem to work, at least not if the base items are toggles. added 'waytomoon' as a second code to each of the two items, and it only triggers for the first item in the file.
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EmoSaru 2019-04-11 23:31
Are you not using Lua to drive that?
23:31
You can easily write and/or style logic in Lua
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TrisChandler 2019-04-11 23:33
I... haven't started exploring Lua yet.
23:33
Time to go learn that, then! 😄
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EmoSaru 2019-04-11 23:33
👍
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deserteagle417 2019-04-13 10:45
For adding the second set of capturable items, could I do something like add "capture_enemy: true" to the location and then make a new grid in the layout file called "tracker_capture_enemy" would that work? Sorry if I missed you saying how to use this anywhere, but I didn't see anything
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TrisChandler 2019-04-13 10:46
Oh, it was in the patch notes in the installer, but then I closed it and forgot to make a note of it -- I think it was "capture_item_layout" added for the location/section?
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deserteagle417 2019-04-13 10:46
Then I did miss it LUL
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EmoSaru 2019-04-13 11:32
it will be added to the schemas tomorrow, but it’s “capture_item_layout”, on a section, and you set it to the name of the layout to use.
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deserteagle417 2019-04-13 11:32
ahh, cool. Thanks!
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Squiddo 2019-04-13 14:50
This question is probably months and months and months ago, but the font for the quantity counters is in a json somewhere, right?
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JRJathome 2019-04-13 14:52
The font and font color for consumable items are hardcoded into EmoTracker, as far as I know. (edited)
14:53
It's not something you can currently change in a pack.
14:54
Or were you asking about my dungeon labels?
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Squiddo 2019-04-13 14:54
the labels are pictures, i figured that one out
14:54
I meant the font and the black squares and the bright green, yeah.
14:55
"disabled_image_filter": "dim,halfdim",
<- I know documentation is incoming eventually, but are these the only two options here?
14:56
I'm trying to make the items a % transparent, instead of having a color filter on them when disabled.
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JRJathome 2019-04-13 14:57
I don't think there's currently an opacity filter, since it wouldn't work as well when using color key in streaming software. Now that NDI support has been added, I don't think it would be as much of a deal to add though.
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Squiddo 2019-04-13 14:58
I understood some of those words. blobsmilesweat2 Thank you for the help.
14:59
The numbers would really be great. We have control over so many other things.
15:01
Not that "we have control over so many things" is a reason!
15:01
Y'all do amazing work and I'm super thankful for this really robust tool.
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Natalie 2019-04-13 15:03
disabled filter has grayscale iirc
15:03
it may be in the schema already
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JRJathome 2019-04-13 15:04
Yeah, but they don't want a color filter, so they were looking for other options.
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Squiddo 2019-04-13 15:04
I'm trying to accomplish this.
15:05
I think I could probably trick it by making transparent ish pictures.
15:05
and having them set for the disabled states.
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TrisChandler 2019-04-13 15:19
If you need a good example of using images rather than the standard disabled filter, MagoMerlin's FF4 Free Enterprise pack does it.
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Squiddo 2019-04-13 15:29
I'll give it a look! Shouldn't be too difficult, just time consuming.
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EmoSaru 2019-04-13 19:32
Yeah, additional customization options for the consumable items are on the roadmap. The one that's hard, and has been holding it up, is font size. I can do the colors and such more easily though...
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Squiddo 2019-04-13 22:11
One of my toggle badges broke. I'm just replacing files with files named the exact same thing. Maybe its just late and I'm screwing something up.
22:12
will toggles not work on something the exact same dimensions as the overlaying badge?
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EmoSaru 2019-04-13 22:12
I am not aware of any limitation like that. When you say it's broken, how has it broken?
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Squiddo 2019-04-13 22:13
its specifically bottles, and the badge is the rutobottle
22:13
the progression files for the bottle are bottle1 bottle2 etc, and I didn't even touch the badge, which is named rutobottle
22:14
yet, when i replace the old bottle images with the new bottle images, the rutobottle badge doesn't turn on when right clicked
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EmoSaru 2019-04-13 22:14
have you made any changes to your layout files?
22:14
Or just to images?
22:14
and which pack is this for?
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Squiddo 2019-04-13 22:15
to both, but not for the bottle items, and this is the Raikaru & Atz Standard ZOoTR
22:16
the only other thing that I can think of is that somehow exporting more override files than I needed, and I'm overwriting something that isn't used, but then it.. wouldn't be used
22:17
i figure it had something to do with badges because this is the most complex one I've gotten to so far.
22:17
everything else is just progression or on/off
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EmoSaru 2019-04-13 22:17
what item code are you referencing in your tracker layout? (edited)
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Squiddo 2019-04-13 22:18
rutonote should be the badge
22:18
bottle is the bottle
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EmoSaru 2019-04-13 22:18
right
22:18
but in your tracker layout, which item is actually referenced
22:18
AFAICT, it should only be rutonote
22:19
because that will display the bottles, and allow the right click on top
22:19
but if your layout is referencing bottle, then it wouldn't work
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Squiddo 2019-04-13 22:19
it is rutonote
22:19
[ "rutonote", "kidtrade", "adulttrade", "scale", "tunics", "shield3" ],
22:19
yeesh, json formatting in discord hi.
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EmoSaru 2019-04-13 22:20
can you please zip up your overrides and DM them to me
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Squiddo 2019-04-13 22:20
sure thing! I'm sure its a really really dumb mistake.
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EmoSaru 2019-04-13 22:20
who knows, we'll see tho
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JRJathome 2019-04-14 00:55
Is it possible to add the end-game statistics from the autotracker to the broadcast window, and have it stay visible until you reset the tracker? (edited)
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EmoSaru 2019-04-14 01:10
Not currently, more ways to display notifications is something I'm thinking about though
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codemann8 2019-04-14 02:58
What layout keywords do I need to make Pinned Locations larger in size? Basically looking for: font size, item image size, and container size... or perhaps there's a scaling keyword? (edited)
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EmoSaru 2019-04-14 03:13
scale
03:13
Also there are schemas linked in the pins
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codemann8 2019-04-14 03:22
Ok, thanks for the schema tip, I'll def be using that in the future. However, it looks like that scale option only works on the overall layout. Is there any way to only affect the pinned locations? (edited)
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codemann8 2019-04-14 03:33
Nvm, I was adding it to the default group, thinking it was the default group, adding it to the horizontal group did it. (edited)
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TrisChandler 2019-04-14 17:51
Hm, is there a way to decrease the delay on tooltips appearing?
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EmoSaru 2019-04-14 19:26
No.
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TrisChandler 2019-04-14 19:28
Cool, okay -- I'll put the info I want right on the icons, then!
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SakuraTsubasa 2019-04-14 20:07
hey dumb question
20:07
I heard there is a way to combine tunics on the broadcaster view for hamsda's oot tracker
20:07
does anyone know how to write that into the settings?
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JRJathome 2019-04-14 20:47
It's a composite toggle with the code "tunics"
20:48
So you can just replace the redtunic and bluetunic items with the tunics item.
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doicm 2019-04-17 15:26
Hi. Just started learning how to make a tracker. Is there a way to hover/mouseover an item and see an alt text pop-up?
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JRJathome 2019-04-17 15:28
A tooltip pops up eventually when hovering over an item, but it takes a while since Emo didn't want them to be in the way.
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doicm 2019-04-17 15:29
for my personal use, is there a way to customize the length of time to wait before the alt text pops up?
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EmoSaru 2019-04-17 16:07
No.
16:08
This was also asked literally 5 messages up in this room.
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doicm 2019-04-17 16:09
sorry. new here. i'll leave now
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EmoSaru 2019-04-17 16:15
I don’t want anybody to leave - please don’t go. Just continuing to ask people to read a bit to see if their questions have been answered. 😃
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doicm 2019-04-17 16:15
got it
16:16
i did try reading through the faq first before asking questions, and i think when i read up, i had a different interpretation of the questions asked
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Mistariah 2019-04-21 03:59
@codemann8 did you get the text and location scaling to work? I'd love to set that up on mine because I'm tired of relying on Windows accessibility magnifier to be able to read and select things in emotracker. I have been hoping for a way to effectively "zoom" portions similar to what I can do with most browser trackers. It sounds like it might be doable now for emo?
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codemann8 2019-04-21 06:07
Yes, it works, I just had to put it on the right group @Mistariah scale: 1.0 is the default (edited)
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TrisChandler 2019-04-22 16:05
Would someone be willing to take a look at my manifest.json/init.lua? I'm trying to add variants for the various completion flags for Free Enterprise, and I've apparently broken something -- it's no longer showing up under packages (it was there under 'Other' before).
16:06
And I'm just not sure what I've broken.
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Natalie 2019-04-22 16:15
You're probably mismatching brackets at some point. It's common to people new to editing JSON.
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TrisChandler 2019-04-22 16:16
It looks like everything's matching up properly -- I'm coding in NP++ which conveniently highlights pairs.
16:16
It definitely looks like it's something in the manifest.json, though, since commenting out the variants has it showing up again.
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JRJathome 2019-04-22 16:16
Could you dm them to me?
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TrisChandler 2019-04-22 16:16
Sure!
16:19
Aaaand it was a missing comma, thank you JRJathome
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JRJathome 2019-04-22 16:20
I definitely recommend VS Code since it constantly checks your code for errors.
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TrisChandler 2019-04-22 16:21
Ooh, huh.
16:21
Does it support custom languages?
16:21
I do a lot of coding in snes asm as well.
16:21
and I assume it doesn't have built in support for that. 😉
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JRJathome 2019-04-22 16:24
It's got extension support. You could check and see if something in their marketplace supports that. https://marketplace.visualstudio.com/search?target=VSCode&category=Programming%20Languages&sortBy=Downloads
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TrisChandler 2019-04-22 16:24
AHA. Someone's written it!
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Hamsda 2019-04-22 17:40
yeah vscode with its extensions is pretty darn amazing
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TrisChandler 2019-04-22 17:42
NP++ has been pretty good to me for a hwile, but I'll definitely be taking a look at this -- I've been toying with using git for a while anyway, and it looks like vscode integrates it?
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Natalie 2019-04-22 17:43
notepad++ is amazing it just needs to be better at handling code like code instead of just a suggestion
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TrisChandler 2019-04-22 17:44
heh. yes.
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Hamsda 2019-04-22 17:45
yeah git is integrated (and can be expanded upon by extensions ofc)
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TrisChandler 2019-04-22 17:45
sweet
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Hamsda 2019-04-22 17:45
and other version control systems I guess 😛
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MikeTrethewey | Axiom Verge 2019-04-22 17:51
Good ol’ Josh Neta.
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RoryExtraLife 2019-04-24 12:54
quick question for y'all, is it possible to have multiple capture item slots for a single section?
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TrisChandler 2019-04-24 13:01
Nope! Also I swear that was just asked. XD
13:01
(Oh! Hah, in the wrong channel.)
13:01
(It's up a little bit over in #pack-support )
13:01
-- oh wait that was hosted, not captured.
13:02
... apparently I just triggered a bot without meaning to?
13:03
At any rate, I believe that the answer is the same for capture items, that it's one-per-section.
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Dudude Dude 2019-04-24 13:07
And I do believe it is, you can have one location with multiple sections though, each of which can have their own captured item.
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TrisChandler 2019-04-24 13:09
Yes, that!
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RoryExtraLife 2019-04-24 13:12
funnily enough, it was me that asked about the hosted items as well hahaha 😄
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TrisChandler 2019-04-24 13:12
oh lol
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RoryExtraLife 2019-04-24 13:13
that's alright, it's for potential shops, so I'll just add a multiple item for the player to select
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TrisChandler 2019-04-24 13:13
Can I blame Cataloguing Brain for my lack of reading comprehension? XD
13:13
Trying to catalogue books for work and it is the most mind-numbing job I have ever had.
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RoryExtraLife 2019-04-24 13:14
It's entirely understandable don't worry 😄
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The T 2019-04-24 21:33
Hey there. So I don't really know what I'm doing, but I'm trying to modify a tracker/make my own. Once I edit the json files, how do I actually get EmoTracker to load it?
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Hamsda 2019-04-24 21:36
need to modify the manifest.json
21:36
to have its own uid
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The T 2019-04-24 21:37
heeey that worked. Thank you
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RoryExtraLife 2019-04-25 04:06
so, the "compact" bool in recent pins, is it possible to achieve the same thing with locations that are not pinned at all? or just pinned locations?
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EmoSaru 2019-04-25 09:43
Non-pinned locations currently always use the non-compact display. I can add an option for it, as a developer customization option.
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ZeroMeaning 2019-04-27 06:01
Trying to edit SauceRelic's Super Metroid tracker. How can I get the background of the item tracker to be solid black? I can see other colour hex codes, but not for that section.
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Hamsda 2019-04-27 06:04
most of us dont have any background color defined, that way they appear transparent via NDI capture in OBS
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ZeroMeaning 2019-04-27 06:09
I have OBS Studio. What's NDI Capture?
06:14
Seems to be a third party plugin?
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Hamsda 2019-04-27 09:37
yeah
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Intervención 2019-04-27 11:28
How can we submit a Package?
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EmoSaru 2019-04-27 13:08
When you believe your package is complete and ready for distribution, please let me know.
👌 2
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Intervención 2019-04-27 13:57
It's pretty prove of concept so far. I'm still making the graphics but the logic should be already done
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EmoSaru 2019-04-27 22:28
As of the latest EmoTracker version 2.3.5.0, it is now possible to implement custom items in Lua. This can be very powerful for certain advanced types of trackers. You can find reference/example code here: https://emotracker.net/developers/sdk/emotracker_sdk.zip (edited)
22:29
Pinned a message.
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Natalie 2019-04-27 22:34
That sounds dangerous. Who's the initial target audience?
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JRJathome 2019-04-27 22:35
The initial inspiration came from Dudude Dude's latest Z1 variant, but Hamsda expressed some interest as well.
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Natalie 2019-04-27 22:36
That thing? That gif looks like it's constructed with pure black magic.
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JRJathome 2019-04-27 22:36
Right? I love that he was able to put that together within the limitations of EmoTracker.
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Dudude Dude 2019-04-28 03:58
It's more accurate to say it's something that was planned for a while, but seeing what I was doing (And how I had to do it) pushed the release of it ahead over other things.
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Dudude Dude 2019-04-28 04:43
Incidentally that update also put in place another change that made saving and loading work with that pack, I'll still be updating it to take advantage of custom items though.
04:45
Part of that rewrite is gonna look into making it easier to use it in other packs. Mostly because I want to update my Z2R pack to use a similar setup for its overworld mapping. (edited)
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Intervención 2019-04-29 06:00
@EmoSaru Is it ok if it's a v0.2 with several placeholders as images? The "logic" is very basic (just manual toggle for now)
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EmoSaru 2019-04-29 08:53
As a general rule, no. Do you have a specific reason for wanting to distribute a pack before it’s complete?
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Intervención 2019-04-29 08:57
It is complete and usable, just not as good as it could be with a proper artist doing the graphics
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stephen 2019-04-29 09:01
the penguins tho
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Intervención 2019-04-29 09:01
yeah, they have a nice stare xD
09:01
Is supposed to be for SM64, 70 stars route
09:01
But SM64 is not sprite based, is 3D
09:01
So we had to use other games' (edited)
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EmoSaru 2019-04-29 09:15
If it’s fully usable then I’ll be in touch when I get home tonight.
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キノ 2019-05-03 03:45
Is there any reasonable way to get around the limitations on location resolution order
03:50
so some way to get around a situation like this:
[ { "name": "Village 1", "children": [] "access_rules": [itemA] }, { "name": "Village 2", "children": [], "access_rules": ["@Village 1", "@Village 4"] }, { "name": "Village 3", "children": [], "access_rules": ["@Village 2"] }, { "name": "Village 4", "children": [], "access_rules": ["@Village 4", "@Village 3"] } ]
03:51
This example might not be perfect, but perhaps you get what I'm going for
03:51
Some instance where it's impossible, due to interconnectedness, to put things in a 'proper, linear order'
03:54
Obviously, I can make this lua, but that's much, much less performative
03:59
The answer is... Yes haha
03:59
But in a very silly way
03:59
function tracker_on_accessibility_updated() if Tracker:ProviderCountForCode("DummyItem") == 1 then Tracker:FindObjectForCode("DummyItem").Active = false else Tracker:FindObjectForCode("DummyItem").Active = true end end
04:00
this forces a re-evaluation of the tree each time the status is changed, which allows the tree to resolve in whatever order it needs to, I think
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EmoSaru 2019-05-03 10:20
No. All it does is mask the problem and make the tracker slow,
10:23
The reasonable way is to flatten it, and enumerate the possible Item-based access rules. You have circular dependencies. You have to break them. Sorry not sorry?
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codemann8 2019-05-03 15:09
I'm wondering if this is possible: I show a map on my broadcast view, however, when I switch to the Item Tracker (without a map), something I'd use when playing custom hacks, the broadcast view has an empty space where the map would be. Is there any option on the broadcast view to effectively set the width and height to 0 when the map doesn't exist? Or some kind of mechanism to remove the unnecessary empty space?
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EmoSaru 2019-05-03 15:11
Override the broadcast layout specifically in the variant folder
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codemann8 2019-05-03 15:13
I only see standard and keysanity broadcast views, none for the other variants
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EmoSaru 2019-05-03 15:42
The variants still have ids, which are loaded from preferentially. I’m traveling at the moment; hopefully somebody else can help you with this.
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Zalard 2019-05-03 15:43
if you accidently click an incorrect chest location on the LTTP rando map, is there a way to reset it without using refresh (F5) that resets the entire map. like if i just wanted to reset 1 chest location?
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JRJathome 2019-05-03 15:44
Ctrl+Z
15:44
#faq
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codemann8 2019-05-03 15:44
Undo functionality
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EmoSaru 2019-05-03 15:44
I will say that there is definitely a separate tracker layout file for each variant in my pack. Maybe you can figure out how your overrides should be placed given that.
15:44
Also #general-support
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Zalard 2019-05-03 15:44
thx @JRJathome
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EmoSaru 2019-05-03 15:44
Please for the love of everything good read the faq and check the support channels
15:45
Undo was literally discussed 4 messages ago in #general-support
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codemann8 2019-05-03 15:47
Yes, I see the tracker.json for each variant, but that only affects the base emotracker screen, not the broadcast view. In the overrides, only 2 versions of the broadcast jsons exist, standard and keysanity
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JRJathome 2019-05-03 15:47
Is there a way to make that different other than overriding init.lua?
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EmoSaru 2019-05-03 15:49
Jr, I would expect you to know how variant loading paths work
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codemann8 2019-05-03 15:50
Interesting, if I copy and paste the broadcast json file to the variant folder, and make the necessary changes, it works... it just seems like there's missing overrides in the override window
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EmoSaru 2019-05-03 15:50
There are not missing overrides
15:51
It’s showing you the files in the pack
15:51
You’re trying to do something beyond replace a file
15:51
So you have to do things
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codemann8 2019-05-03 15:53
I do not see a items_only/layouts/standard_broadcast.json in my list, nor do I see a items_only_keys/layouts/keysanity_broadcast.json in my list (edited)
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EmoSaru 2019-05-03 15:55
Did I not just explain why?
15:55
Those variants fall back to the root level
15:56
But they preferentially load paths from their variant directory. I don’t include individual broadcast layouts for every variant because the more common use case has been wanting to make it easy to change eg all keysanify broadcast layouts at once
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TrisChandler 2019-05-03 15:57
Wait, it preferentially loads from variant directories?
15:57
That's awesome, I'm glad I was watching the channel right now!
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EmoSaru 2019-05-03 15:57
Yes, that’s how variants work
15:57
Please read through my pack
15:57
It relies on this all over the place
15:58
Pay attention to how things are loaded, what exists, and what doesn’t
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TrisChandler 2019-05-03 15:58
... I did, but it's not like there's documentation and I've been trying to figure out a bunch of other stuff, too. it's a little overwhelming. 😛
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Natalie 2019-05-03 15:58
The closest we have to documentation is the pinned JSON schemas and the official LttP pack, which uses most of the things.
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TrisChandler 2019-05-03 15:59
(And I don't mean that as a complaint! You've done a whole lot of amazing work with this.)
15:59
(I just mean that I don't think it's unreasonable to have not figured out one specific thing when I was focusing on other things.)
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EmoSaru 2019-05-03 16:00
Listen, I’m in a pretty shit mood right now, because I’m driving to visit my dad who was recently diagnosed with cancer. So, it’s best if I just step away, because while I have strong opinions on this topic, now is not the time to share them.
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TrisChandler 2019-05-03 16:01
Noted. I'm sorry about your father.
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キノ 2019-05-03 16:39
My mother recently got diagnosed with a terminal disease (interstitial lung disease) as well, @EmoSaru . If you ever need to chat, I'm available. It's a very difficult thing to deal with.
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Deleted User 2019-05-03 21:25
getting the hang of working with the lua item stuff now i think. got a progressiveItem working that takes an array
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Deleted User 2019-05-03 23:27
ProviderCountForCode seems to be seeing if items added through Tracker:AddItems("items.json") are active but not lua ToggleItems
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EmoSaru 2019-05-04 01:25
Apparently there is a typo in the version of toggle.lua that is in the linked zip, which was not present in the version I was using for testing locally. In ToggleItem:providesCode, replace self.getActive() with self:getActive(). Alternatively, here is the whole function.
function ToggleItem:providesCode(code) if code == self.code and self:getActive() then return 1 end return 0 end
01:26
In the future, I always recommend checking the developer console, as this particular typo results in a very obvious script error when the item is queried. I will update the linked zip file in a few days when I'm home. (edited)
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Dudude Dude 2019-05-04 04:48
In the currently provided zip toggle.lua also uses ToggleItem:Load(data) instead of ToggleItem:load(data)
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Deleted User 2019-05-04 10:03
thanks
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Deleted User 2019-05-04 10:41
having sort of an issue creating multiple item types. created both ToggleItem and a similar ProgressiveItem with their own functions. when creating an item of the type created first though, the dev console is throwing up errors that it expects the function arguments of the second types init function, as if the second type overwrote the first.
10:41
looked at dudude's zelda pack and he just created the instances needed of the first item before creating the second item type. did that and it's working fine it seems
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EmoSaru 2019-05-04 12:47
You have done something strange with your Lua then. I'd have to see it to know what. (edited)
12:47
FYI, this level of stuff is definitely intended to be "for programmers".
12:47
As a general rule, I expect people using this stuff to be able to debug, and be self-sufficient/functional in Lua. (edited)
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Deleted User 2019-05-04 12:59
k
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wolfman2000 2019-05-07 14:51
Afternoon. I'm ready to try to make a simple pack for a randomizer I enjoy. I have the main image resources I'd want, and I've studied a few of the packs I've downloaded. How exactly can I get EmoTracker to load my folder/archive file for testing?
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Intervención 2019-05-07 14:58
It's on the #faq
14:58
Kinda
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wolfman2000 2019-05-07 15:01
...it wasn't fully made clear there, sorry. I've already asked Emo about making a pack, and she directed me here.
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fylion 2019-05-07 15:04
Put your pack in Documents/Emotracker/
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wolfman2000 2019-05-07 15:05
...alright, if that step is done, then that tells me I need to add more files to the pack so that it loads up when I open EmoTracker.
15:09
Also...don't call manifest.json ma*in*fest.json
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Lechtansi 2019-05-07 15:24
you can go to the directory where the packs are, unzip one of them, and then edit the files for that pack. it will be called whatever you put in manifest.json
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Intervención 2019-05-07 15:29
I just edit a pack
15:29
And overwrite it
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wolfman2000 2019-05-07 15:32
I did unzip some files for studying, but I didn't think of...well, just modifying the existing ones.
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Hamsda 2019-05-07 18:58
for it to just show up locally so you can test, you need to make sure your manifest.json has a new UID, the rest of the structure (loading from init.lua and whatnot) it is best to look at other packs
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wolfman2000 2019-05-08 14:36
Alright, pack development is coming along. From some of the examples I've seen...well, is there a way to add plain old text items to the tracker? That is, I want to be able to toggle a string instead of toggle a string placed into an image.
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wolfman2000 2019-05-08 14:54
Also, to @Ninban if you are here: Any thoughts on why my tabs are not...well, tabbing? Or will you need to see my pack?
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Ninban 2019-05-08 15:59
It would certainly help, but I suggest taking a look at this file. The last part has map references with "type": "tabbed" and tabs. This is probably what's missing on your side.
15:59
(it comes from the smz3 pack)
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wolfman2000 2019-05-08 16:00
Counterpoint: I do have tabs set up. I don't have the maps enabled thing since I'm structured closer to emo's ALTTPR tracker.
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wolfman2000 2019-05-08 16:46
...I've identified why I was struggling. For anyone that wants to use the lua init stuff, make sure to load maps BEFORE the layouts.
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EmoSaru 2019-05-08 16:54
As a general rule, if you're referencing something, load it before you reference it.
16:54
Also there are not pure text items.
16:54
Items currently work on images.
16:54
Make images.
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wolfman2000 2019-05-08 17:09
You got it. Thank you.
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wolfman2000 2019-05-10 17:56
Evening. I have a new query that I didn't see in the FAQ. Is there a way to resize the location squares on the tracker? For some of my maps, the squares are a bit big.
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TrisChandler 2019-05-10 17:57
{ "name": "overworld", "location_size": 12, "location_border_thickness": 2, "img": "images/overworld.png" },
17:57
You're looking at the "location_size" attribute in the maps .json file.
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wolfman2000 2019-05-10 17:57
...not sure I was clear on my query there.
17:57
The maps themselves are fine.
17:58
I want to place locations on the map. It is THOSE squares that are big.
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TrisChandler 2019-05-10 17:58
yes, and that's what's determined by 'location_size'
17:58
It's set by map.
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wolfman2000 2019-05-10 17:59
I'll test it out after I'm done with a separate play test session. Thank you.
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rand(0) 2019-05-11 01:31
is it possible to have the number of available locations in a tab displayed in the tab's name?
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EmoSaru 2019-05-11 01:34
Not currently. Tabs are not directly connected to maps - they’re just a layout element, and can contain any type of layout. I have plans for the future to eventually allow Lua to manipulate layout elements, which could allow this, but that’s not happening soon.
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blasteg 2019-05-11 02:09
Is there a way to organize item grid layout blocks like this? (Pic mocked in paint)
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EmoSaru 2019-05-11 02:15
Yes, that’s fairly straightforward using nested array and possibly dock elements. (edited)
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blasteg 2019-05-11 02:20
mkay thanks. I'll try my hand for it
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blasteg 2019-05-11 02:29
whew success. thanks
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MikeTrethewey | Axiom Verge 2019-05-12 08:50
@Samael11 Conversely related to the above, you may or may not be able to put each piece in a tabbed interface. Dunno. But, if possible, may be a viable (yet possibly annoying) solution.
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Samael11 2019-05-12 08:51
hrm?
08:51
that's probably kind of what i'm thinking
08:54
I can't think of another program that does this off the top of my head, but i'm sure editing software does it too. Separate windows / tabs that are separate but lock to each other if you want, allowing you to configure how they appear on the screen.
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MikeTrethewey | Axiom Verge 2019-05-12 08:55
But if editing the layout to be tabbed for everything is possible, then it can be done using the current interface without any core changes.
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Samael11 2019-05-12 08:59
I'm hoping it's an easily implemented change, and someone is inspired to incorporate it, but i'm not a code-monkey and am unable to do it myself. At best, I can understand bits of code when I know what I'm looking at / for.
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EmoSaru 2019-05-12 10:58
That type of dynamic docking control is not something I have any plans to add.
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Samael11 2019-05-12 11:58
as an alternative, that may be easier to incorporate, have the option to have a blank "Viewing screen" of adjustable size to account for resolution issues, so it can simulate the effect desired and you can set up items and map in the emulator margins (whether fixed or able to be user designated)
12:04
Which, I think in talking with Mike, I may have got him to play around with
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EmoSaru 2019-05-12 12:30
That is also not something I intend to add at this time. (edited)
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Tilt Controls 2019-05-12 14:18
@Hamsda (not sure what channel this should go in) I'm having some trouble with the ocarina of time tracker. Some locations have so many chests that they don't fit on the screen, and I can only fit like 3 pinned things on the window (and i can barely see it at that point)
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Natalie 2019-05-12 14:19
get a bigger screen this is honestly something which needs to be resolved with customizations and tabbed map subsections
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Tilt Controls 2019-05-12 14:21
who what now
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Natalie 2019-05-12 14:23
the map takes up an incredible amount of real estate, and it just doesn't work well on tiny little 1366x768 screens
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Tilt Controls 2019-05-12 14:26
i have a 1920x1080
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Natalie 2019-05-12 15:09
...oh, that would indeed be an issue, then, as the layout has changed such that the map now completely obliterates the pinned locations when maximized
15:12
you would do better to use a more square tracker window, then
15:12
as that enables the pinned locations to be visible
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Tilt Controls 2019-05-12 19:59
but the thing is
19:59
@Natalie I've been making it smaller and not maximized and even then
20:02
@Natalie Do you see the problem?
20:02
look how small I have to make it just to be able to see the pin list
20:02
and even then, i can't really use the pins very well because they get cut off
20:03
these are my most frequent pins
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Natalie 2019-05-12 20:29
Maybe not pin so many things at once 🤔
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Tilt Controls 2019-05-12 20:30
maybe I wouldn't if trying to set stuff that I know didn't automatically pin it
20:30
also, I pin these because these are the ones that are too big for the chest list to fit
20:30
so I have to pin them
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MikeTrethewey | Axiom Verge 2019-05-12 20:38
Maybe move the pins to a container between Items & Maps?
20:39
The difficulty is that the dungeons are so much larger and each room has a name or each chest is so distant from each other that it helps to have a label for each and thusly takes up more room.
20:40
Maybe if there was an option for a chest counter to disappear from an element in the pinned section once it’s cleared, hooking into F11 to bring it back.
20:42
Does anything in the sizing options reduce the size of the Pinned Locations elements, like scaling?
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MikeTrethewey | Axiom Verge 2019-05-12 20:54
@Tilt Controls Move Pinned Locations to between Items/Settings & Maps, make it 400 pixels wide as an example:
{ "type": "dock", "content": [ { "type": "group", "header": "Pinned Locations", "width": 400, "content": { "type": "recentpins", "style": "wrap", "h_alignment": "stretch", "v_alignment": "stretch", "orientation": "horizontal", "compact": true } } ] },
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Tilt Controls 2019-05-12 20:55
honestly
20:55
I just want to have pinned spots on the left, under settings
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MikeTrethewey | Axiom Verge 2019-05-12 20:55
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Tilt Controls 2019-05-12 20:55
even if it was only 1 at a time or like
20:55
yeah I want it over there
20:55
that might fix the fullscreen problem too
20:56
can there just be an option to make the map not so damn big
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MikeTrethewey | Axiom Verge 2019-05-12 20:56
It's just that the world map is too damn big and I couldn't find anything with a quick Google Search to replace it. Maybe something that's detailed enough to have each section but not so detailed that it takes up a whole diningroom table to lay out.
20:57
It's a nice map. There may be something better out there for this particular application.
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Tilt Controls 2019-05-12 20:58
Honestly, I beg to differ considering it's using the official included map
20:58
it's neat but some spots get a bit cluttered I feel
20:58
or maybe I'm just getting too used to alttp having the actual in game world as the map and not the art map
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MikeTrethewey | Axiom Verge 2019-05-12 20:59
A map where the bits in-between aren't necessarily to scale, but the spots with the locations are better-represented in relation to each other.
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Lechtansi 2019-05-12 21:13
yeah @MikeTrethewey | Axiom Verge i was looking at it and while that map is nice, i'm sure theres a better way to use that space
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Natalie 2019-05-12 21:17
something simpler would be nice
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Lechtansi 2019-05-12 21:19
the ZOOTR community is pretty large, i bet you could find someone whose put together something, or is willing to
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Tilt Controls 2019-05-12 21:28
thats not bad
21:29
not good, but not bad
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Natalie 2019-05-12 21:33
that's large and busy and overall kind of a poor example
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Tekky 2019-05-12 21:33
sadly the issue with Blade and my tracker to a degree (edited)
21:34
also 1:1 aspect ratio is awkward to fit onto a tracker nicely (edited)
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Lechtansi 2019-05-12 21:35
you could probably get by with something stylized, since you can't use it for navigation anyways
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Hamsda 2019-05-13 03:45
I know the map isn't perfect, far from it, but basically everything I have looked at wouldn't work because of the sheer amount of locations in this game, especially with all the sanities ootr has to offer, and with how concentrated they are in some regions. And I don't want to resort to sub maps of those regions, because the main point of a map tracker is to support visually how much you have to check in an area. If one doesn't wanna miss a check, a list does the same. By resizing the tracker to the right size, you can almost always make it work for you. I can't make it work for everyone with their different resolutions and wants. If what I offer doesn't work for you, override it like Mike suggested. And tbh, there is no reason to keep every bit of information pinned. Add the info, unpin it, and once you come back to the place you will see it again. sorry if this came off a bit ranty, but people gotta realize that I try to make it decent for everyone, but its also quite frustrating to hear many times: "I full screen the tracker on my laptop, make it work for that size!" (hyperbole)
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Lechtansi 2019-05-14 18:55
quick question - i'm in the middle of a seed for a fairly long randomizer (wind waker) and i've decided i want to make a change to some overrides that i have. If i save, reload (to updated the overrides), and then reload the save, it that going to work? Or will it tell me that i have the wrong version
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EmoSaru 2019-05-14 18:56
unless you override the manifest and change the version, the version check will not come into play. If you make changes to items or locations, you run a high likelihood of invalidating the save, depending on the changes you make. Layout-only changes should not affect things.
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Lechtansi 2019-05-14 18:58
invalidating the save is the word i was looking for, thanks. all im doing is changing the layout, so it should be fine
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MeZmYk 2019-05-14 23:36
Hey, quick question that I've been having a hard time working out, in the MP1 Randomizer package, how do I either change the background transparency or change the colour so that I can chroma key out the background colour?
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Tilt Controls 2019-05-15 14:09
mario party 1 randomizer?
zfgSmug 1
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Natalie 2019-05-15 14:10
Metroid Prime.
14:10
Mario Party is random enough as it is, thanks.
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Dampe 2019-05-15 14:50
Mario party 1 randomizer when zfgSmug
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Nicholas Steel 2019-05-15 20:30
As in randomize/shuffle what each square on the board is? (edited)
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Dampe 2019-05-16 03:53
Yes, and randomize the amount of coins you gain/lose (edited)
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Tilt Controls 2019-05-16 16:19
random star prices
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blasteg 2019-05-17 19:24
tracker_on_accessibility_updated does the tracker know what accessibility got updated when calling this?
19:24
And is this called when you check any item? or only when some item's access is changed
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EmoSaru 2019-05-17 21:18
it gets call any time the tracker has evaluated the logic
21:18
it doesn't care what got changed
21:18
if anything
21:19
in practice, it happens any time you click an item or modify a location
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blasteg 2019-05-17 21:50
Is it possible for tracker to know what was just checked
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EmoSaru 2019-05-18 02:41
not trivially, because there can be cascading updates that get merged into one
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blasteg 2019-05-18 02:50
Is there a callback function on item check (as in, a click on the tracker)?
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EmoSaru 2019-05-18 02:56
No.
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Otome 2019-05-21 15:29
@EmoSaru Is it possible to add a background to a pack underlaying the items?
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Lechtansi 2019-05-21 15:33
is this for broadcast view? I imagine you could just set it to transparent and put the image behind it
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Natalie 2019-05-21 15:33
A background image specifically.
15:33
The user wishes to have an aesthetic choice for their user interface, presumably.
15:33
Which is, honestly, kind of silly. Less visual noise, the better.
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Otome 2019-05-21 15:43
i'm actually not sure how to do transparent broadcast mode cause everything is grey enough they disappear too or nearly disappear, so I was just hoping to underlay it
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Natalie 2019-05-21 15:49
this is what NDI support is for
15:49
alternatively, if you can't do that for whatever reason (bad stream software?) you can change the background color of the broadcast view using an override, then key that out
15:50
basic streamer knowledge
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EmoSaru 2019-05-21 16:01
There is an image layout element type which can be used for this, and you can use a container or canvas to express the layering, depending on how you want to express sizing. (edited)
16:02
As mentioned in the channel topic, there are json schema links in the pinned messages here. I strongly recommend people look at them to see what's possible when they have questions. (edited)
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Otome 2019-05-21 16:07
on the terms of "changing the background color" how's that done
16:07
I don't see a hex code in there for the background
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EmoSaru 2019-05-21 16:09
Literally every layout element type supports a background property, which can be set to an html color, e.g. #ff0000. It is literally the second property described in the schema. The default is transparent (#00000000) (edited)
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Otome 2019-05-21 16:10
I can't read the schema at all due to my lack of lua knowledge, so thanks for putting up with me.
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EmoSaru 2019-05-21 16:10
The schema has nothing to do with lua.
16:10
That is a json schema.
16:11
And it is written in json.
16:11
😐
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Otome 2019-05-21 16:11
then i probably downloaded the wrong thing
16:11
That is what I'm referring to
16:12
From the only pinned message that uses the word "schema"
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Natalie 2019-05-21 16:18
json and lua could not be more different
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キノ 2019-05-21 21:54
Is there a way to have a default value for progressive_toggle @EmoSaru
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EmoSaru 2019-05-21 21:55
Yes. As I just said above, the JSON schemas linked in the pins are the best place to find this stuff out. (edited)
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キノ 2019-05-21 21:56
hrm
21:56
i tried initial_stage_idx but it didn't seem to work
21:56
(though it did when i switched it to simply progressive)
21:57
i think i might know what i did wrong...
22:01
//Starting Location { "name": "Starting Location", "type": "progressive_toggle", "allow_disabled": false, "loop": "true", "initial_active_state": "true", "initial_stage_idx": 1, "stages": [ { "img": "images/surfaceStart.png", "loop": "true", "codes": "startingAreaLocationIsSurface" }, { "img": "images/illusionStart.png", "loop": "true", "codes": "startingAreaLocationIsIllusion" }, { "img": "images/infernoStart.png", "loop": "true", "codes": "startingAreaLocationIsInferno" }, { "img": "images/timeStart.png", "loop": "true", "codes": "startingAreaLocationIsTime" } ] }
22:01
so perhaps i'm not understanding something
22:01
initial_stage_idx of 0 works, but 1 doesn't
22:02
(initial_stage_idx of 1 works with progressive, but not progressive_toggle)
22:02
oh but that's fine...
22:03
i can actually just use inherits_codes with progressive
22:03
that's quite nice
22:05
though that doesn't seem to work =/
22:06
//Starting Location { "name": "Starting Location", "type": "progressive", "allow_disabled": false, "loop": "true", "initial_active_state": "true", "initial_stage_idx": 0, "stages": [ { "img": "images/surfaceStart.png", "loop": "true", "codes": "startingAreaLocationIsSurface", "inherits_codes": false }, { "img": "images/illusionStart.png", "loop": "true", "codes": "startingAreaLocationIsIllusion", "inherits_codes": false }, { "img": "images/infernoStart.png", "loop": "true", "codes": "startingAreaLocationIsInferno", "inherits_codes": false }, { "img": "images/timeStart.png", "loop": "true", "codes": "startingAreaLocationIsTime", "inherits_codes": false } ] }
22:06
what exactly am i doing wrong here with inherits_codes
22:06
according to the schema, it seems to be a property of the items in stages
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EmoSaru 2019-05-21 22:09
what are you actually trying to do
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キノ 2019-05-21 22:09
so, in the randomizer, one can have a random starting location
22:10
currently, i have it working so that there's an icon that is a progressive_toggle - since progressive_toggle items do not inherit the previous stages
22:10
right clicking that to change location is quite unintuitive
22:11
ideally, it'd be nice to have it be a progressive item with inherits_codes false, so that one can easily just left click it (like any of the other settings) and have it change the starting location
22:11
it isn't like.... tragic, or anything
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EmoSaru 2019-05-21 22:11
What is the actual problem you are having.
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キノ 2019-05-21 22:11
oh
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EmoSaru 2019-05-21 22:11
With the progressive item.
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キノ 2019-05-21 22:11
well, with the above code, the item is clearly inheriting previous codes
22:12
it starts off with startingAreaLocationIsSurface and gives me access to the surface area, then i click it and the icon changes to startingAreaLocationIsIllusion as expected, but i retain access to the surface area
22:12
this is not true for progressive_toggle
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EmoSaru 2019-05-21 22:13
Okay, I just looked into it. This is my fault - the proper name is inherit_codes
22:13
I will correct the schemas momentarily
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キノ 2019-05-21 22:13
ahh okay that explains it
22:13
sorry for the bother
22:13
and if i might ask - just because it might be a bug as well
22:13
//Starting Location { "name": "Starting Location", "type": "progressive_toggle", "allow_disabled": false, "loop": "true", "initial_active_state": "true", "initial_stage_idx": 1, "stages": [ { "img": "images/surfaceStart.png", "loop": "true", "codes": "startingAreaLocationIsSurface" }, { "img": "images/illusionStart.png", "loop": "true", "codes": "startingAreaLocationIsIllusion" }, { "img": "images/infernoStart.png", "loop": "true", "codes": "startingAreaLocationIsInferno" }, { "img": "images/timeStart.png", "loop": "true", "codes": "startingAreaLocationIsTime" } ] }
22:13
so this code
22:14
initial_stage_idx of 0 works, but 1 doesn't
22:14
(it does work with progressive)
22:14
is this a bug or am i misunderstanding the way progressive_toggle indexes item stages?
22:15
(with an index of 1 the item simply does not show up on the tracker at all)
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EmoSaru 2019-05-21 22:16
I have just tested this, and initial_stage_idx is working just fine for me with progressive toggles
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キノ 2019-05-21 22:17
strange
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EmoSaru 2019-05-21 22:17
your problem is that your stages are not providing a common code which can be used for referencing it on the layout
22:19
I may consider modifying the behavior for progressive toggles here in the future, but for now, you will need to reference the item by a code common to all states, or at least present in whatever the default stage is
22:19
so for example, if you modified your layout to refer to it by startingAreaLocationIsIllusion, I expect it would work
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キノ 2019-05-21 22:19
ahh, i see
22:19
i understand
22:19
this isn't something i am going to do, mind you, since the progressive item with inherit_codes false is much better for my purposes
22:19
but it is good to know it isn't a bug
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EmoSaru 2019-05-21 22:21
👍
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Hobojim 2019-05-24 21:10
Hello everybody. I'm modifying a package at the moment and wanted to invert the behaviour of items on click, as in start coloured and grey out on click
21:10
Is this possible?
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Lechtansi 2019-05-24 21:12
That actually seems super useful because once you have an item you don’t need to know you have it (assuming you use a map tracker)
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Hobojim 2019-05-24 21:12
It's actually not at all for a randomizer or game like that lol
21:13
My friend had an idea about playing a fighting game and swapping out characters on death until we go through the cast, and I thought this tracker seemed decent enough for that
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blasteg 2019-05-24 21:13
There’s an initial_state
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Hobojim 2019-05-24 21:13
I have a layout ready and icons, just need to know the last thing
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blasteg 2019-05-24 21:13
Maybe you can check on the mails of AlttP package?
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Hobojim 2019-05-24 21:14
Oh, good call
21:14
I'll do that, thanks
21:14
Also, I feel dumb for asking this, but is there any way to create NEW packages? I'm modifying one for a game I'll never play because I couldn't figure out how to start from scratch lol
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blasteg 2019-05-24 21:16
Modifying existing ones is how you create a new package
21:16
You can put it in a folder under the emotracker directory, where all other package as zip resides
21:17
(Zipping is not required)
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Hobojim 2019-05-24 21:19
Great, thanks
21:19
And mail is just a progressive toggle with the first state being lit up, it seems
21:19
I guess I could do that, but then I'd have to ahve a separate icon for active and not active
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EmoSaru 2019-05-24 21:20
Please read the channel topic. (edited)
21:20
Then check the pins, as instructed by the topic. (edited)
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Hobojim 2019-05-24 21:25
Oh, thanks
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wolfman2000 2019-05-29 18:17
So...I know that lua can be used to load both lua files and json files. Is it also possible to create different layouts using lua as a base? I feel like I'm repeating the same json layout multiple times for the different variants/broadcast views here.
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EmoSaru 2019-05-29 22:06
Paths within the selected variant folder override the same path starting from root of the pack. Between that and using layout references, you should be able to eliminate actual duplication. Layouts cannot be directly created or manipulated from Lua yet.
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wolfman2000 2019-05-30 13:37
hmm...I suspect I'm doing something different from what you are intending with a new variant I'm working on. I'll have to study your pack example again to see if I can improve things.
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DGod63 2019-05-30 16:15
So I've downloaded the NDI plugin for obs, not sure how to get it to work to add the transparency though
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Natalie 2019-05-30 16:17
Most packs these days should already be ready for transparent broadcast view backgrounds.
16:17
Just open the broadcast view and add the NDI source.
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DGod63 2019-05-30 16:18
Oh! I see, thank you so much!
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Tilt Controls 2019-05-31 09:41
is there a way to give my own location names for a package
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Solski 2019-06-02 06:59
Hi, i'm what you'd like to call OBS stupid (I just switched yesterday) and im trying to setup NDI for transparency. I've installed the packs required and it recognizes the source, still no transparency. I do have a chroma for my main overlay, but turning that off does not solve the problem.
07:02
I should mention its an HTML overlay
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Solski 2019-06-02 07:23
NM got it, just set the background to the same as my overlay via the override
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JRJathome 2019-06-02 08:17
OBS doesn't have NDI support by itself. You'll have to download and install the NDI plugin for it to work.
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Solski 2019-06-02 09:02
I did that
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EmoSaru 2019-06-02 09:35
The best way to ensure transparency with NDI is to remove the background property from your layout override (edited)
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EmoSaru 2019-06-02 09:59
Also, make sure you restarted after installing the NDI runtime.
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sylverfyre 2019-06-02 21:29
okay, still having it be finicky.
21:30
There's some kind of shading covering the item tracker and im not sure its source.
21:34
21:35
In that screenshot, im expecting the background to be #FF00FF (for chroma key purposes) and it isn't
21:35
it's got a bit of grey mixed in and i cant figure out what in the json is controlling that.
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Natalie 2019-06-02 21:38
okay, first off
21:39
why are you overriding the main view like this
21:39
do you need to display literally the entire window in your stream
21:39
including the map
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sylverfyre 2019-06-02 21:39
because i changed the wrong background element the first time and was too lazy to change it back
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Natalie 2019-06-02 21:40
do you need to display literally the entire tracker window, including map, in your stream
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sylverfyre 2019-06-02 21:40
nah just trying to do the items section
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Natalie 2019-06-02 21:41
tip:
21:41
press F2
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sylverfyre 2019-06-02 21:41
okay
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Natalie 2019-06-02 21:41
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sylverfyre 2019-06-02 21:42
which layout file is this controlled from
21:43
standard_broadcast.json and keysanity_broadcast.json i hope
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Natalie 2019-06-02 21:43
it'll be keysanity_broadcast.json
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sylverfyre 2019-06-02 21:43
So this lets me have the view i want but doesnt actually answer the actual misbehavior
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Natalie 2019-06-02 21:43
the broadcast view is specifically created for window captures; its window title will never change and it reads a special layout separate from the main interface
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sylverfyre 2019-06-02 21:43
ill take the workaround (which also appears to be a best practice)
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Natalie 2019-06-02 21:43
the actual misbehavior is user error
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sylverfyre 2019-06-02 21:44
The misbehavior is that the tracker's content isnt actually the background specified in the json?
21:44
Like, yes, i should be using the broadcast view for stream cropping
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Natalie 2019-06-02 21:45
the misbehavior is that the user is changing the wrong files; the observed "inconsistency" is that "dock" panels have a semitransparent dark gray background
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sylverfyre 2019-06-02 21:45
but at the same time, theres something fishy going on with the tabs in the tracker not honoring the background color specified in the JSON
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Natalie 2019-06-02 21:46
this is by default and can, most likely, be changed by specifying a background key in the appropriate place in the json
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sylverfyre 2019-06-02 21:48
I mean... thats what my screenshot shows and it's not actually the background specified in the appropriate place. (And every other background: element in this json is #ff00ff too just to be sure.)
21:48
not sure if theres something about content type groups
21:49
"content":[ {"type":"group" ... } ] is my best guess as to what's introducing the additional shading
21:54
Like, ill chalk up "well, you should have been doing it this way syl" and do it the correct way
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Natalie 2019-06-02 21:54
the group element has a semitransparent background by default
21:54
a quick inspection suggests one possible equivalent value is in the ballpark of #50000000 as AARRGGBB
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sylverfyre 2019-06-02 21:55
Gotcha. That matches up with approximately what im seeing.
21:55
so its possible to override that default if you specify i guess?
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Natalie 2019-06-02 21:55
i don't think json schemas provide for a "default value" listing
21:56
if you want a group with a fully transparent background when building a tracker or a broadcast view override, you'd specify #00000000
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sylverfyre 2019-06-02 21:56
yeah typically anything thats default is just ignored
21:56
and left out of the json entirely
21:57
thanks for looking into that
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Natalie 2019-06-02 21:59
the schema does mention that background keys can be optionally provided as #AARRGGBB but nowhere does it mention what the default background for a group object is
21:59
which, i'd guess, is the only object which has a default background that isn't #00000000
21:59
excluding the topmost container
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Ralphanese 2019-06-04 18:34
Just out of curiosity, which json file is the "background" variable stored in? Anyone know?
18:35
I've exported the overrides for the broadcast.json files, but I'm not seeing any background variable
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EmoSaru 2019-06-04 18:37
It’s a property of every layout element
18:38
Please refer to the json schemas linked in the pins
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Ralphanese 2019-06-04 18:38
Bingo, got it. Thanks for your help!
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Khloe Prower 2019-06-09 15:58
Um.. is there a way to make the tracker bigger?. Like, just double it's size so I don't have to be precise on clicks.
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Khloe Prower 2019-06-09 16:38
Figured it out. ^.^
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Waite 2019-06-19 03:45
im new to all this i was wondering how do i change the colour of the background on broadcast veiw if that's able to do ? i want to chroma key it or is there some easier way to do this if anyone could help ?
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Natalie 2019-06-19 04:15
Chroma keying is a thing of the past, thankfully. Look into an NDI plugin for your stream software, if it isn't already natively supported.
04:17
The broadcast view provides an NDI source which your stream software should be able to recognize, given the correct plugin if necessary. NDI is notable for being able to supply a video feed with transparent background, rendering chroma/color keying unnecessary.
04:18
If this isn't an option for you, you will need to override the broadcast layout JSON, disable the drop shadow, and add a background key to the appropriate location.
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Waite 2019-06-19 06:54
it isnt an option, how am i able to edit these files to disable and add a background key ?sorry noob here lol
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EmoSaru 2019-06-19 09:21
In the gear menu, under advanced, you can export overrides for the current pack. You will need to edit an override for the broadcast layout you’re using and then refresh the tracker. There are JSON schemas linked in the pins that can help with the format.
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Waite 2019-06-19 11:16
Thanks alot.managed to do it 😁
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Masterlink 2019-06-21 12:05
so im guessing before i can think about making my own tracker i need to learn .json?
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EmoSaru 2019-06-21 12:13
Json is the primary data authoring format, yes. Fortunately it’s relatively straightforward. Lua scripting is also used.
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Masterlink 2019-06-21 12:58
Imare there any resources you'd reconmend so i can learn it and lua?
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Hamsda 2019-06-21 13:44
there isn't much to "learn" for json
13:44
its a human readable data structure
13:44
if you look at examples, like emos pack, its pretty easy to figure out
13:44
and the lua requirements are very basic unless you wanna do very fancy stuff
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Natalie 2019-06-21 13:46
it's not JSON that you need to learn, except for the basic structure and syntax of JSON itself
13:46
it's the data that the JSON is describing, that's what you'll need to learn
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SporyTike 2019-06-22 05:48
How to check if you don't have a item? My problem is that there are two items. But if I collect Item A, Item B disappears and can't be collected
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blasteg 2019-06-22 05:49
you can use lua that checks if an item is collected, lock the other from being checked
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SporyTike 2019-06-22 05:52
I am new in making trackers and I never worked with lua. Do you have a good example? EDIT: solved (edited)
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SporyTike 2019-06-24 03:15
What exactly does this error mean and how can I fix it? It sometimes appear when using a lua function
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Hamsda 2019-06-24 03:36
my best guess: you are returning something unexpected in your lua function, and emos code then tries to convert it, which fails
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SporyTike 2019-06-24 03:41
the strange thing is that I had the same issue while using a function (function A) inside another function (function B). But when I replaced the function call in function B with the code of function A which has the same effect it worked
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Hamsda 2019-06-24 03:50
might be doing something wrong, without seeing code this is just a guessing game rooShrug
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SporyTike 2019-06-24 04:05
I hope that's enough otherwise let me know and I send you the pack. So the problem is the has_bowwow function. Like I did here it doesn't work but if I put has("bowwow") and ... where the function call is it works fine. Also the error appears when calling "enterBottleGrotto" in the json
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Hamsda 2019-06-24 04:10
you are returning the function, not its results
04:10
return destroy_grass is very different from return destroy_grass()
04:11
same for has_bowwow further down
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SporyTike 2019-06-24 04:13
Oh, right 😅 How couldn't I see it
04:13
Thank you
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Hamsda 2019-06-24 04:13
happens when staring at your own code very often 😄
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SporyTike 2019-06-25 09:29
Is there a way to set the state of a progressive item with a lua function?
09:31
So the idea I have is when I toggle an item to "collected" another item should change to the first state automatically
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EmoSaru 2019-06-25 09:35
Look at my autotracker script for examples of how to manipulate items from Lua.
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SporyTike 2019-06-25 09:42
autotracker from ALTTP?
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MikeTrethewey | Axiom Verge 2019-06-25 09:56
The top option in the Package Manager is the one she speaks of. Then use the Export Overrides menu option to search for lua files.
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EmoSaru 2019-06-25 10:14
Official EmoTracker ALTTPR Pack Source. Contribute to emosaru/alttpr_emotracker_emosaru development by creating an account on GitHub.
10:15
It is always my recommendation to check my pack for reference
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arborelia 2019-06-27 08:55
simple question: if I'm working on a custom pack (for Goonies 2 Randomizer), how do I load it in EmoTracker? I'm working from alttpr_emotracker_emosaru as an example, and I've got the files in ~\Documents\EmoTracker\packs\goonies2r at the moment
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EmoSaru 2019-06-27 08:56
You need to make sure you have a proper manifest.json, and then launch the tracker. Since it’s a new game, it will show up under other.
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arborelia 2019-06-27 09:01
got it! Thanks
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arborelia 2019-06-27 12:05
I have a layout mostly working but, if possible, I'd like to get help on why the locations I define aren't showing up on the map. I'm not getting errors on the console
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MikeTrethewey | Axiom Verge 2019-06-27 12:09
You’ll need these for each location with their definitions. The map key needs to match the map you want it shown on and then the coordinates need to be inside the range of the pixel size of the map image. https://github.com/emosaru/alttpr_emotracker_emosaru/blob/master/locations/dungeons.json#L31
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arborelia 2019-06-27 12:10
I think I've got all that. Working on pushing my repo
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MikeTrethewey | Axiom Verge 2019-06-27 12:10
Cool. I can take a peek when your repo’s up.
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arborelia 2019-06-27 12:13
An EmoTracker for Goonies II Randomizer. Contribute to arborelia/goonies2r_tracker development by creating an account on GitHub.
12:14
I tried setting map coordinates to {"x": 1, "y": 1} just to make sure I wasn't off the pixel grid somehow
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MikeTrethewey | Axiom Verge 2019-06-27 12:14
Do the map images even show?
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arborelia 2019-06-27 12:15
Yep
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MikeTrethewey | Axiom Verge 2019-06-27 12:17
Maybe load the map file before the locations file.
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arborelia 2019-06-27 12:17
It looks like this so far
12:17
Okay I'll try that
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MikeTrethewey | Axiom Verge 2019-06-27 12:17
I notice that Emo’s load script does it in that order.
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arborelia 2019-06-27 12:18
hey that worked!
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MikeTrethewey | Axiom Verge 2019-06-27 12:18
Hey! Cool. :)
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arborelia 2019-06-27 12:18
and now the item boxes are enormous!
12:18
do I just need to scale up my image or is there a way to make the boxes smaller?
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MikeTrethewey | Axiom Verge 2019-06-27 12:18
Either. Let’s see if we can hunt down that code.
12:25
If you search the Discord for location_border_thickness, you’ll find an example. The recommendation does seem to be to scale up the maps, I think.
12:26
There’s likely a usability or scaling reason to do one over the other if the maps are super tiny to start with.
12:27
But! You’ve got a product that is definitely on its way. :D
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arborelia 2019-06-27 12:27
Alright I'll just scale up the maps, it seems straightforward enough
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Glitchedd 2019-07-17 06:07
Not sure if this is a stupid question to ask, but I'm going to go for a 100% playthrough of an obscure PS2 game called Dark Cloud that's hard to track item collection progress, since there's only a limited amount of items you can keep in storage and your inventory, so I thought it would be cool to have something like EmoTracker to keep track of these items for myself and my stream. Basically since this game is extremely obscure I knew it wouldnt have a pack already made for it, so I want to make my own pack. Similar to the item trackers in Zelda randomizers and such. Where would I start? (edited)
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Natalie 2019-07-17 06:54
Oh man, Dark Cloud. Memories, man. I wouldn't even call it that obscure.
06:55
Largely the reason any given game won't have a pack for it is the lack of a randomizer and therefore the lack of a popular reason to make the package.
06:56
You'll need to familiarize yourself with JSON data definition, as packs are built largely using JSON to describe the structure (and logic, for map-enabled packs)
06:57
you probably won't need to worry about lua since you're not going to be writing any logic
06:58
The official word on "how do I get started on making a package" is "use the official LttP package as a reference"
06:58
and there's JSON schemas pinned, too (edited)
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Glitchedd 2019-07-17 08:08
Thanks so much for the info! I'll start working on learning JSON I suppose, and check out those schemas and such as well :) Always glad to find another Dark Cloud fan. It seems it really wasn't obscure for its time, it sold very well and a lot of people who grew up in that era of Playstation 2 seem to remember it. I guess I just feel like it's been mostly forgotten over the years outside of the Ps4 remaster.
08:08
If i have any further questions i reckon I'll be back here with them, thanks again!
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Darkened5ky 2019-07-17 13:03
Man Dark Cloud was so good
13:05
And yeah, learning JSON isn't super bad. If I was able to do it, I'm sure you can
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Alriightyman 2019-07-26 17:24
For ALttP, how do I add item counts to the item tracker for the dungeons? (edited)
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deserteagle417 2019-07-26 17:31
Assuming you're using Emo's pack, the dungeon locations should have chests that you click when you get an item and it counts down each time. The original number is the total number in the dungeon.
17:31
oh, or do you mean the non-map tracker?
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Alriightyman 2019-07-26 17:32
I am. I'm just not sure how to add those to the main item area. Like how you can have the key counts, I wan to add the dungeon item counts
17:33
17:33
So, item counts instead of keys
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deserteagle417 2019-07-26 17:34
I think you'll basically have to add them as a new item, which I'd do with overrides. If you look at the overworld glitches pack, there's something similar in that layout that you can probably adapt. Just be careful about changing any existing item names if you use autotracking
17:37
but basically, you'll create a consumable item for each dungeon with the appropriate max number (e.g., 3 for Eastern), then you can probably just add that in there next to the keys (and you'll probably have to adjust the width of those pieces as well so it fits)
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Alriightyman 2019-07-26 17:38
Ok. I'm looking at the OW glitches pack now. Looks close to what I'm looking for. Thanks, I'll see what I can do and bug you later if I have more questions. 😃 (edited)
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deserteagle417 2019-07-26 17:39
Cool cool. Look for the things called like // EP Items for example in the items.json of the OWG pack. That's the kind of thing you'll want to add. Just make sure you do these alterations in a user override.
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Alriightyman 2019-07-26 17:40
Yep. I have other overrides already. Thanks
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deserteagle417 2019-07-26 17:40
👍
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Lechtansi 2019-07-26 17:42
I did the same thing, creating a consumable where the item counts down instead of counts up is the key
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deserteagle417 2019-07-26 17:42
I suppose either way works, based off your preference.
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Lechtansi 2019-07-26 17:44
I like to count down because then I don’t need to remember how many items are in each dungeon (edited)
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Alriightyman 2019-07-26 18:07
Actually, I do want them to count down. How did you do that?
18:07
@Lechtansi
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Lechtansi 2019-07-26 18:08
I’ll check when I get home
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deserteagle417 2019-07-26 18:09
consumables_left instead of quantity I think (edited)
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EmoSaru 2019-07-26 18:13
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Alriightyman 2019-07-26 18:15
Well, I don't recall those being there the last time I was making edits... 😦 Thanks, I'll take a look at that.
18:21
Perfect! It works! Is there a way to link that to the dungeon items from the map? If not, this will work just fine.
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EmoSaru 2019-07-26 18:21
There's not.
18:21
It's something I'm looking into in the future, but it would likely be read-only as a display for the broadcast view.
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Alriightyman 2019-07-26 18:22
Ok, thanks for the quick replies.
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Sathdresh 2019-07-28 01:21
I'm working on a tracker for the new CV2 randomizer and I'm having an issue with map scaling. Is there a recommended size for the map png that won't shrink eveything down like this
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EmoSaru 2019-07-28 01:21
Maps will always scale to fit
01:22
That’s as designed
01:22
So ultimately, it’s about considering the aspect ratios you want to support, and designing for that
01:22
You could also consider splitting your maps into sections and using tabs. Some packs do that.
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Sathdresh 2019-07-28 01:23
That might be an option
01:23
I could organize it by the different zones
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Natalie 2019-07-28 02:01
If you want a full overview map, you would do well to use a more concise map, such as the style used by the 2D Metroid games.
02:01
You can put details in tabs.
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Sathdresh 2019-07-28 06:15
Thank you! I ended up just using a different map we were hoping to just use for more advanced players but it should work out regardless. I really appreciate the help! It will def be used in a couple variants i have planned.
06:15
This is just the basic approach so far but i think it's coming along well
06:15
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MuffinJets 2019-07-31 11:34
I added the selected line, along with the items in the items.json and the associated images, and now I only have a grey box. I removed that line and the grey box stays. What happened?
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Hamsda 2019-07-31 11:40
you probably have an error in one of your files
11:40
check out the developer console for some indication
11:41
also using a decent editor with linting will make your life way easier
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MuffinJets 2019-07-31 11:42
Yeah, so I've been told. I need to have something light-weight though as this little project is moving around a lot, do you have any recommendations?
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EmoSaru 2019-07-31 11:44
I'm confused as to why installing an editor affects the "weight" of your project or its mobility
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Hamsda 2019-07-31 11:45
yeah not quite sure what you mean by that either, but VS Code is my personal favorite
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MuffinJets 2019-07-31 11:50
light-weight as in it's not very resource-hungry I do like Notepad++ because it's a small installation (only 10.5 mb) I don't know for sure because I hadn't installed it, but VS Code looked like a huge IDE
11:50
+ I've got bias with what I'm familiar with
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EmoSaru 2019-07-31 11:50
VsCode is significantly less huge than visual studio. It’s a totally different application
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MuffinJets 2019-07-31 11:50
Gotcha, I'll give it a shot then
11:51
Also thanks for showing me the developer console, de-linting fixed my issue
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deserteagle417 2019-07-31 14:45
I used to use Nodepad++. VS Code is such a vast improvement and I cannot imagine going back.
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MuffinJets 2019-07-31 17:25
How would I go about adding a map to this layout here?
17:31
Do I need to add a container?
17:38
I see other map trackers' code and they always include a container, but I don't even know what the difference between a container, an array, and an item grid is lol
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EmoSaru 2019-07-31 18:54
They largely use a container because containers affect child sizing, and maps do not contribute size in the same way due to auto scaling to fit. A container is not strictly required though.
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MuffinJets 2019-07-31 18:58
What exactly is a container?
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EmoSaru 2019-07-31 19:07
Under the hood it’s a WPF grid. Ultimately it’s a container element that can host one or more child elements. It supports the full set of standard element attributes, so can apply a background, sizing, margins, etc. When it hosts multiple elements, they layer on top of each other, which can be useful in some cases.
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MuffinJets 2019-07-31 19:15
Gotcha What about an array?
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EmoSaru 2019-07-31 19:20
Arrays display things as an array, either horizontally or vertically
19:21
I recommend looking through examples in my pack layouts and breaking them out. Setting obvious background colors on elements is a good way to learn.
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MuffinJets 2019-07-31 19:21
Awesome, will do I appreciate the help, thank you
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MuffinJets 2019-07-31 19:45
Does anyone know what these errors mean? (edited)
19:46
The broadcast layout settings I haven't even touched yet
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EmoSaru 2019-07-31 20:59
It’s because you don’t have a broadcast layout, but it’s also weird that your pack doesn’t use the new init.lua path. I suspect you’re using an old legacy formatted pack as your reference. I always recommend using my LTTP pack as reference.
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MuffinJets 2019-07-31 21:05
That's the thing, I used an older pack at first, but then I literally copied your layout/tracker.json and inserted my own items, got this error
21:08
And I suppose a clarification: I do have a broadcast layout, but it's the one from JRJathome's item-only tracker I haven't touched it at all, it's copied directly
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EmoSaru 2019-07-31 21:08
It doesn’t look to me like you have an init.lua
21:08
And you’re not loading layouts from it
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MuffinJets 2019-07-31 21:09
I guess I'll grab one then Thought I'd be okay without one considering JRJathome's didn't have any scripts at all and it works fine
21:10
oof I see what you said above
21:10
I didn't read apparently lol
21:10
Legacy format
21:14
Can I just steal a scripts folder or do I need to personalize it?
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EmoSaru 2019-07-31 21:18
You will almost certainly need to make changes, and in the case of my pack, there will be stuff you don’t need. I honestly recommend exploring to make sure you understand how things are working and fit together, but I also recommend then taking that knowledge and setting things up cleanly for your pack.
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MuffinJets 2019-07-31 21:20
Gotcha Thanks again for the help
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MuffinJets 2019-07-31 21:33
!!!!! I feel so accomplished already lol
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deserteagle417 2019-07-31 21:35
numpPog I'd really love a map pack for this game. I don't know it well enough to do it without one. I'm glad you're making one!
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MuffinJets 2019-07-31 21:37
Thanks! LADX is my absolute favorite game, I always want more people playing it lol
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Natalie 2019-07-31 21:49
Having grown up with Link's Awakening, I cannot possibly fathom how someone wouldn't know the game.
21:50
¯\_(ツ)_/¯
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deserteagle417 2019-07-31 21:51
I played it growing up too, just not enough to be familiar enough to enjoy a rando of it without a map tracker.
21:51
I played LttP a lot more
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MuffinJets 2019-08-01 10:45
10:46
What's bringing up the first set of errors? (I know about the broadcast layout stuff)
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EmoSaru 2019-08-01 10:50
Your shared.json layout file is in the old format, where the top level JSON object is an array instead of an object with named keys
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MuffinJets 2019-08-01 10:52
Gotcha
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MuffinJets 2019-08-01 11:24
How can you add logic for the max quantity of a consumable-type item? To be specific, how can I make the Seashell House check appear when I've got 20 shells?
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Natalie 2019-08-01 11:28
Keysanity trackers feature examples of that logic.
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deserteagle417 2019-08-01 11:29
look at Emo's pack and see how she has the pedestal appear checkable. That should be what you need. Also, like Natalie said, keysanity has lots of those examples as well.
11:29
but I think it's something like shells: 20 ?
11:29
in the requirements
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Lechtansi 2019-08-01 11:35
i would be all over LADX rando if there was a map tracker. i'm excited for your progress muffinjets
👆 1
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MuffinJets 2019-08-01 11:35
Thanks, I appreciate all the help and support
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Lechtansi 2019-08-01 11:38
i played LA a shitton as a kid, but haven't touched it as an adult, so this will be helpful. plus its not like i was 100%'ing it as a kid, so rando is going to have a lot more out of the way places in each seed
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MuffinJets 2019-08-01 11:40
So is it as simple as this, or am I missing something? function has_20shells() if has("shells", 20) return 1 else return 0 end end (edited)
11:42
I'm not entirely sure what the "local" at the beginning of some of these lines mean
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EmoSaru 2019-08-01 11:48
There are resources for learning Lua on the internet.
11:49
Also, that "has" function is a convenience thing people have written for themselves
11:50
if you look at my pack's location data for keysanity, you 'll see that quantity requirements are specified as codes formatted like item_code:quantity, e.g. pod_smallkey:2
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cubesolver 2019-08-02 11:49
I'm working on a map tracker for The Minish Cap and I wanted to make a function to recognize when Link has a source of damage so I don't have to write out a lot of lines for access rules. I tried making a function in LUA similar to the ones already present for LTTP, but it doesn't seem to work. Is there anything obvious that I'm doing wrong from the code?
11:49
11:51
never mind i'm just dumb, removing the spaces between else and if fixed it
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MuffinJets 2019-08-02 19:36
What's wrong with this code here? Shouldn't "Tarin's House" appear in whatever corner 0,0 is set to?
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MuffinJets 2019-08-02 20:02
NEVER MIND I GOT IT AND I COULDN'T BE MORE EXCITED
20:08
:D
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deserteagle417 2019-08-02 22:36
bawkGasm
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Maro 2019-08-03 18:30
What resources can I use to learn how to get started making a tracker?
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deserteagle417 2019-08-03 18:49
I'd say look at Emo's ALttP pack. I'd unzip it and play around with things so see how they work. It's rather straightforward to get started just by looking at that.
18:49
Also, definitely a good idea to use VS Code and use the schemas in the pinned messages
18:52
Doesn't hurt to change the name of the folder after you unzip it and change the package_uid in the manifest.json to match that. Then you can still use the alttp pack.
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Maro 2019-08-03 18:53
Does it have to be zipped to test or can I just leave the folder there and edit it live?
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deserteagle417 2019-08-03 18:53
You can leave it unzipped.
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Maro 2019-08-03 18:53
awesome
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deserteagle417 2019-08-03 18:53
the unzipped one takes priority, though, which is why I recommend changing the name of the pack
18:54
But yea, things are fairly self explanatory 😄
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Maro 2019-08-03 18:54
Yeah I was gonna try and make one from scratch, but now I'm already kinda repurposing another one LUL
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deserteagle417 2019-08-03 18:55
That's how I made mine LUL
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Maro 2019-08-03 23:18
thanks for the help earlier btw
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Maro 2019-08-03 23:49
Do points on the map have to be written by hand or is there some way to automate this?
23:51
I guess what I'm asking is, is there some way to expedite placing the check location or do I have to type in the x y coords by hand for every single one?
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Darkened5ky 2019-08-04 01:13
I typed in the x,y coordinates by hand for every one. Not sure if there's another way to do it or not
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MuffinJets 2019-08-04 01:35
^
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Maro 2019-08-04 04:13
damn alright
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EmoSaru 2019-08-04 04:14
There's always a way to expedite the process. I just haven't built one. You're more then welcome to build a tool for placing locations on images tho 🤷
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Maro 2019-08-04 04:14
I was thinking about it.
04:15
I got sub maps working
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cubesolver 2019-08-05 22:54
What do I need to do to get a setting to work like in hamsda's oot tracker? I have
Tracker:AddItems("items/options.json")
in the init.lua, i've made the options.json in the items folder with this code. then i use
"visibility_rules":["rando_yes"]
but nothing happens.
(edited)
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SporyTike 2019-08-06 05:27
Does the console say anything?
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cubesolver 2019-08-06 07:01
Nope. It shows that it loads the file
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cubesolver 2019-08-06 09:05
It clearly recognizes that the file is there as I can get the image to show up in the options section and the toggle works, but the check that is supposed to be hidden when this is disabled is not hidden
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SporyTike 2019-08-06 09:20
Could be because of the "allow_disabled"
09:21
because that means it's always active
09:24
Yeah, I'm pretty sure that will be the reason
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cubesolver 2019-08-06 09:42
removing that still doesn't do anything. i can cycle through the options endlessly, but the check doesn't disappear
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Hamsda 2019-08-06 09:54
not sure why you are using a progressive when what you created is essentially a toggle and i'd assume the issue is with the location then
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cubesolver 2019-08-06 10:17
Here is the code for the location
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EmoSaru 2019-08-06 10:43
Can you actually describe what the behavior you’re seeing is? Nearly meaningless things like “nothing happens” make it difficult to reason about what is going on.
10:46
Also, if you had referred to either a working example, or ideally the JSON schemas linked in the pinned messages here, you would've found that visibility_rules is applied to the map_locations entry(s), not the location itself, and has actually been deprecated in favor of two separate attributes for restricting or forcing visibility. (edited)
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cubesolver 2019-08-06 10:51
It works now, I was looking at bladefangs mm tracker to see how that had been set up and I worked from that.
10:51
Thanks for the help
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EmoSaru 2019-08-06 10:53
Their pack contains a mixture of working and non-working examples. The attribute is also supported for sections.
10:53
As a general statement, I always recommend referring to my LTTP pack and the JSON schemas as reference. I can't guarantee that any other packs do things 100% correctly.
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cubesolver 2019-08-06 10:54
I have been, but I didn't see the examples of the settings like in hamsda's oot or the mm so i used those as a reference
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EmoSaru 2019-08-06 10:58
As far as I can tell, every instance of that attribute being used in Hamsda's pack is correct and working. (edited)
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Hamsda 2019-08-06 11:00
yeah, i just have the deprecated one almost everywhere still
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EmoSaru 2019-08-06 11:01
It still works though, and I would give ample notice before actually removing it. The deprecated status just means I recommend using the new more specifically name attributes for new development.
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Hamsda 2019-08-06 11:06
yeah i know
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MuffinJets 2019-08-07 17:19
Why doesn't this work? I've got "itemgrid" as an established set, shouldn't this call it as if I had it all written it out here?
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EmoSaru 2019-08-07 17:20
No
17:20
Why would it?
17:20
"key" is not an attribute on item_grid
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MuffinJets 2019-08-07 17:21
I had seen it on another tracker, thought it was valid. Is there a way to do what I'm attempting?
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EmoSaru 2019-08-07 17:22
layout is a valid type
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MuffinJets 2019-08-07 17:22
Gotcha
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EmoSaru 2019-08-07 17:23
Again, please refer to the JSON schemas linked in the pins
17:23
They can answer these questions
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codemann8 2019-08-07 17:35
I've got a question, is it possible to have two tracker objects be referenced within a progressive toggle (essentially possible 4 states)? I'm attempting to make 3 tracker objects show up as one icon in the tracker. Using a composite toggle with left item being one item and the right item being possibly progressive toggle for two items. An example would be combining hookshot with the 2 boomerangs into one icon (although that's not exactly what I'm doing). Do you see any possible way 3 items being trackable in one icon slot? (edited)
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EmoSaru 2019-08-07 17:36
There are currently only two input gestures exposed. Left click, and right click.
17:37
Ergo, doing more than two things is not really feasible at all right now, without it being a significant input burden.
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codemann8 2019-08-07 17:37
Right, I was thinking that the right click could cycle thru the 4 possible scenarios for the 2 items, by way of a progressive toggle
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EmoSaru 2019-08-07 17:38
If you don't require more input gestures, than you can build a custom item in Lua.
17:38
See the topic, and the pinned messages.
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codemann8 2019-08-07 17:42
The pinned messages don't seem to have a lot of info, where can I find "the topic"?
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MuffinJets 2019-08-07 17:45
"the topic" is custom items in Lua
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codemann8 2019-08-07 17:47
Ok, yes, that doesn't really help me since I'm already making plenty of custom items. My question is of one that's advanced usage beyond what's described in the pinned message.
17:49
I was hoping for some clarification or guidance in whether what I'm trying to do is possible or not, and if so, what would be a good way to approach it?
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MuffinJets 2019-08-07 17:51
I don't know Lua any more than what I'm learning right now, so I could be speaking out of my ass here, put me in my place if I'm overstepping. But based on what Emo had said prior, there are two input gestures 'exposed' right now. Would you know how to 'expose' a third? I'd say that's a good starting point, based on context
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EmoSaru 2019-08-07 17:53
You can implement custom item types in Lua.
17:53
That can do whatever you want.
17:53
And set their icon to whatever you want
17:53
Literally the most recent pinned message is about that.
17:53
And the same link is located in the channel topic.
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codemann8 2019-08-07 17:58
Ok this is where the disconnect is, lets say I want the 2 boomerangs as a progressive toggle. I add a custom progressive toggle item. When I click on it, it will cycle thru that progression, but how can I get those to set the current boomerang items accordingly during each stage?
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EmoSaru 2019-08-07 17:58
You grab those items and manipulate them
17:58
Just like autotracker does
17:59
For which my pack exists as reference
18:01
you also have the option of not using those items (edited)
18:01
and instead providing the codes from your item directly (edited)
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codemann8 2019-08-07 18:04
Yeah, I'm looking to avoid disregarding the default items so I can avoid rewriting the logic rules. Thru autotracker I see this as fine to do, as you can just modify both items at the same time. But I'm wondering when you manually click one item how you can get it to modify a different item as well.
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EmoSaru 2019-08-07 18:04
You don't have to rewrite any of the logic.
18:04
You just have to provide the codes.
18:05
And your question makes no sense, because whether autotracker is running a function or clicking an icon is running a function, it's just running a function
18:05
there is no difference
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codemann8 2019-08-07 18:07
I guess I need to find where the function call happens when you manually click an item, cuz I'm really only aware of the Memory Watch triggering functions
18:08
I'll do more digging
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EmoSaru 2019-08-07 18:08
Have you looked at the most recent message in the pinned messages?
18:08
Like I said to?
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codemann8 2019-08-07 18:08
Yes
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EmoSaru 2019-08-07 18:09
I would suggest that if you are still needing to do more digging, then you didn't. If the answers are unclear after looking at those resources, then this may not be an appropriate level of customization for you to be tackling right now.
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codemann8 2019-08-07 18:10
In other news, I figured out how to track small keys and dungeon items thru autotracker. If you're interested in it, I've been running with it for a couple months now.
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EmoSaru 2019-08-07 18:11
No thank you.
18:11
For the record, the issue has never been not knowing how to do a version of it.
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codemann8 2019-08-07 18:12
You once told me it was impossible to implement
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EmoSaru 2019-08-07 18:12
That's not quite what I said. (edited)
18:13
Regardless, no thank you.
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codemann8 2019-08-07 18:16
No problem, although I remember your concerns about tracking them in real time, as relative additions, which mine doesn't do, my solution works at any given point, even if you load up a save mid-run and track from there. But if you don't want it, no problem.
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MuffinJets 2019-08-07 20:13
20:13
20:14
What am I missing?
20:15
20:15
Never mind, I found it
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MuffinJets 2019-08-08 11:16
In Link's Awakening, freestanding heart pieces can be hookshotted towards you, but you can't hookshot to a chest. In the rando, when a heart piece is shuffled in the pool, a chest will be replaced with the freestanding heart piece. So, is there a way to go, "if the user inputs a heart piece as the captured item for this check, allow them to collect it with the hookshot"? (edited)
11:16
Apologies if this is unclear
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deserteagle417 2019-08-08 11:36
I guess packs don't usually track heart pieces/containers in logic... I've also never done anything based on what captured_item is there, but I imagine you can probably write a lua function that looks at the captured item at the location and return true if it's a heart piece and the hookshot is in your possession. I don't do much with lua in my pack though, so take that with a grain of salt.
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Lechtansi 2019-08-08 12:39
@MuffinJets as an alternative, maybe you could just mark the locations sequence breakable if you have the hookshot, and that allows the user to mark off the location if it was a heart piece
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deserteagle417 2019-08-08 12:46
^that's not a bad idea
12:46
since I reckon heart pieces aren't in the game logic, maybe that's a good solution?
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Lechtansi 2019-08-08 12:57
i mean, its technically a sequence break if you have the hookshot
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Natalie 2019-08-08 12:58
I imagine that one's up to the rando devs as to whether it's a sequence break in the event that health is actually accounted for for some weird tech
12:58
but, being Link's Awakening
12:58
that seems pretty unlikely
12:58
somewhere around 0%
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Lechtansi 2019-08-08 13:07
i was thinking more along the lines of "accessing this location" is a sequence break, not whether or not health is accounted for
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MuffinJets 2019-08-10 19:57
How can I make it so that a player has an exact amount of a consumable-type item in order for a check to be active?
20:00
To be specific, in LADX, you can get a reward from the Seashell House if you have exactly 5 shells, no more, no less.
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MuffinJets 2019-08-10 20:16
Never mind, I found out how Thanks anyway
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Natalie 2019-08-10 21:20
...why should that location even be relevant? If it's missable, it should absolutely never contain a true progression item, or even nice-to-have such as heart pieces.
21:21
As such... why does it need a location on the map?
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MuffinJets 2019-08-10 21:35
Future-proofing, in case that ever does become an item that could exist, or if they become possible to grab without such a specific requirement
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MuffinJets 2019-08-12 15:02
So this problem I'm having involves sending multiple screenshots so please be patient as I send them all lol
15:02
15:03
15:04
15:05
What would I be missing?
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EmoSaru 2019-08-12 15:06
Before I look at this in more detail, why are you using a progressive item for an on/off toggle?
15:12
Beyond that, it's hard to debug code in screenshots.
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MuffinJets 2019-08-12 15:13
I did a progressive item for an on/off toggle so that each stage could have a seperate code
15:14
I can upload the files here if that would be easier
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EmoSaru 2019-08-12 15:14
that would be easier, zipped please
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MuffinJets 2019-08-12 15:14
Will do
15:18
Both screenshots of code happen a the very bottom of their respective files
15:20
Or near the bottom, at least
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EmoSaru 2019-08-12 15:30
I recommend looking carefully at the type field of your item that's not working
15:31
And always double checking your JSON to make sure it says what you think it says when something's not working
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MuffinJets 2019-08-12 15:34
Big oof, I see it now
15:34
Thank you
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MuffinJets 2019-08-14 19:50
I have a setting to distinguish "simple dungeon tracking" (just displaying the number of non-dungeon item checks) and "advanced dungeon tracking" (displaying the accessibility and names of each individual check in the dungeon) I know how to set this up and I already have done so, but my question to you guys is what icon/symbol I should use, because I'm spacing out as to how this can be represented
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JRJathome 2019-08-14 20:58
You could do something like this with the map sprite and the game's font. (edited)
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MuffinJets 2019-08-14 21:01
I like it
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cubesolver 2019-08-14 23:01
If I wanted to make something similar to composite toggle where one item is progressive and the other is a toggle, I'd need to make a custom item, correct?
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codemann8 2019-08-14 23:02
I'm pretty sure you can just set the left and right item to each, without having to make a full custom item
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cubesolver 2019-08-14 23:13
the way i understand the composite toggle is that both items involved have to be toggles. When looking at the schema it looks like each image can only have 2 states, but for what i want to do, i'd need more states for one of them
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codemann8 2019-08-14 23:16
I'm pretty sure progressive handles very similarly in that each click just advances the progression to the next state, it's the same as if you typed !hud left_item and !hud right_item in your chat
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cubesolver 2019-08-14 23:37
But the thing is with composite toggle is that the left and right only take booleans. Since one of the items is progressive, it always gives false to the composite toggle, so it never cycles images.
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EmoSaru 2019-08-15 01:30
you would need to make a custom item type to do that
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Kongolan 2019-08-15 19:44
so i just started to customize my layout a little for my tracker, i found the files and json is easy to read. Do they need to get zipped to be used by EmoTracker or is a folder structure possible as well? (which is easier for development)
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Kongolan 2019-08-15 19:55
also what is common.json for, it seems like it has duplicated entries for me, which are not used as all? since i just changed my first item and i had to put it into dungeon items.json as well, so common.json wasn't enough
19:55
?
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EmoSaru 2019-08-15 19:55
If you’re just customizing layout for an existing pack, you should just export overrides for the files you’re changing and edit the override versions
19:56
What pack are you editing?
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Kongolan 2019-08-15 19:56
Raikaru's and Atz oot Rando pack
19:56
reordering the layout basically removing some items
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EmoSaru 2019-08-15 19:58
Okay. You’d have to check with them about that file - its possible that it’s legacy cruft and their init.lua doesn’t load it anymore
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Kongolan 2019-08-15 20:00
so i just need ot edit the dungeon_items.json? wouldn't it be smart to have all variants actually in 1 file instead of a sub structure and only add specific and new items to my layout version? so i rather want to edit the common.json instead of the dungeon_items.json
20:01
Tracker:AddItems("items/common.json") Tracker:AddItems("items/dungeon_items.json") Tracker:AddLayouts("layouts/tracker.json") Tracker:AddLayouts("layouts/broadcast.json")
That's the init.lua
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MikeTrethewey | Axiom Verge 2019-08-15 20:02
It all depends on how they have it organized. EmoSaru just provides the app that reads it all and puts it together.
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Kongolan 2019-08-15 20:03
is there any link to like a tutorial or a collection of such apps? because i barely found information before coming here and i feel like i ask questions, which are already asked in the past, but hard to find
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EmoSaru 2019-08-15 20:07
Not currently, and I’m not sure what you mean by “such apps”. EmoTracker is THE app in this case. The recommend for people wanting to learn this stuff is to break down and tinker with existing packs, which you’re already doing.
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MikeTrethewey | Axiom Verge 2019-08-15 20:07
It looks like their init.lua is referencing files that don't exist. So, I guess it depends on which variant you want to alter.
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Kongolan 2019-08-15 20:25
What i understood was, that there is a app for easier editing the common.json and dungeon_items.json files. Like a visual editor of some sort, i'm already making my way through what i need, since i expect only to create 1 layout, i just modify the dungeon_items.json
20:26
And i created my own variant right now, by copying some files over to a new folder (edited)
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Natalie 2019-08-15 20:29
Did you mean: VS Code
20:29
(as mentioned in the pinned messages)
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EmoSaru 2019-08-15 20:51
There is no visual layout editor, but there are text editors with good support for json formatting, like vs code
20:51
If you’re just changing layouts, you shouldn’t need to edit the item definitions... just the layouts.
20:52
If you’re actually adding new items, or changing the way items function, that’s different
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Kongolan 2019-08-15 21:11
yeah i use vs code already, thanks for the advice. I'm already an expert at java script and json, so i get my way along. The raikaru pack doesn't seem to have a image for a din's fire and faroreswind combined, does anyone have a link for that, or can tell me what other pack combined those too, so i can copy their json over (i need the image as well obviously)?
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JRJathome 2019-08-15 21:55
din's fire and faroreswind combined
I don't think any of the packs have an image for those two combined. Farore's Wind and Nayru's Love don't really affect logic afaik, so for compact layouts, it's easier to just get rid of them and leave Din's Fire.
(edited)
21:57
It wouldn't be that difficult to make an icon using photoshop or something like that.
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Natalie 2019-08-15 21:58
I can't think of a single potential logic-altering application for Farore's Wind.
21:59
So it makes absolutely no sense to fold the icon into an item that does have bearing on logic.
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Kongolan 2019-08-15 22:10
well farores is handy for some tricks, so it's generally a useful item, which i would track, so people know that i can use the tricks in shadow temple, water and such
22:10
so it's defintely an item i would look out for
22:10
i gussed there would be an image for for it, since the rando tournaments have that in their tracker (which is a custom build one)
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EmoSaru 2019-08-15 22:11
Keep in mind that you have two layouts in EmoTracker - the tracker layout, and your broadcast layout.
22:11
If you are capturing the broadcast view, you can leave items YOU want to track without necessarily needing them on stream
22:11
Not sure if that’s relevant to what you’re trying to do
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Natalie 2019-08-15 22:11
Nothing is stopping you from, say, stripping out every item but the bare minimum for your go mode on the broadcast view.
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Kongolan 2019-08-15 22:13
that's true and a handy feature, but the main reason why i change the layout is because i usually want to focus more on the game and less on tracking, so broadcast and my layout are the same for only "needed" items (which are useful and nice to have, since they alter the way i run the game). So big goron sword while not logically important most of the times, is still good to have, since it changes some bossfight strats, same for farores, it basically makes me route in another way more often
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EmoSaru 2019-08-15 22:14
It’s your call, but as a general rule, stacking two items one icon has a tendency to increase tracking effort, not decrease it, so I’m not sure if you’re heading down a productive path if that’s your issue. I don’t understand why the broadcast and tracker layouts being the same is relevant, but it’s your workflow so 🤷‍♀️
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Kongolan 2019-08-15 22:18
yeah splitting those up to track better is actually a smart move, but for combined tracks like boots and tunics, do they work on broadcast view, so if i have them seperate in my view and combined on the broadcast view? if so how does it know if both are tracked on my view?
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EmoSaru 2019-08-15 22:20
If they are composite toggles based on existing toggles, yes
22:20
If not, no, although you could use Lua scripting to keep them in sync
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Kongolan 2019-08-15 22:21
seems like i found the combined image: https://ootr-tracker.firebaseapp.com/Spells3.png
22:22
for everyone searching in the future
22:23
thanks @EmoSaru i will see how my tracking effort works and if it's too much with the combined ones, then i rather get the singular option done. i'm close to finish my layout now and i guess i have everything i need setup
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Natalie 2019-08-15 22:31
As someone who isn't colorblind, that just looks like a coloring error.
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Kongolan 2019-08-15 22:35
yeah it's flawed 😄
22:35
but it's the one some people are using, so i will now as well
22:35
thanks for the help ,i finished my work i guess, so heading to sleep right now, gn8
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JRJathome 2019-08-16 08:52
Ah, I didn't think to check other trackers. I was just checking the EmoTracker packs.
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jan_susi 2019-08-21 14:06
Thanks for the tip, I made a basic edit to figure out how it works, it didn't crash, now I just gotta make it look exactly like I want to jansusBlush
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Myth197 2019-08-23 16:48
is there a way of making a condition true if an item is not acquired?
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deserteagle417 2019-08-23 17:00
Can probably just write a Lua function that outputs true if the item value is false and vice versa. Then call that function in your locations
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Myth197 2019-08-23 17:01
yeah that makes sense
17:03
i'm doing key logic for minish cap in dws, if you don't have the gust bellows then key progression is linear but if you have gust then everything can be done out of order
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EmoSaru 2019-08-23 17:05
Yeah, Lua is the way to do it
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Spy 2019-08-27 12:24
Is there any ALttPR customization already out there that allows you to select what medallions are needed for MM and TR? Only wonder since my OCD wants the auto-tracking to light up go-mode (or even dungeon accessibility) when it actually is/they are accessible instead of when I collect all or the vanilla-needed medallions... Or am I just blind? 👀 (edited)
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Natalie 2019-08-27 12:29
Right-click the medallion.
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Spy 2019-08-27 12:36
hmm musta missed it then when I was looking around at it. Will have to double-check that when i get home 👀. Thanks! 😄
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MikeTrethewey | Axiom Verge 2019-08-27 12:38
Blind is in Thieves’ Town.
😅 3
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Honey 2019-09-02 19:29
is there a view to costumize the broadcaster view so that the order is following: [Item] [Map #1] [Map #2]
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EmoSaru 2019-09-02 20:17
You can do that be exporting an override for the broadcast layout (the specific file to override will depend on the pack you're using) and editing the resultant JSON file.
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Honey 2019-09-02 20:26
ahh thank you Saru ;) figured it out somehow after 2 coffee, thanks for the export tip :3 (edited)
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cubesolver 2019-09-03 09:00
I'm making a toggle_badged item with a progressive item as the base. My current issue is that the badge part (on right click) does not show up on a specific image used in the progression regardless of its position in the progression sequence. Is there something I'm doing wrong? I can post the code if that will help.
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cubesolver 2019-09-03 09:27
It seems like it’s an issue with the image as I’ve now encountered other problems with just that image while trying various fixes
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EmoSaru 2019-09-03 12:10
Send me your pack as a zip with instructions on what to look for. I can try to see what's up.
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cubesolver 2019-09-03 14:16
not sure how this was the cause, but i just remembered that for whatever reason, the sprite for that particular item was 17x17 instead of 16x16. I'd doubled the item sprites sizes to look better, so it was then 34x34. cropping it down to 32x32 fixed it (edited)
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EmoSaru 2019-09-03 14:16
let me check something
14:17
ah, yes
14:18
the overlay processing code bails if the image sizes don't match
14:18
I'll make a note to output a debug message to the console when that happens
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cubesolver 2019-09-03 14:18
sounds good. idk why capcom decided they needed the extra pixel for that particular item but pieShrug
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deserteagle417 2019-09-03 15:18
Typical Capcom... lol
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MuffinJets 2019-09-03 16:43
I ran into a similar situation when I found out that heart pieces in LADX are 16x15 lol
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Natalie 2019-09-03 17:28
Always assume that a sprite is a multiple of 8px
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7imberWolf 2019-09-05 13:35
Hello there! I’ve been good and read the FAQ, which lead me to this Channel. I saw in the documentation on the website that you can change the gray background to transparent, but I have no clue how to do so. Is there a step by step, or guide I can follow? Or can someone point me to where to change it?
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Natalie 2019-09-05 13:36
You can't use a transparent background for Broadcast View without first installing whatever plugin is necessary for your stream software to handle NDI video sources
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7imberWolf 2019-09-05 13:40
I was actually just using the regular view and cropping it down
13:41
If that helps?
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Rain 2019-09-05 13:41
if you enable broadcast view, it streams the content of that window automatically as NDI with transparent background
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7imberWolf 2019-09-05 13:43
But first I’ll need the plugin to OBS to handle NDI sources?
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Natalie 2019-09-05 13:43
That doesn't help at all. The Broadcast View is created specifically to solve a lot of problems, including inconsistent capturing of the main window.
13:43
Yes. You need a plugin for OBS to accept NDI.
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Rain 2019-09-05 13:43
it's fairly simple to set up, it adds a Source type called "NDI source" or sth
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7imberWolf 2019-09-05 13:43
Gotcha. So get the plugin, broadcast view, add the source as NDI
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Rain 2019-09-05 13:43
and automatically detects all NDI streams you have running and lists them as a dropdown
13:44
it's great
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7imberWolf 2019-09-05 13:44
Okay, thank you! I’ll give it a go
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Natalie 2019-09-05 13:51
There are a few optimizations to make NDI video sources a little crisper, but I forget the details
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Rain 2019-09-05 13:53
they looked fine when I used them - what do you mean specifically?
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7imberWolf 2019-09-05 13:56
https://github.com/Palakis/obs-ndi/releases/tag/4.6.2 is this the one? I only ask for sure, becuase Virustotal.com says it has three malicious engines in the .exe file, which gives me pause to install it
Network A/V in OBS Studio. Contribute to Palakis/obs-ndi development by creating an account on GitHub.
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Rain 2019-09-05 13:57
my virus software doesn't say anything; additionally I don't know much about virustotal.com's standards, but this library DOES open a network interface (for streaming), which in itself might already be a red flag for some
13:57
I've been using it for some time and it is fine
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7imberWolf 2019-09-05 13:58
good enough for me. VirusTotal has been flagging almost everything I've downloaded and then checked with them lately, so I'm probably gonna stop using it.
13:59
a VN, EmoTracker itself, now this
13:59
thanks!
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Rain 2019-09-05 14:00
it's also linked on the OBS website, and is [Featured] there. That being said, I do not know how well-curated their resource list is
14:00
okay glad we could help!
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7imberWolf 2019-09-06 10:49
It all worked! Thank you kindly for the assistance!
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roger 2019-09-06 15:43
i use OBS there are great
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AreJa 2019-09-21 00:30
So, I'm sure that this is basic and I'm probably missing something simple. I'm trying to adjust the size of the icons for the PugHUD keysanity tracker. I've successfully adjusted the size of the item icons using the "item_height" and "item_width" lines in the json, however I can not for the life of me figure out how to change the dungeon and the key/big key icons. I've tried doing the same with them using the "item_height" and "item_width" lines, but it doesn't do anything. I have a shaky hand and sometimes it's very difficult for me to click precisely on those smaller Icons. Any help would be greatly appreciated. (edited)
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JRJathome 2019-09-21 00:51
Honestly, for the keysanity tracker, I've found it easier to keep the original icon sizes and just add "scale": 2, to the whole thing.
00:52
Add that to the parent array so it affects all the item grids.
00:54
If you want more exact control though, I believe the actual key items are square icons, so those use "item_size" instead of "item_height" and "item_width" (edited)
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AreJa 2019-09-21 00:58
Thank you
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Liam_Atlas 2019-09-21 20:53
I'm having some issues with NDI and I think it's because of the new update to 4.0. I recently updated my PC and was re-installing everything. the NDI SDK version is now 4.0. I downloaded it and the latest OBS Plug-in (4.70). I no longer get the NDI indication in EmoTracker when broadcast view is open.
20:53
I'm assuming this is just a result of new NDI version. but figured i'd post.
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EmoSaru 2019-09-21 20:58
I have not updated to the latest NDI yet, but it should still work unless they borked something bad
20:58
I will take a look though, thank you for the report
21:00
Possibly dumb question - have you rebooted your machine since installing all the updated NDI stuff?
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Liam_Atlas 2019-09-21 21:00
yes
21:03
i tried looking for an old install of 3.8 but was unable to find one
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EmoSaru 2019-09-21 21:04
NDI is generally 100% forwards and backwards compatible, so I'm pretty shocked by this
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Liam_Atlas 2019-09-21 21:04
could be something screwed up on my end. this is a totally new pc install. just figured i'd report. (edited)
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EmoSaru 2019-09-21 21:11
Fair, and yeah - I just installed the updated obs-ndi (which also installs the NDI 4 runtime) and things appear to be working correctly for me with the current release version of emotracker.
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Liam_Atlas 2019-09-21 21:12
i'm going to try completely deleting my overrides folder, since i migrated it from my previous install. and try again
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Rain 2019-09-21 21:16
I just installed the entire thing yesterday and it is working for me too.
I no longer get the NDI indication in EmoTracker when broadcast view is open.
stupid question: does it appear in the list of available NDI sources in OBS? Broadcast view alone shouldn't give you the icon, only if the source is actively read/NDI is connected
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EmoSaru 2019-09-21 21:19
Also an excellent question.
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Liam_Atlas 2019-09-21 21:21
that's what it was. I had to update my OBS layout's connection to emotracker as a source, even though the source was still added when i loaded my saved layout
21:22
thanks, sorry for the trouble.
21:22
New PC build problems feenHappy
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EmoSaru 2019-09-21 21:27
no worries
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something right 2019-09-22 14:08
hey im working on making a pack, and i havent been able to figure out how to get items to show up in the 'capture menu'
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EmoSaru 2019-09-22 14:09
the capture popup is filled with the contents of a reserved layout name - tracker_capture_item. I always recommend using my pack for reference, as it shows how this works.
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something right 2019-09-22 14:12
alright, thanks! i looked through the lttp pack but just completely missed that haha
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Master_of_Pants 2019-09-27 22:25
Is there a way to make the recap stay longer?
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EmoSaru 2019-09-28 02:01
not currently
02:01
it's somewhere near the bottom of the my todo list
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Pink Switch 2019-09-29 14:42
I can't get a setting to show up for some reason
14:42
on rikku's mm tracker
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Pink Switch 2019-09-30 20:34
@Hamsda where is the pinned location stuff for your map tracker stored
20:34
what file
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Hamsda 2019-09-30 20:35
i dont understand what you mean
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Pink Switch 2019-09-30 20:46
where are the pinned locations
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Hamsda 2019-09-30 20:55
i still dont understand pinned locations is something you make use of
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Pink Switch 2019-09-30 20:55
it was in layouts.json
20:55
you could have said that
20:56
anyways aside from that
20:56
why are some of the checks for the fairies being cut off
20:56
even though it's full screen and not a window size issue
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Hamsda 2019-09-30 20:56
that is not even my pack
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Pink Switch 2019-09-30 20:57
...I know...
20:57
I was trying to figure out where your pinned layout was so I could reference how you made it...
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Natalie 2019-09-30 21:15
I'm failing to see what the objective here is.
21:15
Pinned locations is literally just a pane.
21:15
Are you asking about the map
21:16
and locations on the map
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cubesolver 2019-10-02 00:03
to move my question into the proper channel, I currently have the platform for my pack set to GBA, does the capitalization matter? (edited)
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EmoSaru 2019-10-02 00:13
I don’t believe so (edited)
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Rain 2019-10-02 00:28
if it still doesn't work, I can test it this evening and send you the basic setup
00:28
(uh....in about 8h)
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cubesolver 2019-10-02 08:20
that would be great thanks
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Rain 2019-10-02 08:50
sent you the file
08:51
shows the (pretty nonfunctional) icon :D
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something right 2019-10-03 17:46
heyo its me, so im currently working on a hollowknight pack, and my layout is doing some weird things.
17:46
17:47
it seems like my icons arent centering properly.
17:48
17:48
this is how my layout is set up
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EmoSaru 2019-10-03 17:48
are all the images used by the item grid the same size?
17:48
if not, make them the same size
17:50
if you want to use inconsistently sized images with centering, you would need to build the grid yourself out of array elements, fixed size container elements, and then individual item elements (edited)
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something right 2019-10-03 17:55
hmm, alright
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TheBladeRoden 2019-10-09 22:30
Is there a way to customize it so blue spots can be hidden along with the gray and red spots?
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EmoSaru 2019-10-09 22:37
Not currently
22:38
your only option would be to override the location definitions to remove those accessibility cases
22:38
but I wouldn't recommend that as a general rule
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AppleJuicer 2019-10-10 02:01
Im colorblind. is there any way that i can change some of the colors around because im having a hard time seeing the difference between the green orange and yellow
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Matkap 2019-10-10 07:06
Hello, I am trying to start customizing the tracker, such an amazing tool. I am new to Json, but it doesnt seem that hard. I was following the steps someone posted previously to add the item tracker as well as broadcast viewer the Item chest per dungeon.
07:08
The thing is, the Editor i Am using, XML Validator buddy, gives me an error for the items common.json , but not for the broadcast one. I believe amother things its because it starts with // (but im clueless about this things). The broadcast did update correctly, even though all the items except the pendands dissapeared, as well as all the other items. pendants do appear twice, I guess that will fix itself once the items code are correctly inputed.
07:08
07:08
07:09
As you can see, Item broadcast is changing, but common.json has an error once I Open it. Maybe I should another editor? Sorry if this ix explained somewhere else, this is all quite new and a bit overwhelming.
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Hamsda 2019-10-10 07:21
it's because the files are basically .jsonc files (json with comments)
07:21
if you can tell that program that it should interpret them as .jsonc it should be fine
07:22
otherwise I'd recommend getting a better program 😛
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Matkap 2019-10-10 07:34
gonna download Visual Code Studio now, saw on privous comments
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Matkap 2019-10-10 08:06
Seems to be working now, thanks 🙂
08:06
maybe you could pin that Visual Code Studio is recommended or in the faq, didnt see it that quickly and its awesome!
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Hamsda 2019-10-10 09:01
quite a few of us may use it, but there is an endless amount of programs that do the job rooShrug
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Matkap 2019-10-10 09:49
yes, but the ones I found were terrible 😄
09:51
So I am getting the hang of it, and already got the item tracker as I wanted with the chests for each Dungeon. One question, would it be poosible to assign to the map, instead of item counts of location, to be the same number as the item count for each code I made for each dungeon chests?
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EmoSaru 2019-10-10 09:51
not currently
09:52
those two things are not directly linkable at this time
09:52
for map trackers, I genuinely recommend just using the chest tracking support in locations
09:52
I understand the desire some people have for chest indicators
09:52
in the items area
09:52
and it's possible to do as a read-only thing
09:52
but not as a read-write thing
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Matkap 2019-10-10 09:55
Ok, no problem, thank you 😄
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AppleJuicer 2019-10-11 02:41
I'm trying to make the colorblind file and i think i may just be dumb. Would this work? [ { "accessibility_partial": "#228b22" }, { "accessibility_sequencebreak": "#ff4500" }, { "accessibility_normal": "#006400" } ]
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EmoSaru 2019-10-11 09:33
You’ve got way too many braces. The contents of the file should be a single json dictionary.
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ReggX 2019-10-11 10:07
Is there a way to change/manipulate the image a specific map is using? Either conditional in json or through lua?
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EmoSaru 2019-10-11 10:23
You can export overrides for any file in any pack. Check in the advanced section of the menu. Depending on what you’re changing, you would potentially also need to reposition all the locations on that map, but if you’re just editing the same image, it’s likely straightforward.
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ReggX 2019-10-11 10:27
I meant live, as in as a reaction to an item. You'll do a certain check (i.e. grab a dummy item) and the world map changes in response
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EmoSaru 2019-10-11 10:44
No, that is not currently doable.
10:45
It’s possible for me to support in the future, and I plan to expose things like that, but i don’t have a timeline for it.
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ReggX 2019-10-11 10:48
okay, no problem. It's more of an eye candy feature for my use case anyway.
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AppleJuicer 2019-10-11 13:32
ah
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EmoSaru 2019-10-11 13:38
@AppleJuicer there is an example file in the message describing the feature in #faq
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AppleJuicer 2019-10-11 13:40
yeah I've seen it I just havent done that much in the way of coding or scripting so i wasnt really sure what to do
13:45
but even putting the example file in my EmoTracker folder doesn't change the sequence break color to magenta
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AppleJuicer 2019-10-11 14:08
i was using the wrong folder nevermind
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Lechtansi 2019-10-13 13:02
has anyone had problems applying overrides ever since the new version? I opened up the LTTPR standard map tracker, exported my layout override, and made some changes and nothing happened
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EmoSaru 2019-10-13 13:19
define "the new version"
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Lechtansi 2019-10-13 13:58
2.3.6.6
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Lechtansi 2019-10-13 14:14
steps to reproduce: with no other overrides, i exported \layouts\tracker.json. i edited the very first item, "bowandarrows" and changed it to "lift1." saved, refreshed emo tracker, and nothing changed
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EmoSaru 2019-10-13 14:21
What pack variant are you using?
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Lechtansi 2019-10-13 14:22
standard map tracker
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EmoSaru 2019-10-13 14:23
Ah, I see what's going on here.
14:23
The fact that the piece of layout you're overriding is still in that file is an error.
14:24
To modify the item grid, please override the appropriate layouts/items.json
14:24
I will remove the problematic section from the pack
14:25
FYI, it's not an issue with the new application version. It's the restructure of the pack layouts.
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Lechtansi 2019-10-13 14:28
cool. since the new pack came out at the same time as the new application i couldn't tell which one was causing the issue
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EmoSaru 2019-10-13 14:32
yep, fair.
14:32
the latest update to the pack has the confusing sections removed, thanks for reporting it
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wolfman2000 2019-10-13 14:49
Text as an element? I am definitely looking forward to this.
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ReggX 2019-10-16 06:27
Did the recent emotracker update change the behaviour of restrict_visibility_rules on map_locations?
06:28
It seems to be doing the opposite now
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ReggX 2019-10-16 07:01
Instead of restricting the location to only be visible when the conditions have been met, it seems like it will NOT be visible if the conditions are met.
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cubesolver 2019-10-16 07:25
Yes it did
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EmoSaru 2019-10-16 08:36
This was an unintentional behavior flip, based on a misunderstanding. I'm going to correct this now.
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EmoSaru 2019-10-16 08:55
The changes I made to restrict_visibility_rules were done incorrectly based on me misunderstanding the existing behavior in the code and flipping it. I've just released an update correcting this - I have restored the old behavior for restrict_visibility_rules, and added a new field force_invisibility_rules to handle the thing it was doing in the last update (schemas have been updated). Apologies for the noise.
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EmoSaru 2019-10-16 09:11
As part of this change, anything that would force the location to be invisible overrides force_visibility_rules. That includes not matching restrict_visbility_rules and matching force_invisibility_rules (edited)
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Natalie 2019-10-16 14:38
@Hamsda see above; OoTR pack was affected, I assume
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CareFreeBomb 2019-10-22 08:15
Just wanted to thank everyone who has explained NDI sources in the past in this channel. I was able to just search for how to make the broadcast window transparent on my stream without bothering anyone. Y'all fab claphd
👍 3
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Natalie 2019-10-22 08:32
Whoa, the search worked for once.
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Rain 2019-10-26 10:47
hi @EmoSaru , for locations we have location.Owner.ModifiedByUser to check if it has been user-modified; do items have a counterpart to that?
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EmoSaru 2019-10-26 10:49
Nope. It’s something I can consider adding, but basically the more of this type of stuff you do, the more complicated it gets for autotracker implementations to correctly handle resets and save-scumming, so I’m not adding more of that type of stuff without well thought out requests/lobbying from pack devs.
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Rain 2019-10-26 11:22
Thank you. One more question: for a given location, is it possible to specifiy/set the capture item with lua?
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Dudude Dude 2019-10-26 11:29
It is, Hamsda's ZOoTR pack does that when you enable/disable certain items being at their vanilla location.
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Rain 2019-10-26 11:30
neat, will check it out
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DurranSD 2019-10-30 10:04
Is it difficult to make a custom pack for terraria speedruns? Does anyone take commissions to make them?
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EmoSaru 2019-10-30 11:15
I believe there’s already a pack for Terraria. If you have specific requests, it might be worth contacting the author of that one?
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DurranSD 2019-10-30 11:16
Hmm, I didn’t see it listed with the other packs
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EmoSaru 2019-10-30 11:18
Oh my bad
11:18
I was thinking Terranigma
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Natalie 2019-10-30 11:18
Some packs don't get submitted to the package manager, but instead float around as manual downloads from the community.
11:18
Also, was going to say.
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DurranSD 2019-10-30 11:20
This isn’t for a randomizer, but the terraria categories I run are pretty similar to a rando
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Natalie 2019-10-30 11:20
Terraria as a speedgame is a strange concept, if you ask me, and there isn't much value to having a tracker for it, even for viewer information on stream. Regardless, creating one should be incredibly simple as there is no logic required, just item objects.
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DurranSD 2019-10-30 11:21
Just want a simple one that shows the bosses I have/haven’t killed yet
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EmoSaru 2019-10-30 11:21
How difficult it is depends on your background.
11:21
Generally speaking though, that is definitely on the "easy" side of things.
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DurranSD 2019-10-30 11:23
I see, thank you
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Natalie 2019-10-30 11:26
The place to start, as always, will be investigating any Items Only package, including the official LttPR package variant, to learn how it's built.
11:27
You'll need to be comfortable with writing JSON data and have a bit of an intuitive sense of how what you write will change what you see.
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DurranSD 2019-10-30 11:28
Normally I love learning new stuff like this but atm I don’t think I have the time. Might be easier to just pay someone already experienced lol
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MikeTrethewey | Axiom Verge 2019-10-30 13:46
It looks like each boss does have summoning items and other potential requirements. EmoTracker packs don’t always need to be for randomizers. This game looks like it could benefit with the potential complexity of what you’re looking for. I don’t have time now, but it definitely looks feasible using inventory items, stat counts, and use of a “map” that could outline the different bosses on a simple coordinate system.
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TidusZecht 2019-10-31 14:05
hey everyone, i'm pretty good and modifying the way the tracker layout looks but this one is driving me bonkers because the icons won't line up like i want them to
14:05
here's a picture explaining what i'm trying to do
14:06
since the song of time icon holds no bar on the tracker, i feel i should have it gone off the tracker which allows me to set up the thing like so. alternatively i suppose i could keep it on and put it between the dungeon boss masks
14:06
would the adding back of the song of time and putting it there make it fit correctly?
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TidusZecht 2019-10-31 14:49
yes, it fixed it
14:49
thanks anyway 🙂 (edited)
14:49
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deserteagle417 2019-10-31 14:49
If you want blank spots in the tracker, you can just put an empty set of " " in the code as well
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TidusZecht 2019-10-31 14:50
oh.... i was wondering what those were in the json lol
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deserteagle417 2019-10-31 14:50
Looking at this picture, if you don't want Song of Time on there, you can just delete the item name, but leave the quotes and it'll leave a hole
14:52
Yea, basically the quotes just say "make an entry in this row" whether or not its populated
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Natalie 2019-10-31 14:52
i have a very, very basic usability question for you:
14:52
now that you've deviated from the approximate shape of the mask screen
14:52
how are you ever going to find the item you want to track
ThinkDorm 1
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TidusZecht 2019-10-31 14:58
just because I made the layout more square and compact doesn't mean the pictures are harder to see and notice what they are
14:59
i know people would go berzerk trying to read that layout but my mind works better when everything's compact rather than spread out
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Matkap 2019-11-02 05:16
Hello, I am really trying to cusomize my broadcast view, had some succes but cant really get one thing done. I have set up the map in the broadcast view and I am customizing a bit the layout of the broadcast view, this is what I have
05:17
05:17
I managed to put the map on the left, and customized a bit the items, what i Would want now is the recent pins to appear below the items, something like this (mockup)
05:17
05:18
more items would just be puting more than 2 items guess, but I cant for my live manage to put the recent pins below the items, I tried creating a second array or dock. this would be my code. Help would be really appreciated
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Matkap 2019-11-02 06:25
Weill I didnt manage this but I did solve it in another way 😄 the issue is that when I pinned it would change the size of the windows and mess up OBS, but what I did was make the items more vertical rows, and put a background of the same color on OBS, so the layout doesnt change with or with out pins (edited)
06:27
might move a bit more the items but quite happy with the result
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EmoSaru 2019-11-02 11:13
You can constraint the size of things by manually specifying width and height. I recommend doing that for any dynamically sized or growing elements on your broadcast view.
11:13
I strongly recommend that folks refer to the json schemas linked in the pinned messages.
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wolfman2000 2019-11-02 14:08
I'm looking over the schemas and trying to find where the option for using text instead of images is located. I want to replace my label "images" with straight up text. Am I either misreading the schema or misremembering the changelog about future text support?
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EmoSaru 2019-11-02 14:40
"future" is the word you're misinterpreting here. Some of the groundwork has been laid, but it is not ready for people to really start using yet, as it's not customizable, etc.
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Matkap 2019-11-03 02:50
Size did work, the problem I was having was getting the pinned items below the other items. I will look more up into the schemes but it is quite intimidiating. Big thanks for everything
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ReggX 2019-11-04 08:23
Is there a way to keep a capture item in its slot when the chest is cleared? (In the same vein: is it possible for a captured item on a cleared chest to show its current progression instead of the next possible progression step). I'm trying to use EmoTracker to keep track of the location of every important item when watching a race.
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EmoSaru 2019-11-04 09:01
Neither of those are available right now.
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ReggX 2019-11-06 09:23
When changing the state of an item, when does tracker_on_accessibility_updated() trigger? Before any lua functions used in locations.json, after all of them, or undefined/could be anywhere?
09:25
I need to update some caching variables before the access rules lua functions are triggered.
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EmoSaru 2019-11-06 09:34
It's called after all locations' accessibilities have been refreshed, which can occur in response to manipulating an item (after). This includes any dependent refreshes, which can be caused by e.g. lua expressions with side effects or certain types of location-accessibility references. There is no script function triggered prior to this process unless the item in question is a Lua custom item implementation, in which case the refresh is triggered when item.Icon is updated or when item:InvalidateAccessibility() is called. (edited)
09:35
I'm not sure what caching you're trying to do, but be aware that the tracker already caches the results of any given Lua expression during a single logic evaluation pass.
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ReggX 2019-11-06 09:54
I'm trying to build a script that converts logic straight from the randomizer source code into usable lua. The problem is that a direct conversion is horribly slow and prone to breaking due to circular logic. So I'm trying to implement "smart" accessiblity updates by only triggering the parts that are affected by the changed item and have the rest of the locations just grab their old values from the cache table instead of trying to reevalute every time.
09:55
That's why I need a lua function call after the item update and before the location update.
09:56
Heck, I'd also take a way to hack one into the location updates, if I can guarantee that it runs first every time. (edited)
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EmoSaru 2019-11-06 10:18
So, I’ll consider adding a pre-update lua hook, but it’s a very low priority request. With all due respect, I’m generally not super concerned with or supportive of this type of project, as the logic system as it currently exists is designed precisely to avoid issues with performance and logical ambiguities that require iterative solves.
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Sathdresh 2019-11-08 21:26
I created a tracker for the cv2 rando a while ago and it was working in v2.3.6.4 but it doesn't show up in installed packages in the new versions. Was there an update to the way packages need to be setup?
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cubesolver 2019-11-08 21:53
You need to do a manual reinstall
21:54
There should be something in #announcements
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MuffinJets 2019-11-09 09:03
We might need a new addition to #faq
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ReggX 2019-11-14 11:28
are the schemas outdated? Couldn't find any mention of capture_item_layout in them.
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EmoSaru 2019-11-14 13:58
I updated some of them recently, but I will check.
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ReggX 2019-11-22 08:39
what determines how map elements in an array are scaled with window height/width/both? It seems to be somewhat based on the 'orientation' property of the array, but I also know that plain maps can scale in any direction (but do have the annoying tendency to switch horizontal/vertical orientation on their own). Does anybody know of a way to have maps with fixed orientation that scale in both directions?
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EmoSaru 2019-11-22 10:10
Map elements are naturally an array, and support displaying multiple maps (all maps or a list of map names) in a single instance. Is there a reason you're managing them in another array? Internally, each map element is a viewbox, so they expand to fill whatever space is left for them. I noticed a missing entry from the schemas, which I've now corrected. map elements support an orientation property, for which the default is auto, but can be switched to horizontal or vertical if you would like to prevent them from switching when the aspect ratio changes.
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ReggX 2019-11-22 10:16
Ah, I see. The orientation property for maps was just what I was looking for
10:18
Thanks, now I can finally remove those useless array elements 👍
10:21
To answer your question: I used the array to get the maps into fixed orientation because I didn't know map elements can set their own orientation
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ReggX 2019-11-22 13:44
Is it intended behaviour that the capture item popup only goes from the vertical mouse position to the farther edge of the screen and will cut off its contents if they are too big? (instead of deviating from the mouse position and adjusting its start and end y coordinates to fit on screen)
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EmoSaru 2019-11-22 14:42
I'll have to check the way it's configured, but it currently uses a standard windows popup positioning mechanism. No special casing AFAIK.
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ReggX 2019-11-27 08:53
Does anybody have a complete list of members/functions that are provided by the Tracker object?
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deserteagle417 2019-11-27 09:22
Check the schema pinned here
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ReggX 2019-11-27 09:32
Since when are there lua schemas?
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Hamsda 2019-11-27 09:33
for months
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ReggX 2019-11-27 09:33
I can only see JSON schemas
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Hamsda 2019-11-27 09:34
that reminds me is there something up with the location schema, emo? it does not seem to suggest item_count anymore when I edit locations, but also doesn't flag it as wrong.
09:34
oh sorry, I misread your question
09:34
theres nothing like schemas for lua
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ReggX 2019-11-27 09:35
yeah, that's why I was pretty surprised when you said there has been a lua schema here for months 😂
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Hamsda 2019-11-27 09:39
I don't think theres a way for us to inspect all of them, since they are inside a userdata table
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ReggX 2019-11-27 09:41
yeah, I already hit that roadblock, so I was hoping that maybe Emo published a list or something similar some time ago that got lost in time.
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deserteagle417 2019-11-27 10:09
Oooh, my bad, I also misread it lol
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EmoSaru 2019-11-27 10:54
I do not have a published list. There's LOTS you can do due to the nature of how things are exposed to Lua, but a lot those things are not in states where I consider them APIs I'm willing to commit to supporting going forward. As a general rule, if my official pack, or any other published pack uses it, I'm okay with it. I'm not publishing an exhaustive list, because I only advertise capabilities currently when people ask whether something is possible or not and I make the decision that it's a) possible and b) doable in a way I'm willing to support long-term.
10:56
I can understand the frustration there, but the Lua integration was really originally intended for adding custom logic expressions that were too difficult to add normally via tree-flattening. Things beyond that have all come from creator requests, including custom items (which example code is available for in the topic and pins).
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blasteg 2019-11-30 04:26
Is it possible to have layout referencing other files? If I want my item grid, setting grids and map grid all on separate files, can I do that?
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Hamsda 2019-11-30 04:31
yeah you can, you give it type = layout and key = [name]
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blasteg 2019-11-30 04:33
OK thanks, off to re-organize my things a bit
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ReggX 2019-11-30 15:37
How does modifiedByUser work? Can it be used to detect whether a captured item has been cleared by getting the item (leftclick chest / rightclick location) or by clicking the clear button in the capture dialog?
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EmoSaru 2019-11-30 15:42
I believe currently it only tracks when the user clears the location by right clicking it. It’s unfortunately named, was introduced specifically to allow people to tell autotracker not to bring locations back, and it’s a tricky balance.
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ReggX 2019-12-01 10:12
found another bug in the layouts.json schema. canvax_x and canvas_y don't work. The correct names are canvas_left and canvas_top
10:14
also, is there a way to make button_popup only react to clicking on non-transparent areas?
10:20
I tried using button_popups with non-rectangular images (PNGs with transparent background) in a canvas, but the transparent parts of the top layer prevent clicking the non-transparent parts of lower layers
10:22
tldr: is there something like mask_input (the item properity) for button_popup?
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EmoSaru 2019-12-01 10:24
I will fix the schemas - thanks for that! Mask input is not there for the popup, but I will add it in the next release.
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ReggX 2019-12-01 10:24
great! thanks
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zeronicks 2019-12-01 13:55
when customizing...is it recommended to alter an existing pack or create a new one from scratch using the same settings? My end goal is adding a sm key counter to a pack that has dungeon items.
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deserteagle417 2019-12-01 14:51
I'd recommend the former. It's what almost (if not all) of us here have done
14:52
find one that does similar to what you want and build from there. Emo's pack is the standard reference
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zeronicks 2019-12-01 15:44
thanks @deserteagle417. I'll see if I can figure it out!
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blasteg 2019-12-03 15:44
is it possible to toggle fast tooltip on when a pack loads? iconizing something that isn't an item is hard, and I think having it on when pack loads help
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EmoSaru 2019-12-03 15:46
I'm not sure I understand the question. Are you asking for a way for a specific pack to have the default be "on" for that setting?
15:46
If so, I'm not a fan of that, because I generally don't like loading packs to change application-level settings unexpectedly. (edited)
15:46
It takes two seconds for somebody to enable it.
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blasteg 2019-12-03 16:02
ok, I'll add the recommendation on the item grid header then
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EmoSaru 2019-12-03 16:08
That's your call, although I wouldn't recommend it because I don't think it's necessary and for aesthetic reasons. 🤷‍♀️
16:09
You can also just consider adding a documentation link to your pack if it's distributed on the package server.
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blasteg 2019-12-03 16:11
not yet, work in progress, in alttp analogy, I'm essentially trying to make an icon to show you have access to say, South Dark World
16:11
as part of mock entrance rando tracker
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EmoSaru 2019-12-03 16:12
K. Well, as a general rule, my approach is to solve learning problems with learning solutions, and not impact usability/readability/aesthetics the rest of the time.
16:12
But it's your pack, and it's your call.
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blasteg 2019-12-03 16:14
making locations as items is already a lot easier than the original idea of making transition as items.
16:14
maybe there is a better way, but I have not yet find it
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codemann8 2019-12-04 18:31
Is there a way to "capture" an item and display it on the tracker itself, rather than a Section item from a MapLocation? If not, do you see this as something that could be possible thru a custom lua item?
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MikeTrethewey | Axiom Verge 2019-12-04 18:32
Pinned Locations kinda do that?
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codemann8 2019-12-04 18:36
Just for reference, I'm looking into the possibility of building some kind of 2D sphere progression grid, where you have a grid of blank icons to which you can populate it with items thru the capture functionality (edited)
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MikeTrethewey | Axiom Verge 2019-12-04 18:39
The Z1R pack has some sorcery that may guide you on your way.
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codemann8 2019-12-04 18:42
You're talking about that Dungeon Map using the Dungeon Palette?
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MikeTrethewey | Axiom Verge 2019-12-04 18:42
I think so? It lets you like paint a map somehow.
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codemann8 2019-12-04 18:46
Hmm, it seems like it could be a bit clunky to use, but I guess it could work. Thanks Mike, that is a creative way to do it! But I'll wait to hear if there might be a better method that uses that capture functionality, or if there's a way to build our own "pop-up" type windows (edited)
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MikeTrethewey | Axiom Verge 2019-12-04 18:53
Sounds good. Emo would likely have to add something to the base app to let that happen, but it’s definitely an idea. :D
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EmoSaru 2019-12-04 20:46
There are not directly usable item capture spots currently
20:46
but I will consider adding it in a future version
😍 3
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blasteg 2019-12-07 01:37
Might be a strange ask, two items, two different icon, same code in Json, is it possible?
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EmoSaru 2019-12-07 03:19
It's possible, but there are consequences. I need more context to advise on what makes sense or doesn't.
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blasteg 2019-12-07 03:22
so I mentioned before I was using "Location access as item you can 'get'" to mock entrance randomizer support.
03:22
We also have random starting location
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ReggX 2019-12-07 03:22
that sounds dangerous, what would Tracker:HasObjectForCode even return in that case?
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blasteg 2019-12-07 03:22
We are wondering if it's possible to mark that separately
03:23
while updating what area you initially have access when you change your starting location
03:23
or: "What area item you have"
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ReggX 2019-12-07 03:24
why do they need the same code though?
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blasteg 2019-12-07 03:29
because those would be the same item, albeit on the different position of the grid, having different picture due to their purpose
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ReggX 2019-12-07 03:32
Let me see if I got this right: you have a starting location item, that can be in multiple locations and should have different icon for each location?
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blasteg 2019-12-07 03:33
it shouls cycle through all the current possibbility
03:34
and yes, different icon for different location
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ReggX 2019-12-07 03:34
cycle through?
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blasteg 2019-12-07 03:35
like how you cycle through the Ether medallion to mark it as MM, TR, both
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ReggX 2019-12-07 03:35
and what it cycles through should change based on what's currently accessible?
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blasteg 2019-12-07 03:36
no, but I want it to link to other items in the grid
03:36
say the icon is "starting weapon"
03:36
which cycle through sword, axe and lance
03:37
and sword, axe and lance are all collectable item in the randomizer.
03:37
I want it to link to those items as it cycles
03:38
when you cycled it to axe, the rest dims and axe lits up as collected
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ReggX 2019-12-07 03:38
ah, I think I see
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blasteg 2019-12-07 03:39
you should only do it at the beginning of a seed, so i don't plan to support oddities if you change it mid seed
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ReggX 2019-12-07 03:39
do you need the ability through cycle through at all times, or only in thebeginning?
03:39
nvm
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blasteg 2019-12-07 03:39
thinking the same question:)\
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ReggX 2019-12-07 03:39
so, you can choose one and only one starting weapon at the beginning
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blasteg 2019-12-07 03:40
yes
03:40
usually you only know it whhen you startt the seed
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ReggX 2019-12-07 03:41
why not make it seperate items and hide them with force-invisibility when one item has been picked?
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EmoSaru 2019-12-07 03:41
Multiple items can provide the same code. GetProviderCountForCode will add them all up.
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blasteg 2019-12-07 03:42
I currently have a hack that has those "location as items" both a claimable chest and an item, which the claimable chest hosts
03:42
but that requires additional user input to you know, actually claim the location
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EmoSaru 2019-12-07 03:42
Any call that resolves a code to a specific item returns the first match
03:43
So, for example, if you have more than one item providing a code, each of those items still needs at least one unique code each to use for placing them in item grids, etc.
03:43
That’s how crystals/pendants work in my pack.
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ReggX 2019-12-07 03:43
@blasteg as hosted item?
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blasteg 2019-12-07 03:44
yes
03:44
like, StartingItemAxe the chest hosts Axe
03:44
and the cycle will change the chest's availability
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EmoSaru 2019-12-07 03:45
That seems best done with Lua
03:45
But I don’t fully understand what you’re trying to do, and it’s definitely not the behavior things were designed for
03:45
Anyway, sleep time for me
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blasteg 2019-12-07 03:45
gn
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ReggX 2019-12-07 03:47
does it have to cycle?
03:48
A pick-one can also be realized by offering multiple options and then cutting accessiblity and visibilty for the rest after one choice has been picked
03:49
otherwise, your best bet may be a custom item (-->sdk in pinned messages) and have the custom code update the other items
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blasteg 2019-12-07 03:52
I'd prefer cycle to save on space (the location hack already added 60 something items)
03:52
but multiple options can work too
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ReggX 2019-12-07 03:54
If you don't mind, can you pm me your current pack? Now I'm really curious how you approach the entrance issue
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blasteg 2019-12-10 15:30
what colors of location is claimable? only green and blue right
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cubesolver 2019-12-10 15:32
Green is you can get it with the items you have Orange is you can get some things but not all Blue is you can see what item is there, but not get it Yellow is you can get it, but it’s breaking logic Red is you can’t get it
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blasteg 2019-12-10 15:38
I know, but I'm probably not using these definition in my pack, entrance shuffle and UX is hard
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EmoSaru 2019-12-10 15:47
This stuff is in FAQ
15:47
Anytime you deviate from expectations it's going to be confusing
15:47
So
15:47
Try to minimize that
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blasteg 2019-12-10 16:02
I know. in my defense, tracker wouldn't let know which transition got shuffled to which, and has them being unclaimable red is a little problematic
16:03
so I'm considering using blank requirement blues instead
16:04
*Can't track a transition you just walk out of because tracker think it's not available
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EmoSaru 2019-12-10 16:31
Not sure exactly what you mean, and if you get something reasonable that's neat, but I'm just gonna say there are reasons why I haven't been advocating for people trying to hack entrance support into the existing framework in confusing ways. 😉
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codemann8 2019-12-11 21:48
I see in the latest update, there was the added ability to have a link to documentation. I didn't see an example of where this link should be put. I'd assume it's a new type in the manifest.json?
❗ 1
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blasteg 2019-12-11 22:18
I know, I know. but entrance is the most played format in our rando, so a tracker without it wouldn't do much
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EmoSaru 2019-12-12 09:50
Documentation links are done via the package distribution setup. When your pack is ready for release, you will get the info about that. In the meantime, you can point it to any webpage, so feel free to prepare your documentation however you please.
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UnspunReality 2019-12-12 10:58
So I havent played inna few months. Has the mupencore been fixed? Or is ParaLLEI still the go to? I remember just having some issues with parallei where youd see through the world but mupen just hated me period and it was issues being looked into. Using RA.
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Dudude Dude 2019-12-12 15:45
You're probably better off asking that in the ZOOTR Discord, this is just the Discord for Emotracker. 🙂
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ReggX 2019-12-14 07:05
am I crazy or did "item_count" disappear from the locations schema?
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Hamsda 2019-12-14 07:08
ye i reported that recently as well
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ReggX 2019-12-14 10:13
Lua: What's the quickest way to get a valid code for an item object? ( location.CapturedItem only returns the native lua object, not a code string which I need as table index)
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EmoSaru 2019-12-14 14:24
There's not currently a query for that, although it's a little problematic because presumably you need a UNIQUE code for it.
14:24
What are you trying to do?
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ReggX 2019-12-14 14:26
that's not a problem, since the items in question only have one code
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EmoSaru 2019-12-14 14:27
yeah, but I can't implement a query that only works for items with one code
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ReggX 2019-12-14 14:28
the first code only?
14:28
but that begs the question: what is the first code in a multi codes item
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EmoSaru 2019-12-14 14:29
Anywhere they're stored, they're generally in the order they were specified, except that code inheritance in some item types makes that less obvious.
14:29
Regardless, the function you need doesn't exist properly right now.
14:29
So I'm trying to understand the actual generalized requirement and what you're trying to do.
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ReggX 2019-12-14 14:30
I'm trying to retrieve what items are stored in CapturedItems (entrance rando)
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EmoSaru 2019-12-14 14:30
if the names are also unique, you should have access to that
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ReggX 2019-12-14 14:31
names are unique
14:31
how do I access the name?
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EmoSaru 2019-12-14 14:31
Should just be item.Name I think
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ReggX 2019-12-14 14:34
okay, great! that works for me, thanks
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EmoSaru 2019-12-14 14:34
👍
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blasteg 2019-12-15 05:40
I now have an item (or setting, rather) that makes more sense to have a code active when it's not checked (dimmed). What's the best way to do this?
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ReggX 2019-12-15 05:56
you can change the inital_active_state of a toggle item to be on by default
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blasteg 2019-12-15 06:16
I know, but I want the code be active when the item is off
06:16
and vice versa
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ReggX 2019-12-15 06:20
and that's what initial active state does
06:20
how item looks then is just a question of applying image mods in reverse
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blasteg 2019-12-15 06:21
oooooh I get it now. Brilliant
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ReggX 2019-12-15 06:23
another alternative would be using a progressive or progressive_toggle
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blasteg 2019-12-15 06:24
mhmm, I did that with some other settings
06:24
I'll think over how I would do it over the next few days
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ReggX 2019-12-15 13:45
Does "auto_pin_capturing_locations": false still work? It doesn't seem to do anything.
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EmoSaru 2019-12-15 16:31
it's an ancient setting that still exists in my pack because I'm a dingus and doesn't exist in the code anymore. It got migrated to a user setting, and supporting both a pack setting and a user setting leads to interesting logical things.
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ReggX 2019-12-16 03:23
Huh. Unpin on clear on the other hand still works and sets the default value for the Tracking setting. Personally, I prefer that approach.
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MuffinJets 2019-12-16 09:20
Personally I prefer the air
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EmoSaru 2019-12-16 11:14
Here’s the thing... Those never should have been pack settings. Thank you for bringing unpin on clear to my attention, because I’ll remove it from the pack settings.
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ReggX 2019-12-16 13:00
Please make them persistent through resets. It's very annoying that I have to disable them every time I reset or reload the variant. If they are user settings, then they should remember what the user set them to.
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EmoSaru 2019-12-16 13:50
I'll look into it.
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Pink Switch 2019-12-20 00:45
How do you change the size of the map within emotracker
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blasteg 2019-12-21 04:42
can multiple locations host the same item?
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ReggX 2019-12-21 05:01
yes
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blasteg 2019-12-21 05:05
is it possible to make those location mot all disappear at once if one of the location is claimed?
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ReggX 2019-12-21 05:09
what's the type of the hosted item? is it a toggle?
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blasteg 2019-12-21 05:11
yes.
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ReggX 2019-12-21 05:12
then that's intended behaviour. You can only get a toggle item once, so there is no reason to keep the location active if you already have the item
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Dorkmaster Flek 2019-12-27 05:21
Hey y'all, I'm working on learning some pack dev atm and need a bit of assistance. I figured out setting up just a raw folder in the "packs" directory for testing, and the debug printing is showing up in the dev console when I refresh the tracker so it's loading the scripts. I'm having trouble getting EmoTracker to detect that I'm trying to add autotracker support though, the little robot icon isn't appearing in the bottom right corner. I'm copying the approach from the official LTTPR pack and others with the LUA scripts and enabling the AUTOTRACKER_ENABLE_ITEM_TRACKING and AUTOTRACKER_ENABLE_LOCATION_TRACKING variables, that seems to be the thing that should enable it. Is there something else I'm missing?
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Rain 2019-12-27 05:30
do you have the field "platform" in your manifest json?
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Dorkmaster Flek 2019-12-27 05:31
Oh no I don't, is that the missing piece of the puzzle?
05:32
Ah that does make sense, the autotracking support depends on the platform.
05:32
That wasn't in the pack I was copying as an example just to get started with the layout/map stuff.
05:32
But it doesn't have autotracking support, so that makes sense.
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Rain 2019-12-27 05:34
yeah most pack creators forget it/don't know about it 😄
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Dorkmaster Flek 2019-12-27 05:40
Brilliant, thanks!
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Dorkmaster Flek 2019-12-28 07:48
Question: Is there any list of the functions available on the Tracker object in LUA scripting? I've found things like FindObjectForCode by looking at the available packs. Specifically I'm looking for a way to switch between maps in the script as part of the autotracking. (edited)
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EmoSaru 2019-12-28 08:47
You cannot currently modify layouts via scripting, and the Lua reference at this point is basically other packs, especially my LTTPR pack.
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Dorkmaster Flek 2019-12-28 08:53
Yeah I figured the other packs would be the main reference for now. That's cool, so basically only changing the item/room statuses via the script?
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EmoSaru 2019-12-28 08:54
Correct, and implementing custom logic expressions.
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Dorkmaster Flek 2019-12-28 09:06
👍
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Dorkmaster Flek 2019-12-28 09:15
One other question: Is there a property for the current quantity of consumable items in scripts, similar to Active for on/off items and CurrentStage for progressive items? I tried the obvious Quantity but I got "Field or property Quantity does not exist" in the log.
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Hamsda 2019-12-28 09:17
AcquiredCount and MaxCount
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Dorkmaster Flek 2019-12-28 09:17
Beauty, thanks!
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Hamsda 2019-12-28 09:17
np
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Dorkmaster Flek 2019-12-29 18:10
Hey again y'all, does anybody happen to know if the SD2SNES connector reads certain banks (mainly SRAM) differently outside of WRAM? I'm looking at some autotracking code from existing packages, and it seems like when accessing SRAM, it needs to use different addresses for SD2SNES vs LUA connectors. I'm not familiar with the details of the USB2SNES driver stuff, but I'm looking at bank $206000 (HiROM SRAM) if that's relevant. The spot has the expected value in LUA, but a different value with SD2SNES... ThinkDorm (edited)
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Dorkmaster Flek 2019-12-29 18:37
Oh dang I think I found it... The usb2snes protocol doc says "SRAM start at 0xE00000"...
18:39
So address 0xe00000 with the SD2SNES connector actually corresponds to ex. 0x206000 with the HiROM SRAM mapping? O_o Cause it's giving me the correct value with the SD2SNES connector when I do that... (edited)
18:40
But it also says "WRAM start at 0xF50000" but it seems like all the bank 0x7e and 0x7f WRAM addresses are fine in both, looking at ex. the official LTTPR autotracker code? (edited)
18:42
Like basically I was looking for specifically 0x206411. It gives the expected value in LUA, but with SD2SNES it looks like I need to use 0xe00411.
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Dorkmaster Flek 2019-12-29 18:57
Holy shit this is actually it 🤣
18:58
I'm also trying to look at the next SRAM bank 0x216000, so that becomes 0xe02000 for the usb2snes connector.
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EmoSaru 2019-12-29 18:58
If you are looking at the smz3 pack, it is weird because of the fact that it is exhirom
18:59
By and large, the intent is to allow “native addressing”
18:59
But doing so cross platform requires some beta connectorlib updates I haven’t pulled yet.
18:59
If you look at my lttp pack (and most others) you will notice no such issue.
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Dorkmaster Flek 2019-12-29 19:00
Yeah, I noticed your LTTP pack is looking only at WRAM so I thought maybe it's because I'm trying to look at SRAM in particular.
19:00
Yeah this looks like a wild ride lol
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EmoSaru 2019-12-29 19:00
It’s nothing to do with anything other than exhirom being weird and sucking.
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Dorkmaster Flek 2019-12-29 19:00
This rabbit hole goes deeper than I thought
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EmoSaru 2019-12-29 19:00
But it has to exist because of how smz3 works
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Dorkmaster Flek 2019-12-29 19:01
I'm learning so much about memory mapping lol
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EmoSaru 2019-12-29 19:01
The next time I pull a connectorlib update, we should be getting “full” snes memory mapping support, at least for the standard rom types.
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Dorkmaster Flek 2019-12-29 19:02
Nice, that sounds like a headache to keep up with so thank you 🙂
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EmoSaru 2019-12-29 19:02
Technically carts can do whatever they want, but in practice the standards hold up.
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Dorkmaster Flek 2019-12-29 19:05
Yeah I just tried with both LUA and SD2SNES writing a little conversion function to take an SRAM offset and convert it to the corresponding address depending on the connector in use, it worked for both. 👍
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arborelia 2019-12-30 07:53
Is there any way to change the size of the squares on the map representing locations? The only way I can see would be to make the map images bigger and change all the coordinates of locations to be on that bigger image, so that the squares would scale down to a smaller size. This would be a lot to do, so I wanted to make sure I'm not overlooking something.
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ReggX 2019-12-30 07:55
yes, in the same where you define the maps
07:57
try
"location_size" "location_border_thickness"
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arborelia 2019-12-30 07:57
oh, hmm. I swear I looked through the JSON schemas for something like that
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ReggX 2019-12-30 07:58
I don't think there is a maps schema yet
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arborelia 2019-12-30 08:00
aha
08:00
thanks!
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Hamsda 2019-12-30 08:46
yeah maps has very few params, probably why emo hasn't made a schema for that
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Dorkmaster Flek 2019-12-30 10:17
Question: There's a function autotracker_started() that is called when what it says. Is there a corresponding function like autotracker_stopped() that gets called when you stop the autotracker?
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Dorkmaster Flek 2019-12-30 10:30
Also huge thank you to you folks answering my questions the last few days! You've been extremely helpful in diving into this mad world of memory mapping. 😄
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EmoSaru 2019-12-30 12:03
There's not currently a callback when autotracker is stopped. I can add one in the next release.
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Dorkmaster Flek 2019-12-30 12:24
Cool, that would be convenient in some corner cases but not a huge priority. 👍
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Dorkmaster Flek 2019-12-31 17:32
Hey I have one more question before the new year. 😛 I noticed the memory watch callback functions return true/false. Does this return value do anything? My suspicion is if it does do something, returning false would mean it wasn't processed so it will fire again on the next check even if the location in question hasn't changed. (edited)
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EmoSaru 2019-12-31 17:47
Your suspicion is correct. Specifically, returning false prevents the internal dirty flag for the memory watch from being cleared.
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Dorkmaster Flek 2019-12-31 17:47
That's exactly what I was hoping. Have a very happy new year, and thank you for all your work on this great program! ❤️
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EmoSaru 2019-12-31 17:48
Happy new year!
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Dorkmaster Flek 2020-01-01 09:22
Happy New Year everyone! Got a first question for the new decade. 😛 I'm getting an odd error in the dev console when trying to add memory watches... It doesn't happen most of the time, it's inconsistent. Could be when refreshing the tracker and starting autotracking again, or stopping and starting it. (edited)
09:23
It seems like possibly related to the callback functions, but they're all defined so it can't be that right? What else could be a null value?
09:23
But it doesn't seem to be actually affecting the watches. They're all firing as expected...
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USMCSniperWolf 2020-01-01 09:53
Defined or not, it could still cause the error. Usually the simplest solution is the right one. Double check the callback functions again to make sure what you're adding in isn't interfering with the function.
09:54
Just from what I see there, if it's not that, could be the .lua file not knowing what to do with the watches
09:54
Which doesn't make sense, but when has coding ever made sense lol
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Dorkmaster Flek 2020-01-01 10:32
lol true, gonna double check to make sure the callbacks are all returning a boolean...
10:32
They should be but there's a bunch of them and I might've missed one.
10:32
Oh yeah I did find one, so if it's not returning anything...then it's probably null. So that's probably it! (edited)
10:34
Danke schön!
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EmoSaru 2020-01-01 10:59
I will look into how the code is handling no return value in that case, and make it report a more useful error in a subsequent version.
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Dorkmaster Flek 2020-01-02 08:07
Thanks, appreciate all the help! I have a minor under the hood question for reading the memory actually. I see the caching approach used in the official pack so far, nice. Does this imply that only one watch callback will be fired at a time? Like is it basically single-threaded?
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Rain 2020-01-02 08:15
yes, it is single-threaded, and watchers are triggered in order of registration as far as I can tell.
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Dorkmaster Flek 2020-01-02 09:05
Cool, that's what appears to be happening but I wanted to confirm. Good to know! 👍
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EmoSaru 2020-01-02 11:42
Any time Lua is invoked in EmoTracker, it is always done effectively single threaded.
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Mecha 2020-01-03 12:02
A minor layout thing, if anyone knows a working example, is that it is not obvious to me how to make it so I can switch a layout between being horizontal and being vertical without duplicating the data: the examples I find that try to do that don't seem to work.
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Hamsda 2020-01-03 12:04
i mean if parts of the layout are the same for both, like item grids, you can define them on their own and just put them into the differing layouts via key
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Mecha 2020-01-03 12:05
Right, but you define item grids with 'row' objects, and those rows don't... pivot when I give them different orientations
12:06
eg: { "type": "itemgrid", "h_alignment": "center", "item_margin": "1,2.5", "item_size": 70, "rows": [ [ "crystal", "pass", "hook", "darkness", "earth", "harp" ], [ "sandruby", "package", "baron", "magma", "tower", "luca" ], [ "adamant", "legend", "pan", "spoon", "rat", "pink"] ] }
12:06
putting that in something with orientation vertical or orientation horizontal yields horizontal rows no matter what
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Hamsda 2020-01-03 12:07
yeah no way around that
12:07
since its all defined as rows
12:07
giving that a vertical orientation doesnt turn it into columns
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Mecha 2020-01-03 12:08
so what does a vertical orientation do?
12:08
or should i not be defining things in rows to begin with?
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Hamsda 2020-01-03 12:12
you can only define them in rows
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EmoSaru 2020-01-03 12:12
Not everything supports every property.
12:12
Check the json schemas in the pins (edited)
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Hamsda 2020-01-03 12:12
and i dont think orientation affects itemgrid at all
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Mecha 2020-01-03 12:13
oho, that's where the schema are, i was earlier looking at autotracker support and not here, so I missed them. thank you
12:16
okay, I see. it's a nesting thing. an array can be vertical or horizontal, but then if you make the elements of the array an item grid, the item grid's just rows
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Fish 2020-01-06 08:40
Hi, I'm trying to replace deku sticks/nuts in Rikkukun/Epic Yoshi's MM tracker with skulltula tokens since I will find that much more useful. I'm trying to just remake the existing space (making things called stick, nut, etc.) but if I set the type to consumable and have a max quantity, it just blanks out. Is it because the stick/nut are on a table with other items and not singled out like stray fairies? This is my first time working with overrides so bear with me 😛 https://puu.sh/EX0Ex/275384d277.png https://puu.sh/EX0If/b3c4b8d047.png
08:42
I also found native skulltula support hidden in there but I have no idea how to make it show up on the tracker
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ReggX 2020-01-06 08:42
you need to change the layout
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EmoSaru 2020-01-06 08:42
You need to make sure the item is being referenced in the layout by a code it provides.
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ReggX 2020-01-06 08:42
if you change the item code, then the layout can't reference the item by its code anymore
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Fish 2020-01-06 08:44
I'll try to figure out how to do that
08:50
Alright, it was as simple as replacing nut and stick with skulltula_woodfall and skulltula_greatbay on the layout, so it referenced the hidden support stuff. Was just making it harder than it needed to be 😛
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Neonnite (Nathen Gonderman) 2020-01-06 20:46
ok all im not sure what im missing. I have made a pack and put it in the packs folder, I have a manefest file with the correct info, when I open Emo Tracker my pack is not shown. what do I need to do to have emo display my pack?
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deserteagle417 2020-01-06 20:57
You need to dm her so she can make sure everything is in order with it. Wouldn't expect her to get to it before gdq is over though.
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EmoSaru 2020-01-06 21:11
The pack should display in your installed packs. If it's not for a recognized game, it should be filed under other.
21:11
If you zipped up the pack, you should make sure that the manifest is at the root of the archive, not in a folder inside the archive.
21:11
Beyond that, yes, don't expect me to be very responsive until after GDQ.
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Neonnite (Nathen Gonderman) 2020-01-06 21:17
i will double check everything TY for the responce @EmoSaru @deserteagle417
👍 1
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Komaru 2020-01-12 14:10
Is there a way to put items/chests directly on to a map instead of inside a location? I get that this would remove the capability to track logic for it, but just like put a single chest or toggle down
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EmoSaru 2020-01-12 14:12
Not currently. I’d need to know more about the intended use cases to think about the difficulty.
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Komaru 2020-01-12 14:24
Ah ok. I'm putting together a tracker for Super Metroid Redesign randos, there's 12 Guardians unrelated to the items that are required, mainly I wanted them to appear differently, but also it'd be nice to reduce the number of clicks needed to toggle the large amount of single items involved. It's also entirely possible I don't know what I'm talking about and this would be a silly or difficult idea.
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EmoSaru 2020-01-12 14:28
It’s not entirely silly, and thanks for the info. I’ll consider making it possible when I’ve decompressed a bit post-GDQ (edited)
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MeleeWizard 2020-01-12 18:19
How badly do I suck at this? Let me count the ways.
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MeleeWizard 2020-01-12 19:23
For the record, I have no idea what any of this means.
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Komaru 2020-01-12 19:37
I just went through this pain myself. My recommended tools are: http://jsonviewer.stack.hu/ to format your json back together and https://jsonlint.com/ to see what errors your json has
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EmoSaru 2020-01-12 19:42
You also don’t have an init.lua script, which modern packs use
19:42
Please use my LTTP pack as reference for how to use modern pack loading, which is much more flexible
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MeleeWizard 2020-01-12 19:42
I was
19:43
I'm trying to read a foreign language, here.
19:47
I was also looking at the Z1M1 tracker, since it's closer to what I want to do.
19:47
Don't see a lua script in that one, btw.
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EmoSaru 2020-01-12 20:16
That is a very old pack
20:16
When building something new, I expect people to adopt the new conventions
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MeleeWizard 2020-01-12 20:21
So... in order to figure out what I'm doing, I need to already know what I'm doing, gotcha.
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EmoSaru 2020-01-12 20:24
In order to write Lua, I expect you to learn basic lua syntax. There are many online guides
20:25
My sincere belief is that if you learn 30 minutes of basic Lua and then look at my init.lua, you will understand enough of it to as more specific questions
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MeleeWizard 2020-01-12 20:30
I think the bigger point here was that I had no idea what conventions even existed, much less that they had changed over time, since I'm just diving in blind here. I was having enough of a time figuring out how the json stuff worked without adding lua to the mix, and the Z1M1 tracker made me think it wasn't necessary.
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EmoSaru 2020-01-12 20:41
The advice in here is consistently to use my pack as reference for the current conventions.
20:41
You can find useful setups in other packs
20:42
But there’s a reason for the suggestion to use my official LTTP pack as primary reference
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Mecha 2020-01-13 01:43
@MeleeWizard I ran into most of those issues, and almost all of them are a matter of moving things into folders, as per EmoSaru's LTTP pack, but the actual contents of the files are mostly correct
01:44
(I tried to work off of someone else's older convention pack as well for my FF4FE pack)
01:45
If you want an example of that refactor, I can give you my FF4FE pack ZIP directly (haven't had it time to run it by EmoSaru because of AGDQ) and you can compare it to Jaysee's pack which is currently downloadable
01:51
It has a lot less LUA than the LTTP pack too, so it'll be more obvious what maybe you don't need for yours.
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MeleeWizard 2020-01-13 10:10
My project boils down to a simple Pokemon rando type tracker. No maps, no logic or anything like that, just 151 sets of progressive toggles. The more I think about it, the more I realize the tracker would likely need a scroll bar (especially if I want to do other gens), and I don't remember seeing one in the layout schema. I'll probably take a closer look at it another time.
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Hamsda 2020-01-13 10:11
there is no scroll bar
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MeleeWizard 2020-01-13 10:12
Yeah, I can see this thing taking up a huge amount of screen space to do what I want it to do.
10:12
I was mostly thinking about doing this as an alternative to using a spreadsheet or something.
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Mecha 2020-01-13 10:18
Yeah, the problem with a spreadsheet for me is its lack of clickability
10:19
You can make the mons small. You could segment them up.
10:20
Anyway, FF4FE is also a no-maps pure-items style tracker, so like I said, if you want to see a simpler project and how I took it from old style to new style, I can shoot that to you this evening. If you're not off it, anyway.
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MeleeWizard 2020-01-13 10:23
I'll probably just go the spreadsheet/database route. This way, I can go ahead and set up all the gens I have access to and make filters to leave off what I don't need at any given time.
10:24
Besides, tedious data entry is an on-again-off-again hobby of mine.
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Mecha 2020-01-13 10:46
ha
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EmoSaru 2020-01-13 11:05
I am not opposed to adding a scrollable region layout element for things like this, although I would absolutely discourage their use for most trackers.
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ReggX 2020-01-13 12:54
All I want is to make recent pins scrollable, since that is one element pack devs have no way to know how much space the end user actually needs. You pin hoarders know who you are (edited)
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Mecha 2020-01-13 15:52
I'd think that tabbable elements would be more useful than scrollable ones
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EmoSaru 2020-01-13 15:52
It depends on the context. We already have tabs, but not good way to partition pins (whether that's even advisable). Scrolling is reasonable for me to add, and so I will
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Mecha 2020-01-13 15:54
nod
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StormRider 2020-01-13 23:05
EmoTracker module for Pokémon Red/Blue Key Item Randomizer - StormRiderGaming/emotracker-pokemon-red-blue-key-item
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MuffinJets 2020-01-14 09:21
:O
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MuffinJets 2020-01-16 00:47
Can confirm, it works well
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EmoSaru 2020-01-16 00:51
@StormRider if you're like to release it on the package manager for other users, DM me and I'll get you started.
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Mecha 2020-01-16 05:32
I set up a github for a pack I built for FF4 Free Enterprise w/Autotracking https://github.com/michael-simon/emotracker-ff4-fe-key-items-autotracker/releases
Contribute to michael-simon/emotracker-ff4-fe-key-items-autotracker development by creating an account on GitHub.
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Animebryan 2020-01-17 06:41
How do I add Heart Containers/Pieces to the Ninban & Gilgatex SM+LTTP v10.2 Item Tracker?
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Komaru 2020-01-17 08:41
🤔 I've been thinking about that "toggles on the map" feature I mentioned/requested earlier. At least for my purposes, I think the best way it could be put together would be to add toggle items that are normally in trackers into locations. They'd show up on the map as the same image as they would on the tracker. Then I could put static tracked things like bosses and guardians on both the map and the tracker. Additionally it'd allow for items that aren't checks to be toggled on the map (like if you opened up a permanent gate, you could create a toggle item that's the gate icon open/closed). Obviously kind of a big feature to ask but I figure'd I'd at least detail my thoughts on it
👍 1
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MikeTrethewey | Axiom Verge 2020-01-17 09:34
I’ve brought up the idea of custom location icons before. I think consistency was a question for user interface experience. Maybe allow it with restrictions? Maybe for map points that can’t have a number of “chests/collectibles” in it?
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Komaru 2020-01-17 09:40
My use case is items that need collecting but aren't randomized - it's just there's 13 required goals that you need to get to at some point at set locations. The map is complex enough that anyone doing a redesign rando is likely going to want them on the map as well as the tracker. Single chest locations on the map aren't a problem really
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EmoSaru 2020-01-17 09:55
The version I have in mind is a bit more comprehensive than this, but will cover this use for sure. It’ll happen in an upcoming version.
👍 2
😃 1
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ReggX 2020-01-17 11:04
"min_height" does not seem to work for auto scaling maps. Bug or intended behaviour?
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EmoSaru 2020-01-17 11:09
Maps always scale to fit their available space
11:10
When you adjust min_height on a map, you are not controlling the size of the map itself
11:10
you are controlling the size of the container element for the maps
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ReggX 2020-01-17 11:11
it works for max_height though?
11:12
max_height limits the auto scaling to the boundary set by max_height, so I would have assumed that min_height would do the same for the minimum boundary
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EmoSaru 2020-01-17 11:12
Ah, wait
11:12
There is a bug
11:12
I will fix this
11:18
fixed
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ReggX 2020-01-17 11:20
Also, I don't know if this is related, but using a combination of dock, scroll and min_height won't work. I have a recentpins element docked to the bottom that can grow by itself and shrink the map that gets the rest of the free space on top of the recentpins. I wanted to add min_height to the map, to constrain the recentpins element from growing too big and have a scrollbar appear in that case. Don't know if its the fault of the bugged min_height attribute or just the combination not being valid as a constraint for scoll
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EmoSaru 2020-01-17 11:22
min_height was just broken. Please try after updating.
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ReggX 2020-01-17 11:22
okay, map scaling works as expected now 👍
11:23
But I fear dock and scroll seem to be mutually exlusive
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EmoSaru 2020-01-17 11:23
when doing dynamic layout, things get complicatred
11:23
it's not that they're mutually exclusive
11:23
it's just less intuitive
11:24
I recommend constraining the max height of the scroll element you're wrapping your pins in
11:24
or just setting height to a fixed value outright
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ReggX 2020-01-17 11:25
The problem with max_height is that I don't know the screen/window size of the user
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EmoSaru 2020-01-17 11:25
yeah, there's no good way to solve the problem you're after without the ability to do dynamic measurement/ui modifications and I can't give you that right now (edited)
11:25
so I'm telling you what you CAN do to make it sane on most setups
11:26
for example, if pins are adjacent to an items group that has a natural height
11:27
constraining to that height will make things look nice and sensible regardless of display size
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ReggX 2020-01-17 11:30
that is true. I just hoped I could hit jackpot by combining those elements, stretching their use far beyond what is reasonably expectable. (edited)
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Komaru 2020-01-17 11:47
Is there any evaluation I can put in item locations? Probably a no, just thinking of:
"map_locations": [ { "map": "crateriamap", "x": 1807, "y": 440 }, { "map": "full_map", "x": 1807 + OFFSET VARIABLE, "y": 440 + OFFSET VARIABLE }, ]
to save up on some time text editing
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EmoSaru 2020-01-17 11:50
no
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Animebryan 2020-01-17 13:28
How do I add Heart Containers/Pieces to the Ninban & Gilgatex SM+LTTP v10.2 Item Tracker?
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BiffMasterZay 2020-01-18 20:04
I just got into working with the Emo Tracker and so far, I am really liking it. Just enough is exposed so people can really customize things.
20:04
Really awesome.
20:05
So that leads me with a question: Is there a way to get the chests to be an "item" persay.
20:05
Other trackers have things such as
20:05
An easy visual where the chests are linked to the bosses and modify the map.
20:06
Is there a way to get an item image linked to the item count that each dungeon has so we may place those in the item list?
20:06
Right now, I was doing a mockup, (it's wrong in terms of chest, etc
20:07
But the idea is if the user clicks the chest, it will update the item count for the corresponding dungeon.
20:07
So, this leads to a few things: Is this currently possible? And if not, could the support be added?
20:08
I am a software engineer dude so if time is a concern, I could possible assist. Thanks again for the great product!
20:10
Also, I hope this is the right place to post this 🙂
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deserteagle417 2020-01-18 21:20
You can make the chests there a consumable item, one for each dungeon, then instead of putting a chest count on each dungeon, just host the chest item at each dungeon location
21:21
It'll look like the crystal requirement and Ganon requirement
21:22
So a number for the remaining chests instead of the picture.
21:25
If you want it to work like the chests in the tracker you posted, it might be possible to make a progressive item where you put the custom image of the number of chests at every stage and host that item
21:30
Well not quite that second one because it would dismiss the location after one chest click... But maybe something like it
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BiffMasterZay 2020-01-18 21:42
I'll have to look more into that. Will reference the crystal requirement stuff for now. Thanks!
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deserteagle417 2020-01-18 21:48
That one should work for sure. To reference a hosted item, you can look at aga in Castle Tower (in case you needed that)
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BiffMasterZay 2020-01-18 22:19
So, I've figured out how to get a hosted item to be linked to the dungeon. However, the issue is that I can't get the dungeon status to be the correct color. If I create a hosted item and set quantity to 0/3 for lets say Eastern Palace, it will be the correct color until I hit a chest. If I set it as 3/3, it will be red until I click the chest 3 items, thus it appearing "disabled" on the items bar.
22:20
I want the exact functionality that the "item_count" has for these dungeons.
22:22
Not sure if there is any additional attributes I can add to the thing. All I've seen are consumable, progressive, toggle, and progressive_toggle
22:27
The Hosted items seem to always be affecting the access requirements.
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BiffMasterZay 2020-01-18 22:45
Side note, by creating a hosted item, wouldn'
22:45
t that break auto-tracker functionality?
22:47
I suppose one could create some custom auto-tracker code for the hosted item as well.
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BiffMasterZay 2020-01-18 23:39
Sorry if I'm spamming this channel, just posting my thoughts/findings. So looks like hosted item behavior is a no-go. If any chests are not consumed, the location will remain green. It only turns green when all chests are "consumed" since it is considering them as a requirement. So host_item of 3 chests means the area "requires" 3 chests in order to be considered available. The chest behavior is different in that a location will remain green until all chests have been consumed. The chests cannot cause a location to go red (unless all chests are consumed but the boss isn't killable).
23:39
Without some other configuration that is unique, it looks like that functionality would have to be added.
23:44
We know that item_count is a special variable used by the program to handle generating the chests from the pinned locations. We also know there is some special "Pinned Locations" logic that uses this variable to generate chests that we can poke as well as determine whether an area is complete.
23:46
So I am guessing a request would have to be made to add the ability to access these chests elsewhere such as the items can be. That way specific gui can be made and added to the "broadcast.json" file.
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deserteagle417 2020-01-19 00:12
Hmm... I guess I didn't think that though carefully enough, sorry. I know Jaysee's OWG pack has something like the kind of counter that you're looking for. Perhaps try looking at that for inspiration? I'd try to help more, but I'm away from my PC so can't look now. The auto-tracker doesn't track inside of dungeons anyway, so I don't think there should be issues.
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BiffMasterZay 2020-01-19 00:23
That's good to know! Thanks for the info and no worries.
00:24
That actually should come in handy quite a bit referencing that. I had looked at couple but not that one.
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BiffMasterZay 2020-01-19 00:38
So that is closer to what I want, but not quite there. The chests are tacked on as a required item, but not quite.
00:40
But, I think that is honestly fine. Thanks again for the input and direction to look. 🙂
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EmoSaru 2020-01-19 01:44
I literally just added this in the last version.
01:44
Check the JSON schemas.
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BiffMasterZay 2020-01-19 02:03
Where can I locate the json schemas?
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Hamsda 2020-01-19 02:14
They are in the pins of this channel
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BiffMasterZay 2020-01-19 02:15
Cheers, thanks.
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EmoSaru 2020-01-19 02:15
Also FYI, the latest version of my pack, which I'll be pushing in a bit, includes chest items already created for all the dungeons.
02:15
You'd just have to add them to your layout.
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BiffMasterZay 2020-01-19 02:16
Oh, sweet. I just have been modifying your pack, so bringing in any changes would be easy peasy.
02:17
For the most part, it's the same, just minor differences.
02:17
02:17
By the way, I really like the work you've done on this. Good job!
02:19
Anyways, going to hit the hay. Looking forward to seeing the update.
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Dorkmaster Flek 2020-01-19 09:35
Question: I'm taking over managing an existing package and trying to update it to use the new package structure based on the LTTPR pack. I moved the items, maps, locations, and layouts JSON files into their own directories and added the loading of them to the init.lua script, but it looks like it's still trying to load the legacy settings for some reason. I'm still seeing Loading legacy package settings from tracker_layout.json in the console even though this file no longer exists (which is why I'm getting an error from it), as well as legacy layout data and legacy broadcast layout data. I do see the loading from the script happening as well, but it's not displaying anything presumably because of the errors loading the legacy files. (edited)
09:35
Shouldn't it not be doing this now, or is this because it's an existing package which EmoTracker has a manifest for already?
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Dorkmaster Flek 2020-01-19 09:47
Aha, never mind I figured it out! The layout structure is also slightly different and needs to be updated. I presume it was fooling EmoTracker into thinking it was a legacy package. (edited)
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BiffMasterZay 2020-01-19 11:57
Glad ya figured it out.
11:57
Is there a way to get the background of the broadcast view to show up as invisible when used as an overlay on obs?
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BiffMasterZay 2020-01-19 12:11
Nevermind, I got it.
12:11
Ended up making a chroma key filter and set the background as a fairly unique color.
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ReggX 2020-01-19 12:12
NDI plugin
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deserteagle417 2020-01-19 12:36
^^highly recommend this
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Neonnite (Nathen Gonderman) 2020-01-20 12:54
hey all I have been messing around creating an alttpr entrance rando pack. I have figured out how to add items to item grid within the notes section of the pinned locations IE the items you select and then they will display when you mouse over the location. Is there something I can change in the LUA to have these just display all the time? along the same lines is there a way to have the notes shown in a section of the pinned location?
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EmoSaru 2020-01-20 13:00
No.
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Neonnite (Nathen Gonderman) 2020-01-20 13:02
ok ty
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Fiz 2020-01-22 01:12
Does anyone know how to add LTTPR autotracking support into a pack you're developing? I got it to load the script it seems, but the icon doesn't show up in the lower right
01:12
IDK if this is the right channel lol
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EmoSaru 2020-01-22 01:20
You also need to make sure the platform is set in the pack's manifest.
01:20
You can see an example in my pack.
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Fiz 2020-01-22 04:41
Thanks, I missed that in the manifest
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cardinalfan3000 2020-01-24 14:03
is there a way to track heart pieces for OOT randomizers?
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MikeTrethewey | Axiom Verge 2020-01-24 14:05
Emo: Is there a design reason to stay away from splitting different layout elements into different files and referencing by ”type”:”layout”,”key”:”keyname” to promote modularity for user overrides?
14:07
I’ve seen different styles of development in the packs and I’m just curious if it’s an active decision.
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EmoSaru 2020-01-24 14:43
you can already split layouts into multiple files
14:43
and reference by keys
14:43
so I'm not sure what you're suggesting here
14:43
my pack does it
14:43
so do some others
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MikeTrethewey | Axiom Verge 2020-01-24 14:44
Ahh, ok. I may need to look again. That answers my question. :D
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Natalie 2020-01-24 14:44
(mike are those smart quotes ew)
14:44
"
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MikeTrethewey | Axiom Verge 2020-01-24 14:44
Blame my iPhone keyboard.
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Natalie 2020-01-24 14:45
I'm going to blame whoever decided we needed "smart" quotes 🐬💦
👍 2
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Eatitup_86 2020-01-30 18:02
Is the best method for starting to work on a new tracker to copy an old one and go from there? If so how do you get the darn thing to show up on the Installed Packages list? 🙂
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cubesolver 2020-01-30 18:06
Yeah. Look at a pack that is similar to what you want to do and go from there. Emo’s lttp pack is the main source of reference. You can put an unzipped folder into the packs folder of emotracker to get it to show up
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Eatitup_86 2020-01-30 18:07
Oh nice! Thanks Cubesolver. tokyosLonk
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Eatitup_86 2020-01-31 00:28
Is there a way to force icons to become a certain size? I am not super familiar with JSON so any tips / sites to learn would be great. 🙂
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blasteg 2020-01-31 01:11
you can check the documents in the pins
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Eatitup_86 2020-01-31 01:12
Shucks I always overlook pins lol. Thanks Blasteg aqyComf
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blasteg 2020-01-31 01:35
np, pins are like the sidebars, overlooking is the norm 😅
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blasteg 2020-01-31 16:14
Is there a way to do something like "If a location is available, claim it automatically"?
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MuffinJets 2020-01-31 17:34
What do you mean claim?
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blasteg 2020-01-31 17:48
check it
17:48
something like, whenever you got boots, tracker consider bonk rock is checked.
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EmoSaru 2020-01-31 19:10
No and doing so would kinda defeat the purpose
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blasteg 2020-01-31 19:17
It would be a hack for the good ol' Entrance, so yeah, I don't epect it to be doable. thanks
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Eatitup_86 2020-02-01 10:52
Is there a way to use iterating numbers without making multiple sprites for it?
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ReggX 2020-02-01 11:53
Depends, where do want to display iterating numbers?
11:53
But it sounds like you want to use a consumable item
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JRJathome 2020-02-02 23:11
Consumable items are probably the best way, but you can also overlay a separate image over the item's main image. I used that for my OoT item tracker so I could use the same number images for multiple items.
👍 1
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ReggX 2020-02-03 09:59
nice idea. BTW, is there a list of valid img_mods somewhere?
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EmoSaru 2020-02-03 10:08
I thought I had it listed somewhere in the schemas, but apparently I don't. I will figure out a place to put it, but here is the current list... (edited)
10:09
Valid Image Filters/Mods
grayscale - makes things grayscale dim (legacy) - reduces brightness by 50% halfdim (legacy) - reduces brightness by 25% quarterdim (legacy) - reduces brightness by 12.5% brightness|percentage - Multiplies brightness by a specified factor. Ex. brightness|0.25 reduces brightness by 75% overlay|image_path - Applies the specified image path as an overlay. Overlay image must be same size as base image. Ex. overlay|images/checkmark.png saturation|percentage|(optional)mode - Adjusts the saturation of the image to a percentage between [0,1]. An optional luminance mode can be specified. Valid values are [avg, max, red, blue, green, bt601, bt709]. The default is avg. @disabled - Applies the default image filter for "disabled" states in the current context Filters can be applied in sequence by using a comma-separated list, and they apply in the order specified. Ex. "grayscale,brightness|0.5"
(edited)
👍 3
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Original message was deleted or could not be loaded.
EmoSaru 2020-02-03 10:09
Pinned a message.
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OCD Perfectionist Nitpicker 2020-02-03 12:30
Does this tracker have functionality for dropdown menus?
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ReggX 2020-02-03 12:31
no
12:32
but you can use popups to imitate something similar
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OCD Perfectionist Nitpicker 2020-02-03 12:33
hm...
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EmoSaru 2020-02-03 12:35
Describe your use case please
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OCD Perfectionist Nitpicker 2020-02-03 12:35
Well I'm not sure what to do yet.
12:36
The original idea was to add the ability to list Pokemon in my party, pc, and graveyard through dropdown lists.
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MuffinJets 2020-02-03 12:36
I mean that's not impossible to do, but a lot more difficult that what's typical of this tracker
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OCD Perfectionist Nitpicker 2020-02-03 12:37
But if that's too complicated for this program the alternate idea would be to just list all 151 available 'mons in a list and then toggle through the potential options through clicks
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EmoSaru 2020-02-03 12:38
I guess my thought is that what you’re trying to do is kinda “out of band” for what trackers like this generally do
12:38
That’s potentially a LOT of Pokémon to track
12:38
In variable sized lists
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ReggX 2020-02-03 12:38
That could be solved -with sprites even - by putting them in layout with an itemgrid with "pokemon items" and then a capture item.
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EmoSaru 2020-02-03 12:38
Etc
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ReggX 2020-02-03 12:39
BTW, Emo, are there any plans to add a capture layout element?
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EmoSaru 2020-02-03 12:39
And presenting it in a way that’s useful is even tougher
12:39
Yes there are
12:39
It throws some wrenches in the works, but it will happen
👍 2
12:39
Save/load is actually the biggest hurdle, FYI
12:40
Because UI elements don’t save right now
12:40
Since they have no data that isn’t driven by other stuff
12:41
There are a few ways to handle it, and I’m debating between them
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ReggX 2020-02-03 12:41
So you would need to program a dummy object that gets added on loading a layout with the capture?
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EmoSaru 2020-02-03 12:41
Some are more convenient for me, some for you
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ReggX 2020-02-03 12:41
but then, how would the dummy be correctly associated... hm....
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EmoSaru 2020-02-03 12:42
See what I just said
12:42
I’m thinking about it
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ReggX 2020-02-03 12:42
Could also make the layout element have a mandatory code (which would allow it to be handled in lua, for bonus points) (edited)
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EmoSaru 2020-02-03 12:45
I'm thinking about a lot of stuff
12:45
That's why it's not already out
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ReggX 2020-02-03 12:50
No worries, I'm just thinking aloud and shooting ideas into the wind. Don't let it bother you and disuade you from your own ideas.
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EmoSaru 2020-02-03 12:54
It's almost adorable that you think that's possible.
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OCD Perfectionist Nitpicker 2020-02-03 14:31
does this program support drag-and-drop icons?
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EmoSaru 2020-02-03 14:32
Not currently, no.
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OCD Perfectionist Nitpicker 2020-02-03 14:32
nuts
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EmoSaru 2020-02-03 14:33
There's a point where you may need to consider building a custom application if you want to do particularly bespoke things.
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OCD Perfectionist Nitpicker 2020-02-03 14:33
yeah
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EmoSaru 2020-02-03 14:33
EmoTracker is good at building a certain type of thing, and offers a fair amount of flexibility in that space.
14:33
But it's not a generic application development platform.
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OCD Perfectionist Nitpicker 2020-02-03 14:50
True, but I wanted to ask before I ran off and coded my own thing.
14:50
One more question, just to make sure: toggle icons only have two states, correct?
14:51
(and then a counter for consumable items)
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blasteg 2020-02-03 14:54
The Inner-Platform Effect occurs when a generic system is built that reflects the platform it was build with. The solution is simple: probing.
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EmoSaru 2020-02-03 15:04
toggle type items have two states
15:04
there are progressive_toggle items that have an on/off state but also a secondary state that dictates what they display and what they provide
15:04
there are lots of item types
15:04
which are described in the JSON schemas in the pinned messages, per the channel topic
15:05
you can also implement custom items that respond directly to left and right mouse clicks in lua
15:05
but again, some of the things you're asking for are not currently supported in any fashion
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OCD Perfectionist Nitpicker 2020-02-03 15:39
what's the difference between "progressive" and "progressive_toggle"?
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EmoSaru 2020-02-03 15:42
progressive items advance through stages, and provide codes based on the current stage
15:42
progressive_toggle items advance through stages, determining what code(s) they WILL provide when the toggle state is on
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blasteg 2020-02-03 16:41
so if I don't want to it to be ever off, I should use progressive instead of progressive toggle
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EmoSaru 2020-02-03 16:53
most likely, yes
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Dorkmaster Flek 2020-02-03 16:56
You can use the progressive type and set allow_disabled to false
16:57
If you want it to have stages but never be off, ex. the tunic/armor in LTTP.
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OCD Perfectionist Nitpicker 2020-02-03 17:20
got my idea to work, sort of, but it's sort of clunky - i can set up each pokemon as a progressive sprite and toggle back and forth between various states; this won't look too awful in gen 1 with 151 mons but if I want to make it look exactly the way I want it's probably better to program my own thing
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MuffinJets 2020-02-03 19:56
151 progressive stages?
19:56
Gross
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Natalie 2020-02-03 19:59
concern
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blasteg 2020-02-03 20:12
you can probably machine generate those tbh
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EmoSaru 2020-02-03 20:20
you can't machine click through them though
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blasteg 2020-02-03 20:21
true that
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OCD Perfectionist Nitpicker 2020-02-04 11:43
no, not 151 progressive stages
11:44
151 sprites with 5 stages each (not toggled, toggled, in party, in pc, dead)
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Natalie 2020-02-04 11:45
concern intensifies
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ReggX 2020-02-04 12:00
eh, it's basically a single progressive_toggle machine-generated 150 more times 🤷
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cubesolver 2020-02-04 12:04
Someone made something like that already as a website
12:05
A highly customizable Pokédex/Pokémon tracker and counter useful for speedruns or whatever you need.
12:07
It’s a 4 stage one that offers the ability to have different gens and preset dexes from each region
12:07
@OCD Perfectionist Nitpicker
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ReggX 2020-02-04 12:08
god, that font
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OCD Perfectionist Nitpicker 2020-02-04 12:09
It's not quite what I was looking to build (edited)
12:10
This is definitely the wrong program for what I had in mind originally but that's okay
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OCD Perfectionist Nitpicker 2020-02-05 12:01
This is probably also the wrong program to put in a variable Job tree...
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BenIsWell 2020-02-05 16:42
hey guys, just curious if anyone knows the best way to chroma key the tracker? i am using the one for OOt by hamsda and the items and all look great but id love to take away the gray background and add my own background for stream if possible
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OCD Perfectionist Nitpicker 2020-02-05 17:04
Are you using OBS?
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BenIsWell 2020-02-06 15:06
yes 🙂
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OCD Perfectionist Nitpicker 2020-02-06 18:12
After you've captured a game/window you can add any number of filters to it, two of which are two different kinds of chroma key (I'm not sure what the difference in each is, try both and see which you prefer).
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MuffinJets 2020-02-06 18:21
You need to install the NDI plugin for OBS
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Natalie 2020-02-06 18:31
The NDI plugin allows you to bypass the need for chroma/colorkeying the tracker, because the broadcast view's NDI output respects alpha transparency
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Pink Switch 2020-02-08 11:37
How does visibility rules work?
11:37
It seems like half the time it does what its supposed to the other half its like its not there at all
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EmoSaru 2020-02-08 11:40
You would have to supply more information for us to understand your issue
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ReggX 2020-02-08 11:56
if you are asking about 'restrict visibility', it restricts the location to be visible only if the conditions are met.
11:58
if you want it to not be visible on a condition, then you have to use 'force invisible'
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Pink Switch 2020-02-08 12:03
Sorry about that, after experimenting, I figured out the issue
12:04
@EmoSaru I can't seem to apply visibility rules to a group of checks, only individual checks. Is there a way to fix that or am I doing something wrong or what
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EmoSaru 2020-02-08 12:06
Visibility rules are not inherited, largely because they are incredibly destructive and it can be difficult to diagnose unexpected disappearances/appearances.
12:06
What is your use case where applying them in that way is important to you?
12:07
Actually wait I just realized
12:08
By "group of checks"
12:08
do you mean, "location"?
12:08
because no, they apply to sections and map locations (edited)
12:08
as per the JSON schemas
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Pink Switch 2020-02-08 12:08
I don't know all these fancy terms
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EmoSaru 2020-02-08 12:09
The fancy terms are all described in the JSON schemas, in the topic and the pins of the this channel.
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Pink Switch 2020-02-08 12:10
I'm working on a tracker for MMr, and I'm trying to add visibilty rules for whether or not you have settings turned on, in this case stray fairies. They're all grouped under one location and it would be so much more convenient if I could just set the location as a whole to be only visible if the setting to shuffle them is on instead of having to individually put it on all 60 locations
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EmoSaru 2020-02-08 12:10
"Grouped under one location" is what you're going to have to describe to me more
12:10
Like, please copy/paste JSON
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Pink Switch 2020-02-08 12:11
it's too big
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ReggX 2020-02-08 12:12
pastebin?
12:12
all I want is to set a visibilty rule under { "name": "Woodfall Temple Stray Fairies", "short_name": "Woodfall Fairies", "parent": "Poison Swamp Area", "access_rules": [ "ocarina,sonata,deku,fairy_yes" ], without having to set individually for all of them
12:12
also I said 60 because I have to do this four times
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EmoSaru 2020-02-08 12:15
okay
12:15
so then
12:15
per the json schemas
12:15
set it on the map_locations entry for the whole location
12:15
using restrict_visibility_rules
12:16
visibility rules are effectively settable on sections, to filter those within a location, and on map locations, to control the visibility of that particular square on the map
12:16
the schemas are your friend
12:16
plz be their friend
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Pink Switch 2020-02-08 12:16
I don't even know what a schema is
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EmoSaru 2020-02-08 12:17
they're the things visibly linked in the channel topic and pinned messages
12:17
which describe the available properties for the various types of things
12:17
that you're currently editing JSON to create
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blasteg 2020-02-08 15:04
Question, is it possible to overlay a disabled icon on an non-disabled icon.
15:04
because if you overlat then disable, you disable filter both
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EmoSaru 2020-02-08 15:15
filters apply in the order they're specified
15:16
it is not currently possible to apply a filter specifically to the image specified as the parameter in the overlay filter (edited)
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blasteg 2020-02-08 15:21
OK, thanks
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blasteg 2020-02-13 07:04
so say, I want to "Hide" a grid, as in, have it loaded so
Tracker:FindObjectForCode
works, but not have it visible to save space
07:05
What is the best way to achieve that?
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ReggX 2020-02-13 07:06
FindObjectForCode always works, no need to have it in a grid
07:06
As long as it's defined in a loaded items.json, it will pick up on its codes
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blasteg 2020-02-13 07:16
I have the item defined in setting.json, and loaded it first in init.lua, but the utem is hidden, so it's not on any layout
07:16
This appears when I try to Tracker:FindObjectForCode it
07:17
or more psecifically,
Tracker:FindObjectForCode("ItemCode").Active=true
07:17
the same code works for an item that exist on layout
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ReggX 2020-02-13 07:34
you have an item defined in setting.json? 👀
07:34
can you pastebin your init.lua and setting.json
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Hamsda 2020-02-13 08:35
that sounds like you might be using an item code for something that just doesn't have Active as a property, like a consumable. pretty sure if the item code wouldnt be found you'd get an exception about referencing a property of nil just to make sure, you can save the result of FindObjectForCode in a variable and check for its truthiness first
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Xopar 2020-02-13 09:24
Is there a clean way to have itemgrids in multiple variants of the tracker without duplicating anything? (edited)
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EmoSaru 2020-02-13 09:46
Check the json schemas. You can do layout references, and just load shared layouts in a file not under a variant.
👍 1
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blasteg 2020-02-13 13:58
sorry, went right to sleep after that last night. I'll pastebin it real quick
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Xopar 2020-02-13 14:22
I had checked pins in all of the channels but I guess I had missed this one. Thanks for the heads up on the schemas.
14:23
I am struggling with a composite item though. Right clicking and left clicking activate the two elements that are linked to the composite item however unless both right=left=true the composite item does not activate or swap.
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EmoSaru 2020-02-13 14:59
Did you specify images for the various combinations?
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Xopar 2020-02-13 15:42
I was about to say yes and then I realized I typod the two intermediate's file names <.<. Haha ty for the feedback because it helped me find it
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ReedemtheD3ad! 2020-02-15 10:51
Hi, I'm working on the Super Mario 64 Randomizer Tracker, and I am having some difficulties. I seem to have lost my display. I'm sure its a simple mistake somewhere. Is there a particular mistake I should be looking for that would cause this? (edited)
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EmoSaru 2020-02-15 10:53
First thing to do is always to check your json using a lint’ing editor
10:53
Malformed json is a fast path to this
10:53
You might also find an error if you open the developer console
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ReedemtheD3ad! 2020-02-15 10:56
I'm using Notepad++ to write JSON. Might not be the best idea...
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EmoSaru 2020-02-15 10:56
I very genuinely recommend visual studio code
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ReedemtheD3ad! 2020-02-15 10:56
Alright. Thanks for the help.
11:01
It seems to be telling me that I don't have a [ when I do?
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EmoSaru 2020-02-15 11:02
That checker might not support comments
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ReedemtheD3ad! 2020-02-15 11:03
Ah
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EmoSaru 2020-02-15 11:03
I recommend visual studio code because its built in validation supports the right stuff
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ReedemtheD3ad! 2020-02-15 11:03
Ok.
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ReggX 2020-02-15 11:06
Also, highly recommend you use the Developer Console in EmoTracker and check for error messages
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ReedemtheD3ad! 2020-02-15 11:07
Visual Studio Code doesn't like comments either
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ReggX 2020-02-15 11:08
you need to chose json with comments as filetype
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ReedemtheD3ad! 2020-02-15 11:08
ah, ok
11:08
umm developer console says my files are empty???
11:10
Ohhhhh. I see where I made a mistake...
11:11
Success!
11:11
(now I see the other errors I made)
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ReedemtheD3ad! 2020-02-15 11:19
though I'm not sure why Rainbow Ride is off to the left...
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ReedemtheD3ad! 2020-02-15 11:39
And its gone again...
11:39
This time there are no errors in Dev console...
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MikeTrethewey | Axiom Verge 2020-02-15 11:39
Did you get VSCode as suggested?
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ReedemtheD3ad! 2020-02-15 11:39
Yes.
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MikeTrethewey | Axiom Verge 2020-02-15 11:40
Did you change the file type to JSON & Comments in the lower right?
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ReedemtheD3ad! 2020-02-15 11:40
I did
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MikeTrethewey | Axiom Verge 2020-02-15 11:41
How many lines in the file that’s likely causing the issue?
11:42
Tens? Hundreds? Thousands? I’m on my phone atm and have a small screen.
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ReedemtheD3ad! 2020-02-15 11:43
11:43
This is out of all my jsons
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MikeTrethewey | Axiom Verge 2020-02-15 11:43
There you go. Nuke those troubling trailing commas. (Which also happen to be troubling in this case.) (edited)
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ReedemtheD3ad! 2020-02-15 11:44
So none of these should have commas?
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MikeTrethewey | Axiom Verge 2020-02-15 11:44
Correct. The last element in an object should not have a comma.
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Natalie 2020-02-15 11:44
a comma says "but wait, there's more!"
11:45
when there isn't more, you have a problem,
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MikeTrethewey | Axiom Verge 2020-02-15 11:45
You may also have an option to Format Document from the context menu that should theoretically increase readability.
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ReedemtheD3ad! 2020-02-15 11:48
Hmmm. That didn't seem to fix it.
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MikeTrethewey | Axiom Verge 2020-02-15 11:49
Do you have all your json documents open so that VSCode can validate all of them?
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ReedemtheD3ad! 2020-02-15 11:49
yes
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MikeTrethewey | Axiom Verge 2020-02-15 11:49
I’ve found that sometimes you need to save them and move the text cursor around for it to update. Might just be on my machine though.
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